ソースを参照

变身隐身吃魂改为跟在周围

LAPTOP-OM1V99U2\永远de小亡灵 1 年間 前
コミット
2eb4a5aeb3
28 ファイル変更2684 行追加84 行削除
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  25. 36 0
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  27. 17 6
      ActionTowerDefense/Assets/Scripts/Spirits/SoulFollowEffect.cs
  28. 8 62
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ActionTowerDefense/Assets/Resources/Prefab/Transfiguration/Trans_Invisible.prefab

@@ -99,6 +99,7 @@ Transform:
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+  - {fileID: 4824124076759881995}
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-  UI: {fileID: 0}
   playerController: {fileID: 0}
-  rb: {fileID: 0}
-  speed: 20
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@@ -1053,6 +1107,60 @@ MonoBehaviour:
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+  soul: {fileID: 1723151111827507807, guid: a956ce2c24a9a8b4b98cbf27ef623367, type: 3}
+  eSpirits: {fileID: 0}
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+  destroyTime: 3
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+ 36 - 0
ActionTowerDefense/Assets/Scripts/Spirits/InvisibleSoulCollector.cs

@@ -0,0 +1,36 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System.Threading.Tasks;
+
+public class InvisibleSoulCollector : MonoBehaviour
+{
+    public int soulNumbers;
+    public SoulFollowEffect soulFollowEffect;
+    private void OnTriggerEnter(Collider other)
+    {
+        Soul soul = other.GetComponentInParent<Soul>();
+        if (soul)
+        {
+            BeCollect(soul);
+
+
+        }
+    }
+    public async void BeCollect(Soul soul)
+    {
+        soulNumbers++;
+        soul.rb.isKinematic = true;
+        soul.collected = true;
+        soul.tweenPos.from = transform;
+        soul.tweenPos.to = transform;
+        soul.tweenPos.duration = (soul.tweenPos.from.position - soul.tweenPos.to.position).magnitude
+            / soul.flySpeed;
+        soul.tweenPos.ResetToBeginning();
+        soul.tweenPos.PlayForward();
+        await Task.Delay((int)(soul.tweenPos.duration * 1000));
+        SoulInMap.souls.Remove(soul);
+        soul.gameObject.SetActive(false);
+        soulFollowEffect.ShowSouls(soulNumbers);
+    }
+}

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

@@ -0,0 +1,11 @@
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+guid: ab384f1e67f469d43b1563b91227035d
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+ 17 - 6
ActionTowerDefense/Assets/Scripts/Spirits/SoulFollowEffect.cs

@@ -15,15 +15,20 @@ public class SoulFollowEffect : MonoBehaviour
     public float distance;
     public float boomTime;
     public float destroyTime;
+    public bool isTransfiguration;
     private void Awake()
     {
-        for(int i = 0; i < eSpirits.followNumber; i++)
+        if (!isTransfiguration)
         {
-            GameObject newSoul = Instantiate(soul.transform.GetChild(0).gameObject);
-            newSoul.transform.parent = transform;
-            newSoul.SetActive(false);
-            soulsList.Add(newSoul);
+            for (int i = 0; i < eSpirits.followNumber; i++)
+            {
+                GameObject newSoul = Instantiate(soul.transform.GetChild(0).gameObject);
+                newSoul.transform.parent = transform;
+                newSoul.SetActive(false);
+                soulsList.Add(newSoul);
+            }
         }
+
     }
     private void Update()
     {
@@ -43,7 +48,13 @@ public class SoulFollowEffect : MonoBehaviour
     }
     public void ShowSouls(int newNumber)
     {
-
+        if(soulsList.Count < newNumber)
+        {
+            GameObject newSoul = Instantiate(soul.transform.GetChild(0).gameObject);
+            newSoul.transform.parent = transform;
+            newSoul.SetActive(false);
+            soulsList.Add(newSoul);
+        }
         if(newNumber != 0)
         {
             soulsList[newNumber - 1].gameObject.SetActive(true);

+ 8 - 62
ActionTowerDefense/Assets/Scripts/Spirits/Spirits_Invisible.cs

@@ -5,84 +5,30 @@ using Spine.Unity;
 
 public class Spirits_Invisible : MonoBehaviour
 {
-    public float duration;
-    public float lastDuration;
-    public GameObject lastEffect;
-    [HideInInspector]
-    public float time;
     public Demonic demonic;
     [HideInInspector]
     public GameObject player;
     [HideInInspector]
-    public GameObject body;
-    [HideInInspector]
-    public GameObject spine;
-    [HideInInspector]
-    public GameObject beSearchTrigger;
-    [HideInInspector]
-    public GameObject UI;
-    [HideInInspector]
     public PlayerController playerController;
-    public Rigidbody rb;
-    public float speed;
+    public float addMp;
+    public InvisibleSoulCollector soulCollector;
     private void Start()
     {
         
         player = PlayersInput.instance[demonic.playerID].gameObject;
         playerController = player.GetComponent<PlayerController>();
-        body = player.transform.GetChild(0).gameObject;
-        spine = body.transform.GetChild(0).gameObject;
-        beSearchTrigger = body.transform.GetChild(1).GetChild(4).gameObject;
-        UI = player.transform.GetChild(1).gameObject;
         playerController.isInvisible = true;
-        UI.SetActive(false);
-        beSearchTrigger.SetActive(false);
-        spine.SetActive(false);
-        transform.position = player.transform.position + Vector3.up ;
-        playerController.rb.useGravity = false;
-        playerController.rb.constraints = RigidbodyConstraints.FreezeAll;
-    }
-    private void Update()
-    {
-        //transform.position = body.transform.position + Vector3.up;
-        rb.velocity = playerController.leftDir * speed;
-        player.transform.position = transform.position + Vector3.down * 1.5f;
-        if (time >0.97f && (playerController.isClickBtnEast || playerController.isClickBtnWest
-            ||playerController.isClickBtnSouth||playerController.isSpiritSummon
-            ||playerController.isSpiritSummon1||playerController.isSpiritSummon2))
-        {
-            BackToPlayer();
-            playerController.isInvisible = false;
-        }
-        if(time > 0.97f && playerController.isSpiritSummon3)
-        {
-            BackToPlayer();
-        }
-        time += Time.deltaTime;
-        
+        playerController.mp += addMp;
 
-        if (time >= duration)
-        {
-            BackToPlayer();
-            playerController.isInvisible = false;
-        }
-        else if (time >= duration - lastDuration)
+        for(int i = 0;i < playerController.beTargetCharacter.Count; i++)
         {
-            lastEffect.SetActive(true);
+            playerController.beTargetCharacter[i].targetCharacter = null;
         }
     }
+    private void Update()
+    {
+    }
     public void BackToPlayer()
     {
-        playerController.rb.useGravity = true;
-        playerController.rb.constraints = RigidbodyConstraints.FreezePositionZ
-            | RigidbodyConstraints.FreezeRotation;
-
-
-        UI.SetActive(true);
-        beSearchTrigger.SetActive(true);
-        spine.SetActive(true);
-        playerController.ChangeState(CharacterState.Fall);
-        demonic.ChangeState(CharacterState.Die);
-        gameObject.SetActive(false);
     }
 }