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wanqing
Magnet
Commits
8f677b61
Commit
8f677b61
authored
Mar 10, 2021
by
wanqing
Browse files
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Plain Diff
需求修改
parent
14b76d7c
Changes
38
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38 changed files
with
2596 additions
and
245 deletions
+2596
-245
.suo
Magnet/.vs/Magnet/v16/.suo
+0
-0
Assembly-CSharp-Editor.csproj
Magnet/Assembly-CSharp-Editor.csproj
+1
-0
Assembly-CSharp.csproj
Magnet/Assembly-CSharp.csproj
+2
-0
DemoScenes.unity
Magnet/Assets/#A1_Scenes/DemoScenes.unity
+50
-1
BossView.cs
Magnet/Assets/#A2_Scripts/Battle/Magnet/BossView.cs
+138
-53
DoorView.cs
Magnet/Assets/#A2_Scripts/Battle/Magnet/DoorView.cs
+3
-1
KeyView.cs
Magnet/Assets/#A2_Scripts/Battle/Magnet/KeyView.cs
+3
-1
LargeMagnetView.cs
Magnet/Assets/#A2_Scripts/Battle/Magnet/LargeMagnetView.cs
+128
-30
MagnetView.cs
Magnet/Assets/#A2_Scripts/Battle/Magnet/MagnetView.cs
+20
-4
MoveView.cs
Magnet/Assets/#A2_Scripts/Battle/Magnet/MoveView.cs
+18
-5
SmallMagnetView.cs
Magnet/Assets/#A2_Scripts/Battle/Magnet/SmallMagnetView.cs
+128
-30
TrapView.cs
Magnet/Assets/#A2_Scripts/Battle/Magnet/TrapView.cs
+3
-0
TriggerView.cs
Magnet/Assets/#A2_Scripts/Battle/Magnet/TriggerView.cs
+36
-36
BulletNorthView.cs
...ssets/#A2_Scripts/Battle/Magnet/bullet/BulletNorthView.cs
+39
-25
BulletSouthView.cs
...ssets/#A2_Scripts/Battle/Magnet/bullet/BulletSouthView.cs
+39
-25
BulletTypeEightView.cs
...s/#A2_Scripts/Battle/Magnet/bullet/BulletTypeEightView.cs
+58
-0
BulletTypeEightView.cs.meta
..._Scripts/Battle/Magnet/bullet/BulletTypeEightView.cs.meta
+11
-0
BulletTypeFourView.cs
...ts/#A2_Scripts/Battle/Magnet/bullet/BulletTypeFourView.cs
+58
-0
BulletTypeFourView.cs.meta
...2_Scripts/Battle/Magnet/bullet/BulletTypeFourView.cs.meta
+11
-0
BattleUI.cs
Magnet/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+19
-10
CacheManager.cs
Magnet/Assets/#A2_Scripts/Pool/CacheManager.cs
+11
-2
GlobalConfig.cs
Magnet/Assets/#A2_Scripts/Services/GlobalConfig.cs
+10
-1
Door.prefab
Magnet/Assets/#A3_Prefabs/Char/Door.prefab
+1
-1
Key1.prefab
Magnet/Assets/#A3_Prefabs/Char/Key1.prefab
+2
-1
Key1.prefab.meta
Magnet/Assets/#A3_Prefabs/Char/Key1.prefab.meta
+0
-0
Key2.prefab
Magnet/Assets/#A3_Prefabs/Char/Key2.prefab
+127
-0
Key2.prefab.meta
Magnet/Assets/#A3_Prefabs/Char/Key2.prefab.meta
+7
-0
LargeMagnet.prefab
Magnet/Assets/#A3_Prefabs/Char/LargeMagnet.prefab
+8
-7
Player.prefab
Magnet/Assets/#A3_Prefabs/Char/Player.prefab
+3
-2
SmallMagnet.prefab
Magnet/Assets/#A3_Prefabs/Char/SmallMagnet.prefab
+6
-5
boss.prefab
Magnet/Assets/#A3_Prefabs/Char/boss.prefab
+3
-5
bulletEightType.prefab
Magnet/Assets/#A3_Prefabs/Char/bulletEightType.prefab
+1053
-0
bulletEightType.prefab.meta
Magnet/Assets/#A3_Prefabs/Char/bulletEightType.prefab.meta
+7
-0
bulletFourType.prefab
Magnet/Assets/#A3_Prefabs/Char/bulletFourType.prefab
+549
-0
bulletFourType.prefab.meta
Magnet/Assets/#A3_Prefabs/Char/bulletFourType.prefab.meta
+7
-0
Editor.meta
Magnet/Assets/Editor.meta
+8
-0
LargeMagnetEditor.cs
Magnet/Assets/Editor/LargeMagnetEditor.cs
+18
-0
LargeMagnetEditor.cs.meta
Magnet/Assets/Editor/LargeMagnetEditor.cs.meta
+11
-0
No files found.
Magnet/.vs/Magnet/v16/.suo
View file @
8f677b61
No preview for this file type
Magnet/Assembly-CSharp-Editor.csproj
View file @
8f677b61
...
...
@@ -83,6 +83,7 @@
<Compile
Include=
"Assets\#E1_Plugins\RayFire\Scripts\Editor\RayfireUnyieldingEditor.cs"
/>
<Compile
Include=
"Assets\#E1_Plugins\RayFire\Scripts\Editor\RayfireVortexEditor.cs"
/>
<Compile
Include=
"Assets\#E1_Plugins\RayFire\Scripts\Editor\RayfireWindEditor.cs"
/>
<Compile
Include=
"Assets\Editor\LargeMagnetEditor.cs"
/>
<Reference
Include=
"UnityEngine"
>
<HintPath>
D:/wan/unity2019.3.14path/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.dll
</HintPath>
</Reference>
...
...
Magnet/Assembly-CSharp.csproj
View file @
8f677b61
...
...
@@ -85,6 +85,8 @@
<Compile
Include=
"Assets\#A2_Scripts\Battle\Magnet\bullet\BulletDamageView.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\Magnet\bullet\BulletNorthView.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\Magnet\bullet\BulletSouthView.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\Magnet\bullet\BulletTypeEightView.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\Magnet\bullet\BulletTypeFourView.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\Trigger\FifthLevelTrigger.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\Trigger\FirstLevelTrigger.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\Trigger\FourthLevelTrigger.cs"
/>
...
...
Magnet/Assets/#A1_Scenes/DemoScenes.unity
View file @
8f677b61
...
...
@@ -279,6 +279,49 @@ MonoBehaviour:
m_EditorClassIdentifier
:
battleUI
:
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m_levelManager
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m_ObjectHideFlags
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m_CorrespondingSourceObject
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m_CorrespondingSourceObject
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m_Name
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m_EditorClassIdentifier
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m_ObjectHideFlags
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m_CorrespondingSourceObject
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m_PrefabInstance
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m_PrefabAsset
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m_GameObject
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fileID
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m_LocalRotation
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m_LocalPosition
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{
x
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y
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m_LocalScale
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m_Children
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m_Father
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m_LocalEulerAnglesHint
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type
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}
m_doorObj
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,
guid
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type
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,
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,
m_key1Obj
:
{
fileID
:
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,
guid
:
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,
type
:
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}
m_key2Obj
:
{
fileID
:
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,
guid
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,
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m_npcObj
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fileID
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m_bossObj
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fileID
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,
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m_bulletFourObj
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m_bulletEightObj
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fileID
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,
guid
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,
type
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}
---
!u!1001
&173206295174090797
PrefabInstance
:
m_ObjectHideFlags
:
0
...
...
Magnet/Assets/#A2_Scripts/Battle/Magnet/BossView.cs
View file @
8f677b61
...
...
@@ -4,10 +4,10 @@ using UnityEngine;
public
class
BossView
:
MonoBehaviour
{
[
Header
(
"子弹父节点"
)]
public
Transform
m_parent
;
[
Header
(
"旋转速度"
)]
public
float
m_rotateSpeed
=
0.0f
;
//
[Header("子弹父节点")]
//
public Transform m_parent;
//
[Header("旋转速度")]
//
public float m_rotateSpeed = 0.0f;
[
Header
(
"过多久发射子弹"
)]
public
float
m_waitTime
=
0.0f
;
[
Header
(
"发射子弹间隔时间"
)]
...
...
@@ -18,27 +18,33 @@ public class BossView : MonoBehaviour
public
float
m_moveSpeed
=
0.0f
;
private
Animator
m_animator
;
private
Transform
[]
m_bulletTrans
;
//
private Transform[] m_bulletTrans;
private
float
m_time
=
0.0f
;
private
bool
m_bControl
=
false
;
private
int
m_index
=
1
;
private
List
<
Vector3
>
m_startPosList
=
new
List
<
Vector3
>();
//初始位置
//
private List<Vector3> m_startPosList = new List<Vector3>();//初始位置
private
Vector3
m_movePointA
;
private
Vector3
m_movePointB
;
private
bool
m_bIsForWard
=
true
;
//是否正向运动,开始默认正向
private
bool
m_bIsDie
=
false
;
//是否死亡
private
GameObject
m_curBulletObj
;
//当前子弹
// Start is called before the first frame update
void
Start
()
{
m_animator
=
GetComponent
<
Animator
>();
m_animator
.
Play
(
"Run"
);
m_bulletTrans
=
m_parent
.
GetComponentsInChildren
<
Transform
>();
for
(
int
i
=
1
;
i
<
m_bulletTrans
.
Length
;
i
++)
{
m_startPosList
.
Add
(
m_bulletTrans
[
i
].
localPosition
);
}
m_animator
.
Play
(
"Idle"
);
m_movePointA
=
new
Vector3
(
transform
.
position
.
x
,
transform
.
position
.
y
,
3
);
m_movePointB
=
new
Vector3
(
transform
.
position
.
x
,
transform
.
position
.
y
,
-
3
);
//做法1
//m_animator = GetComponent<Animator>();
//m_animator.Play("Run");
//m_bulletTrans = m_parent.GetComponentsInChildren<Transform>();
//for (int i = 1; i < m_bulletTrans.Length; i++)
//{
// m_startPosList.Add(m_bulletTrans[i].localPosition);
//}
//m_movePointA = new Vector3(transform.position.x, transform.position.y, 3);
//m_movePointB = new Vector3(transform.position.x, transform.position.y, -3);
}
//死亡
public
void
Die
()
...
...
@@ -50,30 +56,37 @@ public class BossView : MonoBehaviour
public
void
ResetState
()
{
m_bIsDie
=
false
;
m_animator
.
Play
(
"
Run
"
);
m_animator
.
Play
(
"
Idle
"
);
m_time
=
0.0f
;
m_index
=
1
;
m_bControl
=
false
;
CancelInvokeBullet
();
for
(
int
i
=
1
;
i
<
m_bulletTrans
.
Length
;
i
++)
{
BulletDamageView
varDamage
=
m_bulletTrans
[
i
].
GetComponent
<
BulletDamageView
>();
if
(
varDamage
)
{
varDamage
.
ResetState
();
}
BulletSouthView
varSouth
=
m_bulletTrans
[
i
].
GetComponent
<
BulletSouthView
>();
if
(
varSouth
)
{
varSouth
.
ResetState
();
}
BulletNorthView
varNorth
=
m_bulletTrans
[
i
].
GetComponent
<
BulletNorthView
>();
if
(
varNorth
)
{
varNorth
.
ResetState
();
}
m_bulletTrans
[
i
].
localPosition
=
m_startPosList
[
i
-
1
];
}
//做法1
//m_bIsDie = false;
//m_animator.Play("Run");
//m_time = 0.0f;
//m_index = 1;
//m_bControl = false;
//CancelInvokeBullet();
//for (int i = 1; i < m_bulletTrans.Length; i++)
//{
// BulletDamageView varDamage = m_bulletTrans[i].GetComponent<BulletDamageView>();
// if (varDamage)
// {
// varDamage.ResetState();
// }
// BulletSouthView varSouth = m_bulletTrans[i].GetComponent<BulletSouthView>();
// if (varSouth)
// {
// varSouth.ResetState();
// }
// BulletNorthView varNorth = m_bulletTrans[i].GetComponent<BulletNorthView>();
// if (varNorth)
// {
// varNorth.ResetState();
// }
// m_bulletTrans[i].localPosition = m_startPosList[i - 1];
//}
}
//碰到子弹
private
void
OnCollisionEnter
(
Collision
other
)
...
...
@@ -93,49 +106,121 @@ public class BossView : MonoBehaviour
varSouthBullet
.
SetActiveState
(
false
);
}
}
if
(
other
.
collider
.
CompareTag
(
"Player"
))
{
TrapView
varTrapView
=
GetComponent
<
TrapView
>();
if
(
varTrapView
&&
varTrapView
.
enabled
)
{
BattleCtrl
.
instance
.
battleUI
.
ReduceBlood
(
varTrapView
.
damage
);
}
}
//做法1
//if (other.collider.CompareTag("Bullet"))
//{
// BulletNorthView varNorthBullet = other.collider.GetComponent<BulletNorthView>();
// if (varNorthBullet)
// {
// BattleCtrl.instance.battleUI.ReduceBossBlood();
// varNorthBullet.SetActiveState(false);
// }
// BulletSouthView varSouthBullet = other.collider.GetComponent<BulletSouthView>();
// if (varSouthBullet)
// {
// BattleCtrl.instance.battleUI.ReduceBossBlood();
// varSouthBullet.SetActiveState(false);
// }
//}
//if (other.collider.CompareTag("Player"))
//{
// TrapView varTrapView = GetComponent<TrapView>();
// if (varTrapView && varTrapView.enabled)
// {
// BattleCtrl.instance.battleUI.ReduceBlood(1);
// }
//}
}
// Update is called once per frame
void
Update
()
{
m_time
+=
Time
.
deltaTime
;
if
(
m_time
>=
m_waitTime
&&
!
m_bControl
)
if
(
m_time
>=
m_waitTime
&&
!
m_bControl
)
{
m_bControl
=
true
;
InvokeRepeating
(
"SendBullet"
,
0.0f
,
m_intervalTime
);
}
for
(
int
i
=
1
;
i
<
m_bulletTrans
.
Length
;
i
++)
{
if
(
i
>=
m_index
)
{
m_bulletTrans
[
i
].
transform
.
RotateAround
(
transform
.
position
,
-
transform
.
up
,
Time
.
deltaTime
*
m_rotateSpeed
);
}
}
//做法1
//m_time += Time.deltaTime;
//if(m_time >= m_waitTime && !m_bControl)
//{
// m_bControl = true;
// InvokeRepeating("SendBullet", 0.0f, m_intervalTime);
//}
//for (int i = 1; i < m_bulletTrans.Length; i++)
//{
// if(i >= m_index)
// {
// m_bulletTrans[i].transform.RotateAround(transform.position, -transform.up, Time.deltaTime * m_rotateSpeed);
// }
//}
UpdateUIBossBloodPos
();
UpdateMove
();
}
//发射子弹
void
SendBullet
()
{
if
(
m_index
>=
m_bulletTrans
.
Length
)
if
(
BattleCtrl
.
instance
.
isEndBattle
)
{
CancelInvokeBullet
();
return
;
}
m_index
++;
BulletDamageView
varDamage
=
m_bulletTrans
[
m_index
-
1
].
GetComponent
<
BulletDamageView
>();
if
(
varDamage
)
int
varRand
=
Random
.
Range
(
0
,
3
);
if
(
varRand
==
0
)
{
varDamage
.
StartMove
(
m_parent
);
}
BulletSouthView
varSouth
=
m_bulletTrans
[
m_index
-
1
].
GetComponent
<
BulletSouthView
>();
if
(
varSouth
)
m_curBulletObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
bulletFourObj
);
m_curBulletObj
.
transform
.
SetParent
(
transform
);
m_curBulletObj
.
transform
.
localPosition
=
Vector3
.
zero
;
m_curBulletObj
.
transform
.
localRotation
=
Quaternion
.
identity
;
m_curBulletObj
.
transform
.
localScale
=
Vector3
.
one
;
BulletTypeFourView
varView
=
m_curBulletObj
.
GetComponent
<
BulletTypeFourView
>();
if
(
varView
)
{
varSouth
.
StartMove
(
m_parent
);
varView
.
Init
(
);
}
BulletNorthView
varNorth
=
m_bulletTrans
[
m_index
-
1
].
GetComponent
<
BulletNorthView
>();
if
(
varNorth
)
{
varNorth
.
StartMove
(
m_parent
);
}
else
{
m_curBulletObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
bulletEightObj
);
m_curBulletObj
.
transform
.
SetParent
(
transform
);
m_curBulletObj
.
transform
.
localPosition
=
Vector3
.
zero
;
m_curBulletObj
.
transform
.
localRotation
=
Quaternion
.
identity
;
m_curBulletObj
.
transform
.
localScale
=
Vector3
.
one
;
BulletTypeEightView
varView
=
m_curBulletObj
.
GetComponent
<
BulletTypeEightView
>();
if
(
varView
)
{
varView
.
Init
();
}
}
//做法1
//if(m_index >= m_bulletTrans.Length)
//{
// return;
//}
//m_index++;
//BulletDamageView varDamage = m_bulletTrans[m_index - 1].GetComponent<BulletDamageView>();
//if(varDamage)
//{
// varDamage.StartMove(m_parent);
//}
//BulletSouthView varSouth = m_bulletTrans[m_index - 1].GetComponent<BulletSouthView>();
//if (varSouth)
//{
// varSouth.StartMove(m_parent);
//}
//BulletNorthView varNorth = m_bulletTrans[m_index - 1].GetComponent<BulletNorthView>();
//if (varNorth)
//{
// varNorth.StartMove(m_parent);
//}
}
//更新UI血量位置
void
UpdateUIBossBloodPos
()
...
...
Magnet/Assets/#A2_Scripts/Battle/Magnet/DoorView.cs
View file @
8f677b61
...
...
@@ -4,6 +4,8 @@ using UnityEngine;
public
class
DoorView
:
MonoBehaviour
{
[
Header
(
"通关的钥匙id"
)]
public
int
m_keyId
=
0
;
//public Transform m_triggerTrans;
private
bool
m_bControlCollison
=
false
;
private
void
OnTriggerEnter
(
Collider
other
)
...
...
@@ -11,7 +13,7 @@ public class DoorView : MonoBehaviour
if
(
other
.
CompareTag
(
"Player"
)
&&
!
m_bControlCollison
)
{
m_bControlCollison
=
true
;
if
(
BattleCtrl
.
instance
.
battleUI
.
key
Num
>
0
)
if
(
BattleCtrl
.
instance
.
battleUI
.
key
Id
==
m_keyId
)
{
BattleCtrl
.
instance
.
OnBattleWin
();
}
...
...
Magnet/Assets/#A2_Scripts/Battle/Magnet/KeyView.cs
View file @
8f677b61
...
...
@@ -4,6 +4,8 @@ using UnityEngine;
public
class
KeyView
:
MonoBehaviour
{
[
Header
(
"钥匙id"
)]
public
int
m_keyId
=
0
;
private
bool
m_bControlCollison
=
false
;
private
void
OnEnable
()
{
...
...
@@ -18,7 +20,7 @@ public class KeyView : MonoBehaviour
if
(
other
.
collider
.
CompareTag
(
"Player"
)
&&
!
m_bControlCollison
)
{
m_bControlCollison
=
true
;
BattleCtrl
.
instance
.
battleUI
.
AddKey
(
);
BattleCtrl
.
instance
.
battleUI
.
SetKeyId
(
m_keyId
);
gameObject
.
SetActive
(
false
);
}
}
...
...
Magnet/Assets/#A2_Scripts/Battle/Magnet/LargeMagnetView.cs
View file @
8f677b61
...
...
@@ -4,13 +4,21 @@ using UnityEngine;
public
class
LargeMagnetView
:
MonoBehaviour
{
[
Header
(
"是否开启"
)]
public
bool
m_isOpen
=
false
;
[
Header
(
"磁场范围"
)]
[
Range
(
0
,
20
)]
public
float
m_range
=
0.0f
;
[
Header
(
"磁场强度"
)]
public
float
m_power
=
0.0f
;
//[Header("是否开启")]
//public bool m_isOpen = false;
//[Header("磁场范围")]
//[Range(0, 20)]
//public float m_range = 0.0f;
//[Header("磁场强度")]
//public float m_power = 0.0f;
[
Header
(
"磁极"
)]
public
PoleType
m_poleType
=
PoleType
.
PT_South
;
[
Header
(
"是否变换磁极"
)]
public
bool
m_bIsChangePole
=
false
;
[
Header
(
"循环间隔"
)]
public
float
m_changePoleLoopTime
=
0.0f
;
[
Header
(
"磁极自动转换列表"
)]
public
List
<
int
>
m_poleList
;
[
Header
(
"是否生成机关"
)]
public
bool
m_bIsTrigger
=
false
;
[
Header
(
"生成机关位置"
)]
...
...
@@ -23,18 +31,26 @@ public class LargeMagnetView : MonoBehaviour
public
Material
m_southMat
;
[
Header
(
"北极材质"
)]
public
Material
m_northMat
;
[
Header
(
"无磁极材质"
)]
public
Material
m_noPoleMat
;
public
MeshRenderer
[]
m_poleMR
;
//mesh
private
bool
m_bControlCollison
=
true
;
private
GameObject
m_triggerObj
;
//机关
private
bool
m_bSouthPole
=
true
;
//默认南极
//private bool m_bSouthPole = true;//默认南极
//private int m_curPole = GlobalConfig.SouthPole;//默认南极
private
bool
m_bAddPower
=
false
;
//增加磁力
private
bool
m_bTrap
=
false
;
//设置陷阱
private
TrapView
m_trapView
;
//陷阱脚本
private
MoveView
m_moveView
;
//移动触发器
private
Rigidbody
m_rigidBody
;
private
bool
m_bControlPole
=
true
;
private
string
m_strSetMagnetChangeLoop
=
"SetMagnetChangeLoop"
;
private
int
m_curChangeIndex
=
0
;
// Update is called once per frame
private
void
Start
()
{
m_rigidBody
=
GetComponent
<
Rigidbody
>();
}
private
void
OnCollisionEnter
(
Collision
other
)
{
...
...
@@ -44,7 +60,7 @@ public class LargeMagnetView : MonoBehaviour
m_trapView
=
GetComponent
<
TrapView
>();
if
(
m_trapView
&&
m_trapView
.
enabled
)
{
BattleCtrl
.
instance
.
battleUI
.
ReduceBlood
();
BattleCtrl
.
instance
.
battleUI
.
ReduceBlood
(
m_trapView
.
damage
);
}
}
}
...
...
@@ -66,26 +82,69 @@ public class LargeMagnetView : MonoBehaviour
//设置磁极变换
public
void
SetMagnetChange
()
{
m_bSouthPole
=
!
m_bSouthPole
;
for
(
int
i
=
0
;
i
<
m_poleMR
.
Length
;
i
++)
m_bIsChangePole
=
true
;
//m_bSouthPole = !m_bSouthPole;
//for (int i = 0; i < m_poleMR.Length; i++)
//{
// m_poleMR[i].sharedMaterial = m_bSouthPole ? m_southMat : m_northMat;
//}
//m_southObj.SetActive(m_bSouthPole);
//m_northObj.SetActive(!m_bSouthPole);
}
//磁极转换循环
void
SetMagnetChangeLoop
()
{
if
(
m_poleList
[
m_curChangeIndex
]
==
GlobalConfig
.
PT_South
)
{
m_pole
MR
[
i
].
sharedMaterial
=
m_bSouthPole
?
m_southMat
:
m_northMat
;
m_pole
Type
=
PoleType
.
PT_South
;
}
m_southObj
.
SetActive
(
m_bSouthPole
);
m_northObj
.
SetActive
(!
m_bSouthPole
);
else
if
(
m_poleList
[
m_curChangeIndex
]
==
GlobalConfig
.
PT_North
)
{
m_poleType
=
PoleType
.
PT_North
;
}
//设置磁力变化
public
void
SetMagnetPower
(
float
addPower
)
else
{
m_poleType
=
PoleType
.
PT_No
;
}
m_curChangeIndex
++;
if
(
m_curChangeIndex
>=
m_poleList
.
Count
)
{
m_curChangeIndex
=
0
;
}
}
//材质变换
void
UpdateMatState
()
{
for
(
int
i
=
0
;
i
<
m_poleMR
.
Length
;
i
++)
{
m_bAddPower
=
!
m_bAddPower
;
if
(
m_bAddPower
)
if
(
m_poleType
==
PoleType
.
PT_South
)
{
m_power
+=
addPower
;
m_poleMR
[
i
].
sharedMaterial
=
m_southMat
;
}
else
if
(
m_poleType
==
PoleType
.
PT_North
)
{
m_poleMR
[
i
].
sharedMaterial
=
m_northMat
;
}
else
{
m_power
-=
addPower
;
m_poleMR
[
i
].
sharedMaterial
=
m_noPoleMat
;
}
}
m_southObj
.
SetActive
(
m_poleType
==
PoleType
.
PT_South
);
m_northObj
.
SetActive
(
m_poleType
==
PoleType
.
PT_North
);
}
//设置磁力变化
public
void
SetMagnetPower
(
float
addPower
)
{
//m_bAddPower = !m_bAddPower;
//if(m_bAddPower)
//{
// m_power += addPower;
//}
//else
//{
// m_power -= addPower;
//}
}
//设置陷阱状态
public
void
SetTrap
()
...
...
@@ -112,22 +171,34 @@ public class LargeMagnetView : MonoBehaviour
}
}
void
Update
()
{
if
(
m_isOpen
)
{
MagnetView
varPlayer
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
magnetView
;
Vector3
varDir
=
varPlayer
.
transform
.
position
-
transform
.
position
;
if
(
varPlayer
&&
Vector3
.
SqrMagnitude
(
varDir
)
<=
m_range
*
m_range
)
if
(
varPlayer
.
isOpen
)
{
Vector3
varDir
=
transform
.
position
-
varPlayer
.
transform
.
position
;
if
(
varPlayer
&&
Vector3
.
SqrMagnitude
(
varDir
)
<=
varPlayer
.
magnetRange
*
varPlayer
.
magnetRange
)
{
if
(
varPlayer
.
isSouthPole
)
{
float
varPole
=
m_bSouthPole
?
1
:
-
1
;
varPlayer
.
AddForce
(
varPole
*
varDir
.
normalized
*
m_power
);
if
(
m_poleType
==
PoleType
.
PT_South
)
{
m_rigidBody
.
AddForce
(
varDir
.
normalized
*
varPlayer
.
magnetPower
,
ForceMode
.
Impulse
);
}
else
if
(
m_poleType
==
PoleType
.
PT_North
)
{
m_rigidBody
.
AddForce
(-
varDir
.
normalized
*
varPlayer
.
magnetPower
,
ForceMode
.
Impulse
);
}
}
else
{
float
varPole
=
!
m_bSouthPole
?
1
:
-
1
;
varPlayer
.
AddForce
(
varPole
*
varDir
.
normalized
*
m_power
);
if
(
m_poleType
==
PoleType
.
PT_South
)
{
m_rigidBody
.
AddForce
(-
varDir
.
normalized
*
varPlayer
.
magnetPower
,
ForceMode
.
Impulse
);
}
else
if
(
m_poleType
==
PoleType
.
PT_North
)
{
m_rigidBody
.
AddForce
(
varDir
.
normalized
*
varPlayer
.
magnetPower
,
ForceMode
.
Impulse
);
}
}
}
}
...
...
@@ -140,5 +211,32 @@ public class LargeMagnetView : MonoBehaviour
m_triggerObj
.
GetComponent
<
TriggerView
>().
SetLargeAttach
(
this
);
}
}
//磁极变换
if
(
m_bIsChangePole
)
{
if
(
m_bControlPole
)
{
m_bControlPole
=
false
;
InvokeRepeating
(
m_strSetMagnetChangeLoop
,
0.2f
,
m_changePoleLoopTime
);
}
}
else
{
m_bControlPole
=
true
;
CancelInvokeMagnetChange
();
}
UpdateMatState
();
}
//取消循环
void
CancelInvokeMagnetChange
()
{
if
(
IsInvoking
(
m_strSetMagnetChangeLoop
))
{
CancelInvoke
(
m_strSetMagnetChangeLoop
);
}
}
private
void
OnDestroy
()
{
CancelInvokeMagnetChange
();
}
}
Magnet/Assets/#A2_Scripts/Battle/Magnet/MagnetView.cs
View file @
8f677b61
...
...
@@ -10,6 +10,8 @@ public class MagnetView : MonoBehaviour
[
Header
(
"移动速度"
)]
public
float
m_moveSpeed
=
0.0f
;
[
Header
(
"是否开启磁场效果"
)]
public
bool
m_isOpen
=
false
;
[
Header
(
"磁场范围"
)]
[
Range
(
0
,
20
)]
public
float
m_range
=
0.0f
;
...
...
@@ -31,6 +33,7 @@ public class MagnetView : MonoBehaviour
public
float
magnetRange
=>
m_range
;
public
float
magnetPower
=>
m_power
;
public
float
disBulletAttach
=>
m_disBulletAttach
;
public
bool
isOpen
=>
m_isOpen
;
private
bool
m_bSouthPole
=
true
;
//默认南极
public
bool
isSouthPole
=>
m_bSouthPole
;
private
Rigidbody
m_rigidBody
;
//刚体
...
...
@@ -54,12 +57,25 @@ public class MagnetView : MonoBehaviour
{
if
(
other
.
collider
.
CompareTag
(
"Bullet"
))
{
Bullet
DamageView
varBullet
=
other
.
collider
.
GetComponent
<
BulletDamage
View
>();
if
(
var
Bullet
)
Bullet
SouthView
varSouth
=
other
.
collider
.
GetComponent
<
BulletSouth
View
>();
if
(
var
South
)
{
BattleCtrl
.
instance
.
battleUI
.
ReduceBlood
();
var
Bullet
.
SetActiveState
(
false
);
BattleCtrl
.
instance
.
battleUI
.
ReduceBlood
(
1
);
var
South
.
SetActiveState
(
false
);
}
BulletNorthView
varNorth
=
other
.
collider
.
GetComponent
<
BulletNorthView
>();
if
(
varNorth
)
{
BattleCtrl
.
instance
.
battleUI
.
ReduceBlood
(
1
);
varNorth
.
SetActiveState
(
false
);
}
//做法1
//BulletDamageView varBullet = other.collider.GetComponent<BulletDamageView>();
//if (varBullet)
//{
// BattleCtrl.instance.battleUI.ReduceBlood(1);
// varBullet.SetActiveState(false);
//}
}
}
//受磁铁作用力
...
...
Magnet/Assets/#A2_Scripts/Battle/Magnet/MoveView.cs
View file @
8f677b61
...
...
@@ -8,7 +8,7 @@ public class MoveView : MonoBehaviour
[
Header
(
"是否移动"
)]
public
bool
m_isMove
=
false
;
[
Header
(
"移动点"
)]
public
Vector3
m_movePoint
=
Vector3
.
zero
;
public
Vector3
[]
m_movePoint
;
[
Header
(
"正向速度"
)]
public
float
m_forwardSpeed
=
0.0f
;
[
Header
(
"反向速度"
)]
...
...
@@ -16,11 +16,17 @@ public class MoveView : MonoBehaviour
private
bool
m_bIsForWard
=
true
;
//是否正向运动,开始默认正向
private
Vector3
m_startPos
=
Vector3
.
zero
;
//开始的位置
private
int
m_curIndex
=
0
;
//当前路径节点
private
bool
m_bControlFinishNode
=
false
;
//控制完成一个节点
private
void
Start
()
{
m_startPos
=
transform
.
position
;
}
//延时处理
void
DelayHandle
()
{
m_bControlFinishNode
=
false
;
}
// Update is called once per frame
void
Update
()
{
...
...
@@ -28,13 +34,19 @@ public class MoveView : MonoBehaviour
{
if
(
m_bIsForWard
)
{
Vector3
varDir
=
m_movePoint
-
transform
.
position
;
Vector3
varDir
=
m_movePoint
[
m_curIndex
]
-
transform
.
position
;
transform
.
position
+=
varDir
.
normalized
*
Time
.
deltaTime
*
m_forwardSpeed
;
if
(
Vector3
.
SqrMagnitude
(
varDir
)
<=
0.2f
)
if
(
Vector3
.
SqrMagnitude
(
varDir
)
<=
0.2f
&&
!
m_bControlFinishNode
)
{
m_bControlFinishNode
=
true
;
m_curIndex
++;
Invoke
(
"DelayHandle"
,
0.1f
);
if
(
m_curIndex
==
m_movePoint
.
Length
)
{
m_bIsForWard
=
false
;
}
}
}
else
{
Vector3
varDir
=
m_startPos
-
transform
.
position
;
...
...
@@ -42,6 +54,7 @@ public class MoveView : MonoBehaviour
if
(
Vector3
.
SqrMagnitude
(
varDir
)
<=
0.2f
)
{
m_bIsForWard
=
true
;
m_curIndex
=
0
;
}
}
}
...
...
Magnet/Assets/#A2_Scripts/Battle/Magnet/SmallMagnetView.cs
View file @
8f677b61
...
...
@@ -4,13 +4,21 @@ using UnityEngine;
public
class
SmallMagnetView
:
MonoBehaviour
{
[
Header
(
"是否开启"
)]
public
bool
m_isOpen
=
false
;
[
Header
(
"磁场范围"
)]
[
Range
(
0
,
20
)]
public
float
m_range
=
0.0f
;
[
Header
(
"磁场强度"
)]
public
float
m_power
=
0.0f
;
//[Header("是否开启")]
//public bool m_isOpen = false;
//[Header("磁场范围")]
//[Range(0, 20)]
//public float m_range = 0.0f;
//[Header("磁场强度")]
//public float m_power = 0.0f;
[
Header
(
"磁极"
)]
public
PoleType
m_poleType
=
PoleType
.
PT_South
;
[
Header
(
"是否变换磁极"
)]
public
bool
m_bIsChangePole
=
false
;
[
Header
(
"循环间隔"
)]
public
float
m_changePoleLoopTime
=
0.0f
;
[
Header
(
"磁极自动转换列表"
)]
public
List
<
int
>
m_poleList
;
[
Header
(
"是否生成机关"
)]
public
bool
m_bIsTrigger
=
false
;
[
Header
(
"生成机关位置"
)]
...
...
@@ -23,18 +31,26 @@ public class SmallMagnetView : MonoBehaviour
public
Material
m_southMat
;
[
Header
(
"北极材质"
)]
public
Material
m_northMat
;
[
Header
(
"无磁极材质"
)]
public
Material
m_noPoleMat
;
public
MeshRenderer
[]
m_poleMR
;
//mesh
private
bool
m_bControlCollison
=
true
;
private
GameObject
m_triggerObj
;
//机关
private
bool
m_bSouthPole
=
true
;
//默认南极
//private bool m_bSouthPole = true;//默认南极
//private int m_curPole = GlobalConfig.SouthPole;//默认南极
private
bool
m_bAddPower
=
false
;
//增加磁力
private
bool
m_bTrap
=
false
;
//设置陷阱
private
TrapView
m_trapView
;
//陷阱脚本
private
MoveView
m_moveView
;
//移动触发器
private
Rigidbody
m_rigidBody
;
private
bool
m_bControlPole
=
true
;
private
string
m_strSetMagnetChangeLoop
=
"SetMagnetChangeLoop"
;
private
int
m_curChangeIndex
=
0
;
// Update is called once per frame
private
void
Start
()
{
m_rigidBody
=
GetComponent
<
Rigidbody
>();
}
private
void
OnCollisionEnter
(
Collision
other
)
{
...
...
@@ -44,7 +60,7 @@ public class SmallMagnetView : MonoBehaviour
m_trapView
=
GetComponent
<
TrapView
>();
if
(
m_trapView
&&
m_trapView
.
enabled
)
{
BattleCtrl
.
instance
.
battleUI
.
ReduceBlood
();
BattleCtrl
.
instance
.
battleUI
.
ReduceBlood
(
m_trapView
.
damage
);
}
}
}
...
...
@@ -66,26 +82,69 @@ public class SmallMagnetView : MonoBehaviour
//设置磁极变换
public
void
SetMagnetChange
()
{
m_bSouthPole
=
!
m_bSouthPole
;
for
(
int
i
=
0
;
i
<
m_poleMR
.
Length
;
i
++)
m_bIsChangePole
=
true
;
//m_bSouthPole = !m_bSouthPole;
//for (int i = 0; i < m_poleMR.Length; i++)
//{
// m_poleMR[i].sharedMaterial = m_bSouthPole ? m_southMat : m_northMat;
//}
//m_southObj.SetActive(m_bSouthPole);
//m_northObj.SetActive(!m_bSouthPole);
}
//磁极转换循环
void
SetMagnetChangeLoop
()
{
if
(
m_poleList
[
m_curChangeIndex
]
==
GlobalConfig
.
PT_South
)
{
m_pole
MR
[
i
].
sharedMaterial
=
m_bSouthPole
?
m_southMat
:
m_northMat
;
m_pole
Type
=
PoleType
.
PT_South
;
}
m_southObj
.
SetActive
(
m_bSouthPole
);
m_northObj
.
SetActive
(!
m_bSouthPole
);
else
if
(
m_poleList
[
m_curChangeIndex
]
==
GlobalConfig
.
PT_North
)
{
m_poleType
=
PoleType
.
PT_North
;
}
//设置磁力变化
public
void
SetMagnetPower
(
float
addPower
)
else
{
m_poleType
=
PoleType
.
PT_No
;
}
m_curChangeIndex
++;
if
(
m_curChangeIndex
>=
m_poleList
.
Count
)
{
m_curChangeIndex
=
0
;
}
}
//材质变换
void
UpdateMatState
()
{
for
(
int
i
=
0
;
i
<
m_poleMR
.
Length
;
i
++)
{
m_bAddPower
=
!
m_bAddPower
;
if
(
m_bAddPower
)
if
(
m_poleType
==
PoleType
.
PT_South
)
{
m_power
+=
addPower
;
m_poleMR
[
i
].
sharedMaterial
=
m_southMat
;
}
else
if
(
m_poleType
==
PoleType
.
PT_North
)
{
m_poleMR
[
i
].
sharedMaterial
=
m_northMat
;
}
else
{
m_power
-=
addPower
;
m_poleMR
[
i
].
sharedMaterial
=
m_noPoleMat
;
}
}
m_southObj
.
SetActive
(
m_poleType
==
PoleType
.
PT_South
);
m_northObj
.
SetActive
(
m_poleType
==
PoleType
.
PT_North
);
}
//设置磁力变化
public
void
SetMagnetPower
(
float
addPower
)
{
//m_bAddPower = !m_bAddPower;
//if(m_bAddPower)
//{
// m_power += addPower;
//}
//else
//{
// m_power -= addPower;
//}
}
//设置陷阱状态
public
void
SetTrap
()
...
...
@@ -112,22 +171,34 @@ public class SmallMagnetView : MonoBehaviour
}
}
void
Update
()
{
if
(
m_isOpen
)
{
MagnetView
varPlayer
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
magnetView
;
Vector3
varDir
=
varPlayer
.
transform
.
position
-
transform
.
position
;
if
(
varPlayer
&&
Vector3
.
SqrMagnitude
(
varDir
)
<=
m_range
*
m_range
)
if
(
varPlayer
.
isOpen
)
{
Vector3
varDir
=
transform
.
position
-
varPlayer
.
transform
.
position
;
if
(
varPlayer
&&
Vector3
.
SqrMagnitude
(
varDir
)
<=
varPlayer
.
magnetRange
*
varPlayer
.
magnetRange
)
{
if
(
varPlayer
.
isSouthPole
)
{
float
varPole
=
m_bSouthPole
?
1
:
-
1
;
varPlayer
.
AddForce
(
varPole
*
varDir
.
normalized
*
m_power
);
if
(
m_poleType
==
PoleType
.
PT_South
)
{
m_rigidBody
.
AddForce
(
varDir
.
normalized
*
varPlayer
.
magnetPower
,
ForceMode
.
Impulse
);
}
else
if
(
m_poleType
==
PoleType
.
PT_North
)
{
m_rigidBody
.
AddForce
(-
varDir
.
normalized
*
varPlayer
.
magnetPower
,
ForceMode
.
Impulse
);
}
}
else
{
float
varPole
=
!
m_bSouthPole
?
1
:
-
1
;
varPlayer
.
AddForce
(
varPole
*
varDir
.
normalized
*
m_power
);
if
(
m_poleType
==
PoleType
.
PT_South
)
{
m_rigidBody
.
AddForce
(-
varDir
.
normalized
*
varPlayer
.
magnetPower
,
ForceMode
.
Impulse
);
}
else
if
(
m_poleType
==
PoleType
.
PT_North
)
{
m_rigidBody
.
AddForce
(
varDir
.
normalized
*
varPlayer
.
magnetPower
,
ForceMode
.
Impulse
);
}
}
}
}
...
...
@@ -140,5 +211,32 @@ public class SmallMagnetView : MonoBehaviour
m_triggerObj
.
GetComponent
<
TriggerView
>().
SetSmallAttach
(
this
);
}
}
//磁极变换
if
(
m_bIsChangePole
)
{
if
(
m_bControlPole
)
{
m_bControlPole
=
false
;
InvokeRepeating
(
m_strSetMagnetChangeLoop
,
0.2f
,
m_changePoleLoopTime
);
}
}
else
{
m_bControlPole
=
true
;
CancelInvokeMagnetChange
();
}
UpdateMatState
();
}
//取消循环
void
CancelInvokeMagnetChange
()
{
if
(
IsInvoking
(
m_strSetMagnetChangeLoop
))
{
CancelInvoke
(
m_strSetMagnetChangeLoop
);
}
}
private
void
OnDestroy
()
{
CancelInvokeMagnetChange
();
}
}
Magnet/Assets/#A2_Scripts/Battle/Magnet/TrapView.cs
View file @
8f677b61
...
...
@@ -4,6 +4,9 @@ using UnityEngine;
public
class
TrapView
:
MonoBehaviour
{
[
Header
(
"对角色造成伤害"
)]
public
int
m_damage
=
0
;
public
int
damage
=>
m_damage
;
// Start is called before the first frame update
void
Start
()
{
...
...
Magnet/Assets/#A2_Scripts/Battle/Magnet/TriggerView.cs
View file @
8f677b61
...
...
@@ -6,20 +6,20 @@ public class TriggerView : MonoBehaviour
{
[
Header
(
"是否变换磁极"
)]
public
bool
m_bIsChangePole
=
false
;
[
Header
(
"是否开启循环"
)]
public
bool
m_bIsChangePoleLoop
=
false
;
[
Header
(
"循环间隔"
)]
public
float
m_changePoleLoopTime
=
0.0f
;
//
[Header("是否开启循环")]
//
public bool m_bIsChangePoleLoop = false;
//
[Header("循环间隔")]
//
public float m_changePoleLoopTime = 0.0f;
[
Header
(
"是否变换磁力"
)]
[
Space
(
30
)]
public
bool
m_bIsChangePower
=
false
;
[
Header
(
"磁力变化大小"
)]
public
float
m_powerChangeSize
=
0.0f
;
[
Header
(
"是否开启循环"
)]
public
bool
m_bIsChangePowerLoop
=
false
;
[
Header
(
"循环间隔"
)]
public
float
m_changePowerLoopTime
=
0.0f
;
//
[Header("是否变换磁力")]
//
[Space(30)]
//
public bool m_bIsChangePower = false;
//
[Header("磁力变化大小")]
//
public float m_powerChangeSize = 0.0f;
//
[Header("是否开启循环")]
//
public bool m_bIsChangePowerLoop = false;
//
[Header("循环间隔")]
//
public float m_changePowerLoopTime = 0.0f;
[
Header
(
"是否变成陷阱"
)]
[
Space
(
30
)]
...
...
@@ -82,14 +82,14 @@ public class TriggerView : MonoBehaviour
//设置磁力变化
void
SetMagnetPower
()
{
if
(
m_largeView
)
{
m_largeView
.
SetMagnetPower
(
m_powerChangeSize
);
}
if
(
m_smallView
)
{
m_smallView
.
SetMagnetPower
(
m_powerChangeSize
);
}
//
if (m_largeView)
//
{
//
m_largeView.SetMagnetPower(m_powerChangeSize);
//
}
//
if (m_smallView)
//
{
//
m_smallView.SetMagnetPower(m_powerChangeSize);
//
}
}
//设置陷阱状态
void
SetTrap
()
...
...
@@ -126,22 +126,22 @@ public class TriggerView : MonoBehaviour
m_bControlPole
=
false
;
SetMagnetChange
();
}
if
(
m_bIsChangePoleLoop
&&
m_bControlPoleLoop
)
{
m_bControlPoleLoop
=
false
;
InvokeRepeating
(
m_strSetMagnetChange
,
0.2f
,
m_changePoleLoopTime
);
}
//
if(m_bIsChangePoleLoop && m_bControlPoleLoop)
//
{
//
m_bControlPoleLoop = false;
//
InvokeRepeating(m_strSetMagnetChange, 0.2f, m_changePoleLoopTime);
//
}
//磁力变化
if
(
m_bIsChangePower
&&
m_bControlPower
)
{
m_bControlPower
=
false
;
SetMagnetPower
();
}
if
(
m_bIsChangePowerLoop
&&
m_bControlPowerLoop
)
{
m_bControlPowerLoop
=
false
;
InvokeRepeating
(
m_strSetMagnetPower
,
0.2f
,
m_changePowerLoopTime
);
}
//
if(m_bIsChangePower && m_bControlPower)
//
{
//
m_bControlPower = false;
//
SetMagnetPower();
//
}
//
if(m_bIsChangePowerLoop && m_bControlPowerLoop)
//
{
//
m_bControlPowerLoop = false;
//
InvokeRepeating(m_strSetMagnetPower, 0.2f, m_changePowerLoopTime);
//
}
//陷阱
if
(
m_bIsChangeToTrap
&&
m_bControlTrap
)
{
...
...
Magnet/Assets/#A2_Scripts/Battle/Magnet/bullet/BulletNorthView.cs
View file @
8f677b61
...
...
@@ -19,11 +19,13 @@ public class BulletNorthView : MonoBehaviour
}
//开始移动
public
void
StartMove
(
Transform
bossTrans
)
public
void
StartMove
(
Transform
bossTrans
=
null
)
{
m_bossTrans
=
bossTrans
;
m_bMove
=
true
;
transform
.
SetParent
(
null
);
//做法1
//m_bossTrans = bossTrans;
//m_bMove = true;
//transform.SetParent(null);
}
//设置激活状态
public
void
SetActiveState
(
bool
value
)
...
...
@@ -41,7 +43,12 @@ public class BulletNorthView : MonoBehaviour
gameObject
.
SetActive
(
true
);
m_bControl
=
true
;
m_rigidBody
.
isKinematic
=
true
;
transform
.
SetParent
(
m_bossTrans
);
//做法1
//m_bMove = false;
//gameObject.SetActive(true);
//m_bControl = true;
//m_rigidBody.isKinematic = true;
//transform.SetParent(m_bossTrans);
}
// Update is called once per frame
void
Update
()
...
...
@@ -52,15 +59,17 @@ public class BulletNorthView : MonoBehaviour
}
if
(
m_bMove
&&
m_bControl
)
{
MagnetView
varPlayer
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
magnetView
;
Vector3
varDir
=
varPlayer
.
transform
.
position
-
transform
.
position
;
transform
.
position
+=
(
varDir
.
normalized
)
*
Time
.
deltaTime
*
m_speed
;
Vector3
varPos
=
transform
.
localPosition
;
if
(
varPos
.
y
<
0.48
)
{
varPos
.
y
=
0.48f
;
}
transform
.
localPosition
=
varPos
;
transform
.
position
+=
(
transform
.
forward
)
*
Time
.
deltaTime
*
m_speed
;
//做法1
//MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
//Vector3 varDir = varPlayer.transform.position - transform.position;
//transform.position += (varDir.normalized) * Time.deltaTime * m_speed;
//Vector3 varPos = transform.localPosition;
//if (varPos.y < 0.48)
//{
// varPos.y = 0.48f;
//}
//transform.localPosition = varPos;
}
UpdateMagnetPower
();
}
...
...
@@ -75,21 +84,26 @@ public class BulletNorthView : MonoBehaviour
{
m_bControl
=
false
;
m_rigidBody
.
isKinematic
=
false
;
transform
.
SetParent
(
null
);
m_rigidBody
.
AddForce
((
varDir
.
normalized
/*- Vector3.up * 0.1f*/
)
*
varPlayer
.
magnetPower
,
ForceMode
.
Impulse
);
m_rigidBody
.
AddForce
((
varDir
.
normalized
)
*
varPlayer
.
magnetPower
,
ForceMode
.
VelocityChange
);
//做法1
//m_bControl = false;
//m_rigidBody.isKinematic = false;
//transform.SetParent(null);
//m_rigidBody.AddForce((varDir.normalized /*- Vector3.up * 0.1f*/) * varPlayer.magnetPower, ForceMode.Impulse);
}
else
{
if
(
Vector3
.
SqrMagnitude
(
varDir
)
>
varPlayer
.
disBulletAttach
*
varPlayer
.
disBulletAttach
)
{
//m_rigidBody.AddForce(-varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
}
else
{
m_bControl
=
false
;
transform
.
SetParent
(
varPlayer
.
transform
);
transform
.
RotateAround
(
varPlayer
.
transform
.
position
,
-
varPlayer
.
transform
.
up
,
Time
.
deltaTime
*
m_rotateSpeed
);
}
//做法1
//if (Vector3.SqrMagnitude(varDir) > varPlayer.disBulletAttach * varPlayer.disBulletAttach)
//{
// //m_rigidBody.AddForce(-varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
//}
//else
//{
// m_bControl = false;
// transform.SetParent(varPlayer.transform);
// transform.RotateAround(varPlayer.transform.position, -varPlayer.transform.up, Time.deltaTime * m_rotateSpeed);
//}
}
}
}
...
...
Magnet/Assets/#A2_Scripts/Battle/Magnet/bullet/BulletSouthView.cs
View file @
8f677b61
...
...
@@ -19,11 +19,13 @@ public class BulletSouthView : MonoBehaviour
}
//开始移动
public
void
StartMove
(
Transform
bossTrans
)
public
void
StartMove
(
Transform
bossTrans
=
null
)
{
m_bossTrans
=
bossTrans
;
m_bMove
=
true
;
transform
.
SetParent
(
null
);
//做饭1
//m_bossTrans = bossTrans;
//m_bMove = true;
//transform.SetParent(null);
}
//设置激活状态
public
void
SetActiveState
(
bool
value
)
...
...
@@ -41,7 +43,12 @@ public class BulletSouthView : MonoBehaviour
gameObject
.
SetActive
(
true
);
m_bControl
=
true
;
m_rigidBody
.
isKinematic
=
true
;
transform
.
SetParent
(
m_bossTrans
);
//做法1
//m_bMove = false;
//gameObject.SetActive(true);
//m_bControl = true;
//m_rigidBody.isKinematic = true;
//transform.SetParent(m_bossTrans);
}
// Update is called once per frame
void
Update
()
...
...
@@ -52,15 +59,17 @@ public class BulletSouthView : MonoBehaviour
}
if
(
m_bMove
&&
m_bControl
)
{
MagnetView
varPlayer
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
magnetView
;
Vector3
varDir
=
varPlayer
.
transform
.
position
-
transform
.
position
;
transform
.
position
+=
(
varDir
.
normalized
)
*
Time
.
deltaTime
*
m_speed
;
Vector3
varPos
=
transform
.
localPosition
;
if
(
varPos
.
y
<
0.48
)
{
varPos
.
y
=
0.48f
;
}
transform
.
localPosition
=
varPos
;
transform
.
position
+=
(
transform
.
forward
)
*
Time
.
deltaTime
*
m_speed
;
//做法1
//MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
//Vector3 varDir = varPlayer.transform.position - transform.position;
//transform.position += (varDir.normalized) * Time.deltaTime * m_speed;
//Vector3 varPos = transform.localPosition;
//if (varPos.y < 0.48)
//{
// varPos.y = 0.48f;
//}
//transform.localPosition = varPos;
}
UpdateMagnetPower
();
}
...
...
@@ -76,21 +85,26 @@ public class BulletSouthView : MonoBehaviour
{
m_bControl
=
false
;
m_rigidBody
.
isKinematic
=
false
;
transform
.
SetParent
(
null
);
m_rigidBody
.
AddForce
((
varDir
.
normalized
/*- Vector3.up*0.1f*/
)
*
varPlayer
.
magnetPower
,
ForceMode
.
Impulse
);
m_rigidBody
.
AddForce
((
varDir
.
normalized
)
*
varPlayer
.
magnetPower
,
ForceMode
.
VelocityChange
);
//做法1
//m_bControl = false;
//m_rigidBody.isKinematic = false;
//transform.SetParent(null);
//m_rigidBody.AddForce((varDir.normalized /*- Vector3.up*0.1f*/) * varPlayer.magnetPower, ForceMode.Impulse);
}
else
{
if
(
Vector3
.
SqrMagnitude
(
varDir
)
>
varPlayer
.
disBulletAttach
*
varPlayer
.
disBulletAttach
)
{
//m_rigidBody.AddForce(-varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
}
else
{
m_bControl
=
false
;
transform
.
SetParent
(
varPlayer
.
transform
);
transform
.
RotateAround
(
varPlayer
.
transform
.
position
,
-
varPlayer
.
transform
.
up
,
Time
.
deltaTime
*
m_rotateSpeed
);
}
//做法1
//if(Vector3.SqrMagnitude(varDir) > varPlayer.disBulletAttach * varPlayer.disBulletAttach)
//{
// //m_rigidBody.AddForce(-varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
//}
//else
//{
// m_bControl = false;
// transform.SetParent(varPlayer.transform);
// transform.RotateAround(varPlayer.transform.position, -varPlayer.transform.up, Time.deltaTime * m_rotateSpeed);
//}
}
}
}
...
...
Magnet/Assets/#A2_Scripts/Battle/Magnet/bullet/BulletTypeEightView.cs
0 → 100644
View file @
8f677b61
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
BulletTypeEightView
:
MonoBehaviour
{
private
Transform
[]
m_bullletTrans
;
private
List
<
Vector3
>
m_startPosList
=
new
List
<
Vector3
>();
//初始位置
private
List
<
Quaternion
>
m_startRotationList
=
new
List
<
Quaternion
>();
//初始位置
// Start is called before the first frame update
void
Awake
()
{
m_bullletTrans
=
transform
.
GetComponentsInChildren
<
Transform
>();
for
(
int
i
=
1
;
i
<
m_bullletTrans
.
Length
;
i
++)
{
m_startPosList
.
Add
(
m_bullletTrans
[
i
].
localPosition
);
m_startRotationList
.
Add
(
m_bullletTrans
[
i
].
localRotation
);
}
}
//加载初始化
public
void
Init
()
{
for
(
int
i
=
1
;
i
<
m_bullletTrans
.
Length
;
i
++)
{
BulletSouthView
varSouth
=
m_bullletTrans
[
i
].
GetComponent
<
BulletSouthView
>();
if
(
varSouth
)
{
varSouth
.
StartMove
();
}
BulletNorthView
varNorth
=
m_bullletTrans
[
i
].
GetComponent
<
BulletNorthView
>();
if
(
varNorth
)
{
varNorth
.
StartMove
();
}
}
Invoke
(
"Reset"
,
10.0f
);
}
//重置状态
private
void
Reset
()
{
PoolManager
.
Instance
.
ReturnObjectToPool
(
gameObject
);
for
(
int
i
=
1
;
i
<
m_bullletTrans
.
Length
;
i
++)
{
BulletSouthView
varSouth
=
m_bullletTrans
[
i
].
GetComponent
<
BulletSouthView
>();
if
(
varSouth
)
{
varSouth
.
ResetState
();
}
BulletNorthView
varNorth
=
m_bullletTrans
[
i
].
GetComponent
<
BulletNorthView
>();
if
(
varNorth
)
{
varNorth
.
ResetState
();
}
m_bullletTrans
[
i
].
localPosition
=
m_startPosList
[
i
-
1
];
m_bullletTrans
[
i
].
localRotation
=
m_startRotationList
[
i
-
1
];
}
}
}
Magnet/Assets/#A2_Scripts/Battle/Magnet/bullet/BulletTypeEightView.cs.meta
0 → 100644
View file @
8f677b61
fileFormatVersion: 2
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userData:
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Magnet/Assets/#A2_Scripts/Battle/Magnet/bullet/BulletTypeFourView.cs
0 → 100644
View file @
8f677b61
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
BulletTypeFourView
:
MonoBehaviour
{
private
Transform
[]
m_bullletTrans
;
private
List
<
Vector3
>
m_startPosList
=
new
List
<
Vector3
>();
//初始位置
private
List
<
Quaternion
>
m_startRotationList
=
new
List
<
Quaternion
>();
//初始位置
// Start is called before the first frame update
void
Awake
()
{
m_bullletTrans
=
transform
.
GetComponentsInChildren
<
Transform
>();
for
(
int
i
=
1
;
i
<
m_bullletTrans
.
Length
;
i
++)
{
m_startPosList
.
Add
(
m_bullletTrans
[
i
].
localPosition
);
m_startRotationList
.
Add
(
m_bullletTrans
[
i
].
localRotation
);
}
}
//加载初始化
public
void
Init
()
{
for
(
int
i
=
1
;
i
<
m_bullletTrans
.
Length
;
i
++)
{
BulletSouthView
varSouth
=
m_bullletTrans
[
i
].
GetComponent
<
BulletSouthView
>();
if
(
varSouth
)
{
varSouth
.
StartMove
();
}
BulletNorthView
varNorth
=
m_bullletTrans
[
i
].
GetComponent
<
BulletNorthView
>();
if
(
varNorth
)
{
varNorth
.
StartMove
();
}
}
Invoke
(
"Reset"
,
10.0f
);
}
//重置状态
private
void
Reset
()
{
PoolManager
.
Instance
.
ReturnObjectToPool
(
gameObject
);
for
(
int
i
=
1
;
i
<
m_bullletTrans
.
Length
;
i
++)
{
BulletSouthView
varSouth
=
m_bullletTrans
[
i
].
GetComponent
<
BulletSouthView
>();
if
(
varSouth
)
{
varSouth
.
ResetState
();
}
BulletNorthView
varNorth
=
m_bullletTrans
[
i
].
GetComponent
<
BulletNorthView
>();
if
(
varNorth
)
{
varNorth
.
ResetState
();
}
m_bullletTrans
[
i
].
localPosition
=
m_startPosList
[
i
-
1
];
m_bullletTrans
[
i
].
localRotation
=
m_startRotationList
[
i
-
1
];
}
}
}
Magnet/Assets/#A2_Scripts/Battle/Magnet/bullet/BulletTypeFourView.cs.meta
0 → 100644
View file @
8f677b61
fileFormatVersion: 2
guid: afd74f7556e091e44bd698b01b4efb05
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Magnet/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
8f677b61
...
...
@@ -110,10 +110,10 @@ public class BattleUI : MonoBehaviour
private
GameObject
m_bossBloodParentObj
;
//boss血量
private
int
m_totalBlood
=
6
;
//总血量
private
int
m_curBlood
=
0
;
//当前血量
private
int
m_key
Num
=
0
;
//钥匙数量
private
int
m_key
Id
=
0
;
//钥匙id
private
int
m_totalBossBlood
=
3
;
//boss血量
private
int
m_curBossBlood
=
0
;
public
int
key
Num
=>
m_keyNum
;
public
int
key
Id
=>
m_keyId
;
void
Awake
()
{
//m_dragBtn.onClick.AddListener(SetDragMode);
...
...
@@ -403,8 +403,8 @@ public class BattleUI : MonoBehaviour
// m_propSelectUi.Show();
//}
m_curBlood
=
m_totalBlood
;
//
m_curBossBlood = m_totalBossBlood;
//
m_bossBloodImage.fillAmount = 1;
m_curBossBlood
=
m_totalBossBlood
;
m_bossBloodImage
.
fillAmount
=
1
;
if
(
m_bossObj
)
{
BossView
varBoss
=
m_bossObj
.
GetComponent
<
BossView
>();
...
...
@@ -662,7 +662,15 @@ public class BattleUI : MonoBehaviour
{
if
(!
m_keyObj
)
{
m_keyObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
keyObj
);
int
varRand
=
UnityEngine
.
Random
.
Range
(
0
,
5
);
if
(
varRand
<
2
)
{
m_keyObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
key1Obj
);
}
else
{
m_keyObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
key2Obj
);
}
m_keyObj
.
transform
.
position
=
m_keyPos
;
}
else
...
...
@@ -697,9 +705,9 @@ public class BattleUI : MonoBehaviour
}
}
//掉血
public
void
ReduceBlood
()
public
void
ReduceBlood
(
int
damage
)
{
m_curBlood
--
;
m_curBlood
-=
damage
;
if
(
m_curBlood
<=
0
)
{
BattleCtrl
.
instance
.
OnBattleFail
();
...
...
@@ -710,10 +718,11 @@ public class BattleUI : MonoBehaviour
m_bloodObj
.
transform
.
GetChild
(
i
).
gameObject
.
SetActive
(
m_curBlood
>
i
);
}
}
//
增加钥匙
public
void
AddKey
(
)
//
设置钥匙id
public
void
SetKeyId
(
int
id
)
{
m_keyNum
++;
m_keyId
=
id
;
m_keyObj
=
null
;
}
//设置npc对话
public
void
SetNpcDialogue
(
float
x
,
float
y
)
...
...
Magnet/Assets/#A2_Scripts/Pool/CacheManager.cs
View file @
8f677b61
...
...
@@ -15,19 +15,28 @@ public class CacheManager : MonoBehaviour
[
SerializeField
]
private
GameObject
m_doorObj
;
//门
[
SerializeField
]
private
GameObject
m_keyObj
;
//钥匙
private
GameObject
m_key1Obj
;
//钥匙1
[
SerializeField
]
private
GameObject
m_key2Obj
;
//钥匙2
[
SerializeField
]
private
GameObject
m_npcObj
;
//npc
[
SerializeField
]
private
GameObject
m_bossObj
;
//boss
[
SerializeField
]
private
GameObject
m_bulletFourObj
;
//4类型子弹
[
SerializeField
]
private
GameObject
m_bulletEightObj
;
//8类型子弹
public
GameObject
largeMagnetObj
=>
m_largeMagnetObj
;
public
GameObject
smallMagnetObj
=>
m_smallMagnetObj
;
public
GameObject
coinPropObj
=>
m_coinPropObj
;
public
GameObject
triggerObj
=>
m_triggerObj
;
public
GameObject
doorObj
=>
m_doorObj
;
public
GameObject
keyObj
=>
m_keyObj
;
public
GameObject
key1Obj
=>
m_key1Obj
;
public
GameObject
key2Obj
=>
m_key2Obj
;
public
GameObject
npcObj
=>
m_npcObj
;
public
GameObject
bossObj
=>
m_bossObj
;
public
GameObject
bulletFourObj
=>
m_bulletFourObj
;
public
GameObject
bulletEightObj
=>
m_bulletEightObj
;
public
static
CacheManager
Instance
=
null
;
void
Awake
()
{
...
...
Magnet/Assets/#A2_Scripts/Services/GlobalConfig.cs
View file @
8f677b61
...
...
@@ -33,9 +33,12 @@ public class GlobalConfig
public
static
float
Ratio
=
CurRatio
/
NormalRatio
;
public
static
float
CanvaUIScaleX
=
BattleCtrl
.
instance
.
battleUI
.
gameObject
.
transform
.
localScale
.
x
;
//uicanva适配大小
//
public static float CanvaUIScaleX = BattleCtrl.instance.battleUI.gameObject.transform.localScale.x;//uicanva适配大小
public
static
string
CoinReCordKey
=
"Coin"
;
//金币key
public
static
int
PT_South
=>
(
int
)
PoleType
.
PT_South
;
public
static
int
PT_North
=>
(
int
)
PoleType
.
PT_North
;
public
static
int
PT_No
=>
(
int
)
PoleType
.
PT_No
;
}
public
enum
LangeType
...
...
@@ -43,3 +46,9 @@ public enum LangeType
Chinese
,
English
}
public
enum
PoleType
{
PT_South
=
1
,
PT_North
=
-
1
,
PT_No
=
0
,
}
Magnet/Assets/#A3_Prefabs/Char/Door.prefab
View file @
8f677b61
...
...
@@ -57,7 +57,7 @@ MonoBehaviour:
m_Script
:
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fileID
:
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,
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m_EditorClassIdentifier
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triggerTrans
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}
m_
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:
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&4533096668072911434
GameObject
:
m_ObjectHideFlags
:
0
...
...
Magnet/Assets/#A3_Prefabs/Char/Key.prefab
→
Magnet/Assets/#A3_Prefabs/Char/Key
1
.prefab
View file @
8f677b61
...
...
@@ -15,7 +15,7 @@ GameObject:
-
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:
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:
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:
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m_Name
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m_Name
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m_TagString
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Magnet/Assets/#A3_Prefabs/Char/Key.prefab.meta
→
Magnet/Assets/#A3_Prefabs/Char/Key
1
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View file @
8f677b61
File moved
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View file @
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Magnet/Assets/#A3_Prefabs/Char/Key2.prefab.meta
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Magnet/Assets/#A3_Prefabs/Char/bulletFourType.prefab.meta
0 → 100644
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8f677b61
fileFormatVersion: 2
guid: ca3c444700623e2469a411ddd8bc4a47
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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0 → 100644
View file @
8f677b61
fileFormatVersion: 2
guid: e5304c9201e05cb49be34f0e34f8f0a9
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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assetBundleVariant:
Magnet/Assets/Editor/LargeMagnetEditor.cs
0 → 100644
View file @
8f677b61
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
LargeMagnetEditor
:
MonoBehaviour
{
// Start is called before the first frame update
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
}
}
Magnet/Assets/Editor/LargeMagnetEditor.cs.meta
0 → 100644
View file @
8f677b61
fileFormatVersion: 2
guid: e6abf1de74993ef46aee5d36d13668b3
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externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
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