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按空格键使小怪飞升

SZAND\msx_2 1 an în urmă
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+ 127 - 0
ActionTowerDefense/Assets/Scenes/SampleScene.unity

@@ -540,6 +540,7 @@ GameObject:
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   - component: {fileID: 519420029}
   - component: {fileID: 519420033}
+  - component: {fileID: 519420034}
   m_Layer: 0
   m_Name: Main Camera
   m_TagString: MainCamera
@@ -631,6 +632,20 @@ MonoBehaviour:
   offsetZ: -16
   lerpValue: 3.5
   targetPos: {x: 0, y: 0, z: 0}
+--- !u!114 &519420034
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+  m_Name: 
+  m_EditorClassIdentifier: 
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+  currentSpirit: 1
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 GameObject:
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@@ -1079,6 +1094,118 @@ MonoBehaviour:
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+ 1 - 0
ActionTowerDefense/Assets/Scripts/Character.cs

@@ -21,6 +21,7 @@ public enum CharacterState
     Weak = 12,
     PullRope = 13,
     Spirits = 14,   //ÕÙ»½Ó¢Áé
+    Float = 15,   //¿ÕÖÐÆ¯¸¡
 }
 
 public enum AttackType

+ 101 - 0
ActionTowerDefense/Assets/Scripts/MoveCharacter.cs

@@ -22,6 +22,107 @@ public class MoveCharacter : Character
     public float hurtKeepTime = 0;
     public float hurtChangeVelocity = 1;
 
+    [Header("新增漂浮效果参数")]
+    public float maxSpeed = 10; //上升最大速度
+    public float minSpeed = 2;  //上升最小速度
+    public float height = 8;    //上升高度
+
+    public float maxRotateSpeed = 10;    //最大旋转速度
+    public float minRotateSpeed = 4;    //最小旋转速度
+
+    public float floatTime = 5; //漂浮时间
+    private float curTime;      //漂浮已进行时长
+
+    private float floatSpeed;   //漂浮速度
+    private float curHeight;    //当前所在高度
+    private float rotateSpeed;  //旋转速度
+    private float rotateDir;    //旋转方向
+
+    private Vector3 origPos;     //初始位置
+    private Vector3 oneClockwise = new Vector3(0, 0, 1);
+    private Vector3 oneCounterClockwise = new Vector3(0, 0, -1);
+
+    private int floatState; //0:不漂浮;1:漂浮中;2:飘着;3:掉下去
+
+
+
+    public void FloatStateOn()
+    {
+        ChangeState(CharacterState.Rise);
+        floatState = 1;
+        floatSpeed = Random.Range(minSpeed, maxSpeed);
+        origPos = transform.position;
+        curHeight = origPos.y;
+        curTime = 0;
+        rotateSpeed = Random.Range(minRotateSpeed, maxRotateSpeed);
+        rotateDir = (1.5f - Random.Range(1, 3)) * 2;
+    }
+
+    private void RotateSelf()
+    {
+        //transform.localEulerAngles += new Vector3(0, 0, 1) * rotateDir * rotateSpeed * Time.deltaTime;
+    }
+
+
+    private void Update()
+    {
+        if (floatState == 1)
+        {
+            RotateSelf();
+            curTime += Time.deltaTime;
+            aniCollider.Play("Rise", 0, 0);
+            curHeight += floatSpeed * Time.deltaTime;
+            transform.position = new Vector3(origPos.x, curHeight, origPos.z);
+            if (curHeight >= height)
+            {
+                floatState = 2;
+                ChangeState(CharacterState.Float);
+                transform.position = new Vector3(origPos.x, height, origPos.z);
+            }
+        }
+        else if (floatState == 2)
+        {
+            RotateSelf();
+            curTime += Time.deltaTime;
+            transform.position = new Vector3(origPos.x, height, origPos.z);
+            if (curTime >= floatTime)
+            {
+                floatState = 3;
+                ChangeState(CharacterState.Fall);
+            }
+        }
+        else if (floatState == 3)
+        {
+            RotateSelf();
+            aniCollider.Play("Fall", 0, 0);
+
+            if (transform.position.y >= origPos.y + 0.05f)
+            {
+                curHeight -= 10 * Time.deltaTime;
+                transform.position = new Vector3(origPos.x, curHeight, origPos.z);
+            }
+            else if (foot.TrigGround || curHeight <= origPos.y + 0.05f)
+            {
+                transform.position = origPos;
+                /*
+                if(rotateDir==1)
+                {
+                    transform.localEulerAngles = Vector3.SmoothDamp(transform.localEulerAngles, new Vector3(0, 0, 0), ref oneClockwise, 0.1f);
+                }
+                else
+                {
+                    transform.localEulerAngles = Vector3.SmoothDamp(transform.localEulerAngles, new Vector3(0, 0, 0), ref oneCounterClockwise, 0.1f);
+                }
+                if (transform.localEulerAngles.z >= -0.02f && transform.localEulerAngles.z <= 0.02f)
+                {
+                    transform.localEulerAngles = new Vector3(0, 0, 0);
+                    floatState = 0;
+                    ChangeState(CharacterState.Idle);
+                }*/
+            }
+        }
+    }
+
     public override void BeHit(int damage, Vector3 force, bool changeHurt, float repelValue)
     {
         print("MoveCharacterBeHit");

+ 8 - 0
ActionTowerDefense/Assets/Scripts/Spirits/Enemy_FloatEffect.cs

@@ -0,0 +1,8 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Enemy_FloatEffect : MoveCharacter
+{
+
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/Spirits/Enemy_FloatEffect.cs.meta

@@ -0,0 +1,11 @@
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+guid: 60947c46f140e79428c6774067839ff7
+MonoImporter:
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+ 24 - 1
ActionTowerDefense/Assets/Scripts/Spirits/Spirits.cs

@@ -2,7 +2,30 @@ using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
-public class Spirits : MoveCharacter
+public class Spirits : MonoBehaviour
 {
+    public enum SpiritType  //Ó¢ÁéÖÖÀà
+    {
+        Dash = 0,       //³å´Ì
+        Float = 1,      //Ư¸¡
+        Kebab = 2,      //¿¾´®
+        Invisible = 3,  //ÒþÉí
+    }
 
+    public GameObject floatSpirit;
+    public int currentSpirit = 1;
+
+    public void SummonSpirit()
+    {
+        print(1);
+        floatSpirit.SetActive(!floatSpirit.activeSelf);
+    }
+
+    private void Update()
+    {
+        if (Input.GetKeyDown(KeyCode.Space))
+        {
+            SummonSpirit();
+        }
+    }
 }

+ 2 - 10
ActionTowerDefense/Assets/Scripts/Spirits/Spirits_Float.cs

@@ -4,20 +4,12 @@ using UnityEngine;
 
 public class Spirits_Float : MonoBehaviour
 {
-    private int s;
-    List<GameObject> needToFloat = new List<GameObject>();
-
     private void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.layer == 8)
         {
-            print(s++);
-            needToFloat.Add(other.transform.parent.parent.parent.gameObject);
+            GameObject ga = other.transform.parent.parent.parent.gameObject;
+            ga.GetComponent<Enemy>().FloatStateOn();
         }
     }
-
-    public void LetEnemyFloat()
-    {
-
-    }
 }

+ 431 - 0
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