This commit is contained in:
JA
2026-06-27 03:36:18 +08:00
parent 2ab982a4e0
commit aec4e97d27
1151 changed files with 34150 additions and 102339 deletions

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//using System;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
//using UnityEngine.Events;
//普通怪物
//public class Enemy : CharacterManager
//{
// [Header("距离")]
// public float cheseDistance = 3f;
// public float attackDistance = 0.8f;
// public UnityEvent<Vector2> OnMoveInput;
// public Action OnAttack;
// private Transform player;
// //玩家与敌人的距离方向
// private float dis;
// private Vector2 dir;
// private void Awake()
// {
// player = GameObject.FindWithTag("Player").transform;
// }
// private void Update()
// {
// if (player == null)
// return;
// dis = Vector2.Distance(player.position,transform.position);
// if(dis<cheseDistance)
// {
// //追击
// if(dis<=attackDistance)
// {
// OnMoveInput?.Invoke(Vector2.zero);
// //攻击
// OnAttack?.Invoke();
// }
// else
// {
// dir = player.position - transform.position;
// OnMoveInput?.Invoke(dir.normalized);
// }
// }
// else
// {
// OnMoveInput?.Invoke(Vector2.zero);//放弃追击
// }
// }
// private void OnDrawGizmosSelected()
// {
// Gizmos.color = Color.yellow;
// Gizmos.DrawWireSphere(transform.position,cheseDistance);
// Gizmos.color = Color.red;
// Gizmos.DrawWireSphere(transform.position, attackDistance);
// }
//}

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//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
//using System;
//using Manager;
//普通怪物
//public class EnemyController : MonoBehaviour
//{
// public GameObject attackVFX;
// [Header("移动速度")] public float currentSpeed;
// [Header("攻击")]
// [SerializeField] private bool isAttack = true;
// [SerializeField] private float attackCollDuration = 1;
// private bool isDead=false;
// public Vector2 MoveInput
// {
// get;set;
// }
// private Enemy enemy;
// private Rigidbody2D rb;
// private SpriteRenderer sr;
// private Animator animator;
// private Collider2D colliderEnemy;
// [Header("攻击,间隔")]
// public float attackDamage = 20;
// public float attackDuration = 1.5f;
// public LayerMask playerLayer;
// private void Awake()
// {
// rb = transform.parent.GetComponent<Rigidbody2D>();
// colliderEnemy = transform.parent.GetComponent<Collider2D>();
// sr = GetComponent<SpriteRenderer>();
// animator = GetComponent<Animator>();
// enemy = transform.parent.GetComponent<Enemy>();
// }
// private void Start()
// {
// enemy.OnAttack += OnAttack;
// }
// private void FixedUpdate()
// {
// if(!isDead)
// {
// OnMove();
// }
// SetAnimation();
// }
// private void OnMove()
// {
// if (MoveInput.magnitude > 0.1f && currentSpeed > 0)
// {
// rb.velocity = MoveInput * currentSpeed;
// if(MoveInput.x<0)
// {
// sr.flipX = false;
// }
// if (MoveInput.x > 0)
// {
// sr.flipX = true;
// }
// }
// else
// {
// rb.velocity = Vector2.zero;
// }
// }
// void OnAttack()
// {
// if(isAttack)
// {
// isAttack = false;
// StartCoroutine(nameof(AttackCoroutine));
// }
// }
// IEnumerator AttackCoroutine()
// {
// animator.SetTrigger("Attack");
// yield return new WaitForSeconds(attackCollDuration);
// isAttack = true;
// }
// public void EnemyHurt()
// {
// animator.SetTrigger("Hurt");
// }
// public void EnemyDead()
// {
// rb.velocity = Vector2.zero;
// isDead = true;
// colliderEnemy.enabled = false;
// }
// void SetAnimation()
// {
// animator.SetBool("isWalk",MoveInput.magnitude>0);
// animator.SetBool("isDead", isDead);
// }
// public void DestoryEnemy()
// {
// Destroy(transform.parent.gameObject);
// }
// public void MelleeAttackAnimEvent()
// {
// Collider2D[] hitColliders = Physics2D.OverlapCircleAll(transform.position, enemy.attackDistance, playerLayer);
// foreach (Collider2D hitInfo in hitColliders)
// {
// hitInfo.transform.root.GetComponentInChildren<CharacterCombat>().TakeDamage();
// }
// }
// public void YuanChengAttackAnimEvent(string name)
// {
// Collider2D[] hitColliders = Physics2D.OverlapCircleAll(transform.position, enemy.attackDistance, playerLayer);
// foreach (Collider2D hitInfo in hitColliders)
// {
// GameObject go=Instantiate(attackVFX,transform.position,Quaternion.identity);
// go.AddComponent<VFXMove>();
// }
// }
// public void Protected(string name)
// {
// string monster = "Perfab/Monsters/" + name;
// UnityEngine.Object go =Resloader.Load<GameObject>(monster);
// if(go!=null)
// {
// GameObject m= (GameObject)Instantiate(go,transform.root);
// }
// }
//}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Door : MonoBehaviour
{
public Animator _ani;
public BoxCollider2D bx;
public bool isOpen=false;
public GameObject boss;
private void Awake()
{
_ani = GetComponentInChildren<Animator>();
bx = GetComponent<BoxCollider2D>();
boss = GameObject.FindWithTag("Boss");
}
private void Update()
{
if(isOpen)
{
Debug.Log("¿ªÃÅ");
_ani.Play("activate");
StartCoroutine(nameof(Open));
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player")&&!isOpen)
{
UIManager.Instance.Show<UIOpen>();
}
}
private IEnumerator Open()
{
yield return new WaitForSeconds(7f);
bx.isTrigger = true;
boss.GetComponentInChildren<BossAI>().SetBegin(true);
isOpen=false;
this.gameObject.SetActive(false);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FacingCamera : MonoBehaviour
{
Transform[] childs;
private Transform cameraMain;
private void Awake()
{
cameraMain = GameObject.FindGameObjectWithTag("Camera").transform;
}
void Start()
{
childs = new Transform[transform.childCount];
for (int i = 0; i < transform.childCount; i++)
{
childs[i] = transform.GetChild(i);
}
}
void Update()
{
for (int i = 0; i < childs.Length; i++)
{
childs[i].rotation = cameraMain.rotation;
}
}
}

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@@ -1,43 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameObjectPoll : PollBase
{
public override Object Spwan(string name)
{
Object obj = base.Spwan(name);//´Ó¸¸ÀàÖÐÈ¡³ö
if (obj == null)
return null;
GameObject go = obj as GameObject;
go.SetActive(true);
return obj;
}
public override void UnSpwan(string name, Object obj)
{
GameObject go = obj as GameObject;
go.SetActive(false);
go.transform.SetParent(this.transform, false);
base.UnSpwan(name, obj);
}
public override void Release()
{
base.Release();
foreach (PollObject items in m_Objects)
{
if (System.DateTime.Now.Ticks - items.lastUserTime.Ticks >= m_ReleaseTime * 10000000)
{
Debug.Log("GameObjectPoll Release item:" + System.DateTime.Now);
Destroy(items.Object);
m_Objects.Remove(items);
Release();
return;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EndUI : UIWindow
{
public override void OnYesClick()
{
base.OnYesClick();
Manager.SenceManager.Instance.LoadScene(1);
}
}

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