Commit c642f05e authored by wanqing's avatar wanqing

修改需求

parent 39bd7d72
...@@ -87,6 +87,7 @@ ...@@ -87,6 +87,7 @@
<Compile Include="Assets\#A2_Scripts\Battle\Magnet\bullet\BulletSouthView.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\BulletTypeEightView.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Magnet\bullet\BulletTypeFourView.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\FifthLevelTrigger.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Trigger\FirstLevelTrigger.cs" /> <Compile Include="Assets\#A2_Scripts\Battle\Trigger\FirstLevelTrigger.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Trigger\FourthLevelTrigger.cs" /> <Compile Include="Assets\#A2_Scripts\Battle\Trigger\FourthLevelTrigger.cs" />
......
...@@ -279,49 +279,6 @@ MonoBehaviour: ...@@ -279,49 +279,6 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
battleUI: {fileID: 8105271971488639994} battleUI: {fileID: 8105271971488639994}
m_levelManager: {fileID: 186647396} m_levelManager: {fileID: 186647396}
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m_Icon: {fileID: 0}
m_NavMeshLayer: 0
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m_GameObject: {fileID: 954580481}
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m_Script: {fileID: 11500000, guid: 3fa94291cbdb37f44bf84f0ce51b9af5, type: 3}
m_Name:
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m_LocalScale: {x: 1, y: 1, z: 1}
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--- !u!1 &1872965180 --- !u!1 &1872965180
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -400,7 +357,9 @@ MonoBehaviour: ...@@ -400,7 +357,9 @@ MonoBehaviour:
type: 3} type: 3}
m_triggerObj: {fileID: 3121583295494800965, guid: 5a0ddf2932a94604fbef44dce3e81590, m_triggerObj: {fileID: 3121583295494800965, guid: 5a0ddf2932a94604fbef44dce3e81590,
type: 3} type: 3}
m_doorObj: {fileID: 4533096668072911434, guid: e6aa184cf878a1a46913a368a4947914, m_door1Obj: {fileID: 4533096668072911434, guid: e6aa184cf878a1a46913a368a4947914,
type: 3}
m_door2Obj: {fileID: 4533096668072911434, guid: 2ea530b5f76c5ce40a5b39e9d61b33fc,
type: 3} type: 3}
m_key1Obj: {fileID: 4852870513417518246, guid: 765a21b5ca9d86f479b490b5c450519e, m_key1Obj: {fileID: 4852870513417518246, guid: 765a21b5ca9d86f479b490b5c450519e,
type: 3} type: 3}
...@@ -410,9 +369,37 @@ MonoBehaviour: ...@@ -410,9 +369,37 @@ MonoBehaviour:
type: 3} type: 3}
m_bossObj: {fileID: 4219960461894142409, guid: 78ebb90e56d81fe49a6f3797856b2b9f, m_bossObj: {fileID: 4219960461894142409, guid: 78ebb90e56d81fe49a6f3797856b2b9f,
type: 3} type: 3}
m_bulletOneObj: {fileID: 4394691862945917769, guid: 38ced3555479db84c9faf471f5146359,
type: 3}
m_bulletTwoObj: {fileID: 5546592259365653030, guid: b349e6e6c2bbfa843aceba6fc5a9f5ad,
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type: 3}
m_bulletFourObj: {fileID: 4415415494409766489, guid: ca3c444700623e2469a411ddd8bc4a47, m_bulletFourObj: {fileID: 4415415494409766489, guid: ca3c444700623e2469a411ddd8bc4a47,
type: 3} type: 3}
m_bulletEightObj: {fileID: 1737873234563557956, guid: 20ce7b4857448314a991c3a86b2a6209, m_bulletFiveObj: {fileID: 3382181422222775052, guid: 6fe9b828bdda00b4a93660cf535431db,
type: 3}
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m_bulletNineObj: {fileID: 3496831967598190481, guid: 771bb5251cfe48741b04c441ef7fdd63,
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m_bulletTenObj: {fileID: 9101376478190866912, guid: ed3f358493f85f347969fa387508bc87,
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m_bulletElevenObj: {fileID: 3471540103758914445, guid: e6613b4c23bb2c54286b6f9b24c7a07d,
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m_bulletFifteenObj: {fileID: 5572540960455350391, guid: 081d0a4879b87554bab05c4a6140057a,
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type: 3} type: 3}
--- !u!1001 &173206295174090797 --- !u!1001 &173206295174090797
PrefabInstance: PrefabInstance:
......
...@@ -6,6 +6,8 @@ public class DoorView : MonoBehaviour ...@@ -6,6 +6,8 @@ public class DoorView : MonoBehaviour
{ {
[Header("通关的钥匙id")] [Header("通关的钥匙id")]
public int m_keyId = 0; public int m_keyId = 0;
[Header("阻碍物")]
public GameObject m_blockObj;
//public Transform m_triggerTrans; //public Transform m_triggerTrans;
private bool m_bControlCollison = false; private bool m_bControlCollison = false;
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
...@@ -15,7 +17,8 @@ public class DoorView : MonoBehaviour ...@@ -15,7 +17,8 @@ public class DoorView : MonoBehaviour
m_bControlCollison = true; m_bControlCollison = true;
if (BattleCtrl.instance.battleUI.keyId == m_keyId) if (BattleCtrl.instance.battleUI.keyId == m_keyId)
{ {
BattleCtrl.instance.OnBattleWin(); //BattleCtrl.instance.OnBattleWin();
m_blockObj.SetActive(false);
} }
} }
} }
......
...@@ -4,13 +4,19 @@ using UnityEngine; ...@@ -4,13 +4,19 @@ using UnityEngine;
public class LargeMagnetView : MonoBehaviour public class LargeMagnetView : MonoBehaviour
{ {
//[Header("是否开启")] [Header("是否开启")]
//public bool m_isOpen = false; public bool m_isOpen = false;
//[Header("磁场范围")] [Header("磁场范围")]
//[Range(0, 20)] [Range(0, 10)]
//public float m_range = 0.0f; public float m_range = 0.0f;
//[Header("磁场强度")] [Header("磁场强度")]
//public float m_power = 0.0f; 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")] [Header("磁极")]
public PoleType m_poleType = PoleType.PT_South; public PoleType m_poleType = PoleType.PT_South;
[Header("是否变换磁极")] [Header("是否变换磁极")]
...@@ -34,8 +40,12 @@ public class LargeMagnetView : MonoBehaviour ...@@ -34,8 +40,12 @@ public class LargeMagnetView : MonoBehaviour
[Header("无磁极材质")] [Header("无磁极材质")]
public Material m_noPoleMat; public Material m_noPoleMat;
public MeshRenderer[] m_poleMR;//mesh 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 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 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 int m_curPole = GlobalConfig.SouthPole;//默认南极
...@@ -47,10 +57,18 @@ public class LargeMagnetView : MonoBehaviour ...@@ -47,10 +57,18 @@ public class LargeMagnetView : MonoBehaviour
private bool m_bControlPole = true; private bool m_bControlPole = true;
private string m_strSetMagnetChangeLoop = "SetMagnetChangeLoop"; private string m_strSetMagnetChangeLoop = "SetMagnetChangeLoop";
private int m_curChangeIndex = 0; 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 // Update is called once per frame
private void Start() private void Start()
{ {
m_rigidBody = GetComponent<Rigidbody>(); m_rigidBody = GetComponent<Rigidbody>();
m_triggerBox = GameObject.Find("TriggerBox").GetComponent<BoxCollider>();
//m_selfBody = GameObject.Find("Capsule").transform;
} }
private void OnCollisionEnter(Collision other) private void OnCollisionEnter(Collision other)
{ {
...@@ -69,6 +87,21 @@ public class LargeMagnetView : MonoBehaviour ...@@ -69,6 +87,21 @@ public class LargeMagnetView : MonoBehaviour
if (other.collider.CompareTag("Player") && !m_bControlCollison) if (other.collider.CompareTag("Player") && !m_bControlCollison)
{ {
m_bControlCollison = true; 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 //设置机关状态
...@@ -170,38 +203,133 @@ public class LargeMagnetView : MonoBehaviour ...@@ -170,38 +203,133 @@ public class LargeMagnetView : MonoBehaviour
m_moveView = gameObject.AddComponent<MoveView>(); m_moveView = gameObject.AddComponent<MoveView>();
} }
} }
void Update() //排斥加速度
void SetSpeedChange()
{ {
MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView; MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
if (varPlayer.isOpen)
{
Vector3 varDir = transform.position - varPlayer.transform.position; Vector3 varDir = transform.position - varPlayer.transform.position;
if (varPlayer && Vector3.SqrMagnitude(varDir) <= varPlayer .magnetRange* varPlayer.magnetRange) 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;
}
}
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(varPlayer.isSouthPole)
{ {
if (m_poleType == PoleType.PT_South) if(m_poleType == PoleType.PT_South)
{
if (!m_bControlReject)
{ {
m_rigidBody.AddForce(varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse); 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 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_bIsTrigger)
{ {
if (!m_triggerObj) if (!m_triggerObj)
...@@ -235,8 +363,17 @@ public class LargeMagnetView : MonoBehaviour ...@@ -235,8 +363,17 @@ public class LargeMagnetView : MonoBehaviour
CancelInvoke(m_strSetMagnetChangeLoop); 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() private void OnDestroy()
{ {
CancelInvokeMagnetChange(); CancelInvokeMagnetChange();
CancelInvokeRejectSpeedChange();
} }
} }
...@@ -17,8 +17,8 @@ public class MagnetView : MonoBehaviour ...@@ -17,8 +17,8 @@ public class MagnetView : MonoBehaviour
public float m_range = 0.0f; public float m_range = 0.0f;
[Header("磁场强度")] [Header("磁场强度")]
public float m_power = 0.0f; public float m_power = 0.0f;
[Header("子弹被吸附距离")] //[Header("子弹被吸附距离")]
public float m_disBulletAttach = 0.0f; //public float m_disBulletAttach = 0.0f;
[Header("相机与人物距离")] [Header("相机与人物距离")]
public Vector3 offset; //游戏人物与 相机的差 public Vector3 offset; //游戏人物与 相机的差
[Header("南极图标")] [Header("南极图标")]
...@@ -32,11 +32,12 @@ public class MagnetView : MonoBehaviour ...@@ -32,11 +32,12 @@ public class MagnetView : MonoBehaviour
public MeshRenderer[] m_poleMR;//mesh public MeshRenderer[] m_poleMR;//mesh
public float magnetRange => m_range; public float magnetRange => m_range;
public float magnetPower => m_power; public float magnetPower => m_power;
public float disBulletAttach => m_disBulletAttach; //public float disBulletAttach => m_disBulletAttach;
public bool isOpen => m_isOpen; public bool isOpen => m_isOpen;
private bool m_bSouthPole = true;//默认南极 private bool m_bSouthPole = true;//默认南极
public bool isSouthPole => m_bSouthPole; public bool isSouthPole => m_bSouthPole;
private Rigidbody m_rigidBody;//刚体 private Rigidbody m_rigidBody;//刚体
private float m_minHeight = 0.18f;//最低位置
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -69,6 +70,12 @@ public class MagnetView : MonoBehaviour ...@@ -69,6 +70,12 @@ public class MagnetView : MonoBehaviour
BattleCtrl.instance.battleUI.ReduceBlood(1); BattleCtrl.instance.battleUI.ReduceBlood(1);
varNorth.SetActiveState(false); varNorth.SetActiveState(false);
} }
BulletDamageView varBullet = other.collider.GetComponent<BulletDamageView>();
if (varBullet)
{
BattleCtrl.instance.battleUI.ReduceBlood(1);
varBullet.SetActiveState(false);
}
//做法1 //做法1
//BulletDamageView varBullet = other.collider.GetComponent<BulletDamageView>(); //BulletDamageView varBullet = other.collider.GetComponent<BulletDamageView>();
//if (varBullet) //if (varBullet)
...@@ -95,13 +102,13 @@ public class MagnetView : MonoBehaviour ...@@ -95,13 +102,13 @@ public class MagnetView : MonoBehaviour
float KeyHorizontal = 0.0f; float KeyHorizontal = 0.0f;
if (Input.GetKey(KeyCode.W)) if (Input.GetKey(KeyCode.W))
{ {
KeyVertical = Input.GetAxis("Vertical"); //KeyVertical = Input.GetAxis("Vertical");
transform.Translate(transform.forward * m_moveSpeed * Time.deltaTime, Space.World); //transform.Translate(transform.forward * m_moveSpeed * Time.deltaTime, Space.World);
} }
else if (Input.GetKey(KeyCode.S)) else if (Input.GetKey(KeyCode.S))
{ {
KeyVertical = Input.GetAxis("Vertical"); //KeyVertical = Input.GetAxis("Vertical");
transform.Translate(transform.forward * m_moveSpeed * Time.deltaTime, Space.World); //transform.Translate(transform.forward * m_moveSpeed * Time.deltaTime, Space.World);
} }
if (Input.GetKey(KeyCode.A)) if (Input.GetKey(KeyCode.A))
...@@ -124,8 +131,18 @@ public class MagnetView : MonoBehaviour ...@@ -124,8 +131,18 @@ public class MagnetView : MonoBehaviour
Vector3 newDir = new Vector3(KeyHorizontal, 0, KeyVertical).normalized; Vector3 newDir = new Vector3(KeyHorizontal, 0, KeyVertical).normalized;
transform.forward = Vector3.Lerp(transform.forward, newDir, 0.8f); 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 //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(); ChangeMagnetPole();
UpdateUIBloodPos(); UpdateUIBloodPos();
} }
...@@ -148,7 +165,7 @@ public class MagnetView : MonoBehaviour ...@@ -148,7 +165,7 @@ public class MagnetView : MonoBehaviour
{ {
Vector3 varVec3 = Camera.main.WorldToScreenPoint(transform.position); Vector3 varVec3 = Camera.main.WorldToScreenPoint(transform.position);
varVec3.x = (varVec3.x - Screen.width / 2f) / (Screen.height / GlobalConfig.NormalHeight); 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); BattleCtrl.instance.battleUI.SetBloodPos(varVec3.x, varVec3.y);
} }
} }
...@@ -17,7 +17,7 @@ public class NpcView : MonoBehaviour ...@@ -17,7 +17,7 @@ public class NpcView : MonoBehaviour
Vector3 varVec3 = Camera.main.WorldToScreenPoint(transform.position); Vector3 varVec3 = Camera.main.WorldToScreenPoint(transform.position);
varVec3.x = (varVec3.x - Screen.width / 2f) / (Screen.height / GlobalConfig.NormalHeight); varVec3.x = (varVec3.x - Screen.width / 2f) / (Screen.height / GlobalConfig.NormalHeight);
varVec3.y = (varVec3.y - Screen.height / 2f) / (Screen.height / GlobalConfig.NormalHeight) + 250.0f; 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 //点击npc对话
...@@ -29,10 +29,14 @@ public class NpcView : MonoBehaviour ...@@ -29,10 +29,14 @@ public class NpcView : MonoBehaviour
if (Physics.Raycast(ray, out hit)) if (Physics.Raycast(ray, out hit))
{ {
if (hit.collider.CompareTag("Npc") && !m_bShow) if (hit.collider.CompareTag("Npc"))
{
BattleCtrl.instance.battleUI.SetNpcDialogue();
if(!m_bShow)
{ {
m_bShow = true; m_bShow = true;
} }
} }
} }
}
} }
...@@ -11,6 +11,12 @@ public class SmallMagnetView : MonoBehaviour ...@@ -11,6 +11,12 @@ public class SmallMagnetView : MonoBehaviour
//public float m_range = 0.0f; //public float m_range = 0.0f;
//[Header("磁场强度")] //[Header("磁场强度")]
//public float m_power = 0.0f; //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")] [Header("磁极")]
public PoleType m_poleType = PoleType.PT_South; public PoleType m_poleType = PoleType.PT_South;
[Header("是否变换磁极")] [Header("是否变换磁极")]
...@@ -47,6 +53,11 @@ public class SmallMagnetView : MonoBehaviour ...@@ -47,6 +53,11 @@ public class SmallMagnetView : MonoBehaviour
private bool m_bControlPole = true; private bool m_bControlPole = true;
private string m_strSetMagnetChangeLoop = "SetMagnetChangeLoop"; private string m_strSetMagnetChangeLoop = "SetMagnetChangeLoop";
private int m_curChangeIndex = 0; 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 // Update is called once per frame
private void Start() private void Start()
{ {
...@@ -170,38 +181,91 @@ public class SmallMagnetView : MonoBehaviour ...@@ -170,38 +181,91 @@ public class SmallMagnetView : MonoBehaviour
m_moveView = gameObject.AddComponent<MoveView>(); 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() void Update()
{ {
m_rigidBody.isKinematic = !m_isOpenGravity;
MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView; MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
if (varPlayer.isOpen) if (varPlayer.isOpen)
{ {
Vector3 varDir = transform.position - varPlayer.transform.position; 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 (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);
}
//transform.position += varDir.normalized * varPlayer.magnetPower * Time.deltaTime;
//m_rigidBody.AddForce(varDir.normalized * varPlayer.magnetPower, ForceMode.Impulse);
} }
else if (m_poleType == PoleType.PT_North) 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 else
{ {
if (m_poleType == PoleType.PT_South) 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) 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_bIsTrigger)
{ {
if (!m_triggerObj) if (!m_triggerObj)
...@@ -235,8 +299,17 @@ public class SmallMagnetView : MonoBehaviour ...@@ -235,8 +299,17 @@ public class SmallMagnetView : MonoBehaviour
CancelInvoke(m_strSetMagnetChangeLoop); 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() private void OnDestroy()
{ {
CancelInvokeMagnetChange(); CancelInvokeMagnetChange();
CancelInvokeRejectSpeedChange();
} }
} }
...@@ -4,11 +4,10 @@ using UnityEngine; ...@@ -4,11 +4,10 @@ using UnityEngine;
public class BulletDamageView : MonoBehaviour public class BulletDamageView : MonoBehaviour
{ {
[Header("速度")]
public float m_speed = 0.0f;
private bool m_bMove = false; private bool m_bMove = false;
private Vector3 m_dir = Vector3.zero;//方向 private Vector3 m_dir = Vector3.zero;//方向
private Transform m_bossTrans; private Transform m_bossTrans;
private float m_speed = 0.0f;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -16,13 +15,17 @@ public class BulletDamageView : MonoBehaviour ...@@ -16,13 +15,17 @@ public class BulletDamageView : MonoBehaviour
} }
//开始移动 //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; m_bMove = true;
MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView; //做法1
m_dir = varPlayer.transform.position - transform.position; //m_bossTrans = bossTrans;
transform.SetParent(null); //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 //设置激活状态
public void SetActiveState(bool value) public void SetActiveState(bool value)
...@@ -43,24 +46,25 @@ public class BulletDamageView : MonoBehaviour ...@@ -43,24 +46,25 @@ public class BulletDamageView : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (BattleCtrl.instance.isEndBattle) //if (BattleCtrl.instance.isEndBattle)
{ //{
return; // return;
} //}
if (m_bMove) if (m_bMove)
{ {
transform.position += (m_dir.normalized) * Time.deltaTime * m_speed; transform.position += (transform.forward) * Time.deltaTime * m_speed;
Vector3 varPos = transform.localPosition; //transform.position += (m_dir.normalized) * Time.deltaTime * m_speed;
if(varPos.y < 0.48) //Vector3 varPos = transform.localPosition;
{ //if(varPos.y < 0.48)
varPos.y = 0.48f; //{
} // varPos.y = 0.48f;
transform.localPosition = varPos; //}
MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView; //transform.localPosition = varPos;
if(Vector3.SqrMagnitude(varPlayer.transform.position - transform.position) >= 400) //MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
{ //if(Vector3.SqrMagnitude(varPlayer.transform.position - transform.position) >= 400)
SetActiveState(false); //{
} // SetActiveState(false);
//}
} }
} }
} }
...@@ -4,14 +4,13 @@ using UnityEngine; ...@@ -4,14 +4,13 @@ using UnityEngine;
public class BulletNorthView : MonoBehaviour public class BulletNorthView : MonoBehaviour
{ {
[Header("速度")] //[Header("旋转速度")]
public float m_speed = 0.0f; //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_bMove = false;
private bool m_bControl = true; private bool m_bControl = true;
private Rigidbody m_rigidBody; private Rigidbody m_rigidBody;
private Transform m_bossTrans; private Transform m_bossTrans;
private float m_speed = 0.0f;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -19,8 +18,10 @@ public class BulletNorthView : MonoBehaviour ...@@ -19,8 +18,10 @@ public class BulletNorthView : MonoBehaviour
} }
//开始移动 //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; m_bMove = true;
//做法1 //做法1
//m_bossTrans = bossTrans; //m_bossTrans = bossTrans;
...@@ -53,13 +54,22 @@ public class BulletNorthView : MonoBehaviour ...@@ -53,13 +54,22 @@ public class BulletNorthView : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (BattleCtrl.instance.isEndBattle) //if (BattleCtrl.instance.isEndBattle)
//{
// return;
//}
if (m_bMove)
{ {
return; MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
} Vector3 varDir = transform.position - varPlayer.transform.position;
if (m_bMove && m_bControl) if (m_bControl)
{ {
transform.position += (transform.forward) * Time.deltaTime * m_speed; transform.position += (transform.forward) * Time.deltaTime * m_speed;
}
else
{
transform.position += varDir * Time.deltaTime * varPlayer.magnetPower;
}
//做法1 //做法1
//MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView; //MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
//Vector3 varDir = varPlayer.transform.position - transform.position; //Vector3 varDir = varPlayer.transform.position - transform.position;
...@@ -83,8 +93,8 @@ public class BulletNorthView : MonoBehaviour ...@@ -83,8 +93,8 @@ public class BulletNorthView : MonoBehaviour
if (!varPlayer.isSouthPole) if (!varPlayer.isSouthPole)
{ {
m_bControl = false; m_bControl = false;
m_rigidBody.isKinematic = false; //m_rigidBody.isKinematic = false;
m_rigidBody.AddForce((varDir.normalized) * varPlayer.magnetPower, ForceMode.VelocityChange); //m_rigidBody.AddForce((varDir.normalized) * varPlayer.magnetPower, ForceMode.VelocityChange);
//做法1 //做法1
//m_bControl = false; //m_bControl = false;
//m_rigidBody.isKinematic = false; //m_rigidBody.isKinematic = false;
...@@ -93,6 +103,7 @@ public class BulletNorthView : MonoBehaviour ...@@ -93,6 +103,7 @@ public class BulletNorthView : MonoBehaviour
} }
else else
{ {
transform.position += -varDir * Time.deltaTime * varPlayer.magnetPower;
//做法1 //做法1
//if (Vector3.SqrMagnitude(varDir) > varPlayer.disBulletAttach * varPlayer.disBulletAttach) //if (Vector3.SqrMagnitude(varDir) > varPlayer.disBulletAttach * varPlayer.disBulletAttach)
//{ //{
......
...@@ -4,14 +4,13 @@ using UnityEngine; ...@@ -4,14 +4,13 @@ using UnityEngine;
public class BulletSouthView : MonoBehaviour public class BulletSouthView : MonoBehaviour
{ {
[Header("速度")] //[Header("旋转速度")]
public float m_speed = 0.0f; //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_bMove = false;
private bool m_bControl = true; private bool m_bControl = true;
private Rigidbody m_rigidBody; private Rigidbody m_rigidBody;
private Transform m_bossTrans; private Transform m_bossTrans;
private float m_speed = 0.0f;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -19,8 +18,10 @@ public class BulletSouthView : MonoBehaviour ...@@ -19,8 +18,10 @@ public class BulletSouthView : MonoBehaviour
} }
//开始移动 //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; m_bMove = true;
//做饭1 //做饭1
//m_bossTrans = bossTrans; //m_bossTrans = bossTrans;
...@@ -53,13 +54,22 @@ public class BulletSouthView : MonoBehaviour ...@@ -53,13 +54,22 @@ public class BulletSouthView : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (BattleCtrl.instance.isEndBattle) //if (BattleCtrl.instance.isEndBattle)
//{
// return;
//}
if (m_bMove)
{ {
return; MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
} Vector3 varDir = transform.position - varPlayer.transform.position;
if (m_bMove && m_bControl) if (m_bControl)
{ {
transform.position += (transform.forward) * Time.deltaTime * m_speed; transform.position += (transform.forward) * Time.deltaTime * m_speed;
}
else
{
transform.position += varDir * Time.deltaTime * varPlayer.magnetPower;
}
//做法1 //做法1
//MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView; //MagnetView varPlayer = BattleCtrl.instance.levelManager.curLevel.magnetView;
//Vector3 varDir = varPlayer.transform.position - transform.position; //Vector3 varDir = varPlayer.transform.position - transform.position;
...@@ -84,8 +94,8 @@ public class BulletSouthView : MonoBehaviour ...@@ -84,8 +94,8 @@ public class BulletSouthView : MonoBehaviour
if (varPlayer.isSouthPole) if (varPlayer.isSouthPole)
{ {
m_bControl = false; m_bControl = false;
m_rigidBody.isKinematic = false; //m_rigidBody.isKinematic = false;
m_rigidBody.AddForce((varDir.normalized) * varPlayer.magnetPower, ForceMode.VelocityChange); //m_rigidBody.AddForce((varDir.normalized) * varPlayer.magnetPower, ForceMode.VelocityChange);
//做法1 //做法1
//m_bControl = false; //m_bControl = false;
//m_rigidBody.isKinematic = false; //m_rigidBody.isKinematic = false;
...@@ -94,6 +104,7 @@ public class BulletSouthView : MonoBehaviour ...@@ -94,6 +104,7 @@ public class BulletSouthView : MonoBehaviour
} }
else else
{ {
transform.position += -varDir * Time.deltaTime * varPlayer.magnetPower;
//做法1 //做法1
//if(Vector3.SqrMagnitude(varDir) > varPlayer.disBulletAttach * varPlayer.disBulletAttach) //if(Vector3.SqrMagnitude(varDir) > varPlayer.disBulletAttach * varPlayer.disBulletAttach)
//{ //{
......
...@@ -22,16 +22,16 @@ public class BulletTypeEightView : MonoBehaviour ...@@ -22,16 +22,16 @@ public class BulletTypeEightView : MonoBehaviour
{ {
for (int i = 1; i < m_bullletTrans.Length; i++) for (int i = 1; i < m_bullletTrans.Length; i++)
{ {
BulletSouthView varSouth = m_bullletTrans[i].GetComponent<BulletSouthView>(); //BulletSouthView varSouth = m_bullletTrans[i].GetComponent<BulletSouthView>();
if (varSouth) //if (varSouth)
{ //{
varSouth.StartMove(); // varSouth.StartMove();
} //}
BulletNorthView varNorth = m_bullletTrans[i].GetComponent<BulletNorthView>(); //BulletNorthView varNorth = m_bullletTrans[i].GetComponent<BulletNorthView>();
if (varNorth) //if (varNorth)
{ //{
varNorth.StartMove(); // varNorth.StartMove();
} //}
} }
Invoke("Reset", 10.0f); Invoke("Reset", 10.0f);
} }
......
...@@ -22,16 +22,16 @@ public class BulletTypeFourView : MonoBehaviour ...@@ -22,16 +22,16 @@ public class BulletTypeFourView : MonoBehaviour
{ {
for (int i = 1; i < m_bullletTrans.Length; i++) for (int i = 1; i < m_bullletTrans.Length; i++)
{ {
BulletSouthView varSouth = m_bullletTrans[i].GetComponent<BulletSouthView>(); //BulletSouthView varSouth = m_bullletTrans[i].GetComponent<BulletSouthView>();
if (varSouth) //if (varSouth)
{ //{
varSouth.StartMove(); // varSouth.StartMove();
} //}
BulletNorthView varNorth = m_bullletTrans[i].GetComponent<BulletNorthView>(); //BulletNorthView varNorth = m_bullletTrans[i].GetComponent<BulletNorthView>();
if (varNorth) //if (varNorth)
{ //{
varNorth.StartMove(); // varNorth.StartMove();
} //}
} }
Invoke("Reset", 10.0f); 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
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
...@@ -113,7 +113,9 @@ public class BattleUI : MonoBehaviour ...@@ -113,7 +113,9 @@ public class BattleUI : MonoBehaviour
private int m_keyId = 0;//钥匙id private int m_keyId = 0;//钥匙id
private int m_totalBossBlood = 3;//boss血量 private int m_totalBossBlood = 3;//boss血量
private int m_curBossBlood = 0; private int m_curBossBlood = 0;
private Text m_npcDialogueText;
public int keyId => m_keyId; public int keyId => m_keyId;
public int curBossBlood => m_curBossBlood;
void Awake() void Awake()
{ {
//m_dragBtn.onClick.AddListener(SetDragMode); //m_dragBtn.onClick.AddListener(SetDragMode);
...@@ -134,6 +136,7 @@ public class BattleUI : MonoBehaviour ...@@ -134,6 +136,7 @@ public class BattleUI : MonoBehaviour
m_curBlood = m_totalBlood; m_curBlood = m_totalBlood;
m_curBossBlood = m_totalBossBlood; m_curBossBlood = m_totalBossBlood;
m_bossBloodParentObj = m_bossBloodImage.transform.parent.gameObject; m_bossBloodParentObj = m_bossBloodImage.transform.parent.gameObject;
m_npcDialogueText = m_npcDialogueObj.GetComponentInChildren<Text>();
//LocalRecord.DeleteAll(); //LocalRecord.DeleteAll();
} }
private void Start() private void Start()
...@@ -757,8 +760,8 @@ public class BattleUI : MonoBehaviour ...@@ -757,8 +760,8 @@ public class BattleUI : MonoBehaviour
m_doorObj = null; m_doorObj = null;
} }
} }
//设置npc对话 //设置npc位置
public void SetNpcDialogue(float x, float y) public void SetNpcPos(float x, float y)
{ {
m_npcDialogueObj.SetActive(true); m_npcDialogueObj.SetActive(true);
Vector2 varVec2 = m_npcDialogueObj.transform.localPosition; Vector2 varVec2 = m_npcDialogueObj.transform.localPosition;
...@@ -766,6 +769,12 @@ public class BattleUI : MonoBehaviour ...@@ -766,6 +769,12 @@ public class BattleUI : MonoBehaviour
varVec2.y = y; varVec2.y = y;
m_npcDialogueObj.transform.localPosition = varVec2; 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 //设置boss血量位置
public void SetBossBloodPos(float x, float y) public void SetBossBloodPos(float x, float y)
{ {
......
...@@ -25,9 +25,37 @@ public class CacheManager : MonoBehaviour ...@@ -25,9 +25,37 @@ public class CacheManager : MonoBehaviour
[SerializeField] [SerializeField]
private GameObject m_bossObj;//boss private GameObject m_bossObj;//boss
[SerializeField] [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 private GameObject m_bulletFourObj;//4类型子弹
[SerializeField] [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 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 largeMagnetObj => m_largeMagnetObj;
public GameObject smallMagnetObj => m_smallMagnetObj; public GameObject smallMagnetObj => m_smallMagnetObj;
public GameObject coinPropObj => m_coinPropObj; public GameObject coinPropObj => m_coinPropObj;
...@@ -38,8 +66,22 @@ public class CacheManager : MonoBehaviour ...@@ -38,8 +66,22 @@ public class CacheManager : MonoBehaviour
public GameObject key2Obj => m_key2Obj; public GameObject key2Obj => m_key2Obj;
public GameObject npcObj => m_npcObj; public GameObject npcObj => m_npcObj;
public GameObject bossObj => m_bossObj; 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 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 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; public static CacheManager Instance = null;
void Awake() void Awake()
{ {
......
...@@ -39,6 +39,8 @@ public class GlobalConfig ...@@ -39,6 +39,8 @@ public class GlobalConfig
public static int PT_South => (int)PoleType.PT_South; public static int PT_South => (int)PoleType.PT_South;
public static int PT_North => (int)PoleType.PT_North; public static int PT_North => (int)PoleType.PT_North;
public static int PT_No => (int)PoleType.PT_No; 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 public enum LangeType
......
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m_largeMagnetPos: {x: 12, y: 0, z: 0} m_largeMagnetPos: {x: 12, y: 6, z: 0}
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m_coinPos: {x: 2, y: 0.5, z: 0} m_coinPos: {x: 2, y: 0.5, z: 0}
m_doorPos: {x: -15, y: 0, z: 2.8} m_doorPos: {x: -15, y: 0, z: 2.8}
m_keyPos: {x: -5, y: 0.8, z: 0} m_keyPos: {x: -5, y: 0.8, z: 0}
m_npcPos: {x: -10, y: 0.3, 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}
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......
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