Эх сурвалжийг харах

风车手里剑动画接入

1243896040 6 цаг өмнө
parent
commit
e550401d78

+ 1 - 0
.gitignore

@@ -70,3 +70,4 @@ crashlytics-build.properties
 /[Aa]ssets/[Ss]treamingAssets/aa.meta
 /[Aa]ssets/[Ss]treamingAssets/aa.meta
 /[Aa]ssets/[Ss]treamingAssets/aa/*
 /[Aa]ssets/[Ss]treamingAssets/aa/*
 
 
+ActionTowerDefense/Assets/PIDI Game Development Framework/Planar Reflections 4/Shared Assets/Amplify Shader Editor Nodes/4.0.0 - Amplify Shader Editor Nodes.unitypackage.meta

+ 1 - 1
ActionTowerDefense/Assets/Resources/Prefab/windmill_shuriken.prefab

@@ -537,7 +537,7 @@ Transform:
   m_GameObject: {fileID: 7473170563405908938}
   m_GameObject: {fileID: 7473170563405908938}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 3, y: 3, z: 1}
+  m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_ConstrainProportionsScale: 0
   m_Children:
   m_Children:
   - {fileID: 7885428177189875250}
   - {fileID: 7885428177189875250}

+ 29 - 0
ActionTowerDefense/Assets/Resources/Spine/ESpirits_Ninja/ESpirits_Ninja_Controller.controller

@@ -68,6 +68,9 @@ AnimatorStateMachine:
   - serializedVersion: 1
   - serializedVersion: 1
     m_State: {fileID: 3478004726671160884}
     m_State: {fileID: 3478004726671160884}
     m_Position: {x: 430, y: 360, z: 0}
     m_Position: {x: 430, y: 360, z: 0}
+  - serializedVersion: 1
+    m_State: {fileID: -4829450382382818159}
+    m_Position: {x: 460, y: 440, z: 0}
   m_ChildStateMachines: []
   m_ChildStateMachines: []
   m_AnyStateTransitions: []
   m_AnyStateTransitions: []
   m_EntryTransitions: []
   m_EntryTransitions: []
@@ -196,6 +199,32 @@ AnimatorState:
   m_MirrorParameter: 
   m_MirrorParameter: 
   m_CycleOffsetParameter: 
   m_CycleOffsetParameter: 
   m_TimeParameter: 
   m_TimeParameter: 
+--- !u!1102 &-4829450382382818159
+AnimatorState:
+  serializedVersion: 6
+  m_ObjectHideFlags: 1
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: weak
+  m_Speed: 1
+  m_CycleOffset: 0
+  m_Transitions: []
+  m_StateMachineBehaviours: []
+  m_Position: {x: 50, y: 50, z: 0}
+  m_IKOnFeet: 0
+  m_WriteDefaultValues: 1
+  m_Mirror: 0
+  m_SpeedParameterActive: 0
+  m_MirrorParameterActive: 0
+  m_CycleOffsetParameterActive: 0
+  m_TimeParameterActive: 0
+  m_Motion: {fileID: -2686742183913262401}
+  m_Tag: 
+  m_SpeedParameter: 
+  m_MirrorParameter: 
+  m_CycleOffsetParameter: 
+  m_TimeParameter: 
 --- !u!1102 &-4822029455285594718
 --- !u!1102 &-4822029455285594718
 AnimatorState:
 AnimatorState:
   serializedVersion: 6
   serializedVersion: 6

+ 11 - 8
ActionTowerDefense/Assets/Scripts/Bullet.cs

@@ -105,13 +105,16 @@ public class Bullet : MonoBehaviour
             Vector3 myPos = transform.position;
             Vector3 myPos = transform.position;
             if(myPos.y < 0)
             if(myPos.y < 0)
             {
             {
-                myPos.y = 0;
-                rb.useGravity = false;
-                rb.velocity = Vector3.zero;
-                transform.position = myPos;
-                attackAni.gameObject.SetActive(false);
-                attackTrigger.gameObject.SetActive(false);
-                isInVain = true;
+                if (!isInVain)
+                {
+                    isInVain = true;
+                    myPos.y = 0;
+                    rb.useGravity = false;
+                    rb.velocity = Vector3.zero;
+                    transform.position = myPos;
+                    attackAni.Play("ninja_star_fall", 0, 0);
+                    attackTrigger.gameObject.SetActive(false);
+                }
             }
             }
             else
             else
             {
             {
@@ -239,7 +242,7 @@ public class Bullet : MonoBehaviour
         }
         }
         if (attackAni)
         if (attackAni)
         {
         {
-            attackAni.gameObject.SetActive(true);
+            attackAni.Play("ninja_star",0,0);
         }
         }
         isInVain = false;
         isInVain = false;
     }
     }