WGL преди 4 месеца
родител
ревизия
fb26daefad

+ 15 - 10
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Giant.prefab

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   m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!65 &925594141286007562
-BoxCollider:
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   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 4543619153787591511}
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-  m_Size: {x: 2.64, y: 2.28, z: 2}
-  m_Center: {x: 0.09, y: 1.13, z: 0}
+  m_Radius: 1.14
+  m_Height: 2.47
+  m_Direction: 0
+  m_Center: {x: 0, y: 1.16, z: 0}
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   m_ObjectHideFlags: 0
@@ -516,6 +517,7 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   rb: {fileID: 0}
+  moveCharacter: {fileID: 0}
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   trigGroundList: []
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   uiHp: {fileID: 478072938412589135}
   beHitTrigger: {fileID: 3377671071202039733}
   attackController: {fileID: 7709923136427189747}
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   meshRenderer: {fileID: 0}
   ani: {fileID: 3333436509305836838}
@@ -616,6 +619,11 @@ MonoBehaviour:
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   attributeStatus: {fileID: 0}
   hitFeedbackSystem: {fileID: 0}
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+  extraFallGravity: -14.4
+  extraGroundGravity: -28.8
+  velocityAddition: 0
+  platformY: 0
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-  extraFallGravity: -14.4
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@@ -642,7 +648,6 @@ MonoBehaviour:
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+ 15 - 10
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Sword.prefab

@@ -208,6 +208,7 @@ MonoBehaviour:
   isBeHitBySummonAttack: 0
   showInjuryNum: 0
   canFly: 0
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   isInSoulTower: 0
@@ -223,6 +224,11 @@ MonoBehaviour:
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   attributeStatus: {fileID: 0}
   hitFeedbackSystem: {fileID: 0}
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+  extraFallGravity: -14.4
+  extraGroundGravity: -28.8
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+  platformY: 0
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   matState: 1
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@@ -232,8 +238,6 @@ MonoBehaviour:
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-  extraFallGravity: -14.4
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   flyHeight: 0
@@ -249,7 +253,6 @@ MonoBehaviour:
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-  velocityAddition: 0
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   transmitTime: 0
   portalsController: {fileID: 0}
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   m_EditorClassIdentifier: 
   rb: {fileID: 0}
+  moveCharacter: {fileID: 0}
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   m_Component:
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   m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!65 &3529304715442735116
-BoxCollider:
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+  m_Height: 1.49
+  m_Direction: 0
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+ 13 - 11
ActionTowerDefense/Assets/Resources/Prefab/Player.prefab

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-  - component: {fileID: 6321166940708845398}
+  - component: {fileID: 4917295655398388066}
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   m_Name: BodyCollider
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   m_RootOrder: 2
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!65 &6321166940708845398
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   m_GameObject: {fileID: 458160094715212641}
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   m_Enabled: 1
-  serializedVersion: 2
-  m_Size: {x: 2, y: 2, z: 2}
-  m_Center: {x: 0, y: 0.9, z: 0}
+  m_Radius: 0.32
+  m_Height: 1.7487905
+  m_Direction: 1
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@@ -1259,7 +1260,7 @@ Transform:
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   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
-  m_LocalPosition: {x: 0, y: 0, z: 0}
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   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children: []
@@ -1277,8 +1278,8 @@ BoxCollider:
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   serializedVersion: 2
-  m_Size: {x: 0.67, y: 0.5695005, z: 2}
-  m_Center: {x: 0, y: -0.22475025, z: 0}
+  m_Size: {x: 0.5517699, y: 0.31262633, z: 2}
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@@ -1291,7 +1292,8 @@ MonoBehaviour:
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   m_Name: 
   m_EditorClassIdentifier: 
-  rb: {fileID: 0}
+  rb: {fileID: 3571941038519084339}
+  character: {fileID: 3571941038519084336}
   haveGravity: 1
   trigGroundList: []
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+ 8 - 0
ActionTowerDefense/Assets/Resources/Prefab/test.meta

@@ -0,0 +1,8 @@
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+guid: fe2c7a2eb84f34c4db39d3efda1a56fb
+folderAsset: yes
+DefaultImporter:
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+ 3761 - 0
ActionTowerDefense/Assets/Resources/Prefab/test/testbridge.prefab

@@ -0,0 +1,3761 @@
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+ 7 - 0
ActionTowerDefense/Assets/Resources/Prefab/test/testbridge.prefab.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: d7b2cc04a3aa7b748a2ecc6ef6aa8368
+PrefabImporter:
+  externalObjects: {}
+  userData: 
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+ 10 - 2
ActionTowerDefense/Assets/Scripts/Characters/Character.cs

@@ -35,7 +35,7 @@ public enum CharacterState
 
 public class Character : MonoBehaviour
 {
-    [FoldoutGroup("组件")] public Rigidbody rb;
+    [FoldoutGroup("组件",order:-1)] public Rigidbody rb;
     [FoldoutGroup("组件")] public Transform bodyTrans;
     [FoldoutGroup("组件")] public BeSearchTrigger beSearchTrigger;
     [FoldoutGroup("组件")] public SearchTrigger searchTrigger;
@@ -43,6 +43,8 @@ public class Character : MonoBehaviour
     [FoldoutGroup("组件")] public UIHP uiHp;
     [FoldoutGroup("组件")] public BeHitTrigger beHitTrigger;
     [FoldoutGroup("组件")] public AttackController attackController;
+    [FoldoutGroup("组件")] public Platform platform;
+    
 
     [Header("骨骼")]
     public SkeletonMecanim mecanim;
@@ -116,7 +118,8 @@ public class Character : MonoBehaviour
     public bool Attack_summonShootCanTransmit;    //普攻1弓箭可以被传送
 
     //调试开关
-    [Header("debug攻击者")] public bool debugAttackFrom;
+    [Space]
+    [LabelText("debug攻击者")] public bool debugAttackFrom;
 
     [FoldoutGroup("伤害跳字")] [LabelText("起手式位置")] public Vector2 injuryNumPos_summon = new Vector2(0, 1);
     [FoldoutGroup("伤害跳字")] [LabelText("起手式随机范围")] public Vector2 injuryNumRandom_summon = Vector2.one;
@@ -164,6 +167,11 @@ public class Character : MonoBehaviour
     public void Turn()
     {
         bodyTrans.localScale = new Vector3(-bodyTrans.localScale.x, bodyTrans.localScale.y, bodyTrans.localScale.z);
+        if (platform != null)
+        {
+            platform.transform.localPosition = new Vector3(-0.5f * -bodyTrans.localScale.x, 0, 0);
+            platform.transform.localPosition = new Vector3(0.5f * -bodyTrans.localScale.x, 0, 0);
+        }
     }
 
     public virtual void OnState()

+ 13 - 2
ActionTowerDefense/Assets/Scripts/Characters/Demonic.cs

@@ -310,6 +310,11 @@ public class Demonic : MoveCharacter
                         break;
                     }
                     velocity.x = velocityAddition;
+                    velocity.y = 0;
+                    if (velocityAddition == 0)
+                    {
+                        transform.position = new Vector3(transform.position.x, platformY, transform.position.z);
+                    }
                     rb.velocity = velocity;
 
                 }
@@ -349,7 +354,6 @@ public class Demonic : MoveCharacter
                     if (leftDir.x > 0.3f)
                     {
                         velocity.x = moveSpeed + velocityAddition;
-                        rb.velocity = velocity;
                         if (bodyTrans.localScale.x > 0)
                         {
                             Turn();
@@ -358,12 +362,19 @@ public class Demonic : MoveCharacter
                     else if (leftDir.x < -0.3f)
                     {
                         velocity.x = -moveSpeed + velocityAddition;
-                        rb.velocity = velocity;
+                        
                         if (bodyTrans.localScale.x < 0)
                         {
                             Turn();
                         }
                     }
+                    velocity.y = 0;
+                    if (velocityAddition == 0)
+                    {
+                        transform.position = new Vector3(transform.position.x, platformY, transform.position.z);
+                    }
+                        
+                    rb.velocity = velocity;
                     AdjustHeight();
                 }
                 break;

+ 13 - 2
ActionTowerDefense/Assets/Scripts/Characters/Enemy.cs

@@ -250,6 +250,12 @@ public class Enemy : MoveCharacter
                         ChangeState(CharacterState.Run);
                         break;
                     }
+                    velocity.y = 0;
+                    if (velocityAddition == 0)
+                    {
+                        transform.position = new Vector3(transform.position.x, platformY, transform.position.z);
+                    }
+                    rb.velocity = velocity;
                 }
                 break;
             case CharacterState.Run:
@@ -287,7 +293,6 @@ public class Enemy : MoveCharacter
                     if (leftDir.x > 0.3f)
                     {
                         velocity.x = moveSpeed;
-                        rb.velocity = velocity;
                         if (bodyTrans.localScale.x > 0)
                         {
                             Turn();
@@ -296,12 +301,18 @@ public class Enemy : MoveCharacter
                     else if (leftDir.x < -0.3f)
                     {
                         velocity.x = - moveSpeed;
-                        rb.velocity = velocity;
                         if (bodyTrans.localScale.x < 0)
                         {
                             Turn();
                         }
                     }
+                    velocity.y = 0;
+                    if (velocityAddition == 0)
+                    {
+                        transform.position = new Vector3(transform.position.x, platformY, transform.position.z);
+                    }
+                        
+                    rb.velocity = velocity;
                 }
                 break;
             case CharacterState.Rush:

+ 52 - 36
ActionTowerDefense/Assets/Scripts/Characters/Foot.cs

@@ -1,10 +1,13 @@
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
+using Sirenix.OdinInspector;
 
 public class Foot : MonoBehaviour
 {
-    public Rigidbody rb;
+    [FoldoutGroup("×é¼þ")] public Rigidbody rb;
+    [FoldoutGroup("×é¼þ")] public MoveCharacter moveCharacter;
+
     public bool haveGravity = true;
     public bool TrigGround
     {
@@ -16,77 +19,90 @@ public class Foot : MonoBehaviour
 
     public List<GameObject> trigGroundList;
 
-    private void Update()
+    private void Awake()
     {
         rb = GetComponentInParent<Rigidbody>();
+        moveCharacter = rb.transform.GetComponent<MoveCharacter>();
+    }
+
+    private void Update()
+    {
         if (trigGroundList.Count == 0)
         {
             if (!haveGravity)
             {
                 rb.useGravity = true;
                 haveGravity = true;
-                rb.GetComponent<MoveCharacter>().velocityAddition = 0;
+                moveCharacter.velocityAddition = 0;
+                moveCharacter.platformY = 0;
             }
         }
         else
         {
-            if (haveGravity)
+            Platform platform = null;
+            foreach (var item in trigGroundList)
             {
-                if (rb.velocity.y <= 0)
+                platform = item.GetComponent<Platform>();
+                if (platform!=null)
                 {
-                    foreach (GameObject i in trigGroundList)
+                    if (moveCharacter.transform.position.x < platform.right.position.x 
+                        && moveCharacter.transform.position.x > platform.left.position.x)
                     {
-                        if (i.CompareTag("Platform"))
-                        {
-                            rb.useGravity = false;
-                            rb.velocity = new Vector3(rb.velocity.x, 0, rb.velocity.z);
-                            haveGravity = false;
-                            rb.transform.position = new Vector3
-                                (rb.transform.position.x, i.transform.position.y, rb.transform.position.z);
-                            break;
-                        }
+                        break;
                     }
                 }
+                else
+                {
+                    break;
+                }
+            }
+            
+
+            if (platform != null)
+            {
+                if (haveGravity)
+                {
+                    if (rb.velocity.y <= 0)
+                    {
+                        rb.useGravity = false;
+                        rb.velocity = new Vector3(rb.velocity.x, 0, rb.velocity.z);
+                        haveGravity = false;
+
+                    }
+                }
+                else
+                {
+                    if (platform.rb != null)
+                    {
+                        moveCharacter.velocityAddition = platform.rb.velocity.x;
+                    }
+                    moveCharacter.platformY = platform.GetPosY(rb.transform.position);
+
+                }
             }
             else
             {
-                Platform platform = trigGroundList[0].GetComponent<Platform>();
-                if (platform != null && platform.rb != null)
+                if (!haveGravity)
                 {
-                    rb.GetComponent<MoveCharacter>().velocityAddition = platform.rb.velocity.x;
+                    rb.useGravity = true;
+                    haveGravity = true;
                 }
             }
         }
     }
     private void FixedUpdate()
     {
-        for (int i = 0; i < trigGroundList.Count; i++)
-        {
-            if (trigGroundList[i] == null)
-            {
-                trigGroundList.RemoveAt(i);
-                i--;
-            }
-        }
+
     }
 
     private void OnTriggerEnter(Collider other)
     {
-        if (other.CompareTag("Plane")||other.CompareTag("Ground"))
+        if (other.CompareTag("Ground")|| other.CompareTag("Platform"))
         {
-            //if (notOnGiant)
-            //{
-            //    Platform platform = other.gameObject.GetComponent<Platform>();
-            //    if (platform)
-            //    {
-            //        return;
-            //    }
-            //}
             if (!trigGroundList.Exists(t => t == other.gameObject))
             {
                 trigGroundList.Add(other.gameObject);
             }
-            
         }
     }
 

+ 8 - 6
ActionTowerDefense/Assets/Scripts/Characters/MoveCharacter.cs

@@ -13,6 +13,13 @@ public class MoveCharacter : Character
     private ScreenReflectPresets screenReflectPresets;
     [HideInInspector] public HitFeedbackSystem hitFeedbackSystem;
 
+    [FoldoutGroup("额外重力",order:-1)] [LabelText("上升")] public float extraRiseGravity = -28.8f; //上升时额外重力加速度
+    [FoldoutGroup("额外重力")] [LabelText("下落")] public float extraFallGravity = -14.4f; //下落时额外重力加速度
+    [FoldoutGroup("额外重力")] [LabelText("近地")] public float extraGroundGravity = -28.8f;
+
+    [FoldoutGroup("平台", order: -1)] [LabelText("移速增量")]public float velocityAddition;
+    [FoldoutGroup("平台")] [DisplayOnly] public float platformY;
+
     [Header("角色抗击打值")]
     public int hitResistance;
 
@@ -24,14 +31,10 @@ public class MoveCharacter : Character
     public Material[] outlineMats;
     public Material[] outline1Mats;
 
-    [Header("额外重力")]
-    public float extraRiseGravity = 0; //上升时额外重力加速度
-    public float extraFallGravity = -10; //下落时额外重力加速度
-
     [Header("属性")]
     public float moveSpeed = 5;
     public bool needToAdjustFlyHeight;
-    [FoldoutGroup("回升")][DisplayOnly] public float flyHeight;
+    [FoldoutGroup("回升", order:-1)][DisplayOnly] public float flyHeight;
     [FoldoutGroup("回升")][LabelText("最大高度")] public float maxFlyHeight;
     [FoldoutGroup("回升")][LabelText("最低高度")] public float minFlyHeight;
     float refspeed = 1;
@@ -58,7 +61,6 @@ public class MoveCharacter : Character
     [Header("隐身")]
     public bool isInvisible;
     public float invisibleTime;
-    public float velocityAddition;
 
     [Header("传送门")]
     public bool haveTransmit;

+ 14 - 2
ActionTowerDefense/Assets/Scripts/Characters/PlayerController.cs

@@ -969,7 +969,13 @@ public class PlayerController : MoveCharacter
                 {
                     break;
                 }
+                if(velocityAddition == 0)
+                {
+                    transform.position = new Vector3(transform.position.x, platformY, transform.position.z);
+                }
                 velocity.x = velocityAddition;
+                velocity.y = 0;
+                
                 rb.velocity = velocity;
 
                 break;
@@ -993,6 +999,12 @@ public class PlayerController : MoveCharacter
                     {
                         velocity.x = -moveSpeed + velocityAddition;
                     }
+                    velocity.y = 0;
+                    if (velocityAddition == 0)
+                    {
+                        transform.position = new Vector3(transform.position.x, platformY, transform.position.z);
+                    }
+                        
                     rb.velocity = velocity;
                 }
 
@@ -1445,7 +1457,7 @@ public class PlayerController : MoveCharacter
                 velocity.x = 0;
                 break;
             case CharacterState.Rise:
-                bodyCollider.SetActive(true);
+                //bodyCollider.SetActive(true);
                 break;
             case CharacterState.Fall:
                 break;
@@ -1521,7 +1533,7 @@ public class PlayerController : MoveCharacter
                 //animalAni.SetInteger("state", (int)PlayerState.Walk);
                 break;
             case CharacterState.Rise:
-                bodyCollider.SetActive(false);
+                //bodyCollider.SetActive(false);
                 aniCollider.Play("Rise", 0, 0);
                 canJumpTime = 0;
                 break;

+ 15 - 1
ActionTowerDefense/Assets/Scripts/Platform.cs

@@ -6,6 +6,8 @@ public class Platform : MonoBehaviour
 {
     public Rigidbody rb;
     public List<Foot> feet = new List<Foot>();
+    public Transform left;
+    public Transform right;
     public bool TrigFeet
     {
         get
@@ -15,7 +17,7 @@ public class Platform : MonoBehaviour
     }
     //public float edgeDistance;
 
-    public bool canDown;
+    public bool canDown = true;
 
     private void OnTriggerEnter(Collider other)
     {
@@ -59,4 +61,16 @@ public class Platform : MonoBehaviour
             }
         }
     }
+
+    
+    public float GetPosY(Vector3 target)
+    {
+        float angleInRadians = transform.eulerAngles.z * Mathf.Deg2Rad;
+        float tanTheta = Mathf.Tan(angleInRadians);
+        Vector3 localPos = transform.InverseTransformPoint(target);
+        localPos.y = localPos.x * tanTheta;
+        Vector3 worldPos = transform.TransformPoint(localPos);
+        return worldPos.y;
+
+    }
 }