SZAND\msx_2 преди 1 година
родител
ревизия
34c67359c5
променени са 22 файла, в които са добавени 993 реда и са изтрити 152 реда
  1. 28 42
      ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/Block/Block.prefab
  2. 1 24
      ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/Block/block_monster.controller
  3. 2 1
      ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/Boom.prefab
  4. 86 19
      ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/Boss_YuMenGuan.prefab
  5. 8 0
      ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/EyeLaser.meta
  6. 72 0
      ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/EyeLaser/Effc_Laser.controller
  7. 8 0
      ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/EyeLaser/Effc_Laser.controller.meta
  8. 328 11
      ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/EyeLaser/Effc_Laser.prefab
  9. 0 0
      ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/EyeLaser/Effc_Laser.prefab.meta
  10. 53 0
      ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/EyeLaser/laser.anim
  11. 8 0
      ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/EyeLaser/laser.anim.meta
  12. 24 1
      ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/boss_yumenguan.controller
  13. 35 27
      ActionTowerDefense/Assets/Resources/Prefab/Tower.prefab
  14. 1 0
      ActionTowerDefense/Assets/Scripts/Boss/Boss.cs
  15. 14 1
      ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/Block.cs
  16. 221 18
      ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/EyeLaser.cs
  17. 60 0
      ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/LaserHit.cs
  18. 11 0
      ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/LaserHit.cs.meta
  19. 30 5
      ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/YuMenGuan.cs
  20. 1 1
      ActionTowerDefense/Assets/material/line.mat
  21. 1 1
      ActionTowerDefense/Assets/material/line_air.mat
  22. 1 1
      ActionTowerDefense/Assets/material/line_back.mat

+ 28 - 42
ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/Block/Block.prefab

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@@ -276,17 +276,17 @@ MonoBehaviour:
   dropSoul: 5
   dropSoulAngle: 60
   curState: 0
-  chargeTime: 0
-  outSpeed: 50
-  maxHeight: 12
-  minHeight: 8
+  chargeTime: 1
+  outSpeed: 10
+  maxHeight: 8
+  minHeight: 4
   outDamage:
     damage: 220
     attackDir: {x: -1, y: 0, z: 0}
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     changeHurt: 0
     repelValue: 10
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@@ -1059,19 +1058,6 @@ MeshRenderer:
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---- !u!65 &8397485529684381793
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+ 1 - 24
ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/Block/block_monster.controller

@@ -161,28 +161,6 @@ AnimatorState:
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   m_CycleOffsetParameter: 
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---- !u!1101 &2421984887404596129
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 --- !u!1101 &5532432511324870120
 AnimatorStateTransition:
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@@ -215,8 +193,7 @@ AnimatorState:
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   m_Speed: 1
   m_CycleOffset: 0
-  m_Transitions:
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+  m_Transitions: []
   m_StateMachineBehaviours: []
   m_Position: {x: 50, y: 50, z: 0}
   m_IKOnFeet: 0

+ 2 - 1
ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/Boom.prefab

@@ -53884,13 +53884,14 @@ MonoBehaviour:
   boomTime: 2.1
   isBoom: 0
   attackInfo:
-    damage: 50
+    damage: 200
     attackDir: {x: 0, y: 0, z: 0}
     force: 1000
     changeHurt: 0
     repelValue: 100
   destroyTime: 5
   characters: []
+  canHitTower: 1
 --- !u!54 &3502249394266294728
 Rigidbody:
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+ 86 - 19
ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/Boss_YuMenGuan.prefab

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@@ -27514,7 +27514,7 @@ MonoBehaviour:
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@@ -27531,9 +27531,9 @@ MonoBehaviour:
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ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/Effc_Laser.prefab.meta → ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/EyeLaser/Effc_Laser.prefab.meta


+ 53 - 0
ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/EyeLaser/laser.anim

@@ -0,0 +1,53 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!74 &7400000
+AnimationClip:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: laser
+  serializedVersion: 7
+  m_Legacy: 0
+  m_Compressed: 0
+  m_UseHighQualityCurve: 1
+  m_RotationCurves: []
+  m_CompressedRotationCurves: []
+  m_EulerCurves: []
+  m_PositionCurves: []
+  m_ScaleCurves: []
+  m_FloatCurves: []
+  m_PPtrCurves: []
+  m_SampleRate: 60
+  m_WrapMode: 0
+  m_Bounds:
+    m_Center: {x: 0, y: 0, z: 0}
+    m_Extent: {x: 0, y: 0, z: 0}
+  m_ClipBindingConstant:
+    genericBindings: []
+    pptrCurveMapping: []
+  m_AnimationClipSettings:
+    serializedVersion: 2
+    m_AdditiveReferencePoseClip: {fileID: 0}
+    m_AdditiveReferencePoseTime: 0
+    m_StartTime: 0
+    m_StopTime: 1
+    m_OrientationOffsetY: 0
+    m_Level: 0
+    m_CycleOffset: 0
+    m_HasAdditiveReferencePose: 0
+    m_LoopTime: 0
+    m_LoopBlend: 0
+    m_LoopBlendOrientation: 0
+    m_LoopBlendPositionY: 0
+    m_LoopBlendPositionXZ: 0
+    m_KeepOriginalOrientation: 0
+    m_KeepOriginalPositionY: 1
+    m_KeepOriginalPositionXZ: 0
+    m_HeightFromFeet: 0
+    m_Mirror: 0
+  m_EditorCurves: []
+  m_EulerEditorCurves: []
+  m_HasGenericRootTransform: 0
+  m_HasMotionFloatCurves: 0
+  m_Events: []

+ 8 - 0
ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/EyeLaser/laser.anim.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 4b58a5332950b274797f219e7964f1d1
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 7400000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 24 - 1
ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/boss_yumenguan.controller

@@ -26,6 +26,28 @@ AnimatorState:
   m_MirrorParameter: 
   m_CycleOffsetParameter: 
   m_TimeParameter: 
+--- !u!1101 &-6485798418534798487
+AnimatorStateTransition:
+  m_ObjectHideFlags: 1
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: 
+  m_Conditions: []
+  m_DstStateMachine: {fileID: 0}
+  m_DstState: {fileID: 1048348590182155497}
+  m_Solo: 0
+  m_Mute: 0
+  m_IsExit: 0
+  serializedVersion: 3
+  m_TransitionDuration: 0.25
+  m_TransitionOffset: 0
+  m_ExitTime: 0.925
+  m_HasExitTime: 1
+  m_HasFixedDuration: 1
+  m_InterruptionSource: 0
+  m_OrderedInterruption: 1
+  m_CanTransitionToSelf: 1
 --- !u!1102 &-4739823664649697518
 AnimatorState:
   serializedVersion: 6
@@ -236,7 +258,8 @@ AnimatorState:
   m_Name: yumenguan_eyelight
   m_Speed: 1
   m_CycleOffset: 0
-  m_Transitions: []
+  m_Transitions:
+  - {fileID: -6485798418534798487}
   m_StateMachineBehaviours: []
   m_Position: {x: 50, y: 50, z: 0}
   m_IKOnFeet: 0

+ 35 - 27
ActionTowerDefense/Assets/Resources/Prefab/Tower.prefab

@@ -309,6 +309,8 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   owner: {fileID: 0}
+  smoke: {fileID: 0}
+  hitRate: 1
 --- !u!1 &6126647544809975606
 GameObject:
   m_ObjectHideFlags: 0
@@ -598,8 +600,10 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   owner: {fileID: 0}
   isCook: 0
+  isEnemy: 0
   trigObjList: []
-  cook: {fileID: 0}
+  eCook: {fileID: 0}
+  dCook: {fileID: 0}
   needToChange: 0
   maxLen: 0
   minLen: 0
@@ -739,10 +743,6 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 87455058f5cb44344ab3d9e2b68a9174, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  isTran: 0
-  pc: {fileID: 0}
-  HitCols: []
-  cookNum: 0
   mecanim: {fileID: 0}
   meshRenderer: {fileID: 6126647545015389580}
   ani: {fileID: 6126647545015389581}
@@ -750,45 +750,53 @@ MonoBehaviour:
   rb: {fileID: 6126647545658003340}
   bodyTrans: {fileID: 6126647544008014589}
   beSearchTrigger: {fileID: 6745549281751514252}
+  searchTrigger: {fileID: 6126647545521899017}
+  bodyCollider: {fileID: 0}
   uiHp: {fileID: 6126647545328450153}
   state: 0
+  totalHp: 10000
+  hp: 0
+  isDie: 0
+  isRevive: 0
+  linked: 0
+  canNotAddForce: 0
+  canNotChangeHurt: 0
+  invincibleTime: 0
+  totalDieKeepTime: 2
+  dieKeepTime: 0
+  canHitFly: 0
+  isNonAttack: 0
   attackTime: 0
   totalAttack1Time: 1
   totalAttack2Time: 1
-  isNonAttack: 0
-  hptp: 0
-  isDie: 0
-  totalHp: 10000
-  hp: 0
+  attackType: 1
+  bulletPrefab: {fileID: 7473170563405908938, guid: 1a8b22d7c1002f9468efb1362b6616a3, type: 3}
+  shootPos:
+  - {fileID: 6126647544809975593}
+  shootTrack: 1
   attack1Infos:
   - damage: 100
     attackDir: {x: -1, y: 0, z: 0}
-    force: 1000
+    force: 0
     changeHurt: 0
     repelValue: 0
   attack2Infos: []
   attackTriggers: []
-  attackType: 1
-  bulletPrefab: {fileID: 7473170563405908938, guid: 1a8b22d7c1002f9468efb1362b6616a3, type: 3}
-  shootPos:
-  - {fileID: 6126647544809975593}
-  dieKeepTime: 0
-  totalDieKeepTime: 2
-  attackTarget: {fileID: 0}
-  shootTrack: 1
-  invincibleTime: 0
-  totalInvincibleTime: 0
+  targetTypes: 04000000
   targetCharacter: {fileID: 0}
+  attackTarget: {fileID: 0}
   beTargetCharacter: []
-  searchTrigger: {fileID: 6126647545521899017}
-  targetTypes: 04000000
-  canHitFly: 0
-  linked: 0
+  isSpirit: 0
+  isTran: 0
+  pc: {fileID: 0}
+  hptp: 0
   joint: {fileID: 0}
   rope: {fileID: 0}
-  hasHpUp: 0
   beLarger: 0
-  attackToFloat: 0
+  toLargeSize: 0
+  cookEffect: {fileID: 0}
+  attack1ShootCanTransmit: 0
+  height: 8
 --- !u!54 &6126647545658003340
 Rigidbody:
   m_ObjectHideFlags: 0

+ 1 - 0
ActionTowerDefense/Assets/Scripts/Boss/Boss.cs

@@ -346,6 +346,7 @@ public class Boss : MoveCharacter
 
     public void EndCurAttackState(bool hasIntervalTime)
     {
+        //和下一个动作有没有间隔
         if (hasIntervalTime)
         {
             curInterval = Random.Range(minInterval, maxInterval);

+ 14 - 1
ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/Block.cs

@@ -40,6 +40,7 @@ public class Block : Character
 
     [Header("±¬Õ¨")]
     public GameObject bombPrefab;
+    private bool isTowerBomb;
     private GameObject curBomb;
 
     private void Start()
@@ -146,7 +147,9 @@ public class Block : Character
     {
         if (force != Vector3.zero)
         {
-            ChangeState(CharacterState.Die);
+            rb.velocity = Vector3.zero;
+            rb.AddForce(force);
+            ChangeAttackState(State.bomb);
             return;
         }
         else
@@ -188,6 +191,11 @@ public class Block : Character
             case State.sprint:
                 break;
             case State.bomb:
+                if (isTowerBomb)
+                {
+                    rb.velocity = Vector3.zero;
+                }
+                ChangeState(CharacterState.Die);
                 break;
             default:
                 break;
@@ -230,6 +238,11 @@ public class Block : Character
                 }
                 curSpeed += sprintAccSpeed * Time.deltaTime;
                 rb.velocity = dir * curSpeed;
+                if (transform.position.x >= targetCharacter.transform.position.x)
+                {
+                    isTowerBomb = true;
+                    ChangeAttackState(State.bomb);
+                }
                 break;
             case State.bomb:
                 break;

+ 221 - 18
ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/EyeLaser.cs

@@ -7,47 +7,85 @@ public class EyeLaser : MonoBehaviour
     [Header("端点")]
     public GameObject head;
     public GameObject end;
+    private GameObject end1, end2;
     public Transform headPos;
     public Transform endPos;
+    public float deltaDis1, deltaDis2;
+    public float maxX;
 
     [Header("特效")]
     public GameObject lines;
-    private LineRenderer[] lineRenderers = new LineRenderer[4];
+    private GameObject lines1, lines2;
+    private LineRenderer[] lineRenderers = new LineRenderer[5];
+    private LineRenderer[] lineRenderers1 = new LineRenderer[5];
+    private LineRenderer[] lineRenderers2 = new LineRenderer[5];
     public List<Material> lineMats = new List<Material>();
     public float minSpeed, maxSpeed;
-    private float[] curSpeed = new float[4];
+    private float[] curSpeed = new float[5];
+
+    [Header("时长")]
+    public float traceTime;
+    public float waitTime;
+    public float continueTime;
+    private bool isAttack;
+    private bool isShine;
+    private bool isTrace;
+    private bool isWait;
+    private float pastTime;
 
     [Header("大小")]
-    public float[] origSizes = new float[4];
     private List<int> shaderIDs = new List<int>();
 
-    private void Start()
+    [Header("警示")]
+    public GameObject tip;
+    private GameObject tip1, tip2;
+    private LaserHit lh, lh1, lh2;
+
+    [Header("碰撞")]
+    public Transform col;
+    private Transform col1, col2;
+
+    [Header("组件")]
+    private YuMenGuan ymg;
+
+    private void Prepare()
     {
-        for(int i = 0; i < 4; i++)
+        ymg = GetComponentInParent<YuMenGuan>();
+        end1 = Instantiate(end, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
+        end2 = Instantiate(end, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
+        lines1 = Instantiate(lines, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
+        lines2 = Instantiate(lines, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
+        col1 = Instantiate(col, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
+        col2 = Instantiate(col, Vector3.zero, new Quaternion(0, 0, 0, 0), transform);
+        tip1 = lines1.transform.GetChild(4).gameObject;
+        tip2 = lines2.transform.GetChild(4).gameObject;
+        for(int i = 0; i < 5; i++)
         {
             lineRenderers[i] = lines.transform.GetChild(i).GetComponent<LineRenderer>();
-            origSizes[i] = lineRenderers[i].startWidth;
+            lineRenderers1[i] = lines1.transform.GetChild(i).GetComponent<LineRenderer>();
+            lineRenderers2[i] = lines2.transform.GetChild(i).GetComponent<LineRenderer>();
             curSpeed[i] = Random.Range(minSpeed, maxSpeed);
         }
         foreach(Material m in lineMats)
         {
             shaderIDs.Add(Shader.PropertyToID(m.name));
         }
+        lh = col.GetComponent<LaserHit>();
+        lh1 = col1.GetComponent<LaserHit>();
+        lh2 = col2.GetComponent<LaserHit>();
+        lh.enabled = false;
+        lh1.enabled = false;
+        lh2.enabled = false;
     }
 
     public void DrawLine()
     {
-        head.transform.position = headPos.position;
-        end.transform.position = endPos.position;
-        head.SetActive(true);
-        end.SetActive(true);
-        Vector3[] poses = new Vector3[2];
-        poses[0] = headPos.position;
-        poses[1] = endPos.position;
-        foreach (LineRenderer lr in lineRenderers)
-        {
-            lr.SetPositions(poses);
-        }
+        Prepare();
+        tip.SetActive(true);
+        tip1.SetActive(true);
+        tip2.SetActive(true);
+        isShine = true;
+        isTrace = true;
     }
 
     private void LineShine()
@@ -60,8 +98,173 @@ public class EyeLaser : MonoBehaviour
         }
     }
 
+    private void ChangeCol()
+    {
+        col.gameObject.SetActive(true);
+        col1.gameObject.SetActive(true);
+        col2.gameObject.SetActive(true);
+        col.position = (headPos.position + TranEnd(0)) / 2;
+        col1.position = (headPos.position + TranEnd(1)) / 2;
+        col2.position = (headPos.position + TranEnd(2)) / 2;
+        Vector3 ls = col.localScale;
+        Vector3 ls1 = col1.localScale;
+        Vector3 ls2 = col2.localScale;
+        ls.x = Vector2.Distance(headPos.position, TranEnd(0));
+        ls1.x = Vector2.Distance(headPos.position, TranEnd(1));
+        ls2.x = Vector2.Distance(headPos.position, TranEnd(2));
+        col.localScale = ls;
+        col1.localScale = ls1;
+        col2.localScale = ls2;
+        Vector3 left = headPos.position - TranEnd(0);
+        Vector3 left1 = headPos.position - TranEnd(1);
+        Vector3 left2 = headPos.position - TranEnd(2);
+        left.z = 0;
+        left1.z = 0;
+        left2.z = 0;
+        col.right = -left;
+        col1.right = -left1;
+        col2.right = -left2;
+    }
+
+    private Vector3 TranEnd(int id)
+    {
+        Vector2 dis = endPos.position - headPos.position;
+        switch (id)
+        {
+            case 1:
+                dis.x -= deltaDis1;
+                break;
+            case 2:
+                dis.x += deltaDis2;
+                break;
+            default:
+                break;
+        }
+        float k = dis.x / dis.y;
+        Vector3 en = endPos.position;
+        en.x += (-2 - en.y) * k;
+        if (en.x - headPos.position.x > maxX)
+        {
+            en.x = headPos.position.x + maxX;
+        }
+        en.y = -1;
+        return en;
+    }
+
     private void Update()
     {
-        LineShine();
+        if (isTrace)
+        {
+            pastTime += Time.deltaTime;
+            end.transform.position = TranEnd(0);
+            end1.transform.position = TranEnd(1);
+            end2.transform.position = TranEnd(2);
+            Vector3[] poses = new Vector3[2];
+            Vector3[] poses1 = new Vector3[2];
+            Vector3[] poses2 = new Vector3[2];
+            poses[0] = headPos.position;
+            poses1[0] = headPos.position;
+            poses2[0] = headPos.position;
+            poses[1] = TranEnd(0);
+            poses1[1] = TranEnd(1);
+            poses2[1] = TranEnd(2);
+            lineRenderers[4].SetPositions(poses);
+            lineRenderers1[4].SetPositions(poses1);
+            lineRenderers2[4].SetPositions(poses2);
+            if (pastTime >= traceTime)
+            {
+                isTrace = false;
+                pastTime = 0;
+                lineRenderers[4].SetPositions(new Vector3[0]);
+                lineRenderers1[4].SetPositions(new Vector3[0]);
+                lineRenderers2[4].SetPositions(new Vector3[0]);
+                isWait = true;
+                tip.SetActive(false);
+                tip1.SetActive(false);
+                tip2.SetActive(false);
+            }
+        }
+        if (isWait)
+        {
+            pastTime += Time.deltaTime;
+            if (pastTime >= waitTime)
+            {
+                pastTime = 0;
+                isWait = false;
+                Vector3[] poses = new Vector3[2];
+                Vector3[] poses1 = new Vector3[2];
+                Vector3[] poses2 = new Vector3[2];
+                poses[0] = headPos.position;
+                poses1[0] = headPos.position;
+                poses2[0] = headPos.position;
+                poses[1] = TranEnd(0);
+                poses1[1] = TranEnd(1);
+                poses2[1] = TranEnd(2);
+                foreach (LineRenderer lr in lineRenderers)
+                {
+                    lr.SetPositions(poses);
+                }
+                foreach (LineRenderer lr in lineRenderers1)
+                {
+                    lr.SetPositions(poses1);
+                }
+                foreach (LineRenderer lr in lineRenderers2)
+                {
+                    lr.SetPositions(poses2);
+                }
+                ChangeCol();
+                isAttack = true;
+                lh.enabled = true;
+                lh1.enabled = true;
+                lh2.enabled = true;
+                head.transform.position = headPos.position;
+                end.transform.position = TranEnd(0);
+                end1.transform.position = TranEnd(1);
+                end2.transform.position = TranEnd(2);
+                head.SetActive(true);
+                end.SetActive(true);
+                end1.SetActive(true);
+                end2.SetActive(true);
+            }
+        }
+        if (isAttack)
+        {
+            pastTime += Time.deltaTime;
+            if (pastTime >= continueTime)
+            {
+                lines.SetActive(false);
+                lines1.SetActive(false);
+                lines2.SetActive(false);
+                head.SetActive(false);
+                end.SetActive(false);
+                end1.SetActive(false);
+                end2.SetActive(false);
+                foreach (LineRenderer lr in lineRenderers)
+                {
+                    lr.SetPositions(new Vector3[0]);
+                }
+                foreach (LineRenderer lr in lineRenderers1)
+                {
+                    lr.SetPositions(new Vector3[0]);
+                }
+                foreach (LineRenderer lr in lineRenderers2)
+                {
+                    lr.SetPositions(new Vector3[0]);
+                }
+                pastTime = 0;
+                isAttack = false;
+                lh.enabled = false;
+                lh1.enabled = false;
+                lh2.enabled = false;
+                col.gameObject.SetActive(false);
+                col1.gameObject.SetActive(false);
+                col2.gameObject.SetActive(false);
+                ymg.EndCurAttackState(true);
+            }
+        }
+        if (isShine)
+        {
+            LineShine();
+        }
     }
 }

+ 60 - 0
ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/LaserHit.cs

@@ -0,0 +1,60 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class LaserHit : MonoBehaviour
+{
+    public List<Character> continueHit;
+    public int origDamage;
+    public float interval;
+    public int acc;
+    public int damage;
+    private float pastTime;
+
+    private void Start()
+    {
+        damage = origDamage;
+    }
+
+    private void OnTriggerEnter(Collider other)
+    {
+        if (other.gameObject.layer == 6 || other.gameObject.layer == 7)
+        {
+            continueHit.Add(other.GetComponentInParent<Character>());
+        }
+    }
+
+    private void OnTriggerExit(Collider other)
+    {
+        if (other.gameObject.layer == 6 || other.gameObject.layer == 7)
+        {
+            continueHit.Remove(other.GetComponentInParent<Character>());
+        }
+    }
+
+    private void Update()
+    {
+        pastTime += Time.deltaTime;
+        if (pastTime >= interval)
+        {
+            pastTime = 0;
+            foreach (Character c in continueHit)
+            {
+                c.BeHit(damage, Vector3.zero, false, 0);
+            }
+            damage += acc;
+        }
+    }
+
+    private void Clear()
+    {
+        continueHit = new List<Character>();
+    }
+
+    private void OnDisable()
+    {
+        damage = origDamage;
+        pastTime = 0;
+        Clear();
+    }
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/LaserHit.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d64cba451a62e6f40bb99563a35bcb67
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 30 - 5
ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/YuMenGuan.cs

@@ -80,8 +80,16 @@ public class YuMenGuan : Boss
 
     [Header("眼睛激光")]
     public EyeLaser laser;
-    public Transform eye;
-    public GameObject weakEye;
+    public Transform eye;               //从哪里射出
+    public GameObject weakEye;          //哪个弱点被打爆后不再发射
+    public float waitTime;              //蓄力多久后开始发射激光
+
+    [Header("砖头怪")]
+    public int minBlocks, maxBlocks;
+    public float aniTime;
+    private int curBlocks;
+    public GameObject block;
+    public float minX, maxX;
 
     public override void Start()
     {
@@ -357,10 +365,24 @@ public class YuMenGuan : Boss
         }
     }
 
-    public void ShootEyeLaser(Transform lineEndPos)
+    public void ShootEyeLaser()
     {
-        laser.endPos = lineEndPos;
+        curTarget = TargetType.Player;
+        CheckTarget();
+        laser.endPos = targetCharacter.transform;
         laser.DrawLine();
+        laser.gameObject.SetActive(true);
+    }
+
+    public void BlocksOut()
+    {
+        curBlocks = Random.Range(minBlocks, maxBlocks);
+        for(int i = curBlocks; i > 0; i--)
+        {
+            Vector3 pos = new Vector3(transform.position.x + Random.Range(minX, maxX), -2, 0);
+            Instantiate(block, pos, new Quaternion(0, 0, 0, 0), null);
+        }
+        EndCurAttackState(true);
     }
 
     //攻击
@@ -379,9 +401,12 @@ public class YuMenGuan : Boss
                 ShockWave(1);
                 break;
             case AttackMethods.laser:
-
+                ani.Play("yumenguan_eyelight", 0, 0);
+                Invoke("ShootEyeLaser", waitTime);
                 break;
             case AttackMethods.block:
+                ani.Play("yumenguan_smash_double", 0, 0);
+                Invoke("BlocksOut", aniTime);
                 break;
             default:
                 break;

+ 1 - 1
ActionTowerDefense/Assets/material/line.mat

@@ -43,7 +43,7 @@ Material:
     - _MainTex:
         m_Texture: {fileID: 2800000, guid: 53e9fd48a689b264d9a7741adfe8e9b2, type: 3}
         m_Scale: {x: 1, y: 1}
-        m_Offset: {x: -132.16884, y: 0}
+        m_Offset: {x: -899.84674, y: 0}
     - _MetallicGlossMap:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}

+ 1 - 1
ActionTowerDefense/Assets/material/line_air.mat

@@ -43,7 +43,7 @@ Material:
     - _MainTex:
         m_Texture: {fileID: 2800000, guid: c8aeee0a826afe14a8bc88cc6309b437, type: 3}
         m_Scale: {x: 1, y: 1}
-        m_Offset: {x: -124.75873, y: 0}
+        m_Offset: {x: -819.6581, y: 0}
     - _MetallicGlossMap:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}

+ 1 - 1
ActionTowerDefense/Assets/material/line_back.mat

@@ -43,7 +43,7 @@ Material:
     - _MainTex:
         m_Texture: {fileID: 2800000, guid: f3e88fd2fe21e374582525302db1f9ec, type: 3}
         m_Scale: {x: 1, y: 1}
-        m_Offset: {x: -82.62058, y: 0}
+        m_Offset: {x: -794.4571, y: 0}
     - _MetallicGlossMap:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}