Commit 8d15d6bf authored by wanqing's avatar wanqing

关卡逻辑修改

parent c6d19620
......@@ -455,11 +455,6 @@ PrefabInstance:
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......
......@@ -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)
{
......
......@@ -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);
}
}
}
......@@ -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)
{
......
......@@ -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 = 0.4f;//开始默认值
GameServices.configService.playerConfig.ClawMoveSpeed = 1.0f;//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();
......
......@@ -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;
});
}
}
}
}
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