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软件工程实践2022年春F班
PEEKABOO
GameProject
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921b64bb
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GameProject
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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921b64bb
编写于
6月 16, 2022
作者:
画船听雨眠47
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
修改Fisher死亡视角相关代码
上级
ce3348c5
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
66 addition
and
46 deletion
+66
-46
gameScript/Player/Fisher/FisherController.cs
gameScript/Player/Fisher/FisherController.cs
+66
-46
未找到文件。
gameScript/Player/Fisher/FisherController.cs
浏览文件 @
921b64bb
...
...
@@ -40,77 +40,97 @@ public class FisherController : MonoBehaviour
void
FixedUpdate
()
{
// 移动函数
horizontalMove
=
Input
.
GetAxis
(
"Horizontal"
);
verticalMove
=
Input
.
GetAxis
(
"Vertical"
);
rigidBody
.
velocity
=
new
Vector2
(
horizontalMove
*
speed
,
rigidBody
.
velocity
.
y
);
rigidBody
.
velocity
=
new
Vector2
(
rigidBody
.
velocity
.
x
,
verticalMove
*
speed
);
if
(
isDead
)
Dead
();
else
{
// 移动函数
horizontalMove
=
Input
.
GetAxis
(
"Horizontal"
);
verticalMove
=
Input
.
GetAxis
(
"Vertical"
);
rigidBody
.
velocity
=
new
Vector2
(
horizontalMove
*
speed
,
rigidBody
.
velocity
.
y
);
rigidBody
.
velocity
=
new
Vector2
(
rigidBody
.
velocity
.
x
,
verticalMove
*
speed
);
// 鬼影迷踪技能
if
(
Input
.
GetKeyDown
(
KeyCode
.
E
))
{
float
now
=
Time
.
time
;
if
(
now
-
eStartTime
>=
eCD
&&
!
canFisher
)
// 鬼影迷踪技能
if
(
Input
.
GetKeyDown
(
KeyCode
.
E
))
{
num
=
0
;
canFisher
=
true
;
eStartTime
=
now
;
var
_index
=
GetComponent
<
NetworkTransform
>().
netObj
.
identity
;
ClientManager
.
AddOperation
(
new
Operation
(
MyCommand
.
MYMZ
,
_index
));
float
now
=
Time
.
time
;
if
(
now
-
eStartTime
>=
eCD
&&
!
canFisher
)
{
num
=
0
;
canFisher
=
true
;
eStartTime
=
now
;
var
_index
=
GetComponent
<
NetworkTransform
>().
netObj
.
identity
;
ClientManager
.
AddOperation
(
new
Operation
(
MyCommand
.
MYMZ
,
_index
));
}
else
if
(
now
-
eStartTime
<=
5
&&
canFisher
&&
num
==
0
)
{
num
++;
var
_index
=
GetComponent
<
NetworkTransform
>().
netObj
.
identity
;
ClientManager
.
AddOperation
(
new
Operation
(
MyCommand
.
MYMZ
,
_index
));
}
}
else
if
(
now
-
eStartTime
<=
5
&&
canFisher
&&
num
==
0
)
// 分身持续时间
if
(
Time
.
time
-
eStartTime
>
-
fisherTimeLeft
&&
canFisher
)
{
num
++
;
canFisher
=
false
;
var
_index
=
GetComponent
<
NetworkTransform
>().
netObj
.
identity
;
ClientManager
.
AddOperation
(
new
Operation
(
MyCommand
.
MYMZ
,
_index
));
ClientManager
.
AddOperation
(
new
Operation
(
MyCommand
.
un
MYMZ
,
_index
));
}
}
// 分身持续时间
if
(
Time
.
time
-
eStartTime
>
-
fisherTimeLeft
&&
canFisher
)
{
canFisher
=
false
;
var
_index
=
GetComponent
<
NetworkTransform
>().
netObj
.
identity
;
ClientManager
.
AddOperation
(
new
Operation
(
MyCommand
.
unMYMZ
,
_index
));
}
// 进行切换伪装
if
(
Input
.
GetKeyDown
(
KeyCode
.
Space
))
{
float
now
=
Time
.
time
;
if
(
now
-
spaceStartTime
>=
spaceCD
)
// 进行切换伪装
if
(
Input
.
GetKeyDown
(
KeyCode
.
Space
))
{
spaceStartTime
=
now
;
var
_index
=
GetComponent
<
NetworkTransform
>().
netObj
.
identity
;
ClientManager
.
AddOperation
(
new
Operation
(
MyCommand
.
Deformation
,
_index
,
Random
.
Range
(
0
,
4
)));
float
now
=
Time
.
time
;
if
(
now
-
spaceStartTime
>=
spaceCD
)
{
spaceStartTime
=
now
;
var
_index
=
GetComponent
<
NetworkTransform
>().
netObj
.
identity
;
ClientManager
.
AddOperation
(
new
Operation
(
MyCommand
.
Deformation
,
_index
,
Random
.
Range
(
0
,
4
)));
}
}
}
//变色
if
(
Input
.
GetKeyDown
(
KeyCode
.
Q
))
{
var
_index
=
GetComponent
<
NetworkTransform
>().
netObj
.
identity
;
ClientManager
.
AddOperation
(
new
Operation
(
MyCommand
.
ChangePlayerColor
,
_index
)
//变色
if
(
Input
.
GetKeyDown
(
KeyCode
.
Q
))
{
buffer
=
new
byte
[]
{
var
_index
=
GetComponent
<
NetworkTransform
>().
netObj
.
identity
;
ClientManager
.
AddOperation
(
new
Operation
(
MyCommand
.
ChangePlayerColor
,
_index
)
{
buffer
=
new
byte
[]
{
(
byte
)
Random
.
Range
(
0
,
255
),
//R
(
byte
)
Random
.
Range
(
0
,
255
),
//G
(
byte
)
Random
.
Range
(
0
,
255
)
//B
}
});
}
});
}
}
}
private
void
Dead
()
{
if
(
gameObject
.
GetComponent
<
SpriteRenderer
>().
sprite
!=
null
)
{
gameObject
.
GetComponent
<
SpriteRenderer
>().
sprite
=
null
;
Destroy
(
gameObject
.
GetComponent
<
Rigidbody2D
>());
gameObject
.
GetComponent
<
Collider2D
>().
enabled
=
false
;
}
horizontalMove
=
Input
.
GetAxis
(
"Horizontal"
);
verticalMove
=
Input
.
GetAxis
(
"Vertical"
);
Vector2
position
=
transform
.
position
;
position
.
x
=
position
.
x
+
speed
*
horizontalMove
*
Time
.
deltaTime
;
position
.
y
=
position
.
y
+
speed
*
verticalMove
*
Time
.
deltaTime
;
if
(
position
.
x
<
-
70
)
position
.
x
=
-
70
;
if
(
position
.
x
>
21
)
position
.
x
=
21
;
if
(
position
.
y
<
-
74
)
position
.
y
=
-
74
;
if
(
position
.
y
>
20
)
position
.
y
=
20
;
gameObject
.
transform
.
position
=
position
;
}
}
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