Commit b3c6396d authored by wanqing's avatar wanqing

新关卡逻辑

parent 1e493274
......@@ -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" />
......
......@@ -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" />
......
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......
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);
//}
}
}
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......@@ -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;
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