Quellcode durchsuchen

敌方法师大招xiu一下飞过来

SZAND\msx_2 vor 1 Jahr
Ursprung
Commit
5a5c565f2a

+ 8 - 0
ActionTowerDefense/Assets/Resources/Materials.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 3a02e1e7769f25747aac30fdf8eb621d
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 44 - 0
ActionTowerDefense/Assets/Resources/Materials/e_public_smoke_007.mat

@@ -0,0 +1,44 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+  serializedVersion: 8
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: e_public_smoke_007
+  m_Shader: {fileID: 4800000, guid: 53efa1d97f5d9f74285d4330cda14e36, type: 3}
+  m_ValidKeywords: []
+  m_InvalidKeywords:
+  - _USE8NEIGHBOURHOOD_ON
+  m_LightmapFlags: 4
+  m_EnableInstancingVariants: 0
+  m_DoubleSidedGI: 0
+  m_CustomRenderQueue: -1
+  stringTagMap: {}
+  disabledShaderPasses: []
+  m_SavedProperties:
+    serializedVersion: 3
+    m_TexEnvs:
+    - _MainTex:
+        m_Texture: {fileID: 2800000, guid: 292e62144c1c2dc4db019672baa95a13, type: 3}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    m_Ints: []
+    m_Floats:
+    - _Cutoff: 0.1
+    - _OutlineMipLevel: 0
+    - _OutlineOpaqueAlpha: 1
+    - _OutlineReferenceTexWidth: 1024
+    - _OutlineSmoothness: 1
+    - _OutlineWidth: 3
+    - _StencilComp: 8
+    - _StencilRef: 1
+    - _StraightAlphaInput: 0
+    - _ThresholdEnd: 0.25
+    - _Use8Neighbourhood: 1
+    m_Colors:
+    - _Color: {r: 1, g: 1, b: 1, a: 1}
+    - _OutlineColor: {r: 1, g: 1, b: 0, a: 1}
+  m_BuildTextureStacks: []

+ 8 - 0
ActionTowerDefense/Assets/Resources/Materials/e_public_smoke_007.mat.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: e469c0ffa3f590b40806450e6b31a829
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 2100000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

Datei-Diff unterdrückt, da er zu groß ist
+ 4959 - 0
ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Cook.prefab


+ 7 - 12
ActionTowerDefense/Assets/Resources/Prefab/ESpirits_Cook.prefab

@@ -50,7 +50,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 0
+  m_IsActive: 1
 --- !u!4 &8927539278125731317
 Transform:
   m_ObjectHideFlags: 0
@@ -223,7 +223,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 0
+  m_IsActive: 1
 --- !u!4 &6069085609270885073
 Transform:
   m_ObjectHideFlags: 0
@@ -324,11 +324,7 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   text: {fileID: 979388067414062712}
-  chuan: 5
-  isGood: 1
-  colliders:
-  - {fileID: 4480734502875862885}
-  - {fileID: 2460330936527559963}
+  chuan: 10
   intervalTimeSell: 1
   minX: 8.5
   maxX: 20
@@ -339,10 +335,6 @@ MonoBehaviour:
   customers: []
   target: {fileID: 0}
   searchtrigger: {fileID: 2932762729738363159}
-  lockEffect: {fileID: 2123904437201259524, guid: 24cf2b33715a9e04b9aabcb789c31067, type: 3}
-  cookTime: 2
-  seizeTime: 2
-  chargeTime: 2
 --- !u!1 &3483054690158852324
 GameObject:
   m_ObjectHideFlags: 0
@@ -495,7 +487,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 0
+  m_IsActive: 1
 --- !u!4 &6207242290232856985
 Transform:
   m_ObjectHideFlags: 0
@@ -742,6 +734,8 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: c42213c575288a148b692aad7ab56bab, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
+  rb: {fileID: 0}
+  haveGravity: 1
   trigGroundList: []
 --- !u!1 &5440846222648032759
 GameObject:
@@ -935,6 +929,7 @@ MonoBehaviour:
   soulStartSpeed: 1
   isInvisible: 0
   invisibleTime: 0
+  velocityAddition: 0
   easyToGetHit: 0.2
   id: 0
   jumpSpeed: 9

+ 8 - 16
ActionTowerDefense/Assets/Resources/Prefab/MySpirit/Spirits_Cook.prefab

@@ -157,7 +157,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 0
+  m_IsActive: 1
 --- !u!4 &8927539278125731317
 Transform:
   m_ObjectHideFlags: 0
@@ -223,7 +223,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 0
+  m_IsActive: 1
 --- !u!4 &6069085609270885073
 Transform:
   m_ObjectHideFlags: 0
@@ -324,15 +324,8 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   text: {fileID: 979388067414062712}
-  chuan: 5
-  isGood: 1
-  colliders:
-  - {fileID: 4480734502875862885}
-  - {fileID: 1322232727721152541}
-  - {fileID: 2460330936527559963}
+  chuan: 10
   intervalTimeSell: 1
-  minX: 110
-  maxX: 135
   value: 20
   effect: {fileID: 417478504669294145, guid: 07c7a53ff610e0b45898f0f09276d995, type: 3}
   activeAniTime: 1.3
@@ -340,10 +333,6 @@ MonoBehaviour:
   customers: []
   target: {fileID: 0}
   searchtrigger: {fileID: 2932762729738363159}
-  lockEffect: {fileID: 2123904437201259524, guid: 24cf2b33715a9e04b9aabcb789c31067, type: 3}
-  cookTime: 2
-  seizeTime: 2
-  chargeTime: 2
 --- !u!1 &3483054690158852324
 GameObject:
   m_ObjectHideFlags: 0
@@ -496,7 +485,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 0
+  m_IsActive: 1
 --- !u!4 &6207242290232856985
 Transform:
   m_ObjectHideFlags: 0
@@ -743,6 +732,8 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: c42213c575288a148b692aad7ab56bab, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
+  rb: {fileID: 0}
+  haveGravity: 1
   trigGroundList: []
 --- !u!1 &5440846222648032759
 GameObject:
@@ -818,7 +809,7 @@ MonoBehaviour:
   hptp: 0
   isDie: 0
   isRevive: 0
-  totalHp: 2000
+  totalHp: 10000
   hp: 0
   attack1Infos: []
   attack2Infos: []
@@ -907,6 +898,7 @@ MonoBehaviour:
   soulStartSpeed: 1
   isInvisible: 0
   invisibleTime: 0
+  velocityAddition: 0
   easyToGetHit: 0.2
   player: {fileID: 0}
   id: 0

BIN
ActionTowerDefense/Assets/Resources/Textures/e_public_smoke_007.png


+ 123 - 0
ActionTowerDefense/Assets/Resources/Textures/e_public_smoke_007.png.meta

@@ -0,0 +1,123 @@
+fileFormatVersion: 2
+guid: 292e62144c1c2dc4db019672baa95a13
+TextureImporter:
+  internalIDToNameTable: []
+  externalObjects: {}
+  serializedVersion: 12
+  mipmaps:
+    mipMapMode: 0
+    enableMipMap: 0
+    sRGBTexture: 1
+    linearTexture: 0
+    fadeOut: 0
+    borderMipMap: 0
+    mipMapsPreserveCoverage: 0
+    alphaTestReferenceValue: 0.5
+    mipMapFadeDistanceStart: 1
+    mipMapFadeDistanceEnd: 3
+  bumpmap:
+    convertToNormalMap: 0
+    externalNormalMap: 0
+    heightScale: 0.25
+    normalMapFilter: 0
+  isReadable: 0
+  streamingMipmaps: 0
+  streamingMipmapsPriority: 0
+  vTOnly: 0
+  ignoreMasterTextureLimit: 0
+  grayScaleToAlpha: 0
+  generateCubemap: 6
+  cubemapConvolution: 0
+  seamlessCubemap: 0
+  textureFormat: 1
+  maxTextureSize: 2048
+  textureSettings:
+    serializedVersion: 2
+    filterMode: 1
+    aniso: 1
+    mipBias: 0
+    wrapU: 1
+    wrapV: 1
+    wrapW: 1
+  nPOTScale: 0
+  lightmap: 0
+  compressionQuality: 50
+  spriteMode: 1
+  spriteExtrude: 1
+  spriteMeshType: 1
+  alignment: 0
+  spritePivot: {x: 0.5, y: 0.5}
+  spritePixelsToUnits: 100
+  spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+  spriteGenerateFallbackPhysicsShape: 1
+  alphaUsage: 1
+  alphaIsTransparency: 1
+  spriteTessellationDetail: -1
+  textureType: 8
+  textureShape: 1
+  singleChannelComponent: 0
+  flipbookRows: 1
+  flipbookColumns: 1
+  maxTextureSizeSet: 0
+  compressionQualitySet: 0
+  textureFormatSet: 0
+  ignorePngGamma: 0
+  applyGammaDecoding: 0
+  cookieLightType: 0
+  platformSettings:
+  - serializedVersion: 3
+    buildTarget: DefaultTexturePlatform
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: Standalone
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: Server
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  spriteSheet:
+    serializedVersion: 2
+    sprites: []
+    outline: []
+    physicsShape: []
+    bones: []
+    spriteID: 5e97eb03825dee720800000000000000
+    internalID: 0
+    vertices: []
+    indices: 
+    edges: []
+    weights: []
+    secondaryTextures: []
+    nameFileIdTable: {}
+  spritePackingTag: 
+  pSDRemoveMatte: 0
+  pSDShowRemoveMatteOption: 0
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 5 - 9
ActionTowerDefense/Assets/Scripts/Spirits/CookEffect.cs

@@ -4,15 +4,11 @@ using UnityEngine;
 
 public class CookEffect : MonoBehaviour
 {
-    // Start is called before the first frame update
-    void Start()
+    private void OnTriggerEnter(Collider other)
     {
-        
-    }
-
-    // Update is called once per frame
-    void Update()
-    {
-        
+        if (other.gameObject.layer == 6 || other.gameObject.layer == 7 || other.gameObject.layer == 8)
+        {
+            //other.GetComponent<MoveCharacter>().HpUp();
+        }
     }
 }

+ 3 - 221
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Cook.cs

@@ -10,14 +10,11 @@ public class ESpirits_Cook : MonoBehaviour
     public TextMeshProUGUI text;        //剩余串的数量文本
     private GameObject dia;             //文本框
 
-    private float offset;
-
     private Transform cook;             //厨子
     private Animator ani;               //厨子动画
     private Collider col;               //厨子的碰撞体
     public int chuan;                   //厨子拥有多少串
-    public bool isGood;                 //厨子是否是好厨子
-    public GameObject[] colliders;      //一些要开要关的collider
+    //public bool isGood;                 //厨子是否是好厨子
 
     private float intervalTimePast;
     public float intervalTimeSell;      //卖串的间隔时间
@@ -41,29 +38,8 @@ public class ESpirits_Cook : MonoBehaviour
     public Character target;
     public SearchTrigger searchtrigger;
 
-    public GameObject lockEffect;
-    private GameObject curLock;
-    //public GameObject cookKillEffect;
-
-    private float pastTime;
-    public float cookTime;
-    public float seizeTime;
-    public float chargeTime;
-
     private float destX;
 
-    public enum cookState
-    {
-        sell = 0,
-        run = 1,
-        seize = 2,  //抓住
-        back = 3,
-        cook = 4,
-        first = 5,  //刚出生
-    }
-
-    private cookState state;
-    private GameObject food;    //被抓的食材
 
     private void Start()
     {
@@ -74,11 +50,9 @@ public class ESpirits_Cook : MonoBehaviour
         col.enabled = false;
         dia = text.transform.parent.gameObject;
         dia.SetActive(false);
-        //customers = new List<GameObject>();
         destX = DestinationX();
         text.text = chuan.ToString();
         ene.noOnSearchState = true;
-        //curLock = Instantiate(lockEffect, cook.transform.position, new Quaternion(0, 0, 0, 0), cook.transform);
     }
 
     private float DestinationX()
@@ -87,31 +61,12 @@ public class ESpirits_Cook : MonoBehaviour
         return x;
     }
 
-    public void ReleaseFood()
-    {
-        if (food.layer == 7)
-        {
-            Demonic dem = food.GetComponent<Demonic>();
-            dem.isCaughtByCook = false;
-        }
-        else if (food.layer == 6)
-        {
-            PlayerController pc = food.GetComponent<PlayerController>();
-            pc.isCaughtByCook = false;
-        }
-    }
-
-    private void ToRush()
-    {
-        ChangeState(cookState.run);
-    }
-
     private void TargetInteract()
     {
         target = searchtrigger.GetMinDisTarget(ene.targetTypes, ene.canHitFly);
         if (target != null)
         {
-            if (state == cookState.sell && (target.gameObject.layer == 7 || target.gameObject.layer == 8 || target.gameObject.layer == 6))
+            if (target.gameObject.layer == 7 || target.gameObject.layer == 8 || target.gameObject.layer == 6)
             {
                 if (!isInterval && chuan > 0)
                 {
@@ -127,167 +82,11 @@ public class ESpirits_Cook : MonoBehaviour
                         //Instantiate(effect, ga.transform.position, new Quaternion(0, 0, 0, 0), ga.transform);
                         if (chuan == 0)
                         {
-                            customers = new List<Character>();
-                            ani.Play("charge", 0, 0);
-                            Invoke("ToRush", chargeTime);
+                            ene.ChangeState(CharacterState.Die);
                         }
                     }
                 }
             }
-            //抓人
-            else if (state == cookState.run)
-            {
-                if (target.gameObject.layer == 6 || target.gameObject.layer == 7)
-                {
-                    food = target.gameObject;
-                    if (food.layer == 7 && !target.isDie)
-                    {
-                        Demonic fDem = food.GetComponent<Demonic>();
-                        fDem.isCaughtByCook = true;
-                        fDem.ChangeState(CharacterState.Coma);
-                        //food.GetComponent<Demonic>().ChangeState(CharacterState.Die);
-                        //cookKillEffect.SetActive(true);
-                        ChangeState(cookState.seize);
-                    }
-                    else if (food.layer == 6 && !target.isDie)
-                    {
-                        PlayerController fPC = food.GetComponent<PlayerController>();
-                        fPC.isCaughtByCook = true;
-                        fPC.ChangeState(CharacterState.Coma);
-                        //food.GetComponent<PlayerController>().ChangeState(CharacterState.Die);
-                        //cookKillEffect.SetActive(true);
-                        ChangeState(cookState.seize);
-                    }
-                    chuan = food.GetComponent<Character>().cookNum;
-                    offset = cook.transform.position.x - food.transform.position.x;
-                    text.text = chuan.ToString();
-                }
-            }
-            //回家卖串
-            /*
-            else if (state == cookState.back && target.gameObject.layer == 8)
-            {
-                ChangeState(cookState.cook);
-                if (food.layer == 7 && !target.isDie)
-                {
-                    food.GetComponent<Demonic>().ChangeState(CharacterState.Die);
-                }
-                else if (food.layer == 6 && !target.isDie)
-                {
-                    food.GetComponent<PlayerController>().ChangeState(CharacterState.Die);
-                }
-            }*/
-        }
-    }
-
-    private void ChangeState(cookState cs)
-    {
-        switch (cs)
-        {
-            //卖串中
-            case cookState.sell:
-                dia.SetActive(true);
-                ene.isBack = false;
-                ene.canMove = false;
-                //不能被攻击
-                foreach (GameObject g in colliders)
-                {
-                    g.SetActive(false);
-                }
-                break;
-            //冲刺中
-            case cookState.run:
-                dia.SetActive(false);
-                foreach (GameObject g in colliders)
-                {
-                    g.SetActive(true);
-                }
-                ene.canMove = true;
-                ene.ChangeState(CharacterState.Rush);
-                break;
-            //抓住你啦
-            case cookState.seize:
-                ene.canMove = false;
-                break;
-            //鲨人中
-            case cookState.cook:
-                ene.canMove = false;
-                ani.Play("attack_march", 0, 0);
-                break;
-            //返回中
-            case cookState.back:
-                ene.canMove = true;
-                ene.isBack = true;
-                break;
-            //首次登场
-            case cookState.first:
-                dia.SetActive(false);
-                ene.canMove = true;
-                foreach (GameObject g in colliders)
-                {
-                    g.SetActive(true);
-                }
-                break;
-            default:
-                break;
-        }
-        state = cs;
-    }
-
-    private void AimAtPlayer()
-    {
-        lockEffect.transform.position = transform.position;
-    }
-
-    private void StateAct(cookState cs)
-    {
-        switch (cs)
-        {
-            case cookState.back:
-                if (cook.transform.position.x <= destX)
-                {
-                    ChangeState(cookState.cook);
-                    if (food.layer == 7 && !target.isDie)
-                    {
-                        food.GetComponent<Demonic>().ChangeState(CharacterState.Die);
-                    }
-                    else if (food.layer == 6 && !target.isDie)
-                    {
-                        food.GetComponent<PlayerController>().ChangeState(CharacterState.Die);
-                    }
-                }
-                food.transform.position = new Vector3(cook.transform.position.x - offset, food.transform.position.y,
-                    food.transform.position.z);
-                break;
-            case cookState.cook:
-                pastTime += Time.deltaTime;
-                if (pastTime >= cookTime)
-                {
-                    pastTime = 0;
-                    ChangeState(cookState.sell);
-                }
-                break;
-            case cookState.run:
-                //ene.targetCharacter = target.GetComponent<Character>();
-                break;
-            case cookState.sell:
-                break;
-            case cookState.first:
-                if (cook.transform.position.x >= destX)
-                {
-                    ChangeState(cookState.sell);
-                }
-                break;
-            case cookState.seize:
-                pastTime += Time.deltaTime;
-                if (pastTime >= seizeTime)
-                {
-                    pastTime = 0;
-                    ChangeState(cookState.back);
-                }
-                break;
-            default:
-                break;
         }
     }
 
@@ -301,13 +100,8 @@ public class ESpirits_Cook : MonoBehaviour
                 dia.SetActive(true);
                 isAct = true;
                 col.enabled = true;
-                ChangeState(cookState.first);
             }
         }
-        else
-        {
-            StateAct(state);
-        }
         if (isInterval)
         {
             intervalTimePast += Time.deltaTime;
@@ -319,18 +113,6 @@ public class ESpirits_Cook : MonoBehaviour
         }
     }
 
-    private void OnDisable()
-    {
-        if (food.layer == 7 && !target.isDie)
-        {
-            food.GetComponent<Demonic>().ChangeState(CharacterState.Weak);
-        }
-        else if (food.layer == 6 && !target.isDie)
-        {
-            food.GetComponent<PlayerController>().ChangeState(CharacterState.Weak);
-        }
-    }
-
     private void FixedUpdate()
     {
         if (isAct)

+ 2 - 1
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Float.cs

@@ -106,7 +106,8 @@ public class ESpirits_Float : MonoBehaviour
 
     private void FollowPlayer()
     {
-        curLock.transform.position = Vector3.SmoothDamp(curLock.transform.position, target.transform.position, ref sp, 0.4f);
+        curLock.transform.position = Vector3.MoveTowards(curLock.transform.position, target.transform.position, 0.5f);
+        //curLock.transform.position = Vector3.SmoothDamp(curLock.transform.position, target.transform.position, ref sp, 0.4f);
         if (Vector3.Distance(curLock.transform.position, target.transform.position) <= 1f)
         {
             curLock.transform.position = target.transform.position;

+ 4 - 188
ActionTowerDefense/Assets/Scripts/Spirits/Spirits_Cook.cs

@@ -8,26 +8,19 @@ public class Spirits_Cook : MonoBehaviour
     public TextMeshProUGUI text;        //剩余串的数量文本
     private GameObject dia;             //文本框
 
-    private float offset;
-
     private Transform cook;             //厨子
     private Animator ani;               //厨子动画
     private Collider col;               //厨子的碰撞体
     public int chuan;                   //厨子拥有多少串
-    public bool isGood;                 //厨子是否是好厨子
-    public GameObject[] colliders;      //一些要开要关的collider
 
     private float intervalTimePast;
     public float intervalTimeSell;      //卖串的间隔时间
     private bool isInterval = false;    //开始计算间隔时间
 
-    public float minX;                  //厨子卖串的最小地址站
-    public float maxX;                  //厨子卖串的最大地址站
-
     public float value;                 //加血程度百分比
     public GameObject effect;           //加血效果
 
-    private Demonic dem;                //厨子的enemy脚本
+    private Demonic dem;                //厨子的demonic脚本
 
     private float activeTime;           //厨子已出现的时长
     public float activeAniTime;         //厨子出现动画的时长
@@ -39,29 +32,6 @@ public class Spirits_Cook : MonoBehaviour
     public Character target;
     public SearchTrigger searchtrigger;
 
-    public GameObject lockEffect;
-    private GameObject curLock;
-    //public GameObject cookKillEffect;
-
-    private float pastTime;
-    public float cookTime;
-    public float seizeTime;
-    public float chargeTime;
-
-    private float destX;
-
-    public enum cookState
-    {
-        sell = 0,
-        run = 1,
-        seize = 2,  //抓住
-        back = 3,
-        cook = 4,
-    }
-
-    private cookState state;
-    private GameObject food;    //被抓的食材
-
     private void Start()
     {
         cook = transform.parent;
@@ -77,35 +47,12 @@ public class Spirits_Cook : MonoBehaviour
         //curLock = Instantiate(lockEffect, cook.transform.position, new Quaternion(0, 0, 0, 0), cook.transform);
     }
 
-    private float DestinationX()
-    {
-        float x = Random.Range(minX, maxX);
-        return x;
-    }
-
-    public void ReleaseFood()
-    {
-        if (food.layer == 8)
-        {
-            Enemy ene = food.GetComponent<Enemy>();
-            ene.isCaughtByCook = false;
-        }
-    }
-
-    private void ToRush()
-    {
-        ChangeState(cookState.run);
-    }
-
     private void TargetInteract()
     {
-        if (state != cookState.back && state != cookState.cook)
-        {
-            target = searchtrigger.GetMinDisTarget(dem.targetTypes, dem.canHitFly);
-        }
+        target = searchtrigger.GetMinDisTarget(dem.targetTypes, dem.canHitFly);
         if (target != null)
         {
-            if (state == cookState.sell && (target.gameObject.layer == 7 || target.gameObject.layer == 8 || target.gameObject.layer == 6))
+            if (target.gameObject.layer == 7 || target.gameObject.layer == 8 || target.gameObject.layer == 6)
             {
                 if (!isInterval && chuan > 0)
                 {
@@ -121,132 +68,14 @@ public class Spirits_Cook : MonoBehaviour
                         //Instantiate(effect, ga.transform.position, new Quaternion(0, 0, 0, 0), ga.transform);
                         if (chuan == 0)
                         {
-                            customers = new List<Character>();
-                            ani.Play("charge", 0, 0);
-                            Invoke("ToRush", chargeTime);
+                            dem.ChangeState(CharacterState.Die);
                         }
                     }
                 }
             }
-            //抓人
-            else if (state == cookState.run)
-            {
-                if (target.gameObject.layer == 8 && !target.GetComponent<MoveCharacter>().isSpirit)
-                {
-                    food = target.gameObject;
-                    if (!target.isDie)
-                    {
-                        fEne = food.GetComponent<Enemy>();
-                        fEne.isCaughtByCook = true;
-                        fEne.ChangeState(CharacterState.Coma);
-                        //food.GetComponent<Demonic>().ChangeState(CharacterState.Die);
-                        //cookKillEffect.SetActive(true);
-                        ChangeState(cookState.seize);
-                    }
-                    chuan = food.GetComponent<Character>().cookNum;
-                    offset = cook.transform.position.x - food.transform.position.x;
-                    text.text = chuan.ToString();
-                }
-            }
         }
     }
 
-    Enemy fEne;
-
-    //回家路上遇到友方直接开烤
-    private void OnTriggerEnter(Collider other)
-    {
-        if(state==cookState.back && other.gameObject.layer == 7)
-        {
-            ChangeState(cookState.cook);
-            fEne.ChangeState(CharacterState.Die);
-        }
-    }
-
-    private void ChangeState(cookState cs)
-    {
-        switch (cs)
-        {
-            //卖串中
-            case cookState.sell:
-                dia.SetActive(true);
-                dem.isBack = false;
-                dem.canMove = false;
-                //不能被攻击
-                foreach (GameObject g in colliders)
-                {
-                    g.SetActive(false);
-                }
-                break;
-            //冲刺中
-            case cookState.run:
-                dia.SetActive(false);
-                foreach (GameObject g in colliders)
-                {
-                    g.SetActive(true);
-                }
-                dem.canMove = true;
-                dem.ChangeState(CharacterState.Rush);
-                break;
-            //抓住你啦
-            case cookState.seize:
-                dem.canMove = false;
-                break;
-            //鲨人中
-            case cookState.cook:
-                dem.canMove = false;
-                ani.Play("attack_march", 0, 0);
-                break;
-            //返回中
-            case cookState.back:
-                dem.canMove = true;
-                dem.isBack = true;
-                destX = Random.Range(minX, maxX);
-                break;
-            default:
-                break;
-        }
-        state = cs;
-    }
-
-    private void StateAct(cookState cs)
-    {
-        switch (cs)
-        {
-            case cookState.back:
-                if (cook.transform.position.x >= destX)
-                {
-                    ChangeState(cookState.cook);
-                    fEne.ChangeState(CharacterState.Die);
-                }
-                food.transform.position = new Vector3(cook.transform.position.x - offset, food.transform.position.y,
-                    food.transform.position.z);
-                break;
-            case cookState.cook:
-                pastTime += Time.deltaTime;
-                if (pastTime >= cookTime)
-                {
-                    pastTime = 0;
-                    ChangeState(cookState.sell);
-                }
-                break;
-            case cookState.run:
-                //ene.targetCharacter = target.GetComponent<Character>();
-                break;
-            case cookState.sell:
-                break;
-            case cookState.seize:
-                pastTime += Time.deltaTime;
-                if (pastTime >= seizeTime)
-                {
-                    pastTime = 0;
-                    ChangeState(cookState.back);
-                }
-                break;
-            default:
-                break;
-        }
-    }
 
     private void Update()
     {
@@ -258,13 +87,8 @@ public class Spirits_Cook : MonoBehaviour
                 dia.SetActive(true);
                 isAct = true;
                 col.enabled = true;
-                ChangeState(cookState.sell);
             }
         }
-        else
-        {
-            StateAct(state);
-        }
         if (isInterval)
         {
             intervalTimePast += Time.deltaTime;
@@ -276,14 +100,6 @@ public class Spirits_Cook : MonoBehaviour
         }
     }
 
-    private void OnDisable()
-    {
-        if (!fEne.isDie)
-        {
-            fEne.ChangeState(CharacterState.Weak);
-        }
-    }
-
     private void FixedUpdate()
     {
         if (isAct)

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

@@ -41,7 +41,7 @@ Material:
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _MainTex:
-        m_Texture: {fileID: 2800000, guid: 70ce5ad3894621a4cbcb0b0c7a33d0f9, type: 3}
+        m_Texture: {fileID: 2800000, guid: 3f5babdb4576c2c408b0e958163f3fdd, type: 3}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _MetallicGlossMap:

Einige Dateien werden nicht angezeigt, da zu viele Dateien in diesem Diff geändert wurden.