Commit c642f05e authored by wanqing's avatar wanqing

修改需求

parent 39bd7d72
......@@ -87,6 +87,7 @@
<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\Magnet\bullet\BulletTypeView.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" />
......
......@@ -279,49 +279,6 @@ MonoBehaviour:
m_EditorClassIdentifier:
battleUI: {fileID: 8105271971488639994}
m_levelManager: {fileID: 186647396}
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m_PrefabAsset: {fileID: 0}
serializedVersion: 6
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- component: {fileID: 954580483}
- component: {fileID: 954580482}
m_Layer: 0
m_Name: ResourceManager
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &954580482
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 954580481}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 3fa94291cbdb37f44bf84f0ce51b9af5, type: 3}
m_Name:
m_EditorClassIdentifier:
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Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 3
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GameObject:
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......@@ -400,7 +357,9 @@ MonoBehaviour:
type: 3}
m_triggerObj: {fileID: 3121583295494800965, guid: 5a0ddf2932a94604fbef44dce3e81590,
type: 3}
m_doorObj: {fileID: 4533096668072911434, guid: e6aa184cf878a1a46913a368a4947914,
m_door1Obj: {fileID: 4533096668072911434, guid: e6aa184cf878a1a46913a368a4947914,
type: 3}
m_door2Obj: {fileID: 4533096668072911434, guid: 2ea530b5f76c5ce40a5b39e9d61b33fc,
type: 3}
m_key1Obj: {fileID: 4852870513417518246, guid: 765a21b5ca9d86f479b490b5c450519e,
type: 3}
......@@ -410,9 +369,37 @@ MonoBehaviour:
type: 3}
m_bossObj: {fileID: 4219960461894142409, guid: 78ebb90e56d81fe49a6f3797856b2b9f,
type: 3}
m_bulletOneObj: {fileID: 4394691862945917769, guid: 38ced3555479db84c9faf471f5146359,
type: 3}
m_bulletTwoObj: {fileID: 5546592259365653030, guid: b349e6e6c2bbfa843aceba6fc5a9f5ad,
type: 3}
m_bulletThreeObj: {fileID: 3266927711285189724, guid: 82c9ed4c8097fd74ba95c3aa7c999922,
type: 3}
m_bulletFourObj: {fileID: 4415415494409766489, guid: ca3c444700623e2469a411ddd8bc4a47,
type: 3}
m_bulletEightObj: {fileID: 1737873234563557956, guid: 20ce7b4857448314a991c3a86b2a6209,
m_bulletFiveObj: {fileID: 3382181422222775052, guid: 6fe9b828bdda00b4a93660cf535431db,
type: 3}
m_bulletSixObj: {fileID: 278635759231583489, guid: b24d14f5fb498aa4288fb59c54d3995b,
type: 3}
m_bulletSevenObj: {fileID: 6875390405431020359, guid: 53225157b93c905429da4d6120ad7e63,
type: 3}
m_bulletEightObj: {fileID: 2142183169376648546, guid: 20ce7b4857448314a991c3a86b2a6209,
type: 3}
m_bulletNineObj: {fileID: 3496831967598190481, guid: 771bb5251cfe48741b04c441ef7fdd63,
type: 3}
m_bulletTenObj: {fileID: 9101376478190866912, guid: ed3f358493f85f347969fa387508bc87,
type: 3}
m_bulletElevenObj: {fileID: 3471540103758914445, guid: e6613b4c23bb2c54286b6f9b24c7a07d,
type: 3}
m_bulletTwelveObj: {fileID: 8014848683096702163, guid: 4a972903da3607b45a70470ac16d9152,
type: 3}
m_bulletThirteenObj: {fileID: 6222133942746031764, guid: a2d37f62ff5735e4bbcfa897c1ab6097,
type: 3}
m_bulletFourteenObj: {fileID: 8642009537229813699, guid: f9dd2d252c5cc714cb947166480b0ad2,
type: 3}
m_bulletFifteenObj: {fileID: 5572540960455350391, guid: 081d0a4879b87554bab05c4a6140057a,
type: 3}
m_bulletSixteenObj: {fileID: 3498764842965044219, guid: 1a220784334d54d49a3a01e13ae88a78,
type: 3}
--- !u!1001 &173206295174090797
PrefabInstance:
......
......@@ -6,6 +6,8 @@ public class DoorView : MonoBehaviour
{
[Header("通关的钥匙id")]
public int m_keyId = 0;
[Header("阻碍物")]
public GameObject m_blockObj;
//public Transform m_triggerTrans;
private bool m_bControlCollison = false;
private void OnTriggerEnter(Collider other)
......@@ -15,7 +17,8 @@ public class DoorView : MonoBehaviour
m_bControlCollison = true;
if (BattleCtrl.instance.battleUI.keyId == m_keyId)
{
BattleCtrl.instance.OnBattleWin();
//BattleCtrl.instance.OnBattleWin();
m_blockObj.SetActive(false);
}
}
}
......
......@@ -4,13 +4,19 @@ 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, 10)]
public float m_range = 0.0f;
[Header("磁场强度")]
public float m_power = 0.0f;
[Header("是否开启重力")]
public bool m_isOpenGravity = false;
[Header("排除角色的加速度")]
public float m_addSpeed = 0.0f;
[Header("排除角色的加速时间")]
public float m_addSpeedTime = 0.0f;
[Header("磁极")]
public PoleType m_poleType = PoleType.PT_South;
[Header("是否变换磁极")]
......@@ -34,8 +40,12 @@ public class LargeMagnetView : MonoBehaviour
[Header("无磁极材质")]
public Material m_noPoleMat;
public MeshRenderer[] m_poleMR;//mesh
[Header("相机与人物距离")]
private Vector3 offset = new Vector3(0, 11, -10); //游戏人物与 相机的差
private bool m_bControlCollison = true;
private BoxCollider m_triggerBox;//长方体磁场
private Transform m_selfBody;//身体
private GameObject m_triggerObj;//机关
//private bool m_bSouthPole = true;//默认南极
//private int m_curPole = GlobalConfig.SouthPole;//默认南极
......@@ -47,10 +57,18 @@ public class LargeMagnetView : MonoBehaviour
private bool m_bControlPole = true;
private string m_strSetMagnetChangeLoop = "SetMagnetChangeLoop";
private int m_curChangeIndex = 0;
private bool m_bControlTrigger = true;
private string m_strRejectSpeedChange = "SetSpeedChange";
private bool m_bControlReject = false;
private float m_rejectTime = 0.0f;
private float m_rejectAddSpeed = 0.0f;
private float m_minHeight = 0.18f;//最低位置
// Update is called once per frame
private void Start()
{
m_rigidBody = GetComponent<Rigidbody>();
m_triggerBox = GameObject.Find("TriggerBox").GetComponent<BoxCollider>();
//m_selfBody = GameObject.Find("Capsule").transform;
}
private void OnCollisionEnter(Collision other)
{
......@@ -69,6 +87,21 @@ public class LargeMagnetView : MonoBehaviour
if (other.collider.CompareTag("Player") && !m_bControlCollison)
{
m_bControlCollison = true;
m_bControlReject = false;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player") && m_bControlTrigger)
{
m_bControlTrigger = false;
}
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player") && !m_bControlTrigger)
{
m_bControlTrigger = true;
}
}
//设置机关状态
......@@ -170,38 +203,133 @@ public class LargeMagnetView : MonoBehaviour
m_moveView = gameObject.AddComponent<MoveView>();
}
}
void Update()
//排斥加速度
void SetSpeedChange()
{
MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
if (varPlayer.isOpen)
Vector3 varDir = transform.position - varPlayer.transform.position;
m_rejectTime += Time.deltaTime;
if (m_rejectTime <= m_addSpeedTime)
{
m_rejectAddSpeed += m_addSpeed * Time.deltaTime;
}
else
{
Vector3 varDir = transform.position - varPlayer.transform.position;
if (varPlayer && Vector3.SqrMagnitude(varDir) <= varPlayer .magnetRange* varPlayer.magnetRange)
m_rejectAddSpeed -= m_addSpeed * Time.deltaTime;
if (m_rejectAddSpeed <= 0.0f)
{
m_rejectAddSpeed = 0.0f;
m_bControlReject = false;
}
}
varPlayer.transform.position -= varDir.normalized * m_power * m_rejectAddSpeed * Time.deltaTime;
Vector3 varVec3 = varPlayer.transform.position;
varVec3.z = 0;
if (varVec3.y < m_minHeight)
{
varVec3.y = m_minHeight;
}
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;
}
void Update()
{
m_rigidBody.isKinematic = !m_isOpenGravity;
if(m_isOpen)
{
Vector3 varSize = m_triggerBox.size;
varSize.x = 1;
varSize.x = 1;
varSize.y = m_range;
m_triggerBox.size = varSize;
Vector3 varCenter = m_triggerBox.center;
varCenter.x = 0;
varCenter.z = 0;
varCenter.y = -m_range/2;
m_triggerBox.center = varCenter;
if (!m_bControlTrigger)
{
MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
Vector3 varDir = transform.position - varPlayer.transform.position;
if(varPlayer.isSouthPole)
{
if (m_poleType == PoleType.PT_South)
if(m_poleType == PoleType.PT_South)
{
m_rigidBody.AddForce(varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
if (!m_bControlReject)
{
m_bControlReject = true;
m_rejectTime = 0.0f;
m_rejectAddSpeed = 0.0f;
CancelInvokeRejectSpeedChange();
InvokeRepeating(m_strRejectSpeedChange, 0.0f, Time.deltaTime);
}
}
else if (m_poleType == PoleType.PT_North)
else
{
m_rigidBody.AddForce(-varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
varPlayer.transform.position += varDir.normalized * m_power * Time.deltaTime;
}
}
else
{
if (m_poleType == PoleType.PT_South)
if(m_poleType == PoleType.PT_South)
{
m_rigidBody.AddForce(-varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
varPlayer.transform.position += varDir.normalized * m_power * Time.deltaTime;
}
else if (m_poleType == PoleType.PT_North)
else
{
m_rigidBody.AddForce(varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
if (!m_bControlReject)
{
m_bControlReject = true;
m_rejectTime = 0.0f;
m_rejectAddSpeed = 0.0f;
CancelInvokeRejectSpeedChange();
InvokeRepeating(m_strRejectSpeedChange, 0.0f, Time.deltaTime);
}
}
}
Vector3 varVec3 = varPlayer.transform.position;
varVec3.z = 0;
if (varVec3.y < m_minHeight)
{
varVec3.y = m_minHeight;
}
varPlayer.transform.position = varVec3;
Camera.main.transform.position = varPlayer.transform.position + offset;
}
}
//MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
//if (varPlayer.isOpen)
//{
// Vector3 varDir = transform.position - varPlayer.transform.position;
// if (varPlayer && Vector3.SqrMagnitude(varDir) <= varPlayer .magnetRange* varPlayer.magnetRange)
// {
// if(varPlayer.isSouthPole)
// {
// 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
// {
// 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);
// }
// }
// }
//}
if(m_bIsTrigger)
{
if (!m_triggerObj)
......@@ -235,8 +363,17 @@ public class LargeMagnetView : MonoBehaviour
CancelInvoke(m_strSetMagnetChangeLoop);
}
}
//取消排斥速度变化循环
void CancelInvokeRejectSpeedChange()
{
if (IsInvoking(m_strRejectSpeedChange))
{
CancelInvoke(m_strRejectSpeedChange);
}
}
private void OnDestroy()
{
CancelInvokeMagnetChange();
CancelInvokeRejectSpeedChange();
}
}
......@@ -17,8 +17,8 @@ public class MagnetView : MonoBehaviour
public float m_range = 0.0f;
[Header("磁场强度")]
public float m_power = 0.0f;
[Header("子弹被吸附距离")]
public float m_disBulletAttach = 0.0f;
//[Header("子弹被吸附距离")]
//public float m_disBulletAttach = 0.0f;
[Header("相机与人物距离")]
public Vector3 offset; //游戏人物与 相机的差
[Header("南极图标")]
......@@ -32,11 +32,12 @@ public class MagnetView : MonoBehaviour
public MeshRenderer[] m_poleMR;//mesh
public float magnetRange => m_range;
public float magnetPower => m_power;
public float disBulletAttach => m_disBulletAttach;
//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
private float m_minHeight = 0.18f;//最低位置
// Start is called before the first frame update
void Start()
{
......@@ -69,6 +70,12 @@ public class MagnetView : MonoBehaviour
BattleCtrl.instance.battleUI.ReduceBlood(1);
varNorth.SetActiveState(false);
}
BulletDamageView varBullet = other.collider.GetComponent<BulletDamageView>();
if (varBullet)
{
BattleCtrl.instance.battleUI.ReduceBlood(1);
varBullet.SetActiveState(false);
}
//做法1
//BulletDamageView varBullet = other.collider.GetComponent<BulletDamageView>();
//if (varBullet)
......@@ -95,13 +102,13 @@ public class MagnetView : MonoBehaviour
float KeyHorizontal = 0.0f;
if (Input.GetKey(KeyCode.W))
{
KeyVertical = Input.GetAxis("Vertical");
transform.Translate(transform.forward * m_moveSpeed * Time.deltaTime, Space.World);
//KeyVertical = Input.GetAxis("Vertical");
//transform.Translate(transform.forward * m_moveSpeed * Time.deltaTime, Space.World);
}
else if (Input.GetKey(KeyCode.S))
{
KeyVertical = Input.GetAxis("Vertical");
transform.Translate(transform.forward * m_moveSpeed * Time.deltaTime, Space.World);
//KeyVertical = Input.GetAxis("Vertical");
//transform.Translate(transform.forward * m_moveSpeed * Time.deltaTime, Space.World);
}
if (Input.GetKey(KeyCode.A))
......@@ -124,8 +131,18 @@ public class MagnetView : MonoBehaviour
Vector3 newDir = new Vector3(KeyHorizontal, 0, KeyVertical).normalized;
transform.forward = Vector3.Lerp(transform.forward, newDir, 0.8f);
}
Vector3 varVec3 = transform.position;
varVec3.z = 0;
if (varVec3.y < m_minHeight)
{
varVec3.y = m_minHeight;
}
transform.position = varVec3;
//镜头跟随
Camera.main.transform.position = transform.position + offset;
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();
}
......@@ -148,7 +165,7 @@ public class MagnetView : MonoBehaviour
{
Vector3 varVec3 = Camera.main.WorldToScreenPoint(transform.position);
varVec3.x = (varVec3.x - Screen.width / 2f) / (Screen.height / GlobalConfig.NormalHeight);
varVec3.y = (varVec3.y - Screen.height / 2f) / (Screen.height / GlobalConfig.NormalHeight)+150.0f;
varVec3.y = (varVec3.y - Screen.height / 2f) / (Screen.height / GlobalConfig.NormalHeight) + 150.0f;
BattleCtrl.instance.battleUI.SetBloodPos(varVec3.x, varVec3.y);
}
}
......@@ -17,7 +17,7 @@ public class NpcView : MonoBehaviour
Vector3 varVec3 = Camera.main.WorldToScreenPoint(transform.position);
varVec3.x = (varVec3.x - Screen.width / 2f) / (Screen.height / GlobalConfig.NormalHeight);
varVec3.y = (varVec3.y - Screen.height / 2f) / (Screen.height / GlobalConfig.NormalHeight) + 250.0f;
BattleCtrl.instance.battleUI.SetNpcDialogue(varVec3.x, varVec3.y);
BattleCtrl.instance.battleUI.SetNpcPos(varVec3.x, varVec3.y);
}
}
//点击npc对话
......@@ -29,9 +29,13 @@ public class NpcView : MonoBehaviour
if (Physics.Raycast(ray, out hit))
{
if (hit.collider.CompareTag("Npc") && !m_bShow)
if (hit.collider.CompareTag("Npc"))
{
m_bShow = true;
BattleCtrl.instance.battleUI.SetNpcDialogue();
if(!m_bShow)
{
m_bShow = true;
}
}
}
}
......
......@@ -11,6 +11,12 @@ public class SmallMagnetView : MonoBehaviour
//public float m_range = 0.0f;
//[Header("磁场强度")]
//public float m_power = 0.0f;
[Header("是否开启重力")]
public bool m_isOpenGravity = false;
[Header("被排除的加速度")]
public float m_addSpeed = 0.0f;
[Header("被排除的加速时间")]
public float m_addSpeedTime = 0.0f;
[Header("磁极")]
public PoleType m_poleType = PoleType.PT_South;
[Header("是否变换磁极")]
......@@ -47,6 +53,11 @@ public class SmallMagnetView : MonoBehaviour
private bool m_bControlPole = true;
private string m_strSetMagnetChangeLoop = "SetMagnetChangeLoop";
private int m_curChangeIndex = 0;
private float m_minHeight = 0.195f;//最低位置
private string m_strRejectSpeedChange = "SetSpeedChange";
private bool m_bControlReject = false;
private float m_rejectTime = 0.0f;
private float m_rejectAddSpeed = 0.0f;
// Update is called once per frame
private void Start()
{
......@@ -170,38 +181,91 @@ public class SmallMagnetView : MonoBehaviour
m_moveView = gameObject.AddComponent<MoveView>();
}
}
//排斥加速度
void SetSpeedChange()
{
MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
Vector3 varDir = transform.position - varPlayer.transform.position;
m_rejectTime += Time.deltaTime;
if(m_rejectTime <= m_addSpeedTime)
{
m_rejectAddSpeed += m_addSpeed * Time.deltaTime;
}
else
{
m_rejectAddSpeed -= m_addSpeed * Time.deltaTime;
if(m_rejectAddSpeed <= 0.0f)
{
m_rejectAddSpeed = 0.0f;
m_bControlReject = false;
}
}
transform.position += varDir.normalized * varPlayer.magnetPower * m_rejectAddSpeed * Time.deltaTime;
}
void Update()
{
m_rigidBody.isKinematic = !m_isOpenGravity;
MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
if (varPlayer.isOpen)
{
Vector3 varDir = transform.position - varPlayer.transform.position;
if (varPlayer && Vector3.SqrMagnitude(varDir) <= varPlayer.magnetRange * varPlayer.magnetRange)
if (varPlayer && Vector3.SqrMagnitude(varDir) <= varPlayer.magnetRange * varPlayer.magnetRange && Vector3.SqrMagnitude(varDir) >= 1)
{
if (varPlayer.isSouthPole)
{
if (m_poleType == PoleType.PT_South)
{
m_rigidBody.AddForce(varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
if(!m_bControlReject)
{
m_bControlReject = true;
m_rejectTime = 0.0f;
m_rejectAddSpeed = 0.0f;
CancelInvokeRejectSpeedChange();
InvokeRepeating(m_strRejectSpeedChange, 0.0f, Time.deltaTime);
}
//transform.position += varDir.normalized * varPlayer.magnetPower * Time.deltaTime;
//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);
transform.position += -varDir.normalized * varPlayer.magnetPower * Time.deltaTime;
//m_rigidBody.AddForce(-varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
}
}
else
{
if (m_poleType == PoleType.PT_South)
{
m_rigidBody.AddForce(-varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
transform.position += -varDir.normalized * varPlayer.magnetPower * Time.deltaTime;
//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);
if (!m_bControlReject)
{
m_bControlReject = true;
m_rejectTime = 0.0f;
m_rejectAddSpeed = 0.0f;
CancelInvokeRejectSpeedChange();
InvokeRepeating(m_strRejectSpeedChange, 0.0f, Time.deltaTime);
}
//transform.position += varDir.normalized * varPlayer.magnetPower * Time.deltaTime;
//m_rigidBody.AddForce(varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
}
}
}
else
{
m_bControlReject = false;
}
}
Vector3 varVec3 = transform.position;
varVec3.z = 0;
if(varVec3.y < m_minHeight)
{
varVec3.y = m_minHeight;
}
transform.position = varVec3;
if (m_bIsTrigger)
{
if (!m_triggerObj)
......@@ -235,8 +299,17 @@ public class SmallMagnetView : MonoBehaviour
CancelInvoke(m_strSetMagnetChangeLoop);
}
}
//取消排斥速度变化循环
void CancelInvokeRejectSpeedChange()
{
if (IsInvoking(m_strRejectSpeedChange))
{
CancelInvoke(m_strRejectSpeedChange);
}
}
private void OnDestroy()
{
CancelInvokeMagnetChange();
CancelInvokeRejectSpeedChange();
}
}
......@@ -4,11 +4,10 @@ using UnityEngine;
public class BulletDamageView : MonoBehaviour
{
[Header("速度")]
public float m_speed = 0.0f;
private bool m_bMove = false;
private Vector3 m_dir = Vector3.zero;//方向
private Transform m_bossTrans;
private float m_speed = 0.0f;
// Start is called before the first frame update
void Start()
{
......@@ -16,13 +15,17 @@ public class BulletDamageView : MonoBehaviour
}
//开始移动
public void StartMove(Transform bossTrans)
public void StartMove(float speed,Transform bossTrans = null)
{
m_bossTrans = bossTrans;
gameObject.SetActive(true);
m_speed = speed;
m_bMove = true;
MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
m_dir = varPlayer.transform.position - transform.position;
transform.SetParent(null);
//做法1
//m_bossTrans = bossTrans;
//m_bMove = true;
//MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
//m_dir = varPlayer.transform.position - transform.position;
//transform.SetParent(null);
}
//设置激活状态
public void SetActiveState(bool value)
......@@ -43,24 +46,25 @@ public class BulletDamageView : MonoBehaviour
// Update is called once per frame
void Update()
{
if (BattleCtrl.instance.isEndBattle)
{
return;
}
//if (BattleCtrl.instance.isEndBattle)
//{
// return;
//}
if (m_bMove)
{
transform.position += (m_dir.normalized) * Time.deltaTime * m_speed;
Vector3 varPos = transform.localPosition;
if(varPos.y < 0.48)
{
varPos.y = 0.48f;
}
transform.localPosition = varPos;
MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
if(Vector3.SqrMagnitude(varPlayer.transform.position - transform.position) >= 400)
{
SetActiveState(false);
}
transform.position += (transform.forward) * Time.deltaTime * m_speed;
//transform.position += (m_dir.normalized) * Time.deltaTime * m_speed;
//Vector3 varPos = transform.localPosition;
//if(varPos.y < 0.48)
//{
// varPos.y = 0.48f;
//}
//transform.localPosition = varPos;
//MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
//if(Vector3.SqrMagnitude(varPlayer.transform.position - transform.position) >= 400)
//{
// SetActiveState(false);
//}
}
}
}
......@@ -4,14 +4,13 @@ using UnityEngine;
public class BulletNorthView : MonoBehaviour
{
[Header("速度")]
public float m_speed = 0.0f;
[Header("旋转速度")]
public float m_rotateSpeed = 0.0f;
//[Header("旋转速度")]
//public float m_rotateSpeed = 0.0f;
private bool m_bMove = false;
private bool m_bControl = true;
private Rigidbody m_rigidBody;
private Transform m_bossTrans;
private float m_speed = 0.0f;
// Start is called before the first frame update
void Start()
{
......@@ -19,8 +18,10 @@ public class BulletNorthView : MonoBehaviour
}
//开始移动
public void StartMove(Transform bossTrans = null)
public void StartMove(float speed,Transform bossTrans = null)
{
gameObject.SetActive(true);
m_speed = speed;
m_bMove = true;
//做法1
//m_bossTrans = bossTrans;
......@@ -53,13 +54,22 @@ public class BulletNorthView : MonoBehaviour
// Update is called once per frame
void Update()
{
if (BattleCtrl.instance.isEndBattle)
{
return;
}
if (m_bMove && m_bControl)
//if (BattleCtrl.instance.isEndBattle)
//{
// return;
//}
if (m_bMove)
{
transform.position += (transform.forward) * Time.deltaTime * m_speed;
MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
Vector3 varDir = transform.position - varPlayer.transform.position;
if (m_bControl)
{
transform.position += (transform.forward) * Time.deltaTime * m_speed;
}
else
{
transform.position += varDir * Time.deltaTime * varPlayer.magnetPower;
}
//做法1
//MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
//Vector3 varDir = varPlayer.transform.position - transform.position;
......@@ -83,8 +93,8 @@ public class BulletNorthView : MonoBehaviour
if (!varPlayer.isSouthPole)
{
m_bControl = false;
m_rigidBody.isKinematic = false;
m_rigidBody.AddForce((varDir.normalized) * varPlayer.magnetPower, ForceMode.VelocityChange);
//m_rigidBody.isKinematic = false;
//m_rigidBody.AddForce((varDir.normalized) * varPlayer.magnetPower, ForceMode.VelocityChange);
//做法1
//m_bControl = false;
//m_rigidBody.isKinematic = false;
......@@ -93,6 +103,7 @@ public class BulletNorthView : MonoBehaviour
}
else
{
transform.position += -varDir * Time.deltaTime * varPlayer.magnetPower;
//做法1
//if (Vector3.SqrMagnitude(varDir) > varPlayer.disBulletAttach * varPlayer.disBulletAttach)
//{
......
......@@ -4,14 +4,13 @@ using UnityEngine;
public class BulletSouthView : MonoBehaviour
{
[Header("速度")]
public float m_speed = 0.0f;
[Header("旋转速度")]
public float m_rotateSpeed = 0.0f;
//[Header("旋转速度")]
//public float m_rotateSpeed = 0.0f;
private bool m_bMove = false;
private bool m_bControl = true;
private Rigidbody m_rigidBody;
private Transform m_bossTrans;
private float m_speed = 0.0f;
// Start is called before the first frame update
void Start()
{
......@@ -19,8 +18,10 @@ public class BulletSouthView : MonoBehaviour
}
//开始移动
public void StartMove(Transform bossTrans = null)
public void StartMove(float speed,Transform bossTrans = null)
{
gameObject.SetActive(true);
m_speed = speed;
m_bMove = true;
//做饭1
//m_bossTrans = bossTrans;
......@@ -53,13 +54,22 @@ public class BulletSouthView : MonoBehaviour
// Update is called once per frame
void Update()
{
if (BattleCtrl.instance.isEndBattle)
{
return;
}
if (m_bMove && m_bControl)
//if (BattleCtrl.instance.isEndBattle)
//{
// return;
//}
if (m_bMove)
{
transform.position += (transform.forward) * Time.deltaTime * m_speed;
MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
Vector3 varDir = transform.position - varPlayer.transform.position;
if (m_bControl)
{
transform.position += (transform.forward) * Time.deltaTime * m_speed;
}
else
{
transform.position += varDir * Time.deltaTime * varPlayer.magnetPower;
}
//做法1
//MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
//Vector3 varDir = varPlayer.transform.position - transform.position;
......@@ -84,8 +94,8 @@ public class BulletSouthView : MonoBehaviour
if (varPlayer.isSouthPole)
{
m_bControl = false;
m_rigidBody.isKinematic = false;
m_rigidBody.AddForce((varDir.normalized) * varPlayer.magnetPower, ForceMode.VelocityChange);
//m_rigidBody.isKinematic = false;
//m_rigidBody.AddForce((varDir.normalized) * varPlayer.magnetPower, ForceMode.VelocityChange);
//做法1
//m_bControl = false;
//m_rigidBody.isKinematic = false;
......@@ -94,6 +104,7 @@ public class BulletSouthView : MonoBehaviour
}
else
{
transform.position += -varDir * Time.deltaTime * varPlayer.magnetPower;
//做法1
//if(Vector3.SqrMagnitude(varDir) > varPlayer.disBulletAttach * varPlayer.disBulletAttach)
//{
......
......@@ -22,16 +22,16 @@ public class BulletTypeEightView : MonoBehaviour
{
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();
}
//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);
}
......
......@@ -22,16 +22,16 @@ public class BulletTypeFourView : MonoBehaviour
{
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();
}
//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);
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletTypeView : 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
private Material m_southMat;
private Material m_northMat;
private Material m_emptyMat;
private float m_speed = 0.0f;
// 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(Material south,Material north,Material empty,float speed)
{
m_southMat = south;
m_northMat = north;
m_emptyMat = empty;
m_speed = speed;
for (int i = 1; i < m_bullletTrans.Length; i++)
{
int varRand = Random.Range(0, 3);
if(varRand == 0)
{
BulletSouthView varSouth = m_bullletTrans[i].GetComponent<BulletSouthView>();
if (!varSouth)
{
varSouth = m_bullletTrans[i].gameObject.AddComponent<BulletSouthView>();
}
if(varSouth)
{
varSouth.StartMove(m_speed);
}
m_bullletTrans[i].gameObject.GetComponent<MeshRenderer>().sharedMaterial = m_southMat;
}
else if(varRand == 1)
{
BulletNorthView varNorth = m_bullletTrans[i].GetComponent<BulletNorthView>();
if (!varNorth)
{
varNorth = m_bullletTrans[i].gameObject.AddComponent<BulletNorthView>();
}
if(varNorth)
{
varNorth.StartMove(m_speed);
}
m_bullletTrans[i].gameObject.GetComponent<MeshRenderer>().sharedMaterial = m_northMat;
}
else if(varRand == 2)
{
BulletDamageView varDamage = m_bullletTrans[i].GetComponent<BulletDamageView>();
if (!varDamage)
{
varDamage = m_bullletTrans[i].gameObject.AddComponent<BulletDamageView>();
}
if(varDamage)
{
varDamage.StartMove(m_speed);
}
m_bullletTrans[i].gameObject.GetComponent<MeshRenderer>().sharedMaterial = m_emptyMat;
}
}
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();
Destroy(varSouth);
}
BulletNorthView varNorth = m_bullletTrans[i].GetComponent<BulletNorthView>();
if (varNorth)
{
//varNorth.ResetState();
Destroy(varNorth);
}
BulletDamageView varDamage = m_bullletTrans[i].GetComponent<BulletDamageView>();
if (varDamage)
{
Destroy(varDamage);
}
m_bullletTrans[i].localPosition = m_startPosList[i - 1];
m_bullletTrans[i].localRotation = m_startRotationList[i - 1];
}
}
}
fileFormatVersion: 2
guid: 7cd69bf855bc15742b7da046636fb46a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -113,7 +113,9 @@ public class BattleUI : MonoBehaviour
private int m_keyId = 0;//钥匙id
private int m_totalBossBlood = 3;//boss血量
private int m_curBossBlood = 0;
private Text m_npcDialogueText;
public int keyId => m_keyId;
public int curBossBlood => m_curBossBlood;
void Awake()
{
//m_dragBtn.onClick.AddListener(SetDragMode);
......@@ -134,6 +136,7 @@ public class BattleUI : MonoBehaviour
m_curBlood = m_totalBlood;
m_curBossBlood = m_totalBossBlood;
m_bossBloodParentObj = m_bossBloodImage.transform.parent.gameObject;
m_npcDialogueText = m_npcDialogueObj.GetComponentInChildren<Text>();
//LocalRecord.DeleteAll();
}
private void Start()
......@@ -757,8 +760,8 @@ public class BattleUI : MonoBehaviour
m_doorObj = null;
}
}
//设置npc对话
public void SetNpcDialogue(float x, float y)
//设置npc位置
public void SetNpcPos(float x, float y)
{
m_npcDialogueObj.SetActive(true);
Vector2 varVec2 = m_npcDialogueObj.transform.localPosition;
......@@ -766,6 +769,12 @@ public class BattleUI : MonoBehaviour
varVec2.y = y;
m_npcDialogueObj.transform.localPosition = varVec2;
}
//设置npc对话
public void SetNpcDialogue()
{
int varRand = UnityEngine.Random.Range(0, GlobalConfig.npcDialogue.Length);
m_npcDialogueText.text = GlobalConfig.npcDialogue[varRand];
}
//设置boss血量位置
public void SetBossBloodPos(float x, float y)
{
......
......@@ -25,9 +25,37 @@ public class CacheManager : MonoBehaviour
[SerializeField]
private GameObject m_bossObj;//boss
[SerializeField]
private GameObject m_bulletOneObj;//1类型子弹
[SerializeField]
private GameObject m_bulletTwoObj;//2类型子弹
[SerializeField]
private GameObject m_bulletThreeObj;//3类型子弹
[SerializeField]
private GameObject m_bulletFourObj;//4类型子弹
[SerializeField]
private GameObject m_bulletFiveObj;//5类型子弹
[SerializeField]
private GameObject m_bulletSixObj;//6类型子弹
[SerializeField]
private GameObject m_bulletSevenObj;//7类型子弹
[SerializeField]
private GameObject m_bulletEightObj;//8类型子弹
[SerializeField]
private GameObject m_bulletNineObj;//9类型子弹
[SerializeField]
private GameObject m_bulletTenObj;//10类型子弹
[SerializeField]
private GameObject m_bulletElevenObj;//11类型子弹
[SerializeField]
private GameObject m_bulletTwelveObj;//12类型子弹
[SerializeField]
private GameObject m_bulletThirteenObj;//13类型子弹
[SerializeField]
private GameObject m_bulletFourteenObj;//14类型子弹
[SerializeField]
private GameObject m_bulletFifteenObj;//15类型子弹
[SerializeField]
private GameObject m_bulletSixteenObj;//16类型子弹
public GameObject largeMagnetObj => m_largeMagnetObj;
public GameObject smallMagnetObj => m_smallMagnetObj;
public GameObject coinPropObj => m_coinPropObj;
......@@ -38,8 +66,22 @@ public class CacheManager : MonoBehaviour
public GameObject key2Obj => m_key2Obj;
public GameObject npcObj => m_npcObj;
public GameObject bossObj => m_bossObj;
public GameObject bulletOneObj => m_bulletOneObj;
public GameObject bulletTwoObj => m_bulletTwoObj;
public GameObject bulletThreeObj => m_bulletThreeObj;
public GameObject bulletFourObj => m_bulletFourObj;
public GameObject bulletFiveObj => m_bulletFiveObj;
public GameObject bulletSixObj => m_bulletSixObj;
public GameObject bulletSevenObj => m_bulletSevenObj;
public GameObject bulletEightObj => m_bulletEightObj;
public GameObject bulletNineObj => m_bulletNineObj;
public GameObject bulletTenObj => m_bulletTenObj;
public GameObject bulletElevenObj => m_bulletElevenObj;
public GameObject bulletTwelveObj => m_bulletTwelveObj;
public GameObject bulletThirteenObj => m_bulletThirteenObj;
public GameObject bulletFourteenObj => m_bulletFourteenObj;
public GameObject bulletFifteenObj => m_bulletFifteenObj;
public GameObject bulletSixteenObj => m_bulletSixteenObj;
public static CacheManager Instance = null;
void Awake()
{
......
......@@ -39,6 +39,8 @@ public class GlobalConfig
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 static string[] npcDialogue = new[] { "我是个Npc","我是个Npc1","我是个Np2" };
}
public enum LangeType
......
......@@ -4742,7 +4742,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Navigation:
m_Mode: 3
m_Mode: 0
m_SelectOnUp: {fileID: 0}
m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
......@@ -5836,7 +5836,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Navigation:
m_Mode: 3
m_Mode: 0
m_SelectOnUp: {fileID: 0}
m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
......@@ -6490,7 +6490,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Navigation:
m_Mode: 3
m_Mode: 0
m_SelectOnUp: {fileID: 0}
m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
......@@ -12061,7 +12061,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Navigation:
m_Mode: 3
m_Mode: 0
m_SelectOnUp: {fileID: 0}
m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
......@@ -12193,7 +12193,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Navigation:
m_Mode: 3
m_Mode: 0
m_SelectOnUp: {fileID: 0}
m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
......@@ -12629,7 +12629,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Navigation:
m_Mode: 3
m_Mode: 0
m_SelectOnUp: {fileID: 0}
m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
......@@ -14217,7 +14217,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Navigation:
m_Mode: 3
m_Mode: 0
m_SelectOnUp: {fileID: 0}
m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
......@@ -15127,7 +15127,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Navigation:
m_Mode: 3
m_Mode: 0
m_SelectOnUp: {fileID: 0}
m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
......@@ -15772,13 +15772,13 @@ MonoBehaviour:
m_bloodObj: {fileID: 2205553160800008333}
m_npcDialogueObj: {fileID: 4323568536970685873}
m_bossBloodImage: {fileID: 8922822554607334139}
m_largeMagnetPos: {x: 12, y: 0, z: 0}
m_smallMagnetPos: {x: 12, y: 0, z: 0}
m_largeMagnetPos: {x: 12, y: 6, z: 0}
m_smallMagnetPos: {x: 12, y: 2, z: 0}
m_coinPos: {x: 2, y: 0.5, z: 0}
m_doorPos: {x: -15, y: 0, z: 2.8}
m_keyPos: {x: -5, y: 0.8, z: 0}
m_npcPos: {x: -10, y: 0.3, z: 0}
m_bossPos: {x: -20, y: 0.3, z: 0}
m_bossPos: {x: -20, y: 6, z: 0}
--- !u!114 &1995691973
MonoBehaviour:
m_ObjectHideFlags: 0
......@@ -19086,7 +19086,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Navigation:
m_Mode: 3
m_Mode: 0
m_SelectOnUp: {fileID: 0}
m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
......
......@@ -58,6 +58,51 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_keyId: 1
m_blockObj: {fileID: 3337103632422497988}
--- !u!1 &3337103632422497988
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1410807418184772214}
- component: {fileID: 8055959926394688685}
m_Layer: 0
m_Name: block
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1410807418184772214
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3337103632422497988}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 2.51, y: 1.06, z: 0.05}
m_LocalScale: {x: 2, y: 2, z: 0.2}
m_Children: []
m_Father: {fileID: 4539085461302232658}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!65 &8055959926394688685
BoxCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3337103632422497988}
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
serializedVersion: 2
m_Size: {x: 1, y: 1, z: 1}
m_Center: {x: 0, y: 0, z: 0}
--- !u!1 &4533096668072911434
GameObject:
m_ObjectHideFlags: 0
......@@ -89,6 +134,7 @@ Transform:
m_LocalScale: {x: 1.5, y: 2, z: 1.5}
m_Children:
- {fileID: 1861252925755440132}
- {fileID: 1410807418184772214}
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 90, z: 0}
......
......@@ -58,6 +58,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_keyId: 2
m_blockObj: {fileID: 7224982026670622316}
--- !u!1 &4533096668072911434
GameObject:
m_ObjectHideFlags: 0
......@@ -71,7 +72,7 @@ GameObject:
- component: {fileID: 4520517437252145440}
- component: {fileID: 4470681007709732228}
m_Layer: 0
m_Name: Door
m_Name: Door2
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
......@@ -89,6 +90,7 @@ Transform:
m_LocalScale: {x: 1.5, y: 2, z: 1.5}
m_Children:
- {fileID: 1861252925755440132}
- {fileID: 3096177837359060461}
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 90, z: 0}
......@@ -153,3 +155,47 @@ MeshCollider:
m_Convex: 0
m_CookingOptions: 30
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