1
This commit is contained in:
8
unity/Assets/Script/GameObject/Enemy.meta
Normal file
8
unity/Assets/Script/GameObject/Enemy.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4d0bb11ea6c458148bdb5b29921de6e8
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
337
unity/Assets/Script/GameObject/Enemy/BossAI.cs
Normal file
337
unity/Assets/Script/GameObject/Enemy/BossAI.cs
Normal file
@@ -0,0 +1,337 @@
|
||||
using Manager;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class BossAI : CombaSystem
|
||||
{
|
||||
//基本信息类
|
||||
public BossInfo _info;
|
||||
Rigidbody2D rb;
|
||||
|
||||
//玩家信息,待优化
|
||||
PlayerControler player;
|
||||
CharacterCombat characterCombat;
|
||||
|
||||
private Transform currentTarget;
|
||||
|
||||
|
||||
//玩家与敌人的距离方向
|
||||
private float dis;
|
||||
private Vector2 dir;
|
||||
|
||||
[Header("追击与攻击距离")]
|
||||
public float cheseDistance = 3f;
|
||||
public float attackDistance = 0.8f;
|
||||
|
||||
[SerializeField, Header("技能搭配")] private List<CombatAblilityBase> abilitys = new List<CombatAblilityBase>();
|
||||
private CombatAblilityBase currentAblity;
|
||||
//判断偏移
|
||||
private List<Vector2> ablityOff;
|
||||
//攻击段数
|
||||
private int attackCount;
|
||||
|
||||
//计时器
|
||||
public GameObject timer;
|
||||
|
||||
public bool isBegin = false;
|
||||
|
||||
List<CombatAblilityBase> tempAb = new List<CombatAblilityBase>();//可用技能组
|
||||
int ran;//技能组索引
|
||||
|
||||
CameraVR cameraVR;
|
||||
|
||||
public bool isYuancheng=false;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
_animator = GetComponentInChildren<Animator>();
|
||||
rb = GetComponentInParent<Rigidbody2D>();
|
||||
currentTarget = GameObject.FindWithTag("Player").transform;
|
||||
|
||||
_info = GetComponentInParent<BossInfo>();
|
||||
|
||||
foreach (var ab in abilitys)
|
||||
{
|
||||
ab.Init(this,_animator);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
if (!_animator.CheckAnimationTag("summon")&&isBegin)
|
||||
{
|
||||
if (!isDie) //死亡或咆哮状态的时候不会进行攻击
|
||||
{
|
||||
MoveBoss();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (currentAblity != null)
|
||||
{
|
||||
currentAblity.UpdateAblity(currentTarget);
|
||||
}
|
||||
}
|
||||
private void MoveBoss()
|
||||
{
|
||||
if (_animator.CheckAnimationTag("Wake"))
|
||||
return;
|
||||
|
||||
if (_animator.CheckAnimationTag("hit") || _animator.CheckAnimationTag("Attack")||_animator.CheckAnimationTag("Attack_out"))
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (currentTarget == null)
|
||||
return;
|
||||
|
||||
LockTarget(currentTarget);
|
||||
|
||||
dis = Vector2.Distance(currentTarget.position, transform.position);
|
||||
if (dis < cheseDistance)
|
||||
{
|
||||
rb.velocity = Vector2.zero;
|
||||
//近战
|
||||
if (dis < attackDistance)
|
||||
{
|
||||
//_animator.Play("attack-charge");
|
||||
currentAblity = GetAblity(AblityClass.MelleeAttack);
|
||||
if (currentAblity != null)
|
||||
{
|
||||
//SoundManager.Instance.PlayEffect(_audio, currentAblity.GetAbliltyVFX());
|
||||
|
||||
_animator.Play(currentAblity.GetAbliltyName());
|
||||
|
||||
currentAblity.UseAblity(currentAblity);
|
||||
|
||||
}
|
||||
return;
|
||||
}
|
||||
//远程
|
||||
else
|
||||
{
|
||||
currentAblity = GetAblity(AblityClass.YuanChenAttack);
|
||||
if (currentAblity != null)
|
||||
{
|
||||
//SoundManager.Instance.PlayEffect(_audio, currentAblity.GetAbliltyVFX());
|
||||
|
||||
_animator.Play(currentAblity.GetAbliltyName());
|
||||
|
||||
currentAblity.UseAblity(currentAblity);
|
||||
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!_info.isCanMove)
|
||||
return;
|
||||
_animator.Play("run");
|
||||
rb.velocity = dir * _info._moveSpeed;
|
||||
}
|
||||
|
||||
}
|
||||
private void LockTarget(Transform target)
|
||||
{
|
||||
if (!_info.isLockTarget)
|
||||
return;
|
||||
dir = (target.position - transform.position).normalized;
|
||||
if(_info.isFix)
|
||||
{
|
||||
Fix(dir);
|
||||
}
|
||||
}
|
||||
private void Fix(Vector2 dir)
|
||||
{
|
||||
if (dir.x < 0)
|
||||
{
|
||||
transform.root.localScale = new Vector3(1, 1, 1);
|
||||
}
|
||||
if (dir.x > 0)
|
||||
{
|
||||
transform.root.localScale = new Vector3(-1, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void Yuancheng()
|
||||
{
|
||||
isYuancheng = true;
|
||||
}
|
||||
public void OnCloseYuancheng()
|
||||
{
|
||||
isYuancheng = false;
|
||||
}
|
||||
public void TeleportEvent()
|
||||
{
|
||||
if (currentTarget == null) return;
|
||||
transform.root.transform.position = currentTarget.transform.position;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 近战攻击
|
||||
/// </summary>
|
||||
public override void MelleeAttackAnimEvent()
|
||||
{
|
||||
if (currentAblity != null)
|
||||
{
|
||||
AttackAreaPos = transform.position;
|
||||
|
||||
ablityOff = currentAblity.GetAbliltyOffest();
|
||||
|
||||
AttackAreaPos.x += ablityOff[attackCount].x;
|
||||
AttackAreaPos.y += ablityOff[attackCount].y;
|
||||
attackCount++;
|
||||
if (attackCount >= ablityOff.Count)
|
||||
{
|
||||
attackCount = 0;
|
||||
}
|
||||
|
||||
if (_info.isCanMove)
|
||||
{
|
||||
AttackAreaPos.x = this.transform.parent.localScale.x < 0 ? Mathf.Abs(offsetX) : -Mathf.Abs(offsetX);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
base.MelleeAttackAnimEvent();
|
||||
}
|
||||
|
||||
Collider2D[] hitColliders = Physics2D.OverlapBoxAll(AttackAreaPos, attackSize, 0, layerMasks[0]);
|
||||
if(currentAblity!=null&¤tAblity.GetAbliltyVFX()!=null)
|
||||
{
|
||||
SoundManager.Instance.PlayEffect(_audio, currentAblity.GetAbliltyVFX());
|
||||
}
|
||||
|
||||
foreach (Collider2D hitInfo in hitColliders)
|
||||
{
|
||||
|
||||
player = hitInfo.GetComponent<PlayerControler>();
|
||||
if (player != null && player.GetIsDodge())
|
||||
{
|
||||
Debug.Log("玩家无敌");
|
||||
_animator.speed = 0;
|
||||
StartCoroutine(ScalTime(1f));
|
||||
|
||||
return;
|
||||
}
|
||||
characterCombat = hitInfo.GetComponentInChildren<CharacterCombat>();
|
||||
//if(characterCombat._animator.CheckAnimationTag("Roll"))
|
||||
//{
|
||||
// //无敌闪避
|
||||
// _animator.speed = 0;
|
||||
// StartCoroutine(ScalTime(1f));
|
||||
// return;
|
||||
//}
|
||||
|
||||
characterCombat.TakeDamage(attack);
|
||||
Debug.Log("玩家受伤");
|
||||
}
|
||||
}
|
||||
IEnumerator ScalTime(float timer)
|
||||
{
|
||||
yield return new WaitForSeconds(timer);
|
||||
_animator.speed = 1;
|
||||
}
|
||||
public override void TakeDamage(string aniName, float attack)
|
||||
{
|
||||
|
||||
if (isDie || _animator.CheckAnimationTag("summon")||_animator.CheckAnimationTag("Wake"))//咆哮不会被攻击
|
||||
return;
|
||||
Debug.Log("被玩家攻击" + _info.attackedCount);
|
||||
|
||||
_info.attackedCount++;//耐力次数增加
|
||||
|
||||
if (_info.attackedCount > _info.maxAttackedCount)
|
||||
{
|
||||
_info.attackedCount = 0;//重新计数
|
||||
|
||||
_animator.Play("summon");
|
||||
if(_summerClip!=null)
|
||||
{
|
||||
SoundManager.Instance.PlayEffect(_audio,_summerClip);
|
||||
}
|
||||
|
||||
//吼叫
|
||||
|
||||
|
||||
//摄像机震动
|
||||
|
||||
cameraVR=UnityExpandFunction.GetCamera();
|
||||
if (cameraVR != null)
|
||||
{
|
||||
cameraVR.ShakeCamera(1f, 5);
|
||||
}
|
||||
|
||||
//回血
|
||||
currentHp += 200;
|
||||
if (currentHp >= maxHp)
|
||||
currentHp = maxHp;
|
||||
OnHit?.Invoke(currentHp);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//受伤
|
||||
currentHp -= attack;//血量减少
|
||||
OnHit?.Invoke(currentHp);//执行受伤事件,血量UI减少
|
||||
if (currentHp <= 0)
|
||||
{
|
||||
isDie = true;
|
||||
|
||||
|
||||
|
||||
return;
|
||||
}
|
||||
if(_animator.CheckAnimationTag("Attack"))
|
||||
{
|
||||
return;
|
||||
}
|
||||
_animator.Play(aniName);
|
||||
}
|
||||
private CombatAblilityBase GetAblity(AblityClass ablity)
|
||||
{
|
||||
tempAb.Clear();
|
||||
foreach (var ab in abilitys)
|
||||
{
|
||||
if (ab.GetAbliltyIsDone() && ab.GetAbliltyClass() == ablity)
|
||||
{
|
||||
tempAb.Add(ab);
|
||||
}
|
||||
}
|
||||
if(tempAb.Count==0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
ran = UnityEngine.Random.Range(0,tempAb.Count);
|
||||
if (tempAb[ran] != null)
|
||||
return tempAb[ran];
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
public void SetBegin(bool b)
|
||||
{
|
||||
isBegin = b;
|
||||
//开始
|
||||
_animator.Play("sleeping");
|
||||
UIManager.Instance.Show<UIEnterScene>().InitInfo(_info.bossHead, _info.bossName);
|
||||
}
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, cheseDistance);
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawWireSphere(transform.position, attackDistance);
|
||||
}
|
||||
}
|
||||
11
unity/Assets/Script/GameObject/Enemy/BossAI.cs.meta
Normal file
11
unity/Assets/Script/GameObject/Enemy/BossAI.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d151185264385eb48b7823df0a3c2d04
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
28
unity/Assets/Script/GameObject/Enemy/BossInfo.cs
Normal file
28
unity/Assets/Script/GameObject/Enemy/BossInfo.cs
Normal file
@@ -0,0 +1,28 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BossInfo : MonoBehaviour
|
||||
{
|
||||
|
||||
[Header("名字与头像")]
|
||||
public string bossName;
|
||||
public Sprite bossHead;
|
||||
|
||||
[Header("失衡最大次数")]
|
||||
public int maxAttackedCount;
|
||||
[Header("被攻击次数")]
|
||||
public int attackedCount=0;
|
||||
|
||||
//是否允许锁定目标
|
||||
[Header("索敌")]
|
||||
public bool isLockTarget;
|
||||
[Header("移动")]
|
||||
public bool isCanMove;
|
||||
[Header("翻转")]
|
||||
public bool isFix;
|
||||
|
||||
[Header("移动速度")]
|
||||
public float _moveSpeed;
|
||||
}
|
||||
11
unity/Assets/Script/GameObject/Enemy/BossInfo.cs.meta
Normal file
11
unity/Assets/Script/GameObject/Enemy/BossInfo.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c35bd5b6f66429b47a669052403acc96
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
64
unity/Assets/Script/GameObject/Enemy/Enemy.cs
Normal file
64
unity/Assets/Script/GameObject/Enemy/Enemy.cs
Normal file
@@ -0,0 +1,64 @@
|
||||
//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);
|
||||
// }
|
||||
//}
|
||||
11
unity/Assets/Script/GameObject/Enemy/Enemy.cs.meta
Normal file
11
unity/Assets/Script/GameObject/Enemy/Enemy.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 77c1c191d793d434ca113069f4ef2880
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
142
unity/Assets/Script/GameObject/Enemy/EnemyController.cs
Normal file
142
unity/Assets/Script/GameObject/Enemy/EnemyController.cs
Normal file
@@ -0,0 +1,142 @@
|
||||
//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);
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
11
unity/Assets/Script/GameObject/Enemy/EnemyController.cs.meta
Normal file
11
unity/Assets/Script/GameObject/Enemy/EnemyController.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0032ed98b43e5f44f9531330d1776782
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
11
unity/Assets/Script/GameObject/LevelUp.cs
Normal file
11
unity/Assets/Script/GameObject/LevelUp.cs
Normal file
@@ -0,0 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class LevelUp : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
UIManager.Instance.Show<UILevelUp>();
|
||||
}
|
||||
}
|
||||
11
unity/Assets/Script/GameObject/LevelUp.cs.meta
Normal file
11
unity/Assets/Script/GameObject/LevelUp.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf0e17ad5b66e8c4398d696d6c42e86a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
unity/Assets/Script/GameObject/Other.meta
Normal file
8
unity/Assets/Script/GameObject/Other.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 831a08ac5bb2de440acde27635619af9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
30
unity/Assets/Script/GameObject/Other/CameraMove.cs
Normal file
30
unity/Assets/Script/GameObject/Other/CameraMove.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraMove : MonoBehaviour
|
||||
{
|
||||
private Transform player;
|
||||
void Start()
|
||||
{
|
||||
player = GameObject.FindGameObjectWithTag("Player").transform;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
//RaycastHit[] hits;
|
||||
|
||||
//hits = Physics.RaycastAll(ray, Mathf.Infinity, badMask);
|
||||
//for (int i = 0; i < hits.Length; i++)
|
||||
//{
|
||||
// Debug.Log(hits[i].collider.gameObject.name);
|
||||
//}
|
||||
//Debug.Log(hits.Length);
|
||||
|
||||
if (player!=null)
|
||||
{
|
||||
transform.position = new Vector3(player.position.x, player.position.y - 11, player.position.z);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
11
unity/Assets/Script/GameObject/Other/CameraMove.cs.meta
Normal file
11
unity/Assets/Script/GameObject/Other/CameraMove.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 066236bbf8c0b6f4ab7929aa5dfec2bb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
63
unity/Assets/Script/GameObject/Other/CameraVR.cs
Normal file
63
unity/Assets/Script/GameObject/Other/CameraVR.cs
Normal file
@@ -0,0 +1,63 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Cinemachine;
|
||||
|
||||
public class CameraVR : MonoBehaviour
|
||||
{
|
||||
private CinemachineVirtualCamera _cinemachineVirtualCamera;
|
||||
private CinemachineBasicMultiChannelPerlin _multiChannelPerlin;
|
||||
|
||||
//当前持续时间
|
||||
private float _shakeTime;
|
||||
//总时间
|
||||
private float _shakeTimeTotal;
|
||||
//强度
|
||||
private float _shakeIntensity;
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
||||
_cinemachineVirtualCamera = GetComponent<CinemachineVirtualCamera>();
|
||||
|
||||
_multiChannelPerlin = _cinemachineVirtualCamera.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (_shakeTime > 0)
|
||||
{
|
||||
_shakeTime -= Time.deltaTime;
|
||||
_multiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(0, _shakeIntensity, _shakeTime / _shakeTimeTotal);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 抖动
|
||||
/// </summary>
|
||||
/// <param name="Time">抖动时间</param>
|
||||
/// <param name="Intensity">强度</param>
|
||||
public void ShakeCamera(float time, float intensity)
|
||||
{
|
||||
if (_cinemachineVirtualCamera != null)
|
||||
{
|
||||
_shakeTimeTotal = time;
|
||||
_shakeIntensity = intensity;
|
||||
|
||||
_shakeTime = _shakeTimeTotal;
|
||||
_multiChannelPerlin.m_AmplitudeGain = _shakeIntensity;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Ray ray = new Ray(transform.position, transform.forward);
|
||||
Gizmos.color = Color.blue;
|
||||
|
||||
Gizmos.DrawRay(ray);
|
||||
|
||||
}
|
||||
}
|
||||
11
unity/Assets/Script/GameObject/Other/CameraVR.cs.meta
Normal file
11
unity/Assets/Script/GameObject/Other/CameraVR.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab12f70a05a6b764ca991a34facaca96
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
44
unity/Assets/Script/GameObject/Other/Destructeable.cs
Normal file
44
unity/Assets/Script/GameObject/Other/Destructeable.cs
Normal file
@@ -0,0 +1,44 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Destructeable : MonoBehaviour
|
||||
{
|
||||
public GameObject destoryVFX;
|
||||
public GameObject big;
|
||||
public GameObject small;
|
||||
|
||||
private bool isDestory=false;
|
||||
public float reTiem = 5;
|
||||
|
||||
public void OnDestoryObject()
|
||||
{
|
||||
if (isDestory)
|
||||
return;
|
||||
if (destoryVFX != null)
|
||||
{
|
||||
Instantiate(destoryVFX,transform.position,transform.rotation);
|
||||
}
|
||||
|
||||
big.SetActive(false);
|
||||
SmallActive(true);
|
||||
isDestory = true;
|
||||
StartCoroutine(nameof(DestoryTime));
|
||||
}
|
||||
|
||||
IEnumerator DestoryTime()
|
||||
{
|
||||
yield return new WaitForSeconds(reTiem);
|
||||
big.SetActive(true);
|
||||
SmallActive(false);
|
||||
}
|
||||
|
||||
private void SmallActive(bool active)
|
||||
{
|
||||
if (small != null)
|
||||
{
|
||||
small.SetActive(active);
|
||||
isDestory = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
unity/Assets/Script/GameObject/Other/Destructeable.cs.meta
Normal file
11
unity/Assets/Script/GameObject/Other/Destructeable.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 17918bd11b9ebbe4aa8f98fc6b565daa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
44
unity/Assets/Script/GameObject/Other/Door.cs
Normal file
44
unity/Assets/Script/GameObject/Other/Door.cs
Normal file
@@ -0,0 +1,44 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
11
unity/Assets/Script/GameObject/Other/Door.cs.meta
Normal file
11
unity/Assets/Script/GameObject/Other/Door.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af5df1265cd523f41a62497ebb5a4616
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
30
unity/Assets/Script/GameObject/Other/FacingCamera.cs
Normal file
30
unity/Assets/Script/GameObject/Other/FacingCamera.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
11
unity/Assets/Script/GameObject/Other/FacingCamera.cs.meta
Normal file
11
unity/Assets/Script/GameObject/Other/FacingCamera.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 198a8841e3728a9498e9d94c5c795c9f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
48
unity/Assets/Script/GameObject/Other/Teleport.cs
Normal file
48
unity/Assets/Script/GameObject/Other/Teleport.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
using Manager;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Teleport : MonoBehaviour
|
||||
{
|
||||
public BossAI m;
|
||||
public bool isBattle;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if(isBattle)
|
||||
{
|
||||
m = GameObject.FindWithTag("Boss").GetComponentInChildren<BossAI>();
|
||||
}
|
||||
}
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if(isBattle)
|
||||
{
|
||||
if (m.GetIsDie() && collision.CompareTag("Player"))
|
||||
{
|
||||
Debug.Log("传送");
|
||||
//保存玩家信息
|
||||
CharacterCombat cm = collision.gameObject.GetComponentInChildren<CharacterCombat>();
|
||||
PlayerInfo.Instance.KeepData(cm.maxHp, cm.currentHp, cm.attack);
|
||||
|
||||
UIManager.Instance.Show<UILoad>();
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (collision.CompareTag("Player"))
|
||||
{
|
||||
Debug.Log("传送");
|
||||
|
||||
//保存玩家信息
|
||||
CharacterCombat cm = collision.gameObject.GetComponentInChildren<CharacterCombat>();
|
||||
PlayerInfo.Instance.KeepData(cm.maxHp,cm.currentHp,cm.attack);
|
||||
|
||||
UIManager.Instance.Show<UILoad>();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
unity/Assets/Script/GameObject/Other/Teleport.cs.meta
Normal file
11
unity/Assets/Script/GameObject/Other/Teleport.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7bba0cc35dabde64da5b08e8c99eefc5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
31
unity/Assets/Script/GameObject/Other/Tree.cs
Normal file
31
unity/Assets/Script/GameObject/Other/Tree.cs
Normal file
@@ -0,0 +1,31 @@
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Tree : CombaSystem
|
||||
{
|
||||
private SkeletonAnimation skelet;
|
||||
private Spine.AnimationState animationState;
|
||||
protected override void Awake()
|
||||
{
|
||||
skelet = GetComponent<SkeletonAnimation>();
|
||||
|
||||
animationState = skelet.AnimationState;
|
||||
//¶¯×÷Íê³ÉºóµÄ»Øµ÷
|
||||
animationState.Complete += OnIdle;
|
||||
|
||||
}
|
||||
|
||||
private void OnIdle(TrackEntry trackEntry)
|
||||
{
|
||||
TrackEntry entry = skelet.AnimationState.SetAnimation(0, "animation", true);
|
||||
}
|
||||
|
||||
public override void TakeDamage()
|
||||
{
|
||||
TrackEntry entry = skelet.AnimationState.SetAnimation(0, "hit", false);
|
||||
}
|
||||
}
|
||||
11
unity/Assets/Script/GameObject/Other/Tree.cs.meta
Normal file
11
unity/Assets/Script/GameObject/Other/Tree.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a91b2a7dfd575254eb6845acb24bcf75
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
unity/Assets/Script/GameObject/Player.meta
Normal file
8
unity/Assets/Script/GameObject/Player.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 12c2b15ec8c03cf48ae095dfbb940ab7
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
155
unity/Assets/Script/GameObject/Player/CharacterCombat.cs
Normal file
155
unity/Assets/Script/GameObject/Player/CharacterCombat.cs
Normal file
@@ -0,0 +1,155 @@
|
||||
using Manager;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CharacterCombat : CombaSystem
|
||||
{
|
||||
|
||||
[Header("音效")]
|
||||
public AudioSource audioSource;
|
||||
public PlayerControler controler;
|
||||
|
||||
[Header("特效")]
|
||||
public GameObject effect;
|
||||
|
||||
CameraVR cameraVR;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
maxHp = PlayerInfo.Instance.info.maxHp;
|
||||
currentHp = PlayerInfo.Instance.info.currentHp;
|
||||
attack = PlayerInfo.Instance.info.testAttack;
|
||||
|
||||
audioSource = transform.root.GetComponentInChildren<AudioSource>();
|
||||
|
||||
_animator = GetComponent<Animator>();
|
||||
|
||||
PlayerInfo.Instance.OnUpdateAttrbute += OnChangeAttrbute;
|
||||
|
||||
}
|
||||
private void OnDisable()
|
||||
{
|
||||
PlayerInfo.Instance.OnUpdateAttrbute -= OnChangeAttrbute;
|
||||
}
|
||||
|
||||
public override void MelleeAttackAnimEvent()
|
||||
{
|
||||
base.MelleeAttackAnimEvent();
|
||||
|
||||
Collider2D[] hitColliders = Physics2D.OverlapBoxAll(AttackAreaPos,attackSize,0,layerMasks[0]);
|
||||
Collider2D[] destructiveColliders = Physics2D.OverlapBoxAll(AttackAreaPos, attackSize, 0,layerMasks[1]);
|
||||
Collider2D[] treeColliders = Physics2D.OverlapBoxAll(AttackAreaPos, attackSize, 0, layerMasks[2]);
|
||||
|
||||
|
||||
foreach (Collider2D hitInfo in hitColliders)
|
||||
{
|
||||
|
||||
if(hitInfo.tag=="Enemy")
|
||||
{//小怪
|
||||
}
|
||||
if (hitInfo.tag == "Boss")
|
||||
{
|
||||
|
||||
hitInfo.GetComponentInChildren<BossAI>().TakeDamage("hurt-front",GetAttack());
|
||||
if (_summerClip != null)
|
||||
SoundManager.Instance.PlayEffect(_audio, _summerClip);
|
||||
//加入卡肉,特效
|
||||
if(effect!=null)
|
||||
{
|
||||
GameObject go = Instantiate(effect);
|
||||
|
||||
go.transform.position = hitInfo.transform.position + new Vector3(0,4,0);
|
||||
|
||||
//开始计时
|
||||
string timerPath = "Perfab/Timer";
|
||||
GameObject timer = Resloader.Load<GameObject>(timerPath);//寻找预制体
|
||||
|
||||
GameObject time = Instantiate(timer);
|
||||
time.GetComponent<Timer>().CreateTime(0.2f, () =>
|
||||
{
|
||||
ManagersMode.Poll.UnSpwan("EffectPoll", effect.name, go);
|
||||
}, false);
|
||||
|
||||
}
|
||||
|
||||
cameraVR = UnityExpandFunction.GetCamera();
|
||||
if (cameraVR != null)
|
||||
{
|
||||
cameraVR.ShakeCamera(0.5f, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
foreach (Collider2D hitInfo in destructiveColliders)
|
||||
{
|
||||
|
||||
}
|
||||
foreach (Collider2D hitInfo in treeColliders)//数目
|
||||
{
|
||||
Debug.Log("攻击树木");
|
||||
hitInfo.GetComponentInChildren<Tree>().TakeDamage();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//受伤
|
||||
public override void TakeDamage(float atk)
|
||||
{
|
||||
currentHp -= atk;
|
||||
|
||||
OnHit?.Invoke(currentHp);//UI显示
|
||||
|
||||
if(currentHp<=0)
|
||||
{
|
||||
//死亡
|
||||
return;
|
||||
}
|
||||
_animator.Play("hurt");
|
||||
}
|
||||
private void OnChangeAttrbute(LotteryType type, float value)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case LotteryType.Hp:
|
||||
currentHp += value;
|
||||
if(currentHp>=maxHp)
|
||||
{
|
||||
currentHp = maxHp;
|
||||
}
|
||||
OnHit?.Invoke(currentHp);
|
||||
break;
|
||||
case LotteryType.Mp:
|
||||
maxHp += value;
|
||||
OnHit?.Invoke(currentHp);
|
||||
break;
|
||||
case LotteryType.Attack:
|
||||
attack += value;
|
||||
OnHit?.Invoke(currentHp);
|
||||
break;
|
||||
case LotteryType.UpMaxHp:
|
||||
PlayerInfo.Instance.info.maxHp += value;
|
||||
maxHp += value;
|
||||
OnHit?.Invoke(currentHp);
|
||||
break;
|
||||
case LotteryType.UpHp:
|
||||
Date.Instance.ItemDate[1].value += (int)value;
|
||||
OnHit?.Invoke(currentHp);
|
||||
break;
|
||||
case LotteryType.UpAttack:
|
||||
PlayerInfo.Instance.info.attack += value;
|
||||
attack += value;
|
||||
OnHit?.Invoke(currentHp);
|
||||
break;
|
||||
default:break;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 攻击力量
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public float GetAttack()
|
||||
{
|
||||
return attack + (PlayerInfo.Instance.info.Level * 10);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c801442456af8848aeddf812bf4ca75
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
210
unity/Assets/Script/GameObject/Player/PlayerControler.cs
Normal file
210
unity/Assets/Script/GameObject/Player/PlayerControler.cs
Normal file
@@ -0,0 +1,210 @@
|
||||
using Manager;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class PlayerControler : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private InputActions inputActions;
|
||||
[SerializeField] public Animator animator;
|
||||
[SerializeField] private Rigidbody2D rb;
|
||||
[SerializeField] private BoxCollider2D bc;
|
||||
|
||||
private CameraVR cameraVR;
|
||||
|
||||
[Header("正常速度")]
|
||||
[SerializeField] private float normalSpeed;
|
||||
Vector2 InputDir;//移动方向
|
||||
|
||||
|
||||
public float dodgeCoolDown;//闪避Cd时间
|
||||
public float dodgeSpeed;
|
||||
private float dodge;
|
||||
private bool isCanDodge;
|
||||
|
||||
|
||||
|
||||
private bool isWuDi;
|
||||
public float wuDiTimer;
|
||||
|
||||
public CharacterCombat ch;
|
||||
public CharacterHp info;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
inputActions = new InputActions();
|
||||
cameraVR = GameObject.FindWithTag("Camera").GetComponentInChildren<CameraVR>();
|
||||
}
|
||||
private void Start()
|
||||
{
|
||||
|
||||
inputActions.GamePlay.ComBa_01.started += this.Attack_01;
|
||||
inputActions.GamePlay.ComBa_02.started += this.Attack_02;
|
||||
inputActions.GamePlay.Dodge.started += this.Dodge;
|
||||
inputActions.UI.Stop.started += this.OnStop;
|
||||
inputActions.UI.Bag.started += this.OpenBag;
|
||||
|
||||
dodge = dodgeCoolDown;
|
||||
isCanDodge = true;
|
||||
|
||||
ManagersMode.Poll.CreateGameObjectPoll("Timer", 10);
|
||||
ManagersMode.Poll.CreateGameObjectPoll("BulletPoll", 3);
|
||||
ManagersMode.Poll.CreateGameObjectPoll("EffectPoll", 2);
|
||||
|
||||
info.Init(ch);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
|
||||
if(ch.currentHp<=0)
|
||||
{
|
||||
UIManager.Instance.Show<UIGameOver>();
|
||||
ch._animator.Play("die");
|
||||
}
|
||||
if(!animator.CheckAnimationTag("Roll"))
|
||||
{
|
||||
animator.speed = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.transform.Translate(InputDir*dodgeSpeed*0.01f);//闪避移动
|
||||
}
|
||||
CanDodge();
|
||||
|
||||
|
||||
UseItem();
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
inputActions.Enable();
|
||||
}
|
||||
private void OnDisable()
|
||||
{
|
||||
inputActions.Disable();
|
||||
}
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if(!animator.CheckAnimationTag("Die"))
|
||||
{
|
||||
this.MoveController();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.rb.velocity =Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
||||
#region 移动 新版输入系统
|
||||
private void MoveController()
|
||||
{
|
||||
InputDir = inputActions.GamePlay.Move.ReadValue<Vector2>().normalized;
|
||||
|
||||
animator.SetFloat("Horizontal", InputDir.x);
|
||||
animator.SetFloat("Vertical", InputDir.y);
|
||||
animator.SetFloat("Speed", InputDir.sqrMagnitude);
|
||||
|
||||
this.rb.velocity = InputDir * normalSpeed;
|
||||
|
||||
if (InputDir.x < 0)//向左
|
||||
{
|
||||
transform.localScale = new Vector3(1, 1, 1);
|
||||
}
|
||||
if (InputDir.x > 0)//向左
|
||||
{
|
||||
transform.localScale = new Vector3(-1, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnStop(InputAction.CallbackContext obj)
|
||||
{
|
||||
UIManager.Instance.Show<UIGameOver>();
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// 角色攻击
|
||||
/// </summary>
|
||||
private void Attack_01(InputAction.CallbackContext obj)
|
||||
{
|
||||
animator.SetTrigger("Attack_01");
|
||||
}
|
||||
private void Attack_02(InputAction.CallbackContext obj)
|
||||
{
|
||||
animator.SetTrigger("Attack_02");
|
||||
}
|
||||
|
||||
private bool CanDodge()
|
||||
{
|
||||
if(isCanDodge)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
dodgeCoolDown -= Time.deltaTime;
|
||||
if(dodgeCoolDown<=0)
|
||||
{
|
||||
isCanDodge = true;
|
||||
dodgeCoolDown = dodge;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
/// <summary>
|
||||
/// 角色闪避
|
||||
/// </summary>
|
||||
private void Dodge(InputAction.CallbackContext obj)
|
||||
{
|
||||
//||animator.CheckAnimationTag("Hit")
|
||||
if (!CanDodge())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
StartCoroutine(nameof(SetWuDi));//无敌状态
|
||||
|
||||
isCanDodge = false;
|
||||
animator.speed = 1f;
|
||||
|
||||
if (InputDir.x!=0)
|
||||
{
|
||||
animator.Play("roll");
|
||||
}
|
||||
if (InputDir.y > 0)
|
||||
{
|
||||
animator.Play("roll-up");
|
||||
}
|
||||
if (InputDir.y < 0)
|
||||
{
|
||||
animator.Play("roll-down");
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator SetWuDi()
|
||||
{
|
||||
isWuDi = true;
|
||||
yield return new WaitForSeconds(wuDiTimer);
|
||||
isWuDi = false;
|
||||
}
|
||||
|
||||
public bool GetIsDodge()
|
||||
{
|
||||
return isWuDi;
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void OpenBag(InputAction.CallbackContext obj)
|
||||
{
|
||||
UIManager.Instance.Show<UIBagInfo>();
|
||||
}
|
||||
public void UseItem()
|
||||
{
|
||||
if(Input.GetKeyDown(KeyCode.Alpha1))
|
||||
{
|
||||
PlayerInfo.Instance.BagMgr.UserItem(1, 1);//回血道具
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 09455605d05154d4d9194d9b1781ba9b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
154
unity/Assets/Script/GameObject/Player/PlayerInfo.cs
Normal file
154
unity/Assets/Script/GameObject/Player/PlayerInfo.cs
Normal file
@@ -0,0 +1,154 @@
|
||||
using Managers;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerInfo : Singleton<PlayerInfo>
|
||||
{
|
||||
public CharInfo info;
|
||||
|
||||
public Action OnUpdateBagInfo;
|
||||
public Action OnUpdateMainUI;
|
||||
public Action OnUpdateLevel;
|
||||
|
||||
public Action<LotteryType, float> OnUpdateAttrbute;
|
||||
|
||||
public Managers.BagManager BagMgr;
|
||||
|
||||
public void Init(CharInfo date)
|
||||
{
|
||||
|
||||
info = date;
|
||||
info.playerName = date.playerName;
|
||||
info.Level = date.Level;
|
||||
info.exp = date.exp;
|
||||
|
||||
info.maxHp = date.maxHp;
|
||||
info.attack = date.attack;
|
||||
|
||||
info.testAttack = date.testAttack;
|
||||
info.currentHp = date.currentHp;
|
||||
info.currentMap = date.currentMap;
|
||||
|
||||
info.BagInfo = new Dictionary<int, int>();
|
||||
info.UpInfo = new Dictionary<int, bool>();
|
||||
|
||||
for (int i = 0; i < date.BagKey.Count; i++)
|
||||
{
|
||||
info.BagInfo.Add(date.BagKey[i], date.BagValue[i]);
|
||||
}
|
||||
for (int i = 0; i < date.UpKey.Count; i++)
|
||||
{
|
||||
info.UpInfo.Add(date.UpKey[i], date.UpValue[i]);
|
||||
}
|
||||
|
||||
//初始化管理器
|
||||
BagMgr = new Managers.BagManager(this);
|
||||
|
||||
Debug.Log("数据读取完毕");
|
||||
}
|
||||
public void Resrt()
|
||||
{
|
||||
info.currentHp = info.maxHp; ;
|
||||
info.testAttack = info.attack;
|
||||
if(!info.BagInfo.ContainsKey(1))
|
||||
{
|
||||
info.BagInfo.Add(1,4);
|
||||
}
|
||||
else
|
||||
{
|
||||
info.BagInfo[1] = 4;
|
||||
}
|
||||
|
||||
WriteBagInfo();
|
||||
}
|
||||
|
||||
public void KeepData(float max, float current, float attack)
|
||||
{
|
||||
info.maxHp = max;
|
||||
info.currentHp = current;
|
||||
info.testAttack = attack;
|
||||
}
|
||||
public Sprite GetSprite(string path)
|
||||
{
|
||||
return Resloader.Load<Sprite>(path);
|
||||
}
|
||||
|
||||
#region 属性更改
|
||||
public void AddHp(int num)
|
||||
{
|
||||
OnUpdateAttrbute?.Invoke(LotteryType.Hp, num);
|
||||
}
|
||||
public void AddMp(int num)
|
||||
{
|
||||
OnUpdateAttrbute?.Invoke(LotteryType.Mp, num);
|
||||
}
|
||||
public void AddAttack(int num)
|
||||
{
|
||||
OnUpdateAttrbute?.Invoke(LotteryType.Attack, num);
|
||||
}
|
||||
public void AddUpHp(int num)
|
||||
{
|
||||
OnUpdateAttrbute?.Invoke(LotteryType.UpHp, num);
|
||||
}
|
||||
public void AddUpMaxHp(int num)
|
||||
{
|
||||
OnUpdateAttrbute?.Invoke(LotteryType.UpMaxHp, num);
|
||||
}
|
||||
public void AddUpAttack(int num)
|
||||
{
|
||||
OnUpdateAttrbute?.Invoke(LotteryType.UpAttack, num);
|
||||
}
|
||||
#endregion
|
||||
#region 升级
|
||||
public void LevelUp()
|
||||
{
|
||||
int need = NeedExp();
|
||||
if (need < info.exp)
|
||||
{
|
||||
info.exp -= need;
|
||||
|
||||
info.Level++;
|
||||
LevelUp();
|
||||
|
||||
SaveSystem.SaveDate(info.DatePath, info);
|
||||
}
|
||||
}
|
||||
public int NeedExp()
|
||||
{
|
||||
int needExp;
|
||||
return needExp = info.Level * (1000);
|
||||
}
|
||||
public void ItemLevel(LevelUpDefine item)
|
||||
{
|
||||
switch (item.type)
|
||||
{
|
||||
case LotteryType.UpMaxHp:
|
||||
AddUpMaxHp(item.value);
|
||||
break;
|
||||
case LotteryType.UpAttack:
|
||||
AddUpAttack(item.value);
|
||||
break;
|
||||
case LotteryType.UpHp:
|
||||
AddUpHp(item.value);
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
//重写数据
|
||||
public void WriteBagInfo()
|
||||
{
|
||||
info.BagKey.Clear();
|
||||
info.BagValue.Clear();
|
||||
foreach (var data in info.BagInfo)
|
||||
{
|
||||
info.BagKey.Add(data.Key);
|
||||
info.BagValue.Add(data.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
unity/Assets/Script/GameObject/Player/PlayerInfo.cs.meta
Normal file
11
unity/Assets/Script/GameObject/Player/PlayerInfo.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d0c918ecff055954093fcb740f901146
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user