Kaynağa Gözat

锁魂塔-修复了一些脚本冲突

SZAND\msx_2 1 yıl önce
ebeveyn
işleme
a73d83904d

+ 8 - 0
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+ 7 - 0
ActionTowerDefense/Assets/Resources/Prefab/SoulTower/StayRange.prefab.meta

@@ -0,0 +1,7 @@
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+ 60 - 0
ActionTowerDefense/Assets/Scenes/SampleScene.unity

@@ -523,6 +523,7 @@ MonoBehaviour:
   invincibleTime: 0
   injuryNumText: {fileID: 0}
   showInjuryNum: 0
+  isInSoulTower: 0
   totalDieKeepTime: 2
   dieKeepTime: 0
   canHitFly: 0
@@ -18560,7 +18561,9 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   createdEnemy: 
+  createEnemyTime: []
   createdBuilding: 
+  createBuildingTime: []
   portalsCreateTime: 10
   portalUIParent: {fileID: 1512487595}
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@@ -30064,6 +30067,63 @@ PrefabInstance:
       objectReference: {fileID: 0}
     m_RemovedComponents: []
   m_SourcePrefab: {fileID: 100100000, guid: 7718014a1b52a1741a361cac211579a3, type: 3}
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+      propertyPath: m_Name
+      value: SoulTower
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+ 2 - 0
ActionTowerDefense/Assets/Scripts/Character.cs

@@ -33,6 +33,7 @@ public enum CharacterState
     RushAttack = 22,        //带攻击的冲刺
     Transfiguration = 23,   //变身
     BaGua = 24,             //八卦状态
+    LockSoul = 25,          //在锁魂塔中
 }
 
 //攻击类型
@@ -84,6 +85,7 @@ public class Character : MonoBehaviour
     public float invincibleTime;    //无敌时间
     public GameObject injuryNumText;//伤害跳字
     public bool showInjuryNum;      //伤害跳字开关
+    public bool isInSoulTower;      //在锁魂塔范围内
 
     [Header("死亡后多久尸体消失")]
     public float totalDieKeepTime = 2f;

+ 72 - 0
ActionTowerDefense/Assets/Scripts/Demonic.cs

@@ -19,6 +19,8 @@ public class Demonic : MoveCharacter
     public int baseSortingOrder;
     int sortingOrder = 0;
     public float runSpeed;
+    public bool isReturnSoulTower;
+    public Vector3 origSoulPos;
 
     [Header("ÓÑ·½µ¥Î»×é¼þ")]
     public SearchState searchState;
@@ -566,12 +568,76 @@ public class Demonic : MoveCharacter
                     gameObject.SetActive(false);
                 }
 
+                break;
+            case CharacterState.LockSoul:
+                if (!isReturnSoulTower)
+                {
+                    if (targetCharacter != null && targetCharacter.gameObject.layer == 8 && targetCharacter.isInSoulTower)
+                    {
+                        ChangeState(CharacterState.Idle);
+                    }
+                }
+                else
+                {
+                    if (transform.position.x - origSoulPos.x >= 0.5f)
+                    {
+                        rb.velocity = Vector3.right * (-moveSpeed + velocityAddition);
+                        if (bodyTrans.localScale.x < 0)
+                        {
+                            Turn();
+                        }
+                    }
+                    else if (origSoulPos.x - transform.position.x >= 0.5f)
+                    {
+                        rb.velocity = Vector3.right * (moveSpeed + velocityAddition);
+                        if (bodyTrans.localScale.x > 0)
+                        {
+                            Turn();
+                        }
+                    }
+                    else
+                    {
+                        transform.position = origSoulPos;
+                        isReturnSoulTower = false;
+                        targetCharacter = null;
+                        FaceToEneTower();
+                    }
+                }
                 break;
             default:
                 break;
         }
     }
 
+    private void FaceToEneTower()
+    {
+        float dis = 1000000;
+        GameObject to = null;
+        foreach(GameObject g in TowerMap.enemyTowers)
+        {
+            float k = Vector3.Distance(g.transform.position, transform.position);
+            if (k < dis)
+            {
+                dis = k;
+                to = g;
+            }
+        }
+        if (to.transform.position.x < transform.position.x)
+        {
+            if (bodyTrans.localScale.x < 0)
+            {
+                Turn();
+            }
+        }
+        else
+        {
+            if (bodyTrans.localScale.x > 0)
+            {
+                Turn();
+            }
+        }
+    }
+
     public override void ChangeState(CharacterState newState)
     {
         if(state == newState || state == CharacterState.BaGua)
@@ -679,6 +745,12 @@ public class Demonic : MoveCharacter
                 aniCollider.Play("Idle", 0, 0);
                 DropSouls();
                 break;
+            case CharacterState.LockSoul:
+                rb.velocity = Vector3.zero;
+                ani.Play("idle", 0, 0);
+                aniCollider.Play("Idle", 0, 0);
+                FaceToEneTower();
+                break;
             default:
                 break;
         }

+ 8 - 0
ActionTowerDefense/Assets/Scripts/SoulTower.meta

@@ -0,0 +1,8 @@
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+guid: 71b719e9904c3d44f9eedb5ed09fe33e
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
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+ 78 - 0
ActionTowerDefense/Assets/Scripts/SoulTower/LockSoul.cs

@@ -0,0 +1,78 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class LockSoul : MonoBehaviour
+{
+    public int maxLockSoul;
+    private int nowLock;
+    public List<Demonic> souls = new List<Demonic>();
+
+    private void OnTriggerEnter(Collider other)
+    {
+        if (other.gameObject.layer == 8)
+        {
+            Character c = other.GetComponentInParent<Character>();
+            c.isInSoulTower = true;
+        }
+        if (other.gameObject.layer == 7)
+        {
+            Demonic d = other.GetComponentInParent<Demonic>();
+            d.isInSoulTower = true;
+            d.origSoulPos = d.transform.position;
+            if (IsSoulsFull())
+            {
+                Demonic s = souls[0];
+                s.isInSoulTower = false;
+                souls.Remove(s);
+            }
+            souls.Add(d);
+            nowLock++;
+            d.ChangeState(CharacterState.LockSoul);
+        }
+    }
+
+    private bool IsSoulsFull()
+    {
+        bool isFull = false;
+        List<Demonic> re = new List<Demonic>();
+        foreach(Demonic d in souls)
+        {
+            if(d.isDie || !d.isInSoulTower)
+            {
+                re.Add(d);
+            }
+        }
+        foreach(Demonic d in re)
+        {
+            souls.Remove(d);
+            nowLock--;
+        }
+        if (nowLock >= maxLockSoul)
+        {
+            isFull = true;
+        }
+        return isFull;
+    }
+
+    private void OnTriggerExit(Collider other)
+    {
+        if (other.gameObject.layer == 8)
+        {
+            Character c = other.GetComponentInParent<Character>();
+            c.isInSoulTower = false;
+        }
+    }
+
+    public void ReleaseAllSouls()
+    {
+        foreach(Demonic d in souls)
+        {
+            if (!d.isDie)
+            {
+                d.isInSoulTower = false;
+                d.ChangeState(CharacterState.Idle);
+            }
+        }
+    }
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/SoulTower/LockSoul.cs.meta

@@ -0,0 +1,11 @@
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+guid: c2ed91d02141e7b4f8ed3a9f914abf32
+MonoImporter:
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+ 19 - 0
ActionTowerDefense/Assets/Scripts/SoulTower/SoulMaxDistance.cs

@@ -0,0 +1,19 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SoulMaxDistance : MonoBehaviour
+{
+    private void OnTriggerEnter(Collider other)
+    {
+        if (other.gameObject.layer == 7)
+        {
+            Demonic d = other.GetComponentInParent<Demonic>();
+            if (d.isInSoulTower)
+            {
+                d.isReturnSoulTower = true;
+                d.ChangeState(CharacterState.LockSoul);
+            }
+        }
+    }
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/SoulTower/SoulMaxDistance.cs.meta

@@ -0,0 +1,11 @@
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+guid: 6dbfd64dcb41c004591d81b1418d2d99
+MonoImporter:
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+ 6 - 0
ActionTowerDefense/Assets/Scripts/Tower.cs

@@ -6,6 +6,8 @@ using TMPro;
 
 public class Tower : Character
 {
+    [Header("ËþÐÅÏ¢")]
+    public bool isLockSoul;
     public float height = 8;
     private void Awake()
     {
@@ -76,6 +78,10 @@ public class Tower : Character
                 break;
             case CharacterState.Die:
                 isDie = false;
+                if (isLockSoul)
+                {
+                    GetComponentInChildren<LockSoul>().ReleaseAllSouls();
+                }
                 break;
             default:
                 break;

Dosya farkı çok büyük olduğundan ihmal edildi
+ 145 - 19
ActionTowerDefense/Assets/TextMesh Pro/Resources/Fonts & Materials/思源黑体SC-Heavy SDF.asset


Bu fark içinde çok fazla dosya değişikliği olduğu için bazı dosyalar gösterilmiyor