Commit 35e4a577 authored by wanqing's avatar wanqing

修改需求

parent c642f05e
......@@ -38,6 +38,8 @@ public class BossView : MonoBehaviour
public Material m_emptyMat;
[Header("子弹速度")]
public float m_speed;
[Header("走到路径点是否待机")]
public bool m_isIdlePath;
private Animator m_animator;
//private Transform[] m_bulletTrans;
......@@ -354,6 +356,16 @@ public class BossView : MonoBehaviour
PlayAnim(1);
}
}
//初始点待机延迟
void DelayStartIdle()
{
Invoke("DelayHandle", 0.1f);
m_bIsIdle = false;
if (!m_bIsDie)
{
PlayAnim(1);
}
}
//移动
void UpdateMove()
{
......@@ -371,8 +383,8 @@ public class BossView : MonoBehaviour
{
m_bControlFinishNode = true;
SendBullet();
int varRand = Random.Range(0, 2);
if (varRand == 0)
//int varRand = Random.Range(0, 2);
if (m_isIdlePath)
{
PlayAnim(0);
m_bIsIdle = true;
......@@ -387,12 +399,26 @@ public class BossView : MonoBehaviour
else
{
varDir = m_startPos - transform.position;
if (!m_bIsIdle)
{
transform.position += varDir.normalized * Time.deltaTime * m_backSpeed;
if (Vector3.SqrMagnitude(varDir) <= 0.2f)
}
if (Vector3.SqrMagnitude(varDir) <= 0.2f && !m_bControlFinishNode)
{
m_bControlFinishNode = true;
m_bIsForWard = true;
m_curIndex = 0;
SendBullet();
if (m_isIdlePath)
{
PlayAnim(0);
m_bIsIdle = true;
Invoke("DelayStartIdle", m_idleTime);
}
else
{
DelayStartIdle();
}
}
}
//Vector3 targetDir = varDir.normalized;
......
......@@ -222,7 +222,7 @@ public class LargeMagnetView : MonoBehaviour
m_bControlReject = false;
}
}
varPlayer.transform.position -= varDir.normalized * m_power * m_rejectAddSpeed * Time.deltaTime;
varPlayer.transform.position -= varPlayer.transform.up * m_power * m_rejectAddSpeed * Time.deltaTime;
Vector3 varVec3 = varPlayer.transform.position;
varVec3.z = 0;
if (varVec3.y < m_minHeight)
......@@ -231,9 +231,9 @@ public class LargeMagnetView : MonoBehaviour
}
varPlayer.transform.position = varVec3;
//Camera.main.transform.position = varPlayer.transform.position + offset;
Vector3 varCamera = Camera.main.transform.position;
varCamera.x = varPlayer.transform.position.x;
Camera.main.transform.position = varCamera;
//Vector3 varCamera = Camera.main.transform.position;
//varCamera.x = varPlayer.transform.position.x;
//Camera.main.transform.position = varCamera;
}
void Update()
{
......@@ -269,14 +269,14 @@ public class LargeMagnetView : MonoBehaviour
}
else
{
varPlayer.transform.position += varDir.normalized * m_power * Time.deltaTime;
varPlayer.transform.position += varPlayer.transform.up * m_power * Time.deltaTime;
}
}
else
{
if(m_poleType == PoleType.PT_South)
{
varPlayer.transform.position += varDir.normalized * m_power * Time.deltaTime;
varPlayer.transform.position += varPlayer.transform.up * m_power * Time.deltaTime;
}
else
{
......@@ -297,7 +297,10 @@ public class LargeMagnetView : MonoBehaviour
varVec3.y = m_minHeight;
}
varPlayer.transform.position = varVec3;
Camera.main.transform.position = varPlayer.transform.position + offset;
//Camera.main.transform.position = varPlayer.transform.position + offset;
//Vector3 varCamera = Camera.main.transform.position;
//varCamera.x = varPlayer.transform.position.x;
//Camera.main.transform.position = varCamera;
}
}
//MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
......
......@@ -139,9 +139,12 @@ public class MagnetView : MonoBehaviour
}
transform.position = varVec3;
//镜头跟随
if(!BattleCtrl.instance.battleUI.bossObj)
{
Vector3 varCamera = Camera.main.transform.position;
varCamera.x = transform.position.x;
Camera.main.transform.position = varCamera;
}
//Camera.main.transform.position = transform.position + offset;
ChangeMagnetPole();
UpdateUIBloodPos();
......
......@@ -70,6 +70,10 @@ public class BattleUI : MonoBehaviour
public Vector3 m_npcPos = Vector3.zero;
[Header("生成boss位置")]
public Vector3 m_bossPos = Vector3.zero;
[Header("镜头固定位置")]
public Vector3 m_cameraSolidPos = new Vector3(-14, 11, -10);
[Header("镜头固定角度")]
public Vector3 m_cameraSolidRotation = new Vector3(44.4f, 0, 0);
public Action onStartBtn;
public Action onPosUpBtn;
public Action onPosDownBtn;
......@@ -116,6 +120,7 @@ public class BattleUI : MonoBehaviour
private Text m_npcDialogueText;
public int keyId => m_keyId;
public int curBossBlood => m_curBossBlood;
public GameObject bossObj => m_bossObj;
void Awake()
{
//m_dragBtn.onClick.AddListener(SetDragMode);
......@@ -716,6 +721,9 @@ public class BattleUI : MonoBehaviour
{
m_bossObj.SetActive(true);
}
Camera varCamera = Camera.main;
varCamera.transform.position = m_cameraSolidPos;
varCamera.transform.rotation = Quaternion.Euler(m_cameraSolidRotation.x, m_cameraSolidRotation.y, m_cameraSolidRotation.z);
}
//掉血
public void ReduceBlood(int damage)
......
......@@ -15779,6 +15779,8 @@ MonoBehaviour:
m_keyPos: {x: -5, y: 0.8, z: 0}
m_npcPos: {x: -10, y: 0.3, z: 0}
m_bossPos: {x: -20, y: 6, z: 0}
m_cameraSolidPos: {x: -14, y: 11, z: -10}
m_cameraSolidRotation: {x: 44.4, y: 0, z: 0}
--- !u!114 &1995691973
MonoBehaviour:
m_ObjectHideFlags: 0
......
......@@ -68,8 +68,8 @@ MonoBehaviour:
m_spaceSpeed: 10
m_moveSpeed: 10
m_isOpen: 1
m_range: 10
m_power: 3
m_range: 5
m_power: 2
offset: {x: 0, y: 11, z: -10}
m_southObj: {fileID: 5591288225491791998}
m_northObj: {fileID: 5187634355213874676}
......
......@@ -1508,13 +1508,13 @@ MonoBehaviour:
- {x: -20, y: 4, z: 0}
- {x: -10, y: 4, z: 0}
- {x: -10, y: 6, z: 0}
m_forwardSpeed: 2
m_backSpeed: 2
m_forwardSpeed: 1
m_backSpeed: 1
m_idleTime: 1
m_southMat: {fileID: 2100000, guid: ff4d0913b0ebdeb419930c761e9a43d3, type: 2}
m_northMat: {fileID: 2100000, guid: 5a9603aa200ca0c45bf4ce1b20e1a39a, type: 2}
m_emptyMat: {fileID: 2100000, guid: ab27c4a4c283cac489ef589c67077626, type: 2}
m_speed: 3
m_speed: 2
--- !u!54 &-4782649917857251709
Rigidbody:
m_ObjectHideFlags: 0
......
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