SZAND\msx_2 преди 1 година
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958702d83c

+ 1627 - 0
ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/Block/SpecialBlock.prefab

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+    - _ZWrite: 1
+    m_Colors:
+    - _Color: {r: 0.5754717, g: 0.040174417, b: 0.07003327, a: 1}
+    - _EdgeColor: {r: 0, g: 0, b: 0, a: 1}
+    - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+  m_BuildTextureStacks: []

+ 8 - 0
ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/Block/specialBlock.mat.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 93619089f63bb8944a281a05052c6f8e
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 2100000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 2 - 0
ActionTowerDefense/Assets/Resources/Prefab/Boss/YuMenGuan/Boss_YuMenGuan.prefab

@@ -27611,6 +27611,8 @@ MonoBehaviour:
   block: {fileID: 981574942027924662, guid: ea8bb1c4d4cb57e4596f31750d3fa4b0, type: 3}
   minX: 0
   maxX: 50
+  specialBlock: {fileID: 981574942027924662, guid: 9058f9b64698ea84faa26a6be3be2c90, type: 3}
+  mostHeight: 0
 --- !u!1 &7912739258329108327
 GameObject:
   m_ObjectHideFlags: 0

+ 47 - 4
ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/Block.cs

@@ -14,8 +14,13 @@ public class Block : Character
         none = 4,
         back = 5,           //被击飞后退
         warning = 6,        //预警
+        drop = 7,           //坠落
     }
 
+    [Header("属性")]
+    public YuMenGuan ymg;
+    public bool isSpecial;
+
     [Header("掉落魂")]
     public GameObject soulPrefab;
     public float soulStartSpeed = 1f;
@@ -30,7 +35,7 @@ public class Block : Character
     [Header("冲出地面")]
     public float outSpeed;
     public float maxHeight, minHeight;  //随即高度
-    private float height;
+    public float height;
     public AttackInfo outDamage;
 
     [Header("向前冲刺")]
@@ -56,15 +61,26 @@ public class Block : Character
     [Header("击飞轨迹")]
     public float backForceRate;     //击飞的力的倍数
 
-    private void OnEnable()
+    public void Ready()
     {
         Vector3 ps = transform.position;
         ps.y = posYZ.y;
         ps.z = posYZ.z;
         curWarning = Instantiate(warning, ps, new Quaternion(0, 0, 0, 0), null);
         hp = totalHp;
-        height = Random.Range(minHeight, maxHeight);
-        ChangeAttackState(State.warning);
+        if (!isSpecial)
+        {
+            height = Random.Range(minHeight, maxHeight);
+            if (height > ymg.mostHeight)
+            {
+                ymg.mostHeight = height;
+            }
+            ChangeAttackState(State.warning);
+        }
+        else
+        {
+            ChangeAttackState(State.outGround);
+        }
     }
 
     public override void ChangeState(CharacterState newState)
@@ -82,6 +98,10 @@ public class Block : Character
         switch (newState)
         {
             case CharacterState.Die:
+                if (isSpecial)
+                {
+                    ymg.AllBlocksDrop();
+                }
                 if (!isTowerBomb)
                 {
                     ChangeAttackState(State.none);
@@ -198,6 +218,11 @@ public class Block : Character
                 hasWarningTime = warningTime;
                 break;
             case State.outGround:
+                if (!isSpecial && height == ymg.mostHeight)
+                {
+                    ymg.SpecialBlockOut(this);
+                    gameObject.SetActive(false);
+                }
                 ani.Play("show", 0, 0);
                 break;
             case State.charge:
@@ -223,6 +248,11 @@ public class Block : Character
                 DropSouls();
                 rb.useGravity = true;
                 break;
+            case State.drop:
+                GetComponentInChildren<Collider>().enabled = false;
+                rb.velocity = Vector3.zero;
+                rb.useGravity = true;
+                break;
             default:
                 break;
         }
@@ -291,6 +321,19 @@ public class Block : Character
                     ChangeState(CharacterState.Die);
                 }
                 break;
+            case State.drop:
+                if(rb.useGravity && transform.position.y <= 1f)
+                {
+                    rb.useGravity = false;
+                    Vector3 vee = rb.velocity;
+                    vee.y = 0;
+                    rb.velocity = vee;
+                    Vector3 poss = transform.position;
+                    poss.y = 1;
+                    transform.position = poss;
+                    ChangeState(CharacterState.Die);
+                }
+                break;
             default:
                 break;
         }

+ 30 - 1
ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/YuMenGuan.cs

@@ -90,6 +90,9 @@ public class YuMenGuan : Boss
     private int curBlocks;
     public GameObject block;
     public float minX, maxX;
+    private Block[] blocks;
+    public GameObject specialBlock;
+    public float mostHeight;
 
     public override void Start()
     {
@@ -377,14 +380,40 @@ public class YuMenGuan : Boss
     public void BlocksOut()
     {
         curBlocks = Random.Range(minBlocks, maxBlocks);
+        blocks = new Block[curBlocks];
         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);
+            GameObject bl = Instantiate(block, pos, new Quaternion(0, 0, 0, 0), null);
+            blocks[i - 1] = bl.GetComponent<Block>();
+            blocks[i - 1].ymg = this;
+            blocks[i - 1].Ready();
         }
         EndCurAttackState(true);
     }
 
+    public void SpecialBlockOut(Block bl)
+    {
+        Vector3 pos = bl.transform.position;
+        GameObject sb = Instantiate(specialBlock, pos, new Quaternion(0, 0, 0, 0), null);
+        Block speblo = sb.GetComponent<Block>();
+        speblo.ymg = this;
+        speblo.height = bl.height;
+        speblo.isSpecial = true;
+        speblo.Ready();
+    }
+
+    public void AllBlocksDrop()
+    {
+        foreach(Block bl in blocks)
+        {
+            if (!bl.isDie)
+            {
+                bl.ChangeAttackState(Block.State.drop);
+            }
+        }
+    }
+
     //¹¥»÷
     public override void Attack()
     {