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SZAND\msx_2 1 an în urmă
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+ 1189 - 0
ActionTowerDefense/Assets/Resources/Prefab/ESpirits_Cook.prefab

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+ 0 - 0
ActionTowerDefense/Assets/Resources/Prefab/CookEffect.prefab → ActionTowerDefense/Assets/Resources/Prefab/FX/CookEffect.prefab


+ 0 - 0
ActionTowerDefense/Assets/Resources/Prefab/CookEffect.prefab.meta → ActionTowerDefense/Assets/Resources/Prefab/FX/CookEffect.prefab.meta


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ActionTowerDefense/Assets/Resources/Prefab/FloatEffectRange.prefab → ActionTowerDefense/Assets/Resources/Prefab/FX/FloatEffectRange.prefab


+ 0 - 0
ActionTowerDefense/Assets/Resources/Prefab/FloatEffectRange.prefab.meta → ActionTowerDefense/Assets/Resources/Prefab/FX/FloatEffectRange.prefab.meta


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ActionTowerDefense/Assets/Resources/Prefab/Spirits_Cook.prefab

@@ -374,7 +374,7 @@ GameObject:
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+ 89 - 0
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Float.cs

@@ -0,0 +1,89 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ESpirits_Float : MonoBehaviour
+{
+    [Header("出场飞升")]
+    private bool isRise = true;
+    public float height;    //升到哪个高度后停止
+    private float curHeight;
+    private float speed = 1;
+    private Vector3 origPos;
+
+    [Header("漂浮锁定玩家")]
+    public float intervalTime = 10f;  //漂浮间隔时间
+    private Vector3 attackPos;        //漂浮中心
+    public float lockTime = 3;        //跟随玩家时间
+    public float waitTime = 1.5f;     //锁定等待时间
+    public float lastTime = 10f;      //漂浮持续时间
+    public GameObject fe;            //漂浮脚本
+    public GameObject lockEffect;     //锁定特效
+
+    private GameObject player1;
+    private GameObject player2;
+
+    private GameObject target;
+
+    private void Awake()
+    {
+        Instantiate(fe, transform.position, new Quaternion(0, 0, 0, 0), transform);
+        Instantiate(lockEffect, new Vector3(0, -50, 0), new Quaternion(0, 0, 0, 0), transform);
+        lockEffect.SetActive(false);
+        player1 = PlayersInput.instance[0].gameObject;
+        player2 = PlayersInput.instance[1].gameObject;
+    }
+
+    private void Start()
+    {
+        origPos = transform.position;
+        curHeight = origPos.y;
+    }
+
+    private void MoveToHeight()
+    {
+        curHeight = Mathf.SmoothDamp(curHeight, height, ref speed, 0.02f);
+        transform.position = new Vector3(origPos.x, curHeight, origPos.z);
+    }
+
+    private void ChoosePlayer()
+    {
+        float dis1 = Vector2.Distance(player1.transform.position, transform.position);
+        float dis2 = Vector2.Distance(player2.transform.position, transform.position);
+        if (dis1 < dis2)
+        {
+            target = player1;
+        }
+        else
+        {
+            target = player2;
+        }
+    }
+
+    private void FollowPlayer()
+    {
+        lockEffect.transform.position = target.transform.position;
+    }
+
+    public void FloatAttack()
+    {
+        fe.transform.position = lockEffect.transform.position;
+        lockEffect.SetActive(false);
+        fe.SetActive(true);
+    }
+
+    private void Update()
+    {
+        //出场飞升
+        if (isRise)
+        {
+            MoveToHeight();
+            if (curHeight - height <= 0.02f && curHeight - height >= -0.02f)
+            {
+                isRise = false;
+                curHeight = height;
+                transform.position = new Vector3(origPos.x, height, origPos.z);
+            }
+        }
+    }
+}

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

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ActionTowerDefense/Assets/Scripts/Spirits/FloatEffect.cs

@@ -4,6 +4,8 @@ using UnityEngine;
 
 public class FloatEffect : MonoBehaviour
 {
+    public bool isEnemy = false;
+
     private void Start()
     {
         Invoke("disappear", 0.2f);
@@ -16,10 +18,19 @@ public class FloatEffect : MonoBehaviour
 
     private void OnTriggerEnter(Collider other)
     {
-        if (other.gameObject.layer == 8)
+        if (!isEnemy && other.gameObject.layer == 8)
         {
             GameObject ga = other.transform.parent.parent.parent.gameObject;
             ga.GetComponent<Enemy>().FloatStateOn();
         }
+        else if(isEnemy && other.gameObject.layer == 7)
+        {
+            GameObject ga = other.transform.parent.parent.parent.gameObject;
+            ga.GetComponent<Demonic>().FloatStateOn();
+        }
+        else if(isEnemy && other.gameObject.layer == 6)
+        {
+
+        }
     }
 }

+ 1 - 0
ActionTowerDefense/Assets/Scripts/Spirits/Spirits_Float.cs

@@ -32,6 +32,7 @@ public class Spirits_Float : MonoBehaviour
                 isRise = false;
                 curHeight = height;
                 transform.position = new Vector3(origPos.x, height, origPos.z);
+                this.enabled = false;
             }
         }
     }