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UI图片;英灵门;两个玩家同屏时回蓝速度up

SZAND\msx_2 1 anno fa
parent
commit
ac934edfbf
86 ha cambiato i file con 7746 aggiunte e 572 eliminazioni
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File diff suppressed because it is too large
+ 881 - 64
ActionTowerDefense/Assets/Scenes/SampleScene.unity


+ 22 - 10
ActionTowerDefense/Assets/Scripts/CameraController.cs

@@ -39,6 +39,8 @@ public class CameraController : MonoBehaviour
     public int rightID;
     public bool isSplit;
 
+    public float rapidMpReplySpeed;
+
     private void Start()
     {
         //ratio = maxView / (splitDistance - minDistance);
@@ -81,11 +83,16 @@ public class CameraController : MonoBehaviour
             view = Mathf.Clamp((distance - minDistance) * ratio, 0, maxView);
             if (distance < mergeDistance)
             {
-                mainCamera.enabled = true;
-                leftCamera.enabled = false;
-                rightCamera.enabled = false;
-                lineInCamera.SetActive(false);
-                isSplit = false;
+                if (isSplit)
+                {
+                    mainCamera.enabled = true;
+                    leftCamera.enabled = false;
+                    rightCamera.enabled = false;
+                    lineInCamera.SetActive(false);
+                    isSplit = false;
+                    PlayersInput.instance[0].RapidReplyMp(rapidMpReplySpeed);
+                    PlayersInput.instance[1].RapidReplyMp(rapidMpReplySpeed);
+                }        
             }
             else
             {
@@ -96,11 +103,16 @@ public class CameraController : MonoBehaviour
             }
             if (distance > splitDistance)
             {
-                mainCamera.enabled = false;
-                leftCamera.enabled = true;
-                rightCamera.enabled = true;
-                lineInCamera.SetActive(true);
-                isSplit = true;
+                if (!isSplit)
+                {
+                    mainCamera.enabled = false;
+                    leftCamera.enabled = true;
+                    rightCamera.enabled = true;
+                    lineInCamera.SetActive(true);
+                    isSplit = true;
+                    PlayersInput.instance[0].NormalReplyMp();
+                    PlayersInput.instance[1].NormalReplyMp();
+                }
             }
             else
             {

+ 2 - 6
ActionTowerDefense/Assets/Scripts/Demonic.cs

@@ -492,9 +492,9 @@ public class Demonic : MoveCharacter
                     print("Die:" + gameObject.name);
                     if (!isSpirit)
                     {
-                        player.corpses += 1;
+                        Corpse.allCorpsesNum += 1;
+                        Corpse.isChange = true;
                     }
-                    player.ShowCorpse();
                     gameObject.SetActive(false);
                     break;
                 }
@@ -614,10 +614,6 @@ public class Demonic : MoveCharacter
                 aniCollider.Play("Die", 0, 0);
                 isDie = true;
                 dieKeepTime = totalDieKeepTime;
-                //接尸体存入动效
-                //友方死亡后计入尸体
-                PlayersInput.instance[playerID].corpses++;
-                //print(PlayersInput.instance[0].corpses);
                 break;
             case CharacterState.Weak:
                 aniCollider.Play("Weak", 0, 0);

+ 28 - 87
ActionTowerDefense/Assets/Scripts/PlayerController.cs

@@ -61,9 +61,6 @@ public class PlayerController : MoveCharacter
     public float rushCostMp = 5;
     public float sprintCostMp = 5;
 
-    //尸体资源
-    public int corpses = 0;
-
     public float rushInvincibleTime = 0.2f;
     [HideInInspector]
     public float canJumpTime; //离开平台后仍然可以跳跃的时间,用于提升手感
@@ -440,14 +437,8 @@ public class PlayerController : MoveCharacter
         }
     }
 
-    public TextMeshProUGUI corpse;
     public int[] needCorpses;
 
-    public void ShowCorpse()
-    {
-        corpse.text = "尸体:" + corpses.ToString();
-    }
-
     void OnChooseSpirit()   //选英灵
     {
         switch (playerId)
@@ -464,6 +455,7 @@ public class PlayerController : MoveCharacter
     }
 
     public bool isUltimate;     //英灵释放大招
+    public bool keyTransfigurateRelease;    //松开英灵释放大招键
 
     void OnTransfigurate()      //变身
     {
@@ -476,91 +468,19 @@ public class PlayerController : MoveCharacter
             else
             {
                 isUltimate = true;
+                keyTransfigurateRelease = false;
             }
         }
     }
 
-    /*
-    void OnSummonSpirit()   //法师
-    {
-        if (!isFloat && canMove)
-        {
-            if (!isTransfiguration && corpses >= needCorpses[0])
-            {
-                isSpiritSummon = true;
-                corpses -= needCorpses[0];
-                ShowCorpse();
-            }
-            if(isTransfiguration && currentSpirit == 0)
-            {
-                //释放技能,此处暂时先写解除变身
-                //isUltimate = true;
-                EndTransfiguration(endChange);
-            }
-        }
-    }
-    void OnSummonSpirit1()  //刺客
-    {
-        if (!isFloat && canMove)
-        {
-            if (!isTransfiguration && corpses >= needCorpses[1])
-            {
-                isSpiritSummon1 = true;
-                corpses -= needCorpses[1];
-                ShowCorpse();
-            }
-            if(isTransfiguration && currentSpirit == 1)
-            {
-                //释放技能,此处暂时先写解除变身
-                isUltimate = true;
-                //EndTransfiguration(endChange);
-            }
-        }
-    }
-    void OnSummonSpirit1Up()
-    {
-        if (isUltimate)
-        {
-            isUltimate = false;
-        }
-    }
-    void OnSummonSpirit2()  //厨师
-    {
-        if (!isFloat && canMove)
-        {
-            if (!isTransfiguration && corpses >= needCorpses[2])
-            {
-                isSpiritSummon2 = true;
-                corpses -= needCorpses[2];
-                ShowCorpse();
-            }
-            if(isTransfiguration && currentSpirit == 2)
-            {
-                //释放技能,此处暂时先写解除变身
-                isUltimate = true;
-                //EndTransfiguration(endChange);
-            }
-        }
-    }
-    void OnSummonSpirit3()  //隐身
+    void OnTransfigurateUp()      //松开变身键
     {
-        if (!isFloat && canMove)
+        if (isTransfiguration)
         {
-            if (!isTransfiguration && corpses >= needCorpses[3])
-            {
-                isSpiritSummon3 = true;
-                corpses -= needCorpses[3];
-                ShowCorpse();
-            }
-            if(isTransfiguration && currentSpirit == 3)
-            {
-                //释放技能,此处暂时先写解除变身
-                isUltimate = true;
-                //EndTransfiguration(endChange);
-            }
+            keyTransfigurateRelease = true;
         }
     }
-    */
+
     public void Jump()
     {
         SetUpSpeed(jumpSpeed);
@@ -1309,7 +1229,14 @@ public class PlayerController : MoveCharacter
         {
             if (mp < totalMp)
             {
-                mp += mpReplySpeed * Time.deltaTime;
+                if (!isRapedReply)
+                {
+                    mp += mpReplySpeed * Time.deltaTime;
+                }
+                else
+                {
+                    mp += rapidReplySpeed * Time.deltaTime;
+                }
             }
         }
         if (floatState != 0)
@@ -1338,6 +1265,20 @@ public class PlayerController : MoveCharacter
 
     public bool isMpRepel = true;
 
+    public float rapidReplySpeed;
+    public bool isRapedReply;
+
+    public void RapidReplyMp(float speed)
+    {
+        rapidReplySpeed = speed;
+        isRapedReply = true;
+    }
+
+    public void NormalReplyMp()
+    {
+        isRapedReply = false;
+    }
+
     public override void ChangeState(CharacterState newState)
     {
         if (state == newState)

+ 190 - 0
ActionTowerDefense/Assets/Scripts/Shader/OutlineEx.cs

@@ -0,0 +1,190 @@
+//————————————————————————————————————————————
+//  OutlineEx.cs
+//
+//  Created by Chiyu Ren on 2018/9/12 23:03:51
+//  Modify by zhenmu on 2019/3/26
+//————————————————————————————————————————————
+using UnityEngine;
+using UnityEngine.UI;
+using System.Collections.Generic;
+
+
+namespace UnityEngine.UI {
+    /// <summary>
+    /// UGUI描边
+    /// </summary>
+    public class OutlineEx : BaseMeshEffect {
+        public Color OutlineColor = Color.white;
+        [Range(0, 6)]
+        public float OutlineWidth = 0;
+
+        private static List<UIVertex> m_VetexList = new List<UIVertex>();
+
+
+        protected override void Awake() {
+            base.Awake();
+
+            if (base.graphic) {
+                if (base.graphic.material == null || base.graphic.material.shader.name != "TSF Shaders/UI/OutlineEx") {
+                    var shader = Shader.Find("TSF Shaders/UI/OutlineEx");
+                    base.graphic.material = new Material(shader);
+                }
+
+                if (base.graphic.canvas) {
+                    var v1 = base.graphic.canvas.additionalShaderChannels;
+                    var v2 = AdditionalCanvasShaderChannels.TexCoord1;
+                    if ((v1 & v2) != v2) {
+                        base.graphic.canvas.additionalShaderChannels |= v2;
+                    }
+                    v2 = AdditionalCanvasShaderChannels.TexCoord2;
+                    if ((v1 & v2) != v2) {
+                        base.graphic.canvas.additionalShaderChannels |= v2;
+                    }
+                    v2 = AdditionalCanvasShaderChannels.TexCoord3;
+                    if ((v1 & v2) != v2) {
+                        base.graphic.canvas.additionalShaderChannels |= v2;
+                    }
+                    v2 = AdditionalCanvasShaderChannels.Tangent;
+                    if ((v1 & v2) != v2) {
+                        base.graphic.canvas.additionalShaderChannels |= v2;
+                    }
+                    v2 = AdditionalCanvasShaderChannels.Normal;
+                    if ((v1 & v2) != v2) {
+                        base.graphic.canvas.additionalShaderChannels |= v2;
+                    }
+                }
+                this._Refresh();
+            }
+        }
+
+        private void _Refresh() {
+            /*if (base.graphic.material.GetInt("_OutlineWidth") != this.OutlineWidth || base.graphic.material.GetColor("_OutlineColor") != this.OutlineColor)
+            {
+                base.graphic.material.SetColor("_OutlineColor", this.OutlineColor);
+                base.graphic.material.SetInt("_OutlineWidth", this.OutlineWidth);
+            }*/
+            base.graphic.SetVerticesDirty();
+        }
+
+
+        public override void ModifyMesh(VertexHelper vh) {
+            vh.GetUIVertexStream(m_VetexList);
+
+            this._ProcessVertices();
+
+            vh.Clear();
+            vh.AddUIVertexTriangleStream(m_VetexList);
+        }
+
+
+        private void _ProcessVertices() {
+            for (int i = 0, count = m_VetexList.Count - 3; i <= count; i += 3) {
+                var v1 = m_VetexList[i];
+                var v2 = m_VetexList[i + 1];
+                var v3 = m_VetexList[i + 2];
+                // 计算原顶点坐标中心点
+                //
+                var minX = _Min(v1.position.x, v2.position.x, v3.position.x);
+                var minY = _Min(v1.position.y, v2.position.y, v3.position.y);
+                var maxX = _Max(v1.position.x, v2.position.x, v3.position.x);
+                var maxY = _Max(v1.position.y, v2.position.y, v3.position.y);
+                var posCenter = new Vector2(minX + maxX, minY + maxY) * 0.5f;
+                // 计算原始顶点坐标和UV的方向
+                //
+                Vector2 triX, triY, uvX, uvY;
+                Vector2 pos1 = v1.position;
+                Vector2 pos2 = v2.position;
+                Vector2 pos3 = v3.position;
+                if (Mathf.Abs(Vector2.Dot((pos2 - pos1).normalized, Vector2.right)) >
+                    Mathf.Abs(Vector2.Dot((pos3 - pos2).normalized, Vector2.right))) {
+                    triX = pos2 - pos1;
+                    triY = pos3 - pos2;
+                    uvX = v2.uv0 - v1.uv0;
+                    uvY = v3.uv0 - v2.uv0;
+                }
+                else {
+                    triX = pos3 - pos2;
+                    triY = pos2 - pos1;
+                    uvX = v3.uv0 - v2.uv0;
+                    uvY = v2.uv0 - v1.uv0;
+                }
+                // 计算原始UV框
+                var uvMin = _Min(v1.uv0, v2.uv0, v3.uv0);
+                var uvMax = _Max(v1.uv0, v2.uv0, v3.uv0);
+                //OutlineColor 和 OutlineWidth 也传入,避免出现不同的材质球
+                var col_rg = new Vector2(OutlineColor.r, OutlineColor.g); //描边颜色 用uv3 和 tangent的 zw传递
+                var col_ba = new Vector4(OutlineWidth, 0, OutlineColor.b, OutlineColor.a);
+                // 为每个顶点设置新的Position和UV,并传入原始UV框
+                v1 = _SetNewPosAndUV(v1, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
+                v1.uv3 = col_rg;
+                v1.tangent = col_ba;
+                v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
+                v2.uv3 = col_rg;
+                v2.tangent = col_ba;
+                v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
+                v3.uv3 = col_rg;
+                v3.tangent = col_ba;
+
+                // 应用设置后的UIVertex
+                //
+                m_VetexList[i] = v1;
+                m_VetexList[i + 1] = v2;
+                m_VetexList[i + 2] = v3;
+            }
+        }
+
+
+        private static UIVertex _SetNewPosAndUV(UIVertex pVertex, float pOutLineWidth,
+            Vector2 pPosCenter,
+            Vector2 pTriangleX, Vector2 pTriangleY,
+            Vector2 pUVX, Vector2 pUVY,
+            Vector2 pUVOriginMin, Vector2 pUVOriginMax) {
+            // Position
+            var pos = pVertex.position;
+            var posXOffset = pos.x > pPosCenter.x ? pOutLineWidth : -pOutLineWidth;
+            var posYOffset = pos.y > pPosCenter.y ? pOutLineWidth : -pOutLineWidth;
+            pos.x += posXOffset;
+            pos.y += posYOffset;
+            pVertex.position = pos;
+            // UV
+            Vector2 uv = pVertex.uv0;
+            uv += pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1);
+            uv += pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1);
+            pVertex.uv0 = uv;
+
+            pVertex.uv1 = pUVOriginMin; //uv1 uv2 可用  tangent  normal 在缩放情况 会有问题
+            pVertex.uv2 = pUVOriginMax;
+
+            return pVertex;
+        }
+
+
+        private static float _Min(float pA, float pB, float pC) {
+            return Mathf.Min(Mathf.Min(pA, pB), pC);
+        }
+
+
+        private static float _Max(float pA, float pB, float pC) {
+            return Mathf.Max(Mathf.Max(pA, pB), pC);
+        }
+
+
+        private static Vector2 _Min(Vector2 pA, Vector2 pB, Vector2 pC) {
+            return new Vector2(_Min(pA.x, pB.x, pC.x), _Min(pA.y, pB.y, pC.y));
+        }
+
+
+        private static Vector2 _Max(Vector2 pA, Vector2 pB, Vector2 pC) {
+            return new Vector2(_Max(pA.x, pB.x, pC.x), _Max(pA.y, pB.y, pC.y));
+        }
+
+
+        public static void SetCanvasShaderChannels(Canvas canvas) {
+            canvas.additionalShaderChannels = AdditionalCanvasShaderChannels.Normal
+                | AdditionalCanvasShaderChannels.Tangent
+                | AdditionalCanvasShaderChannels.TexCoord1
+                | AdditionalCanvasShaderChannels.TexCoord2
+                | AdditionalCanvasShaderChannels.TexCoord3;
+        }
+    }
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/Shader/OutlineEx.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b54769cf33be5214f83c713096abd80f
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 180 - 0
ActionTowerDefense/Assets/Scripts/Shader/OutlineEx.shader

@@ -0,0 +1,180 @@
+Shader "TSF Shaders/UI/OutlineEx" 
+{
+    Properties
+    {
+        _MainTex ("Main Texture", 2D) = "white" {}
+        _Color ("Tint", Color) = (1, 1, 1, 1)
+        //_OutlineColor ("Outline Color", Color) = (1, 1, 1, 1)
+        //_OutlineWidth ("Outline Width", Int) = 1
+ 
+        _StencilComp ("Stencil Comparison", Float) = 8
+        _Stencil ("Stencil ID", Float) = 0
+        _StencilOp ("Stencil Operation", Float) = 0
+        _StencilWriteMask ("Stencil Write Mask", Float) = 255
+        _StencilReadMask ("Stencil Read Mask", Float) = 255
+ 
+        _ColorMask ("Color Mask", Float) = 15
+ 
+        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
+    }
+ 
+    SubShader
+    {
+        Tags
+        { 
+            "Queue"="Transparent" 
+            "IgnoreProjector"="True" 
+            "RenderType"="Transparent" 
+            "PreviewType"="Plane"
+            "CanUseSpriteAtlas"="True"
+        }
+        
+        Stencil
+        {
+            Ref [_Stencil]
+            Comp [_StencilComp]
+            Pass [_StencilOp] 
+            ReadMask [_StencilReadMask]
+            WriteMask [_StencilWriteMask]
+        }
+ 
+        Cull Off
+        Lighting Off
+        ZWrite Off
+        ZTest [unity_GUIZTestMode]
+        Blend SrcAlpha OneMinusSrcAlpha
+        ColorMask [_ColorMask]
+ 
+        Pass
+        {
+            Name "OUTLINE"
+ 
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+ 
+            //Add for RectMask2D  
+            #include "UnityUI.cginc"
+            //End for RectMask2D  
+ 
+            sampler2D _MainTex;
+            fixed4 _Color;
+            fixed4 _TextureSampleAdd;
+            float4 _MainTex_TexelSize;
+ 
+            //float4 _OutlineColor;
+            //int _OutlineWidth;
+ 
+            //Add for RectMask2D  
+            float4 _ClipRect;
+            //End for RectMask2D
+ 
+			struct appdata
+			{
+				float4 vertex : POSITION;
+				float4 tangent : TANGENT;
+				float4 normal : NORMAL;
+				float2 texcoord : TEXCOORD0;
+				float2 uv1 : TEXCOORD1;
+				float2 uv2 : TEXCOORD2;
+				float2 uv3 : TEXCOORD3;
+				fixed4 color : COLOR;
+			};
+ 
+ 
+            struct v2f
+            {
+                float4 vertex : SV_POSITION;
+				float4 tangent : TANGENT;
+				float4 normal : NORMAL;
+                float2 texcoord : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+				float2 uv2 : TEXCOORD2;
+				float2 uv3 : TEXCOORD3;
+                //Add for RectMask2D  
+                float4 worldPosition : TEXCOORD4;
+                //End for RectMask2D
+                fixed4 color : COLOR;
+            };
+ 
+            v2f vert(appdata IN)
+            {
+                v2f o;
+ 
+                //Add for RectMask2D  
+                o.worldPosition = IN.vertex;
+                //End for RectMask2D 
+ 
+                o.vertex = UnityObjectToClipPos(IN.vertex);
+                o.tangent = IN.tangent;
+                o.texcoord = IN.texcoord;
+                o.color = IN.color * _Color;
+				o.uv1 = IN.uv1;
+				o.uv2 = IN.uv2;
+				o.uv3 = IN.uv3;
+				o.normal = IN.normal;
+ 
+                return o;
+            }
+			/*
+            fixed IsInRect(float2 pPos, float4 pClipRect)
+            {
+                pPos = step(pClipRect.xy, pPos) * step(pPos, pClipRect.zw);
+                return pPos.x * pPos.y;
+            }
+			*/
+			fixed IsInRect(float2 pPos, float2 pClipRectMin, float2 pClipRectMax)
+			{
+				pPos = step(pClipRectMin, pPos) * step(pPos, pClipRectMax);
+				return pPos.x * pPos.y;
+			}
+ 
+			fixed SampleAlpha(int pIndex, v2f IN)
+			{
+				const fixed sinArray[12] = { 0, 0.5, 0.866, 1, 0.866, 0.5, 0, -0.5, -0.866, -1, -0.866, -0.5 };
+				const fixed cosArray[12] = { 1, 0.866, 0.5, 0, -0.5, -0.866, -1, -0.866, -0.5, 0, 0.5, 0.866 };
+				float2 pos = IN.texcoord + _MainTex_TexelSize.xy * float2(cosArray[pIndex], sinArray[pIndex]) * IN.tangent.x;	//normal.z 存放 _OutlineWidth
+				return IsInRect(pos, IN.uv1, IN.uv2) * (tex2D(_MainTex, pos) + _TextureSampleAdd).w * IN.tangent.w;		//tangent.w 存放 _OutlineColor.w
+			}
+ 
+			fixed4 frag(v2f IN) : SV_Target
+			{
+				fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
+				if (IN.tangent.x > 0)	//normal.z 存放 _OutlineWidth
+				{
+					color.w *= IsInRect(IN.texcoord, IN.uv1, IN.uv2);	//uv1 uv2 存着原始字的uv长方形区域大小
+					half4 val = half4(IN.uv3.x, IN.uv3.y, IN.tangent.z, 0);		//uv3.xy tangent.z 分别存放着 _OutlineColor的rgb
+ 
+					val.w += SampleAlpha(0, IN);
+					val.w += SampleAlpha(1, IN);
+					val.w += SampleAlpha(2, IN);
+					val.w += SampleAlpha(3, IN);
+					val.w += SampleAlpha(4, IN);
+					val.w += SampleAlpha(5, IN);
+					val.w += SampleAlpha(6, IN);
+					val.w += SampleAlpha(7, IN);
+					val.w += SampleAlpha(8, IN);
+					val.w += SampleAlpha(9, IN);
+					val.w += SampleAlpha(10, IN);
+					val.w += SampleAlpha(11, IN);
+ 
+					color = (val * (1.0 - color.a)) + (color * color.a);
+ 
+                    color.a *= IN.color.a*IN.color.a*IN.color.a;	//字逐渐隐藏时,描边也要隐藏
+ 
+				}
+ 
+                //Add for RectMask2D 
+                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
+#ifdef UNITY_UI_ALPHACLIP
+                clip(color.a - 0.001);
+#endif
+                //End for RectMask2D 
+ 
+				return color;
+			}
+ 
+            ENDCG
+        }
+    }
+}

+ 10 - 0
ActionTowerDefense/Assets/Scripts/Shader/OutlineEx.shader.meta

@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 20d86501f1ed024409746c4581f62933
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  preprocessorOverride: 0
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 50 - 8
ActionTowerDefense/Assets/Scripts/Spirits/BackDoor.cs

@@ -4,19 +4,61 @@ using UnityEngine;
 
 public class BackDoor : MonoBehaviour
 {
-    public PlayerController owner;
-    public GameObject door1;
-    public GameObject door2;
-    private Collider col1;
-    private Collider col2;
+    public GameObject doorOrig;
+    public GameObject doorSpecial;
+    private SpiritOutDoor door;
+    public bool canCount = true;    //没满,还可以存英灵
 
-    private int times = 2;
+    public Collider col;
 
-    private void OnTriggerEnter(Collider other)
+    public float intervalTime;
+    private float pastTime;
+
+    public int maxSpirits;          //最多屯几次
+    public GameObject greenLions;
+    private GameObject[] lions;
+
+    private void Start()
     {
-        if (other.gameObject.layer == 6 && other.GetComponentInParent<PlayerController>() == owner)
+        col = doorSpecial.GetComponent<Collider>();
+        door = doorSpecial.GetComponent<SpiritOutDoor>();
+        lions = new GameObject[maxSpirits];
+        for(int i = 0; i < maxSpirits; i++)
         {
+            lions[i] = greenLions.transform.GetChild(i).GetChild(0).gameObject;
+        }
+    }
+
+    public void LionGreen(int id)
+    {
+        lions[id].SetActive(true);
+    }
 
+    public void LionDark(int id)
+    {
+        lions[id].SetActive(false);
+    }
+
+    private void Update()
+    {
+        if (canCount)
+        {
+            pastTime += Time.deltaTime;
+            if (pastTime >= intervalTime)
+            {
+                pastTime = 0;
+                LionGreen(door.times);
+                door.times += 1;
+                if (door.times == 1)
+                {
+                    col.enabled = true;
+                }
+                if (door.times == maxSpirits)
+                {
+                    canCount = false;
+                }
+            }
         }
+
     }
 }

+ 9 - 0
ActionTowerDefense/Assets/Scripts/Spirits/Base_Spirits.cs

@@ -0,0 +1,9 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Base_Spirits : MonoBehaviour
+{
+    public Transform XbtnPos;
+    public Transform BbtnPos;
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d9f37b056152dbe4d93bd66aae4e3f5a
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 11 - 7
ActionTowerDefense/Assets/Scripts/Spirits/Corpse.cs

@@ -5,18 +5,22 @@ using TMPro;
 
 public class Corpse : MonoBehaviour
 {
-    //public int costCorpses;     //需要消耗的尸体数量
-    private PlayerController pl;
-    public int playerID;
+    static public int allCorpsesNum;
     public TextMeshProUGUI text;    //已有尸体数量显示
+    static public bool isChange = false;
 
-    private void Start()
+    private void TextChange()
     {
-        pl = PlayersInput.instance[playerID];
+        text.text = allCorpsesNum.ToString();
     }
 
-    public void textChange()
+    private void Update()
     {
-        text.text = pl.corpses.ToString();
+        if (isChange)
+        {
+            isChange = false;
+            TextChange();
+        }
     }
+
 }

+ 82 - 0
ActionTowerDefense/Assets/Scripts/Spirits/SpiritOutDoor.cs

@@ -0,0 +1,82 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SpiritOutDoor : MonoBehaviour
+{
+    public enum spiritQuality
+    {
+        blue = 0,
+        purple = 1,
+        gold = 2,
+    }
+
+    public enum spiritType
+    {
+        spiritFloat = 0,
+        spiritAssassin = 1,
+        spiritCook = 2,
+        spiritInvisible = 3,
+    }
+
+    [System.Serializable]
+    public struct SpiritInfo
+    {
+        public GameObject spiritPrefab;
+        public spiritType type;
+        public spiritQuality quality;
+        public int corpse;
+        public GameObject introduction;
+    }
+
+    public BackDoor doorController;
+    public List<SpiritInfo> spirits;
+    public int times = 1;
+    public GameObject[] qualityBackgrounds;
+    public GameObject isLooking1;
+    public GameObject isLooking2;
+    public List<GameObject> outSpirits;
+
+    [Header("µ¯³öÀ´µÄÁ¦")]
+    public float minForceX, maxForceX;
+    public float minForceY, maxForceY;
+    private int dir;
+
+    private void RandomSpirit()
+    {
+        int num = spirits.Count;
+        int r = Random.Range(0, num);
+        OutSpirit(r);
+    }
+
+    private void OutSpirit(int id)
+    {
+        GameObject g = Instantiate(spirits[id].spiritPrefab, transform.position, new Quaternion(0, 0, 0, 0), null);
+        outSpirits.Add(g);
+        dir = (int)(2 * (Random.Range(0, 2) - 0.5f));
+        Vector3 force = new Vector3(Random.Range(minForceX, maxForceX) * dir, Random.Range(minForceY, maxForceY), 0);
+        g.GetComponent<Rigidbody>().velocity = force;
+    }
+
+    private void OnTriggerEnter(Collider other)
+    {
+        if (other.gameObject.layer == 6)
+        {
+            times -= 1;
+            if (times >= 0)
+            {
+                doorController.LionDark(times);
+                RandomSpirit();
+                if (times == doorController.maxSpirits - 1)
+                {
+                    doorController.canCount = true;
+                }
+            }
+            else
+            {
+                times = 0;
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