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软件工程实践2022年春W班
麦丽素鸽
Project_AVE
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dfe3bf2e
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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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dfe3bf2e
编写于
6月 17, 2022
作者:
3
3523663010@qq.com
浏览文件
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浏览文件
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差异文件
checkin
上级
501a7576
5dc14f58
变更
24
隐藏空白更改
内联
并排
Showing
24 changed file
with
198 addition
and
319 deletion
+198
-319
Assets/Resources/Prefabs/Enemys/Enemy02.prefab
Assets/Resources/Prefabs/Enemys/Enemy02.prefab
+11
-7
Assets/Resources/Prefabs/UI/ESCpanel.prefab
Assets/Resources/Prefabs/UI/ESCpanel.prefab
+124
-17
Assets/Resources/Prefabs/UI/SkillPanel.prefab
Assets/Resources/Prefabs/UI/SkillPanel.prefab
+1
-1
Assets/Resources/SOData/Vehicle_Normal_SO.asset
Assets/Resources/SOData/Vehicle_Normal_SO.asset
+1
-1
Assets/Scenes/SampleScene_k.unity
Assets/Scenes/SampleScene_k.unity
+0
-239
Assets/Scripts/GameManagers/BuildingManager.cs
Assets/Scripts/GameManagers/BuildingManager.cs
+2
-2
Assets/Scripts/GameManagers/GameManager.cs
Assets/Scripts/GameManagers/GameManager.cs
+6
-4
Assets/Scripts/Map/DoorControllTrigger.cs
Assets/Scripts/Map/DoorControllTrigger.cs
+1
-1
Assets/Scripts/Player/PlayerController.cs
Assets/Scripts/Player/PlayerController.cs
+1
-1
Assets/Scripts/ProjectBase/Base/SingletonMono.cs
Assets/Scripts/ProjectBase/Base/SingletonMono.cs
+2
-0
Assets/Scripts/Turrets/NormalTurret.cs
Assets/Scripts/Turrets/NormalTurret.cs
+0
-4
Assets/Scripts/Turrets/Turret.cs
Assets/Scripts/Turrets/Turret.cs
+2
-2
Assets/Scripts/UI/BattlePanel.cs
Assets/Scripts/UI/BattlePanel.cs
+5
-4
Assets/Scripts/UI/ESCpanelCtrl.cs
Assets/Scripts/UI/ESCpanelCtrl.cs
+6
-2
Assets/Scripts/UI/RemindPanelCtrl.cs
Assets/Scripts/UI/RemindPanelCtrl.cs
+2
-2
Assets/Scripts/UI/SettingsPanelCtrl.cs
Assets/Scripts/UI/SettingsPanelCtrl.cs
+23
-23
Assets/Scripts/UI/SkillPanelCtrl.cs
Assets/Scripts/UI/SkillPanelCtrl.cs
+3
-3
Assets/Scripts/UI/StartPanel.cs
Assets/Scripts/UI/StartPanel.cs
+1
-0
Assets/Scripts/Utility/MathValue.cs
Assets/Scripts/Utility/MathValue.cs
+1
-1
Assets/Scripts/Vehicles/NormalVehicle.cs
Assets/Scripts/Vehicles/NormalVehicle.cs
+1
-1
Assets/Scripts/Vehicles/Vehicle.cs
Assets/Scripts/Vehicles/Vehicle.cs
+2
-1
Assets/Scripts/Weapons/Bullets/Bullet.cs
Assets/Scripts/Weapons/Bullets/Bullet.cs
+1
-1
Assets/Scripts/Weapons/Bullets/NormalBullet.cs
Assets/Scripts/Weapons/Bullets/NormalBullet.cs
+1
-1
Assets/Scripts/Weapons/ShotGun.cs
Assets/Scripts/Weapons/ShotGun.cs
+1
-1
未找到文件。
Assets/Resources/Prefabs/Enemys/Enemy02.prefab
浏览文件 @
dfe3bf2e
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浏览文件 @
dfe3bf2e
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Assets/Scripts/GameManagers/BuildingManager.cs
浏览文件 @
dfe3bf2e
...
...
@@ -60,11 +60,11 @@ public class BuildingManager : SingletonAutoMono<BuildingManager>
inBuild
=
false
;
mouseVisualTransfrom
.
gameObject
.
SetActive
(
false
);
//禁用技能面板
UIManager
.
Instance
.
GetPanel
<
SkillPanelCtrl
>(
"SkillPanel"
).
isActive
=
false
;
UIManager
.
Instance
.
HidePanel
(
"SkillPanel"
)
;
}
void
PutTurret
()
{
if
(
turretList
[
index
].
GetComponent
<
Turret
>().
MSRequirement
>
GameManager
.
Instance
.
magicStone
)
if
(
turretList
[
index
].
GetComponent
<
Turret
>().
turretData
.
MSRequirement
>
GameManager
.
Instance
.
magicStone
)
return
;
foreach
(
Collider2D
c
in
Physics2D
.
OverlapCircleAll
(
mouseVisualTransfrom
.
position
,
1f
))
{
...
...
Assets/Scripts/GameManagers/GameManager.cs
浏览文件 @
dfe3bf2e
...
...
@@ -125,12 +125,14 @@ public class GameManager : SingletonAutoMono<GameManager>
//关闭所有UI
UIManager
.
Instance
.
HidePanel
(
"ESCpanel"
);
UIManager
.
Instance
.
HidePanel
(
"BattlePanel"
);
Destroy
(
Instance
.
player
.
gameObject
);
Destroy
(
Instance
.
vehicle
.
gameObject
);
if
(
Instance
.
player
)
Destroy
(
Instance
.
player
.
gameObject
);
if
(
Instance
.
vehicle
)
Destroy
(
Instance
.
vehicle
.
gameObject
);
GameManager
.
Instance
.
magicStone
=
0
;
RoomGenerator
.
Instance
.
DestroyMap
();
if
(
RoomGenerator
.
Instance
)
RoomGenerator
.
Instance
.
DestroyMap
();
}
//游戏通关结束
public
void
GameEnd
()
...
...
Assets/Scripts/Map/DoorControllTrigger.cs
浏览文件 @
dfe3bf2e
...
...
@@ -34,7 +34,7 @@ public class DoorControllTrigger : MonoBehaviour
}
if
(
player
!=
null
&&
other
.
name
==
player
.
name
&&
isVehicleUpdated
)
{
Debug
.
Log
(
other
.
name
+
" "
+
player
.
name
);
//
Debug.Log(other.name + " " + player.name);
if
(!
isPlayerUpdated
)
{
isPlayerUpdated
=
true
;
...
...
Assets/Scripts/Player/PlayerController.cs
浏览文件 @
dfe3bf2e
...
...
@@ -105,7 +105,7 @@ public class PlayerController : MonoBehaviour {
if
(
Input
.
GetKeyDown
(
KeyCode
.
B
)&&
UIManager
.
Instance
.
panelStack
.
Count
==
0
)
{
UIManager
.
Instance
.
GetPanel
<
SkillPanelCtrl
>(
"SkillPanel"
).
isActive
=
true
;
//UIManager.Instance.ShowPanel<BuildPanelCtrl>("BuildPanel", E_UI_Layer.System, null
);
UIManager
.
Instance
.
ShowPanel
<
SkillPanelCtrl
>(
"SkillPanel"
,
E_UI_Layer
.
System
);
}
}
...
...
Assets/Scripts/ProjectBase/Base/SingletonMono.cs
浏览文件 @
dfe3bf2e
...
...
@@ -13,6 +13,8 @@ public class SingletonMono<T> : MonoBehaviour where T: MonoBehaviour
{
get
{
if
(
instance
==
null
)
return
null
;
//继承了Mono的脚本 不能够直接new
//只能通过拖动到对象上 或者 通过 加脚本的api AddComponent去加脚本
//U3D内部帮助我们实例化它
...
...
Assets/Scripts/Turrets/NormalTurret.cs
浏览文件 @
dfe3bf2e
...
...
@@ -13,10 +13,6 @@ public class NormalTurret : Turret
sprite
=
GetComponent
<
SpriteRenderer
>();
sprite
.
sprite
=
FindSrpite
();
}
private
void
Start
()
{
Init
();
}
protected
override
void
Update
()
{
base
.
Update
();
...
...
Assets/Scripts/Turrets/Turret.cs
浏览文件 @
dfe3bf2e
...
...
@@ -33,7 +33,7 @@ public abstract class Turret : BattleUnit, Interactable
public
int
MSRequirement
;
private
int
baseMSRequirement
;
protected
int
destoryReturnMS
;
p
rotected
List
<
BattleUnit
>
enemyList
=
new
List
<
BattleUnit
>();
p
ublic
List
<
BattleUnit
>
enemyList
=
new
List
<
BattleUnit
>();
protected
float
timer
;
private
int
layer
;
private
bool
canShoot
=
false
;
...
...
@@ -68,7 +68,7 @@ public abstract class Turret : BattleUnit, Interactable
{
data
=
new
UpgradeData
();
data
.
type
=
UpgradeType
.
Turret
;
layer
=
LayerMask
.
GetMask
(
"Door"
,
"Wall"
,
"
Room"
,
"
Enemy"
);
layer
=
LayerMask
.
GetMask
(
"Door"
,
"Wall"
,
"Enemy"
);
currentCD
=
0
;
level
=
1
;
BattleUnitData_SO
battleUnitData
=
turretData
.
battleUnitData
;
...
...
Assets/Scripts/UI/BattlePanel.cs
浏览文件 @
dfe3bf2e
...
...
@@ -47,6 +47,7 @@ public class BattlePanel : BasePanel
{
gameObject
.
SetActive
(
true
);
UIManager
.
Instance
.
ShowPanel
<
SkillPanelCtrl
>(
"SkillPanel"
,
E_UI_Layer
.
System
,
null
,
false
);
UIManager
.
Instance
.
GetPanel
<
SkillPanelCtrl
>(
"SkillPanel"
).
gameObject
.
SetActive
(
false
);
}
/// <summary>
...
...
@@ -68,7 +69,7 @@ public class BattlePanel : BasePanel
Slider
slider
=
GetControl
<
Slider
>(
"HP"
);
float
nowHP
=
(
float
)
currentHP
/
maxHP
;
slider
.
value
=
nowHP
;
Debug
.
Log
(
slider
.
value
);
//
Debug.Log(slider.value);
//修改动画currentHP参数
animator
.
SetFloat
(
"currentHP"
,
(
float
)
currentHP
/
maxHP
);
...
...
@@ -137,10 +138,10 @@ public class BattlePanel : BasePanel
{
//空格是为了换行
case
UpgradeType
.
Weapon
:
statetext
.
text
=
"等级:"
+
d
.
level
+
" "
+
"攻击力:"
+
d
.
damage
+
" "
+
"攻击范围:"
+
d
.
attackRange
+
" "
+
"攻击速度:"
+
d
.
attackSpeed
+
" "
+
"升级魔石消耗:"
+
d
.
cost
;
statetext
.
text
=
"等级:"
+
d
.
level
+
" "
+
"攻击力:"
+
d
.
damage
+
" "
+
"攻击范围:"
+
Convert
.
ToInt32
(
d
.
attackRange
)
+
" "
+
"攻击速度:"
+
Convert
.
ToInt32
(
d
.
attackSpeed
)
+
" "
+
"升级魔石消耗:"
+
d
.
cost
;
break
;
case
UpgradeType
.
Turret
:
statetext
.
text
=
"等级:"
+
d
.
level
+
" "
+
"攻击力:"
+
d
.
damage
+
" "
+
"攻击范围:"
+
d
.
attackRange
+
" "
+
"攻击速度:"
+
d
.
attackSpeed
+
" "
+
"升级魔石消耗:"
+
d
.
cost
;
statetext
.
text
=
"等级:"
+
d
.
level
+
" "
+
"攻击力:"
+
d
.
damage
+
" "
+
"攻击范围:"
+
Convert
.
ToInt32
(
d
.
attackRange
)
+
" "
+
"攻击速度:"
+
Convert
.
ToInt32
(
d
.
attackSpeed
)
+
" "
+
"升级魔石消耗:"
+
d
.
cost
;
break
;
case
UpgradeType
.
Treasure
:
statetext
.
text
=
"打开这个宝箱"
+
" "
+
"需要消耗魔石:"
+
d
.
cost
;
...
...
@@ -167,7 +168,7 @@ public class BattlePanel : BasePanel
{
image
.
color
=
background
;
Debug
.
Log
(
"state:building turret."
);
statetext
.
text
=
"等级:1"
+
" "
+
"攻击力:"
+
data
.
GetComponent
<
Turret
>().
turretData
.
damage
.
ToString
()
+
" "
+
"攻击范围:"
+
data
.
GetComponent
<
Turret
>().
turretData
.
weaponData
.
bulletRange
.
ToString
()
+
" "
+
"攻击速度:"
+
(
1
/
data
.
GetComponent
<
Turret
>().
turretData
.
weaponData
.
attackCD
).
ToString
()
+
" "
+
"升级魔石消耗:"
+
data
.
GetComponent
<
Turret
>().
turretData
.
weaponData
.
MSRequirement
.
ToString
();
statetext
.
text
=
"等级:1"
+
" "
+
"攻击力:"
+
data
.
GetComponent
<
Turret
>().
turretData
.
damage
.
ToString
()
+
" "
+
"攻击范围:"
+
Convert
.
ToInt32
(
data
.
GetComponent
<
Turret
>().
turretData
.
weaponData
.
bulletRange
).
ToString
()
+
" "
+
"攻击速度:"
+
Convert
.
ToInt32
(
1
/
data
.
GetComponent
<
Turret
>().
turretData
.
weaponData
.
attackCD
).
ToString
()
+
" "
+
"升级魔石消耗:"
+
data
.
GetComponent
<
Turret
>().
turretData
.
weaponData
.
MSRequirement
.
ToString
();
}
}
}
Assets/Scripts/UI/ESCpanelCtrl.cs
浏览文件 @
dfe3bf2e
...
...
@@ -37,7 +37,9 @@ public class ESCpanelCtrl : BasePanel
}
else
{
// GameManager.Instance.GameResume();
if
(!(
UIManager
.
Instance
.
panelStack
.
Count
>
0
))
{
GameManager
.
Instance
.
GameResume
();
}
gameObject
.
SetActive
(
false
);
}
}
...
...
@@ -52,6 +54,9 @@ public class ESCpanelCtrl : BasePanel
UIManager
.
Instance
.
ShowPanel
<
RemindPanelCtrl
>(
"RemindPanel"
,
E_UI_Layer
.
System
,
null
);
toMenu
=
true
;
break
;
case
"BackToBaseBtn"
:
GameManager
.
Instance
.
GameOver
();
break
;
case
"HelpBtn"
:
UIManager
.
Instance
.
ShowPanel
<
HelpPanelCtrl
>(
"HelpPanel"
,
E_UI_Layer
.
System
,
null
);
break
;
...
...
@@ -64,7 +69,6 @@ public class ESCpanelCtrl : BasePanel
case
"ReadingBtn"
:
UIManager
.
Instance
.
ShowPanel
<
ReadingPanelCtrl
>(
"ReadingPanel"
,
E_UI_Layer
.
System
,
null
);
break
;
default
:
break
;
}
...
...
Assets/Scripts/UI/RemindPanelCtrl.cs
浏览文件 @
dfe3bf2e
...
...
@@ -5,7 +5,7 @@ using UnityEngine;
public
class
RemindPanelCtrl
:
BasePanel
{
/// <summary>
///
ʾԼ
///
显示自己
/// </summary>
public
override
void
ShowMe
()
{
...
...
@@ -14,7 +14,7 @@ public class RemindPanelCtrl : BasePanel
}
/// <summary>
///
Լ
///
隐藏自己
/// </summary>
public
override
void
HideMe
()
{
...
...
Assets/Scripts/UI/SettingsPanelCtrl.cs
浏览文件 @
dfe3bf2e
...
...
@@ -12,7 +12,7 @@ public class SettingsPanelCtrl : BasePanel
private
Text
volumetext
;
private
Text
speedtext
;
/// <summary>
///
显示
自己
///
显示自己
/// </summary>
public
override
void
ShowMe
()
{
...
...
@@ -21,30 +21,30 @@ public class SettingsPanelCtrl : BasePanel
vbtext
=
GetControl
<
Text
>(
"VibrationText"
);
bgmtext
=
GetControl
<
Text
>(
"BGMtext"
);
gameObject
.
SetActive
(
true
);
bgmtext
.
text
=
((
int
)
GameManager
.
Instance
.
bgmVolume
*
100
).
ToString
()
+
"%"
;
volumetext
.
text
=
((
int
)
GameManager
.
Instance
.
effectVolume
*
100
).
ToString
()
+
"%"
;
bgmtext
.
text
=
((
int
)
(
GameManager
.
Instance
.
bgmVolume
*
100
)
).
ToString
()
+
"%"
;
volumetext
.
text
=
((
int
)
(
GameManager
.
Instance
.
effectVolume
*
100
)
).
ToString
()
+
"%"
;
if
(
GameManager
.
Instance
.
openCameraShake
)
{
vbtext
.
text
=
"
震动开关
(ON)"
;
vbtext
.
text
=
"
震动开关(ON)
"
;
}
else
{
vbtext
.
text
=
"
震动开关(
OFF)"
;
vbtext
.
text
=
"
震动开关(OFF)
"
;
}
if
(
PlayerPrefs
.
GetFloat
(
"dashRate"
)
==
1.2f
)
{
speedtext
.
text
=
"
移动加速
( 慢 )"
;
speedtext
.
text
=
"
移动加速( 慢 )
"
;
}
else
{
speedtext
.
text
=
"
移动加速
( 快 )"
;
speedtext
.
text
=
"
移动加速( 快 )
"
;
}
Debug
.
Log
(
"
展示
了设置面板"
);
Debug
.
Log
(
"
展示了设置面板
"
);
}
/// <summary>
///
隐
藏自己
///
隐藏自己
/// </summary>
public
override
void
HideMe
()
{
...
...
@@ -64,14 +64,14 @@ public class SettingsPanelCtrl : BasePanel
case
"VibrationBtn"
:
vbtext
.
text
=
VibrationControl
(
vbtext
.
text
);
break
;
//
背景音乐
的调节其实是两个按钮
//
背景音乐的调节其实是两个按钮
case
"BGMupBtn"
:
bgmtext
.
text
=
BGMControl
(
btnName
,
bgmtext
.
text
);
break
;
case
"BGMdownBtn"
:
bgmtext
.
text
=
BGMControl
(
btnName
,
bgmtext
.
text
);
break
;
//
音效的调
节也是两个按钮
//
音效的调节也是两个按钮
case
"VolumeUpBtn"
:
volumetext
.
text
=
VolumeControl
(
btnName
,
volumetext
.
text
);
break
;
...
...
@@ -87,21 +87,21 @@ public class SettingsPanelCtrl : BasePanel
}
}
/// <summary>
///
控制震
动开关的函数
///
控制震动开关的函数
/// </summary>
/// <param name="text"></param>
/// <returns></returns>
public
string
VibrationControl
(
string
text
)
{
if
(
text
==
"
震动开关
(ON)"
)
if
(
text
==
"
震动开关(ON)
"
)
{
text
=
"
震动开关(
OFF)"
;
text
=
"
震动开关(OFF)
"
;
GameManager
.
Instance
.
openCameraShake
=
false
;
}
else
{
text
=
"
震动开关
(ON)"
;
text
=
"
震动开关(ON)
"
;
GameManager
.
Instance
.
openCameraShake
=
true
;
}
return
text
;
...
...
@@ -109,38 +109,38 @@ public class SettingsPanelCtrl : BasePanel
}
/// <summary>
///
控制移动
加速按钮的函数
///
控制移动加速按钮的函数
/// </summary>
/// <param name="text"></param>
/// <returns></returns>
public
string
SpeedControl
(
string
text
)
{
if
(
text
==
"
移动加速
( 快 )"
)
if
(
text
==
"
移动加速( 快 )
"
)
{
text
=
"
移动加速
( 慢 )"
;
text
=
"
移动加速( 慢 )
"
;
GameManager
.
Instance
.
DashRate
=
(
float
)
1.2
;
}
else
{
text
=
"
移动加速
( 快 )"
;
text
=
"
移动加速( 快 )
"
;
GameManager
.
Instance
.
DashRate
=
(
float
)
1.5
;
}
return
text
;
}
/// <summary>
/// BGM
调
节函数
/// BGM
调节函数
/// </summary>
/// <param name="bgmbtnName"></param>
/// <param name="text"></param>
/// <returns></returns>
public
string
BGMControl
(
string
bgmbtnName
,
string
text
)
{
Debug
.
Log
(
"bgm函数"
);
Debug
.
Log
(
"bgm
函数
"
);
if
(
bgmbtnName
==
"BGMupBtn"
)
{
Debug
.
Log
(
"bgm函数up if"
);
Debug
.
Log
(
"bgm
函数
up if"
);
string
str
=
text
.
Substring
(
0
,
text
.
Length
-
1
);
Debug
.
Log
(
str
);
int
bgm
=
Convert
.
ToInt32
(
str
);
...
...
@@ -170,7 +170,7 @@ public class SettingsPanelCtrl : BasePanel
return
null
;
}
/// <summary>
///
音效
控制函数
///
音效控制函数
/// </summary>
/// <param name="bgmbtnName"></param>
/// <param name="text"></param>
...
...
Assets/Scripts/UI/SkillPanelCtrl.cs
浏览文件 @
dfe3bf2e
...
...
@@ -47,6 +47,7 @@ public class SkillPanelCtrl : BasePanel
Init
();
Debug
.
Log
(
"SkillPanel is showing!"
);
gameObject
.
SetActive
(
true
);
isActive
=
true
;
}
/// <summary>
...
...
@@ -55,6 +56,7 @@ public class SkillPanelCtrl : BasePanel
public
override
void
HideMe
()
{
gameObject
.
SetActive
(
false
);
isActive
=
false
;
}
/// <summary>
...
...
@@ -62,8 +64,6 @@ public class SkillPanelCtrl : BasePanel
/// </summary>
public
void
Init
()
{
isActive
=
false
;
DeleteOldImage
();
BuildingManager
.
Instance
.
Init
();
turretList
=
BuildingManager
.
Instance
.
turretList
;
...
...
@@ -83,7 +83,7 @@ public class SkillPanelCtrl : BasePanel
turretIsClicked
=
turretList
[
index
];
//Debug.Log("TurretX is clicked!");
BuildingManager
.
Instance
.
build
(
index
);
CountX
.
text
=
(
System
.
Convert
.
ToInt32
(
CountX
.
text
)
-
1
).
ToString
();
//
CountX.text = (System.Convert.ToInt32(CountX.text) - 1).ToString();
//switch (System.Convert.ToInt32(CountX.text))
//{
// case 0:
...
...
Assets/Scripts/UI/StartPanel.cs
浏览文件 @
dfe3bf2e
...
...
@@ -10,6 +10,7 @@ public class StartPanel : BasePanel
/// </summary>
public
override
void
ShowMe
()
{
SaveManager
.
Instance
.
LoadSettings
();
MusicMgr
.
Instance
.
PlayBkMusic
(
"主题"
);
gameObject
.
SetActive
(
true
);
}
...
...
Assets/Scripts/Utility/MathValue.cs
浏览文件 @
dfe3bf2e
...
...
@@ -6,7 +6,7 @@ using System.Threading.Tasks;
public
class
MathValue
:
BaseManager
<
MathValue
>
{
public
static
double
upgradeLimit
=
4
;
public
static
double
upgradeLimit
=
0.25
;
public
static
double
upgradeBase
=
2.1479
;
public
static
double
dropBase
=
2
;
public
static
double
treasureBase
=
3
;
...
...
Assets/Scripts/Vehicles/NormalVehicle.cs
浏览文件 @
dfe3bf2e
...
...
@@ -62,7 +62,7 @@ public class NormalVehicle : Vehicle
{
//获取下一个房间中心点 寻路
destinationSetter
.
target
=
target
;
speed
=
vehicleData
.
high
Speed
;
speed
=
max
Speed
;
}
public
override
void
Stop
(
Transform
target
)
...
...
Assets/Scripts/Vehicles/Vehicle.cs
浏览文件 @
dfe3bf2e
...
...
@@ -161,7 +161,8 @@ public abstract class Vehicle : BattleUnit
else
{
Debug
.
Log
(
"玩家远离载具,载具缓慢移动"
);
Stop
(
RoomGenerator
.
Instance
.
vehicleNextRoom
.
transform
);
if
(
RoomGenerator
.
Instance
?.
vehicleNextRoom
)
Stop
(
RoomGenerator
.
Instance
.
vehicleNextRoom
.
transform
);
}
playerDetectTimer
=
0
;
}
...
...
Assets/Scripts/Weapons/Bullets/Bullet.cs
浏览文件 @
dfe3bf2e
...
...
@@ -40,7 +40,7 @@ public abstract class Bullet : MonoBehaviour
}
}
Vector3
hitPos
=
collision
.
bounds
.
ClosestPoint
(
transform
.
position
);
Debug
.
Log
(
"撞击到"
+
collision
.
name
);
//
Debug.Log("撞击到" + collision.name);
//调用特效
PlayeEffect
(
hitPos
);
PoolMgr
.
Instance
.
PushObj
(
gameObject
.
name
,
gameObject
);
...
...
Assets/Scripts/Weapons/Bullets/NormalBullet.cs
浏览文件 @
dfe3bf2e
...
...
@@ -22,7 +22,7 @@ public class NormalBullet : Bullet
if
(
MoveDistance
>
BulletRange
)
{
//回收
Debug
.
Log
(
"超过距离回收"
);
//
Debug.Log("超过距离回收");
PoolMgr
.
Instance
.
PushObj
(
gameObject
.
name
,
gameObject
);
}
}
...
...
Assets/Scripts/Weapons/ShotGun.cs
浏览文件 @
dfe3bf2e
...
...
@@ -41,7 +41,7 @@ public class ShotGun : Weapon
shootDirection
=
transform
.
rotation
*
Quaternion
.
AngleAxis
(
bulletAngle
*
(
i
-
median
)
+
bulletAngle
/
2
,
Vector3
.
forward
);
}
PoolMgr
.
Instance
.
GetObj
(
"Prefabs/Bullets/"
+
weaponData
.
bullet
.
name
,
false
,
PassData
);
Debug
.
Log
(
$"第
{
i
+
1
}
个子弹 射击角度
{
shootDirection
.
eulerAngles
}
"
);
//
Debug.Log($"第{i+1}个子弹 射击角度{shootDirection.eulerAngles}");
}
currentCD
=
0
;
}
...
...
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