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wanqing
SteelBall
Commits
b3c6396d
Commit
b3c6396d
authored
Jan 22, 2021
by
wanqing
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Plain Diff
新关卡逻辑
parent
1e493274
Changes
9
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9 changed files
with
696 additions
and
57 deletions
+696
-57
.suo
SteelBall/.vs/SteelBall/v16/.suo
+0
-0
Assembly-CSharp-Editor.csproj
SteelBall/Assembly-CSharp-Editor.csproj
+2
-0
Assembly-CSharp.csproj
SteelBall/Assembly-CSharp.csproj
+3
-0
DemoScenes.unity
SteelBall/Assets/0A1_Scenes/DemoScenes.unity
+1
-1
SixthLevelTrigger.cs
...ll/Assets/0A2_Scripts/Battle/Trigger/SixthLevelTrigger.cs
+104
-10
Player.controller
...er Pack Free Sample/AnimatorControllers/Player.controller
+12
-0
Player.controller.meta
...ck Free Sample/AnimatorControllers/Player.controller.meta
+8
-0
RFPhysic.cs
...ll/Assets/0E1_Plugins/RayFire/Scripts/Classes/RFPhysic.cs
+1
-1
Level06.prefab
SteelBall/Assets/Res/Prefabs/Levels/Level06.prefab
+565
-45
No files found.
SteelBall/.vs/SteelBall/v16/.suo
View file @
b3c6396d
No preview for this file type
SteelBall/Assembly-CSharp-Editor.csproj
View file @
b3c6396d
...
...
@@ -63,6 +63,8 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile
Include=
"Assets\0D1_Effects\LowPolyWater\Editor\LowPolyWaterInspector.cs"
/>
<Compile
Include=
"Assets\0D1_Effects\LowPolyWater\Editor\LowPolyWaterShaderGUI.cs"
/>
<Compile
Include=
"Assets\0E1_Plugins\Easy performant outline\Scripts\Editor\EPOSetuper.cs"
/>
<Compile
Include=
"Assets\0E1_Plugins\Easy performant outline\Scripts\Editor\ModelPostprocessor.cs"
/>
<Compile
Include=
"Assets\0E1_Plugins\Easy performant outline\Scripts\Editor\OutlinableEditor.cs"
/>
...
...
SteelBall/Assembly-CSharp.csproj
View file @
b3c6396d
...
...
@@ -130,6 +130,8 @@
<Compile
Include=
"Assets\0D1_Effects\Epic Toon FX\Scripts\ETFXLightFade.cs"
/>
<Compile
Include=
"Assets\0D1_Effects\Epic Toon FX\Scripts\ETFXPitchRandomizer.cs"
/>
<Compile
Include=
"Assets\0D1_Effects\Epic Toon FX\Scripts\ETFXRotation.cs"
/>
<Compile
Include=
"Assets\0D1_Effects\LowPolyWater\Demo\Scripts\DemoFreeFlyCamera.cs"
/>
<Compile
Include=
"Assets\0D1_Effects\LowPolyWater\Scripts\LowPolyWater.cs"
/>
<Compile
Include=
"Assets\0E1_Plugins\Easy performant outline\Scripts\BlitUtility.cs"
/>
<Compile
Include=
"Assets\0E1_Plugins\Easy performant outline\Scripts\BlurType.cs"
/>
<Compile
Include=
"Assets\0E1_Plugins\Easy performant outline\Scripts\CameraUtility.cs"
/>
...
...
@@ -390,6 +392,7 @@
<None
Include=
"Assets\0E1_Plugins\Easy performant outline\Resources\Easy performant outline\Shaders\Dilate.shader"
/>
<None
Include=
"Assets\0E1_Plugins\Obi\Resources\ObiMaterials\URP\ObiLightingURP.cginc"
/>
<None
Include=
"Assets\EasyTouchBundle\EasyTouchControls\Issues in button behavior (MAC).txt"
/>
<None
Include=
"Assets\0D1_Effects\LowPolyWater\Shaders\LowPolyWater.shader"
/>
<None
Include=
"Assets\0Z4_Previews\项目文件说明文档.txt"
/>
<None
Include=
"Assets\0C1_Models\PolygonPrototype\Shaders\Prototype_Object.shader"
/>
<None
Include=
"Assets\0E1_Plugins\Easy performant outline\Resources\Easy performant outline\Shaders\Fills\EmptyFill.shader"
/>
...
...
SteelBall/Assets/0A1_Scenes/DemoScenes.unity
View file @
b3c6396d
...
...
@@ -170,7 +170,7 @@ MonoBehaviour:
-
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-
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:
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,
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:
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,
type
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-
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fileID
:
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,
guid
:
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,
type
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}
---
!u!1
&707446923
GameObject
:
m_ObjectHideFlags
:
0
...
...
SteelBall/Assets/0A2_Scripts/Battle/Trigger/SixthLevelTrigger.cs
View file @
b3c6396d
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
RayFire
;
public
class
SixthLevelTrigger
:
MonoBehaviour
{
...
...
@@ -27,30 +28,123 @@ public class SixthLevelTrigger : MonoBehaviour
// });
// }
//}
public
Transform
m_characterTrans
;
//第一种方案
//public Transform m_characterTrans;
//private float m_minHeight = -2.0f;
//private bool m_bControl = true;
//private bool m_bControlFail = true;
//protected virtual void OnTriggerEnter(Collider collider)
//{
// if (collider.gameObject.CompareTag("Target") && m_bControl)
// {
// m_bControl = false;
// GameServices.timerServices.Push(this, 1.0f, delegate
// {
// if(m_characterTrans && m_characterTrans.position.y > m_minHeight)
// {
// BattleCtrl.instance.OnBattleWin();
// }
// });
// }
//}
//private void Update()
//{
// if (m_characterTrans && m_characterTrans.position.y < m_minHeight && m_bControlFail)
// {
// m_bControlFail = false;
// BattleCtrl.instance.OnBattleFail();
// }
//}
//第二种方案
public
Transform
m_parent
;
public
Transform
m_cubeParent
;
public
Transform
m_player
;
public
GameObject
[]
m_obstract
;
private
Rigidbody
[]
m_rigidArray
;
private
float
m_moveSpeed
=
1.0f
;
private
float
m_minHeight
=
-
2.0f
;
private
float
m_targetX
=
1.06f
;
private
float
m_tartgetY
=
2.0f
;
private
bool
m_bControl
=
true
;
private
bool
m_bControlFail
=
true
;
protected
virtual
void
OnTriggerEnter
(
Collider
collider
)
private
bool
m_bControlWin
=
true
;
private
Rigidbody
m_playerRigid
;
private
Animator
m_animator
;
private
void
Awake
()
{
if
(
collider
.
gameObject
.
CompareTag
(
"Target"
)
&&
m_bControl
)
m_rigidArray
=
m_parent
.
GetComponentsInChildren
<
Rigidbody
>();
m_playerRigid
=
m_player
.
GetComponent
<
Rigidbody
>();
m_animator
=
m_player
.
GetComponent
<
Animator
>();
//GameServices.timerServices.Push(this, 5, delegate
//{
// for (int i = 0; i < m_rigidArray.Length; i++)
// {
// if (m_rigidArray[i])
// {
// m_obstract.SetActive(false);
// m_rigidArray[i].isKinematic = false;
// }
// }
//});
}
private
void
Start
()
{
for
(
int
i
=
0
;
i
<
m_rigidArray
.
Length
;
i
++)
{
if
(
m_rigidArray
[
i
])
{
m_rigidArray
[
i
].
isKinematic
=
true
;
}
}
}
private
void
Update
()
{
if
(
m_cubeParent
.
childCount
<=
1
&&
m_bControl
)
{
m_bControl
=
false
;
GameServices
.
timerServices
.
Push
(
this
,
1.0f
,
delegate
for
(
int
i
=
0
;
i
<
m_rigidArray
.
Length
;
i
++)
{
if
(
m_rigidArray
[
i
])
{
m_rigidArray
[
i
].
isKinematic
=
false
;
}
}
for
(
int
i
=
0
;
i
<
m_obstract
.
Length
;
i
++)
{
m_obstract
[
i
].
SetActive
(
false
);
}
}
if
(
m_parent
.
childCount
<=
2
&&
m_bControlWin
)
{
m_animator
.
Play
(
"Run"
);
if
(
m_player
.
position
.
x
<
m_targetX
)
{
if
(
m_characterTrans
&&
m_characterTrans
.
position
.
y
>
m_minHeight
)
m_player
.
Translate
(
Vector3
.
right
*
Time
.
deltaTime
*
m_moveSpeed
,
Space
.
World
);
}
else
{
m_playerRigid
.
isKinematic
=
true
;
m_player
.
Translate
(-
Vector3
.
up
*
Time
.
deltaTime
*
m_moveSpeed
,
Space
.
World
);
if
(
m_player
.
position
.
y
<=
m_tartgetY
)
{
m_bControlWin
=
false
;
BattleCtrl
.
instance
.
OnBattleWin
();
}
}
);
}
}
}
private
void
Update
()
{
if
(
m_characterTrans
&&
m_characterTrans
.
position
.
y
<
m_minHeight
&&
m_bControlFail
)
if
(
m_player
&&
m_player
.
position
.
y
<
m_minHeight
&&
m_bControlFail
)
{
m_bControlFail
=
false
;
BattleCtrl
.
instance
.
OnBattleFail
();
}
}
private
void
OnDestroy
()
{
//需要删除爆破脚本
//GameObject varRayFire = GameObject.Find("RayFireMan");
//if (varRayFire)
//{
// GameObject.Destroy(varRayFire);
//}
}
}
SteelBall/Assets/0C1_Models/Supercyan Character Pack Free Sample/AnimatorControllers/Player.controller
0 → 100644
View file @
b3c6396d
%YAML
1.1
%TAG
!u!
tag:unity3d.com,2011:
---
!u!91
&9100000
AnimatorController
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Player
serializedVersion
:
5
m_AnimatorParameters
:
[]
m_AnimatorLayers
:
[]
SteelBall/Assets/0C1_Models/Supercyan Character Pack Free Sample/AnimatorControllers/Player.controller.meta
0 → 100644
View file @
b3c6396d
fileFormatVersion: 2
guid: 8104c4e2d94df6045929d31fb1beab0a
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
SteelBall/Assets/0E1_Plugins/RayFire/Scripts/Classes/RFPhysic.cs
View file @
b3c6396d
...
...
@@ -156,7 +156,7 @@ namespace RayFire
}
// Set as sleeping
static
void
SetSleeping
(
RayfireRigid
scr
)
public
static
void
SetSleeping
(
RayfireRigid
scr
)
{
// Set dynamic rigid body properties
scr
.
physics
.
rigidBody
.
isKinematic
=
false
;
...
...
SteelBall/Assets/Res/Prefabs/Levels/Level06.prefab
View file @
b3c6396d
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