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wanqing
SteelBall
Commits
8d15d6bf
Commit
8d15d6bf
authored
Jan 26, 2021
by
wanqing
Browse files
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Browse Files
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Plain Diff
关卡逻辑修改
parent
c6d19620
Changes
19
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Showing
19 changed files
with
2402 additions
and
321 deletions
+2402
-321
.suo
SteelBall/.vs/SteelBall/v16/.suo
+0
-0
DemoScenes.unity
SteelBall/Assets/0A1_Scenes/DemoScenes.unity
+0
-5
BattleCtrl.cs
SteelBall/Assets/0A2_Scripts/Battle/BattleCtrl.cs
+10
-4
SixLevelCollision.cs
.../Assets/0A2_Scripts/Battle/Collision/SixLevelCollision.cs
+19
-14
SixthLevelTrigger.cs
...ll/Assets/0A2_Scripts/Battle/Trigger/SixthLevelTrigger.cs
+7
-2
BattleUI.cs
SteelBall/Assets/0A2_Scripts/Battle/UI/BattleUI.cs
+11
-1
ChainHandle.cs
SteelBall/Assets/0A2_Scripts/Battle/View/ChainHandle.cs
+51
-8
BattleUI.prefab
SteelBall/Assets/0A3_Prefabs/BattleUI.prefab
+76
-0
CubeChild.prefab
SteelBall/Assets/0A3_Prefabs/CubeChild.prefab
+65
-65
Symbol.png
SteelBall/Assets/0B1_UIs/Symbol.png
+0
-0
Symbol.png.meta
SteelBall/Assets/0B1_UIs/Symbol.png.meta
+128
-0
Brick_Shiny 2.mat
...ials/Texture Bricks 'n Blocks/Materials/Brick_Shiny 2.mat
+4
-4
Brick_Shiny.mat
...erials/Texture Bricks 'n Blocks/Materials/Brick_Shiny.mat
+1
-1
Chain 1.asset
...mples/RopeAndRod/SampleResources/Blueprints/Chain 1.asset
+1486
-0
Chain 1.asset.meta
.../RopeAndRod/SampleResources/Blueprints/Chain 1.asset.meta
+8
-0
Chain.asset
...Samples/RopeAndRod/SampleResources/Blueprints/Chain.asset
+165
-165
Level01.prefab
SteelBall/Assets/Res/Prefabs/Levels/Level01.prefab
+85
-0
Level06.prefab
SteelBall/Assets/Res/Prefabs/Levels/Level06.prefab
+285
-51
ProjectSettings.asset
SteelBall/ProjectSettings/ProjectSettings.asset
+1
-1
No files found.
SteelBall/.vs/SteelBall/v16/.suo
View file @
8d15d6bf
No preview for this file type
SteelBall/Assets/0A1_Scenes/DemoScenes.unity
View file @
8d15d6bf
...
...
@@ -455,11 +455,6 @@ PrefabInstance:
m_Modification
:
m_TransformParent
:
{
fileID
:
0
}
m_Modifications
:
-
target
:
{
fileID
:
6064464676810081128
,
guid
:
919382978f5e2684ba83e6daf6491458
,
type
:
3
}
propertyPath
:
m_IsActive
value
:
1
objectReference
:
{
fileID
:
0
}
-
target
:
{
fileID
:
6064464677632144689
,
guid
:
919382978f5e2684ba83e6daf6491458
,
type
:
3
}
propertyPath
:
m_Name
...
...
SteelBall/Assets/0A2_Scripts/Battle/BattleCtrl.cs
View file @
8d15d6bf
...
...
@@ -177,7 +177,7 @@ public class BattleCtrl : MonoBehaviour
{
m_levelManager
.
LoadLevel
(
levelIndex
);
}
public
GameObject
GetFromPool
(
Transform
parent
)
public
void
GetFromPool
(
Transform
parent
)
{
GameObject
varGo
=
null
;
if
(
m_cubeObjStack
.
Count
>
0
)
...
...
@@ -195,12 +195,18 @@ public class BattleCtrl : MonoBehaviour
varGo
.
transform
.
localPosition
=
Vector3
.
zero
;
//for (int i = 0; i < varGo.transform.childCount; i++)
//{
//
varGo.transform.GetChild(i).GetComponent<Rigidbody>().mass = 0.1f;
//
varGo.transform.GetChild(i).GetComponent<Rigidbody>().AddForce(Vector3.down * 20000000.0f, ForceMode.Force);
//
varGo.transform.GetChild(i).GetComponent<Rigidbody>().mass = 0.1f;
//
varGo.transform.GetChild(i).GetComponent<Rigidbody>().AddForce(Vector3.down * 20000000.0f, ForceMode.Force);
//}
varGo
.
SetActive
(
true
);
GameServices
.
timerServices
.
Push
(
this
,
2.0f
,
delegate
{
if
(
varGo
)
{
BackToPool
(
varGo
);
}
});
}
return
varGo
;
}
public
void
BackToPool
(
GameObject
go
)
{
...
...
SteelBall/Assets/0A2_Scripts/Battle/Collision/SixLevelCollision.cs
View file @
8d15d6bf
...
...
@@ -5,6 +5,7 @@ using UnityEngine;
public
class
SixLevelCollision
:
MonoBehaviour
{
public
SixthLevelTrigger
m_sixLevel
;
//public GameObject m_cubeObj;
private
bool
m_bCollider
=
true
;
private
MeshRenderer
m_render
;
private
BoxCollider
m_collider
;
...
...
@@ -14,6 +15,9 @@ public class SixLevelCollision : MonoBehaviour
{
m_render
=
GetComponent
<
MeshRenderer
>();
m_collider
=
GetComponent
<
BoxCollider
>();
//m_cacheObj = GameObject.Instantiate(m_cubeObj);
//m_cacheObj.transform.SetParent(transform, false);
//m_cacheObj.SetActive(false);
//for (int i = 0; i < 4; i++)
//{
// for (int j = 0; j < 4; j++)
...
...
@@ -36,31 +40,32 @@ public class SixLevelCollision : MonoBehaviour
m_bCollider
=
false
;
m_render
.
enabled
=
false
;
m_collider
.
enabled
=
false
;
m_cacheObj
=
BattleCtrl
.
instance
.
GetFromPool
(
transform
);
if
(
m_sixLevel
)
BattleCtrl
.
instance
.
GetFromPool
(
transform
);
//if(m_cacheObj)
//{
// m_cacheObj.SetActive(true);
//}
if
(
m_sixLevel
)
{
m_sixLevel
.
SetCollision
();
}
GameServices
.
timerServices
.
Push
(
this
,
2.0f
,
delegate
{
if
(
m_cacheObj
)
{
BattleCtrl
.
instance
.
BackToPool
(
m_cacheObj
);
}
});
BattleCtrl
.
instance
.
battleUI
.
SetSymbolPos
(
0
,
0
);
//GameServices.timerServices.Push(this, 2.0f, delegate
//{
// if(m_cacheObj)
// {
// BattleCtrl.instance.BackToPool(m_cacheObj);
// //m_cacheObj.SetActive(false);
// }
//});
}
}
// Update is called once per frame
void
Update
()
{
}
private
void
OnDestroy
()
{
if
(
m_cacheObj
)
{
BattleCtrl
.
instance
.
BackToPool
(
m_cacheObj
);
}
}
}
SteelBall/Assets/0A2_Scripts/Battle/Trigger/SixthLevelTrigger.cs
View file @
8d15d6bf
...
...
@@ -56,10 +56,11 @@ public class SixthLevelTrigger : MonoBehaviour
// }
//}
//第二种方案
public
Transform
m_targetBoxParent
;
public
Transform
m_parent
;
public
BoxCollider
[]
m_boxCollider
;
public
Transform
m_player
;
public
GameObject
[]
m_obstract
;
public
BoxCollider
[]
m_boxCollider
;
private
Rigidbody
[]
m_rigidArray
;
private
float
m_moveSpeed
=
1.0f
;
private
float
m_minHeight
=
-
2.0f
;
...
...
@@ -71,15 +72,18 @@ public class SixthLevelTrigger : MonoBehaviour
private
Rigidbody
m_playerRigid
;
private
Animator
m_animator
;
private
Transform
m_topTrans
;
private
Rigidbody
m_topRigidBody
;
private
int
m_index
=
0
;
private
void
Awake
()
{
m_rigidArray
=
m_parent
.
GetComponentsInChildren
<
Rigidbody
>();
m_boxCollider
=
m_targetBoxParent
.
GetComponentsInChildren
<
BoxCollider
>();
for
(
int
i
=
0
;
i
<
m_rigidArray
.
Length
;
i
++)
{
if
(
m_rigidArray
[
i
].
gameObject
.
name
==
"Cube (54)"
)
{
m_topTrans
=
m_rigidArray
[
i
].
transform
;
m_topRigidBody
=
m_rigidArray
[
i
];
break
;
}
}
...
...
@@ -120,7 +124,7 @@ public class SixthLevelTrigger : MonoBehaviour
}
private
void
Update
()
{
if
(
m_bControl
&&
m_index
>=
3
)
if
(
m_bControl
&&
m_index
>=
10
)
{
m_bControl
=
false
;
for
(
int
i
=
0
;
i
<
m_rigidArray
.
Length
;
i
++)
...
...
@@ -134,6 +138,7 @@ public class SixthLevelTrigger : MonoBehaviour
{
m_obstract
[
i
].
SetActive
(
false
);
}
m_topRigidBody
.
AddForce
(
Vector3
.
down
*
1000
,
ForceMode
.
Impulse
);
}
if
(
m_topTrans
.
localPosition
.
y
<=
2.0f
&&
m_bControlWin
)
{
...
...
SteelBall/Assets/0A2_Scripts/Battle/UI/BattleUI.cs
View file @
8d15d6bf
...
...
@@ -35,6 +35,7 @@ public class BattleUI : MonoBehaviour
public
GameObject
m_successResultMaskObj
;
//胜利结算maskobj
public
GameObject
m_ShowMouseObj
;
//显示手指图标obj
public
GameObject
m_HideMouseObj
;
//隐藏手指图标obj
public
GameObject
m_symbolObj
;
//十字架图标
public
Action
onStartBtn
;
public
Action
onPosUpBtn
;
public
Action
onPosDownBtn
;
...
...
@@ -63,7 +64,7 @@ public class BattleUI : MonoBehaviour
//m_fieldNearBtn.onClick.AddListener(FieldNearBtn);
//m_ShowOrHideMouseText = m_ShowOrHideMouseObj.GetComponentInChildren<Text>();
GameServices
.
audioServices
.
PlayBgm
(
GameServices
.
configService
.
audioConfig
.
GameBgm
);
GameServices
.
configService
.
playerConfig
.
ClawMoveSpeed
=
0.4
f
;
//开始默认值
GameServices
.
configService
.
playerConfig
.
ClawMoveSpeed
=
1.0
f
;
//开始默认值
GameServices
.
configService
.
playerConfig
.
SteelBallMass
=
13.0f
;
GameServices
.
configService
.
playerConfig
.
HandleMoveSpeed
=
3.3f
;
}
...
...
@@ -301,6 +302,15 @@ public class BattleUI : MonoBehaviour
}
m_recordRayFireList
.
Clear
();
}
//设置十字架图标位置
public
void
SetSymbolPos
(
float
x
,
float
y
)
{
m_symbolObj
.
SetActive
((
x
!=
0
||
y
!=
0
));
Vector2
varVec2
=
m_symbolObj
.
transform
.
localPosition
;
varVec2
.
x
=
x
;
varVec2
.
y
=
y
;
m_symbolObj
.
transform
.
localPosition
=
varVec2
;
}
private
void
OnDestroy
()
{
DestroyRayFire
();
...
...
SteelBall/Assets/0A2_Scripts/Battle/View/ChainHandle.cs
View file @
8d15d6bf
...
...
@@ -14,11 +14,14 @@ public class ChainHandle : MonoBehaviour
private
Vector2
m_DragPos
;
private
Rigidbody
m_rigidBody
;
//自身body
private
float
m_topColliderPosY
;
//Y位置
private
Vector3
m_maxHeightBallPos
=
new
Vector3
(
2.075f
,
3.0f
,
-
3.1f
);
//铁球最大高度
private
Transform
m_parentTrans
;
//父节点
// Start is called before the first frame update
private
void
Awake
()
{
m_rigidBody
=
gameObject
.
GetComponent
<
Rigidbody
>();
m_topColliderPosY
=
transform
.
position
.
y
;
m_parentTrans
=
transform
.
parent
;
//Lightmapping.giWorkflowMode = Lightmapping.GIWorkflowMode.Legacy;
}
private
void
OnCollisionEnter
(
Collision
other
)
...
...
@@ -46,9 +49,11 @@ public class ChainHandle : MonoBehaviour
m_thumbRT
=
GameServices
.
inputService
.
joyStick
.
thumb
;
m_steelBallRigidBody
.
mass
=
GameServices
.
configService
.
playerConfig
.
SteelBallMass
;
//第六关特殊处理
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelSixIndex
)
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelSixIndex
)
{
GameServices
.
inputService
.
joyStick
.
activated
=
false
;
m_steelBallRigidBody
.
mass
=
5
;
BattleCtrl
.
instance
.
battleUI
.
SetSymbolPos
(
0
,
0
);
}
else
{
...
...
@@ -148,6 +153,10 @@ public class ChainHandle : MonoBehaviour
{
return
;
}
if
(
Input
.
GetMouseButtonDown
(
0
)
&&
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelSixIndex
)
{
Clicked
();
}
if
(
Input
.
GetMouseButton
(
0
))
{
//float varX = Input.mousePosition.x - Screen.width / 2f;
...
...
@@ -173,13 +182,47 @@ public class ChainHandle : MonoBehaviour
// OnMove(varVec2);
// m_StartPos = m_DragPos;
//}
float
varMinX
=
GameServices
.
configService
.
playerConfig
.
xDirMinDis
;
float
varMaxX
=
GameServices
.
configService
.
playerConfig
.
xDirMaxDis
;
float
varMinY
=
GameServices
.
configService
.
playerConfig
.
yDirMinDis
;
float
varMaxY
=
GameServices
.
configService
.
playerConfig
.
yDirMaxDis
;
transform
.
position
=
new
Vector3
(
Mathf
.
Clamp
(
transform
.
position
.
x
,
varMinX
,
varMaxX
),
m_topColliderPosY
,
Mathf
.
Clamp
(
transform
.
position
.
z
,
varMinY
,
varMaxY
));
//第六关特殊处理
//if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelSixIndex)
//{
// float varMinX = GameServices.configService.playerConfig.xDirMinDis;
// float varMaxX = GameServices.configService.playerConfig.xDirMaxDis;
// float varMinY = GameServices.configService.playerConfig.yDirMinDis;
// float varMaxY = GameServices.configService.playerConfig.yDirMaxDis;
// transform.position = new Vector3(Mathf.Clamp(transform.position.x, varMinX, varMaxX),
// m_topColliderPosY,
// Mathf.Clamp(transform.position.z, varMinY, varMaxY));
//}
}
void
Clicked
()
{
Ray
ray
=
Camera
.
main
.
ScreenPointToRay
(
Input
.
mousePosition
);
RaycastHit
hit
=
new
RaycastHit
();
if
(
Physics
.
Raycast
(
ray
,
out
hit
))
{
if
(
hit
.
collider
.
gameObject
.
CompareTag
(
"Target"
))
{
//十字架位置
float
varX
=
(
Input
.
mousePosition
.
x
-
Screen
.
width
/
2f
)
/
(
Screen
.
width
/
GlobalConfig
.
NormalWidth
);
float
varY
=
(
Input
.
mousePosition
.
y
-
Screen
.
height
/
2f
)
/
(
Screen
.
width
/
GlobalConfig
.
NormalWidth
);
BattleCtrl
.
instance
.
battleUI
.
SetSymbolPos
(
varX
,
varY
);
//设置铁球位置
m_steelBallRigidBody
.
isKinematic
=
true
;
m_steelBallRigidBody
.
Sleep
();
m_steelBallRigidBody
.
transform
.
localPosition
=
m_maxHeightBallPos
;
m_steelBallRigidBody
.
transform
.
localRotation
=
Quaternion
.
identity
;
Vector3
varVec3
=
m_parentTrans
.
position
;
varVec3
.
x
=
hit
.
point
.
x
-
m_maxHeightBallPos
.
x
;
varVec3
.
y
=
hit
.
point
.
y
;
m_parentTrans
.
position
=
varVec3
;
GameServices
.
timerServices
.
Push
(
this
,
1
,
delegate
{
m_steelBallRigidBody
.
isKinematic
=
false
;
});
}
}
}
}
SteelBall/Assets/0A3_Prefabs/BattleUI.prefab
View file @
8d15d6bf
...
...
@@ -115,6 +115,80 @@ MonoBehaviour:
m_soundImageObj
:
{
fileID
:
3547942051849127089
}
m_bgmImageObj
:
{
fileID
:
3362225173612737158
}
m_settingObj
:
{
fileID
:
2041063827
}
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:
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m_CorrespondingSourceObject
:
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:
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m_PrefabInstance
:
{
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:
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}
m_PrefabAsset
:
{
fileID
:
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}
serializedVersion
:
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m_Component
:
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:
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fileID
:
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}
-
component
:
{
fileID
:
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}
-
component
:
{
fileID
:
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}
m_Layer
:
5
m_Name
:
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m_TagString
:
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m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
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m_IsActive
:
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m_PrefabAsset
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m_GameObject
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m_LocalRotation
:
{
x
:
0
,
y
:
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,
z
:
0
,
w
:
1
}
m_LocalPosition
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_LocalScale
:
{
x
:
0.3
,
y
:
0.3
,
z
:
1
}
m_Children
:
[]
m_Father
:
{
fileID
:
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}
m_RootOrder
:
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m_LocalEulerAnglesHint
:
{
x
:
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:
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,
z
:
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}
m_AnchorMin
:
{
x
:
0.5
,
y
:
0.5
}
m_AnchorMax
:
{
x
:
0.5
,
y
:
0.5
}
m_AnchoredPosition
:
{
x
:
0
,
y
:
0
}
m_SizeDelta
:
{
x
:
256
,
y
:
256
}
m_Pivot
:
{
x
:
0.5
,
y
:
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}
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View file @
8d15d6bf
This diff is collapsed.
Click to expand it.
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View file @
8d15d6bf
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