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public enum HorseState { Stand, Move, Jump} + public enum HorseState { Stand, Move, Jump, Dead} /// /// 单次跳跃过程中的状态量,Ready表示还没开始累计最终力,Charge表示已经开始蓄力,jump表示已经触发跳跃 @@ -99,6 +99,9 @@ public class Horse : MonoBehaviour [BoxGroup("马的基本运动信息")][Header("马跳跃力度")] public float jumpForce; + [BoxGroup("马的其他信息")][Header("马被相机挤死后飞出有多大的力")] + public float deadFlySpeed; + @@ -236,6 +239,11 @@ public class Horse : MonoBehaviour /// private Vector2 jumpChargeVelocity; + /// + /// 死亡后的旋转中心 + /// + private Transform rotateCenter; + void Start() { @@ -251,17 +259,40 @@ public class Horse : MonoBehaviour { //更新一些数据 UpdateDataEarly(); - //计算马脚目标位置 - CaculateTargetPosition(); - //让马脚朝着目标移动 - MoveFoot(); - //让马整体运动 - MoveHorse(); - //跳跃检测和物理实现 - if(horseState == HorseState.Jump) CheckJump(); + if(horseState != HorseState.Dead) + { + //计算马脚目标位置 + CaculateTargetPosition(); + //让马脚朝着目标移动 + MoveFoot(); + //让马整体运动 + MoveHorse(); + //跳跃检测和物理实现 + if(horseState == HorseState.Jump) CheckJump(); + } //更新一些数据 UpdateDataLate(); } + + public void Death(GameController.Death deathInfo) + { + //修改状态至死亡 + horseState = HorseState.Dead; + //关闭马蹄的碰撞体,并给一个右上角的速度和旋转,让马的模型掉出地图 + foreach(foot foot in foots){ + //foot.footBoxCollider2D.enabled = false; + //马蹄刚体也需要给速度,否则会黏在地上飞不起来 + foot.footRigidbody2D.velocity = Vector2.one * deadFlySpeed * 1.5f; + } + //马身体的碰撞体也要关 + List temp = new List(); + GetComponentsInChildren(temp); + foreach(BoxCollider2D box in temp) + box.enabled = false; + + horseRig.velocity = Vector2.one * deadFlySpeed; + horseRig.AddTorque(deadFlySpeed * 2f); + } private void Jump() { @@ -317,10 +348,13 @@ public class Horse : MonoBehaviour private void UpdateDataEarly() { //判断是否两腿均并拢,若是,进入跳跃状态,否则设置为Stand状态 - if (isFrontFootMerged && isBackFootMerged) horseState = HorseState.Jump; - else horseState = HorseState.Stand; + if(horseState != HorseState.Dead) + { + if (isFrontFootMerged && isBackFootMerged) horseState = HorseState.Jump; + else horseState = HorseState.Stand; + } - Debug.Log("jumpState = " + jumpState); + //Debug.Log("jumpState = " + jumpState); } @@ -457,6 +491,9 @@ public class Horse : MonoBehaviour //找到马的刚体 horseRig = GetComponent(); + + // + rotateCenter = transform.Find("马死后的旋转中心"); } diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 61d7cf5..8a564d1 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -5,6 +5,7 @@ TagManager: serializedVersion: 2 tags: - Ground + - HorseHead layers: - Default - TransparentFX diff --git a/UserSettings/Layouts/default-2021.dwlt b/UserSettings/Layouts/default-2021.dwlt index 562f303..c14a306 100644 --- a/UserSettings/Layouts/default-2021.dwlt +++ b/UserSettings/Layouts/default-2021.dwlt @@ -121,7 +121,7 @@ MonoBehaviour: m_MinSize: {x: 400, y: 200} m_MaxSize: {x: 32384, y: 16192} vertical: 0 - 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