SZAND\msx_2 1 年之前
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f9ffa031d6

File diff suppressed because it is too large
+ 1126 - 329
ActionTowerDefense/Assets/Resources/Prefab/Boss/Boss_YuMenGuan.prefab


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ActionTowerDefense/Assets/Resources/Prefab/Demonic_Arrow.prefab

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ActionTowerDefense/Assets/Resources/Prefab/Demonic_Giant.prefab

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ActionTowerDefense/Assets/Resources/Prefab/Demonic_Sword.prefab

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ActionTowerDefense/Assets/Resources/Prefab/MySpirit/Spirits_Assassin.prefab

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   playerCol: {fileID: 0}
@@ -327,33 +312,31 @@ MonoBehaviour:
   playerMesh: {fileID: 0}
   playerMats: []
   playerOut: []
-  canNotChangeHurt: 0
   soulPrefab: {fileID: 0}
   soulStartSpeed: 1
   isInvisible: 0
   invisibleTime: 0
-  easyToGetHit: 0.2
+  velocityAddition: 0
+  haveTransmit: 0
+  transmitTime: 0
+  portalsController: {fileID: 0}
   player: {fileID: 0}
+  playerID: 0
   id: 0
   costMp: 1
   totalSummonTime: 0.5
-  searchState: 0
-  attackDistance: 1.5
-  maxAttackDis: 0
-  minAttackDis: 0
-  needToChange: 0
   canFly: 0
+  isBack: 0
   flyHeight: 0
   flyUpSpeed: 10
   sortingOrder: 1000
-  playerID: 0
-  hasEffect: 0
-  soulCollector: {fileID: 0}
-  isBack: 0
   runSpeed: 0
-  attributeUpEffect: {fileID: 0}
-  hasUp: 0
-  isFirst: 1
+  searchState: 0
+  soulCollector: {fileID: 0}
+  attackDistance: 1.5
+  maxAttackDis: 0
+  minAttackDis: 0
+  needToChange: 0
 --- !u!54 &2437299196472462355
 Rigidbody:
   m_ObjectHideFlags: 0
@@ -428,6 +411,8 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: c42213c575288a148b692aad7ab56bab, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
+  rb: {fileID: 0}
+  haveGravity: 1
   trigGroundList: []
 --- !u!1 &5216717017252562314
 GameObject:

+ 5 - 10
ActionTowerDefense/Assets/Resources/Prefab/MySpirit/Spirits_Float.prefab

@@ -996,7 +996,6 @@ MonoBehaviour:
   bodyTrans: {fileID: 5769591908339262981}
   beSearchTrigger: {fileID: 316813748882225178}
   searchTrigger: {fileID: 3566347593191160092}
-  beHitTrigger: {fileID: 9020361017135710302}
   bodyCollider: {fileID: 2616922587087395095}
   uiHp: {fileID: 3586716274361854270}
   state: 0
@@ -1008,10 +1007,10 @@ MonoBehaviour:
   canNotAddForce: 0
   canNotChangeHurt: 0
   invincibleTime: 0
-  dieKeepTime: 0
   totalDieKeepTime: 2
-  isNonAttack: 0
+  dieKeepTime: 0
   canHitFly: 1
+  isNonAttack: 0
   attackTime: 0
   totalAttack1Time: 1.8
   totalAttack2Time: 1.3
@@ -1045,13 +1044,10 @@ MonoBehaviour:
     changeHurt: 0
     repelValue: 10
   attackTriggers: []
-  targetTypes: 0400000005000000
+  targetTypes: 040000000500000006000000
   targetCharacter: {fileID: 0}
   attackTarget: {fileID: 0}
   beTargetCharacter: []
-  HitCols:
-  - {fileID: 5388987656270167698}
-  - {fileID: 1190225091429982147}
   isSpirit: 1
   isTran: 0
   pc: {fileID: 0}
@@ -1074,8 +1070,8 @@ MonoBehaviour:
   extraFallGravity: -14.4
   canMove: 1
   moveSpeed: 8
-  beRepelValue: 0
   totalBeRepelValue: 100
+  beRepelValue: 0
   weakTime: 0
   totalWeakTime: 3
   weakHitRate: 2
@@ -1113,8 +1109,8 @@ MonoBehaviour:
   isInvisible: 0
   invisibleTime: 0
   velocityAddition: 0
-  transmitTime: 0
   haveTransmit: 0
+  transmitTime: 0
   portalsController: {fileID: 0}
   player: {fileID: 0}
   playerID: 0
@@ -1123,7 +1119,6 @@ MonoBehaviour:
   totalSummonTime: 0.5
   canFly: 1
   isBack: 0
-  hasEffect: 0
   flyHeight: 0
   flyUpSpeed: 10
   sortingOrder: 2000

+ 53 - 68
ActionTowerDefense/Assets/Resources/Prefab/MySpirit/Spirits_Invisible.prefab

@@ -212,13 +212,6 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: c1bedfb340186164dbac1499b49b879e, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  isTran: 0
-  pc: {fileID: 0}
-  isSpirit: 1
-  HitCols:
-  - {fileID: 6526817785665782971}
-  - {fileID: 8769150919382874379}
-  cookNum: 0
   mecanim: {fileID: 5617185463097218335}
   meshRenderer: {fileID: 0}
   ani: {fileID: 6496896669866891404}
@@ -226,19 +219,29 @@ MonoBehaviour:
   rb: {fileID: 2472120008162019348}
   bodyTrans: {fileID: 2730232521377132808}
   beSearchTrigger: {fileID: 1317309795988277421}
-  beHitTrigger: {fileID: 5333142802677931907}
+  searchTrigger: {fileID: 5104552355235513707}
   bodyCollider: {fileID: 8367450352918568419}
   uiHp: {fileID: 6433555643392153575}
   state: 0
+  totalHp: 1000
+  hp: 0
+  isDie: 0
+  isRevive: 0
+  linked: 0
+  canNotAddForce: 0
+  canNotChangeHurt: 0
+  invincibleTime: 0
+  totalDieKeepTime: 2
+  dieKeepTime: 0
+  canHitFly: 0
+  isNonAttack: 0
   attackTime: 0
   totalAttack1Time: 1.25
   totalAttack2Time: 1.8
-  isNonAttack: 0
-  hptp: 0
-  isDie: 0
-  isRevive: 0
-  totalHp: 1000
-  hp: 0
+  attackType: 2
+  bulletPrefab: {fileID: 0}
+  shootPos: []
+  shootTrack: 0
   attack1Infos:
   - damage: 0
     attackDir: {x: 0, y: 0, z: 0}
@@ -253,69 +256,51 @@ MonoBehaviour:
     repelValue: 0
   attackTriggers:
   - {fileID: 0}
-  attackType: 2
-  bulletPrefab: {fileID: 0}
-  shootPos: []
-  dieKeepTime: 0
-  totalDieKeepTime: 2
-  attackTarget: {fileID: 0}
-  shootTrack: 0
-  invincibleTime: 0
-  totalInvincibleTime: 0
+  targetTypes: 040000000500000006000000
   targetCharacter: {fileID: 0}
+  attackTarget: {fileID: 0}
   beTargetCharacter: []
-  searchTrigger: {fileID: 5104552355235513707}
-  targetTypes: 0400000005000000
-  canHitFly: 0
-  linked: 0
+  isSpirit: 1
+  isTran: 0
+  pc: {fileID: 0}
+  hptp: 0
   joint: {fileID: 0}
   rope: {fileID: 0}
-  hasHpUp: 0
   beLarger: 0
-  canHitFloat: 0
-  floatProbability: 0
-  attackToFloat: 0
-  floatTimes: 0
-  hasFloatTimes: 0
-  criticalChance: 0
-  criticalMultiplier: 0
-  canMove: 0
+  cookEffect: {fileID: 0}
+  matState: 1
+  spinee: {fileID: 0}
+  mesh: {fileID: 0}
+  mats: []
+  outlineMats: []
+  outline1Mats: []
   foot: {fileID: 2437299196663985756}
   extraRiseGravity: -28.8
   extraFallGravity: -14.4
+  canMove: 0
   moveSpeed: 0
-  beRepelValue: 0
   totalBeRepelValue: 100
+  beRepelValue: 0
   weakTime: 0
   totalWeakTime: 3
-  weakUpSpeed: 10
+  weakHitRate: 2
+  easyToGetHit: 0.2
+  isDamageReduction: 0
+  reductionDegree: 0
+  reductionEffect: {fileID: 0}
   decelerationRatio: 1
-  minHurtKeepTime: 0.2
-  hurtKeepTime: 0
-  hurtChangeVelocity: 1
   comaTime: 5
   pastComaTime: 0
-  isCaughtByCook: 0
-  isBeDropped: 0
+  floatState: 0
   maxTime: 1.5
   minTime: 0.1
   maxHeight: 12
   minHeight: 7
+  floatTime: 10
   maxRotateSpeed: 10
   minRotateSpeed: 4
-  floatTime: 10
   isFloat: 0
-  dropDamage: 100
   normalFallSpeed: 10
-  rapidFallSpeed: 30
-  curFallSpeed: 0
-  floatState: 0
-  matState: 1
-  spinee: {fileID: 0}
-  mesh: {fileID: 0}
-  mats: []
-  outlineMats: []
-  outline1Mats: []
   playerMe: {fileID: 0}
   playerAni: {fileID: 0}
   playerCol: {fileID: 0}
@@ -328,33 +313,31 @@ MonoBehaviour:
   playerMesh: {fileID: 0}
   playerMats: []
   playerOut: []
-  canNotChangeHurt: 0
   soulPrefab: {fileID: 0}
   soulStartSpeed: 1
   isInvisible: 0
   invisibleTime: 0
-  easyToGetHit: 0.2
+  velocityAddition: 0
+  haveTransmit: 0
+  transmitTime: 0
+  portalsController: {fileID: 0}
   player: {fileID: 0}
+  playerID: 0
   id: 0
   costMp: 1
   totalSummonTime: 0.5
-  searchState: 0
-  attackDistance: 1.5
-  maxAttackDis: 0
-  minAttackDis: 0
-  needToChange: 0
   canFly: 1
+  isBack: 0
   flyHeight: 0
   flyUpSpeed: 10
   sortingOrder: 1000
-  playerID: 0
-  hasEffect: 0
-  soulCollector: {fileID: 0}
-  isBack: 0
   runSpeed: 0
-  attributeUpEffect: {fileID: 0}
-  hasUp: 0
-  isFirst: 1
+  searchState: 0
+  soulCollector: {fileID: 0}
+  attackDistance: 1.5
+  maxAttackDis: 0
+  minAttackDis: 0
+  needToChange: 0
 --- !u!54 &2472120008162019348
 Rigidbody:
   m_ObjectHideFlags: 0
@@ -429,6 +412,8 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: c42213c575288a148b692aad7ab56bab, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
+  rb: {fileID: 0}
+  haveGravity: 1
   trigGroundList: []
 --- !u!1 &5216717017252562314
 GameObject:

+ 0 - 17
ActionTowerDefense/Assets/Scripts/AttackTrigger.cs

@@ -39,23 +39,6 @@ public class AttackTrigger : MonoBehaviour
                 if (Util.CheckCanHit(owner.tag, hitTrigger.owner.tag) && !hitTrigger.owner.isDie)
                 {
                     hitTrigger.BeHit(damage, force, changeHurt, repelValue);
-                    /*
-                    if (Random.Range(0f, 1f) < hitRate)
-                    {
-                        hitTrigger.BeHit(damage, force, changeHurt, repelValue);
-                        if (spiritsAttackEffect != null)
-                        {
-                            GameObject effect = Instantiate(spiritsAttackEffect);
-                            effect.transform.position = new Vector3(hitTrigger.transform.position.x,
-                                transform.position.y + offsetY, 0);
-                        }
-                    }
-                    else
-                    {
-                        GameObject miss = Instantiate(Miss);
-                        miss.transform.position = transform.position + Vector3.up * 0.5f;
-                    }
-                    */
                 }
             }
         }

+ 41 - 1
ActionTowerDefense/Assets/Scripts/Boss/Boss.cs

@@ -4,7 +4,7 @@ using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
-public enum BossState
+public enum AttackState
 {
     Idle = 0,       //待机
     Attack = 1,     //攻击
@@ -12,6 +12,46 @@ public enum BossState
     Weak = 3,       //虚弱
 }
 
+[System.Serializable]
+public struct BossState
+{
+    public int coreHp;              //核心血量
+    public Vector3 scale;           //体型
+    public Weakness[] weaknesses;   //弱点
+    public GameObject core;
+}
+
+[System.Serializable]
+public struct Weakness
+{
+    public GameObject weakness;
+    public int weaknessHp;
+}
+
 public class Boss : MoveCharacter
 {
+    [Header("Boss属性")]
+    public BossState[] states;          //阶段
+    public int curStateId;              //当前处于阶段n
+    private BossState curState;
+    private int curStateTotalHp;        //当前阶段总血量
+
+    private void CalculateHp()
+    {
+        curStateTotalHp = curState.coreHp;
+        foreach(Weakness w in curState.weaknesses)
+        {
+            curStateTotalHp += w.weaknessHp;
+        }
+        totalHp = curStateTotalHp;
+    }
+
+    private void Start()
+    {
+        curState = states[curStateId];
+        CalculateHp();
+        base.Init();
+    }
+
+    
 }

+ 7 - 9
ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/YuMenGuan.cs

@@ -4,15 +4,13 @@ using UnityEngine;
 
 public class YuMenGuan : Boss
 {
-    // Start is called before the first frame update
-    void Start()
+    public enum AttackType
     {
-        
-    }
-
-    // Update is called once per frame
-    void Update()
-    {
-        
+        move = 0,           //移动
+        shockWave1 = 1,     //单手砸地,两侧冲击波
+        shockWave2 = 2,     //双手砸地,两侧冲击波*3
+        laser = 3,          //眼睛激光
+        block = 4,          //砖头怪
+        blackHand = 5,      //黑手
     }
 }

+ 5 - 3
ActionTowerDefense/Assets/Scripts/Character.cs

@@ -66,7 +66,6 @@ public class Character : MonoBehaviour
     public Transform bodyTrans;
     public BeSearchTrigger beSearchTrigger;
     public SearchTrigger searchTrigger;
-    public BeHitTrigger beHitTrigger;
     public GameObject bodyCollider;
     public UIHP uiHp;
 
@@ -177,9 +176,12 @@ public class Character : MonoBehaviour
 
     private void OnEnable()
     {
-        for (int i = 0; i < attackTriggers.Count; i++)
+        if (attackTriggers != null)
         {
-            attackTriggers[i].gameObject.SetActive(false);
+            for (int i = 0; i < attackTriggers.Count; i++)
+            {
+                attackTriggers[i].gameObject.SetActive(false);
+            }
         }
     }
 

+ 1 - 0
ActionTowerDefense/Assets/Scripts/Enemy.cs

@@ -14,6 +14,7 @@ public enum TargetType
     Player = 3,
     Enemy = 4,
     EnemyTower = 5,
+    Boss = 6,
 }
 
 public enum SearchState

+ 2 - 1
ActionTowerDefense/Assets/Scripts/SearchTrigger.cs

@@ -90,7 +90,8 @@ public class SearchTrigger : MonoBehaviour
                 || trigObjList[i].owner.tag == "Tower" && HasTargetType(targetTypes, TargetType.Tower)
                 || trigObjList[i].owner.tag == "Player" && HasTargetType(targetTypes, TargetType.Player)
                 || trigObjList[i].owner.tag == "Enemy" && HasTargetType(targetTypes, TargetType.Enemy)
-                || trigObjList[i].owner.tag == "EnemyTower" && HasTargetType(targetTypes, TargetType.EnemyTower))
+                || trigObjList[i].owner.tag == "EnemyTower" && HasTargetType(targetTypes, TargetType.EnemyTower)
+                || trigObjList[i].owner.tag == "Boss" && HasTargetType(targetTypes, TargetType.Boss))
             {
                 Character character = trigObjList[i].owner;
                 if (!character.gameObject.activeInHierarchy || character.isDie)

+ 1 - 0
ActionTowerDefense/ProjectSettings/TagManager.asset

@@ -10,6 +10,7 @@ TagManager:
   - Tower
   - EnemyTower
   - Soul
+  - Boss
   layers:
   - Default
   - TransparentFX

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