任务:编写玩法框架

1.制作障碍系统

(1.制作几种类型的障碍物的预制体
((*.编写障碍物基类,以下几种均继承自基类,含碰撞体,RememberY(生成障碍物时该有多大的Y)
((1.矮障碍,仅碰撞体
((2.高障碍,仅碰撞体
((3.可冲破障碍
(((1.除基本碰撞体外,额外包含一个触发器,比碰撞体先检测到马,同时获取马的x速度,大于阈值则给障碍做破碎,用马的力度决定破碎力,关闭碎块和马的碰撞
(((*.导入某2D破碎插件
((4.人马分离障碍
(((WAIT,需要等待人马分离系统先搭建

(2.编写障碍物生成系统
((1.每若干时间,生成一个随机一种障碍,若干的范围可控
(((1.设计协程,从预制体列表中随机出一种,并在计算好的位置实例化,随后等待范围内的若干时间,然后检查马的存活情况,若马仍存活,重新调用本协程
((2.生成的位置:x在相机右侧若干不变距离,y根据障碍物的不同而不同,需要计算保存。

(3.编写障碍物消亡系统
((1.每个障碍物和碎片都会在离开镜头后被删除
This commit is contained in:
Roman 2022-07-30 00:47:44 +08:00
parent e1fa077241
commit e3e11e2556
181 changed files with 70707 additions and 58 deletions

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using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Explodable))]
public class ExplodeOnClick : MonoBehaviour {
private Explodable _explodable;
void Start()
{
_explodable = GetComponent<Explodable>();
}
void OnMouseDown()
{
_explodable.explode();
ExplosionForce ef = GameObject.FindObjectOfType<ExplosionForce>();
//ef.doExplosion(transform.position);
Debug.Log("ExplosionForce At" + ef.transform.position);
ef.doExplosion(ef.transform.position);
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ExplosionForce : MonoBehaviour {
public float force = 50;
public float radius = 5;
public float upliftModifer = 5;
/// <summary>
/// create an explosion force
/// </summary>
/// <param name="position">location of the explosion</param>
public void doExplosion(Vector3 position){
transform.localPosition = position;
StartCoroutine(waitAndExplode());
}
/// <summary>
/// exerts an explosion force on all rigidbodies within the given radius
/// </summary>
/// <returns></returns>
private IEnumerator waitAndExplode(){
yield return new WaitForFixedUpdate();
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position,radius);
foreach(Collider2D coll in colliders){
if(coll.GetComponent<Rigidbody2D>()&&coll.name!="hero"){
//Roman Update
//使其仅影响碎片
if(coll.gameObject.layer == LayerMask.NameToLayer("Fragment"))
//
AddExplosionForce(coll.GetComponent<Rigidbody2D>(), force, transform.position, radius, upliftModifer);
}
}
}
/// <summary>
/// adds explosion force to given rigidbody
/// </summary>
/// <param name="body">rigidbody to add force to</param>
/// <param name="explosionForce">base force of explosion</param>
/// <param name="explosionPosition">location of the explosion source</param>
/// <param name="explosionRadius">radius of explosion effect</param>
/// <param name="upliftModifier">factor of additional upward force</param>
private void AddExplosionForce(Rigidbody2D body, float explosionForce, Vector3 explosionPosition, float explosionRadius, float upliftModifier = 0)
{
var dir = (body.transform.position - explosionPosition);
float wearoff = 1 - (dir.magnitude / explosionRadius);
Vector3 baseForce = dir.normalized * explosionForce * wearoff;
baseForce.z = 0;
body.AddForce(baseForce);
if (upliftModifer != 0)
{
float upliftWearoff = 1 - upliftModifier / explosionRadius;
Vector3 upliftForce = Vector2.up * explosionForce * upliftWearoff;
upliftForce.z = 0;
body.AddForce(upliftForce);
}
}
}

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using UnityEngine;
using System.Collections;
public class Reset : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if(Input.GetKeyDown(KeyCode.R)){
#pragma warning disable 0618
Application.LoadLevel(Application.loadedLevel);
}
}
}

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#pragma warning disable 0436
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using ClipperLib;
using Polygon = System.Collections.Generic.List<ClipperLib.IntPoint>;
using Polygons = System.Collections.Generic.List<System.Collections.Generic.List<ClipperLib.IntPoint>>;
using Delaunay;
public static class ClipperHelper {
private static float multiplier = 1000;
public static List<List<Vector2>> clip(List<Vector2> boundary, Triangle piece)
{
//create Boundary Polygon
Polygons boundaryPoly = createPolygons(boundary);
//create Polygon from the triangular piece
Polygons subjPoly = createPolygons(piece);
//clip triangular polygon against the boundary polygon
Polygons result = new Polygons();
//忽略warning
#pragma warning disable CS0436 // The variable 'result' is assigned but its value is never used
Clipper c = new Clipper();
c.AddPaths(subjPoly, PolyType.ptClip, true);
c.AddPaths(boundaryPoly, PolyType.ptSubject, true);
c.Execute(ClipType.ctIntersection, result, PolyFillType.pftEvenOdd, PolyFillType.pftEvenOdd);
List<List<Vector2>> clippedPolygons = new List<List<Vector2>>();
foreach (Polygon poly in result)
{
List<Vector2> clippedPoly = new List<Vector2>();
foreach (IntPoint p in poly)
{
clippedPoly.Add(new Vector2(p.X, p.Y) / multiplier);
}
clippedPolygons.Add(clippedPoly);
}
return clippedPolygons;
}
public static List<List<Vector2>> clip(List<Vector2> boundary, List<Vector2> region)
{
Polygons boundaryPoly = createPolygons(boundary);
Polygons regionPoly = createPolygons(region);
//clip triangular polygon against the boundary polygon
Polygons result = new Polygons();
Clipper c = new Clipper();
c.AddPaths(regionPoly, PolyType.ptClip, true);
c.AddPaths(boundaryPoly, PolyType.ptSubject, true);
c.Execute(ClipType.ctIntersection, result, PolyFillType.pftEvenOdd, PolyFillType.pftEvenOdd);
List<List<Vector2>> clippedPolygons = new List<List<Vector2>>();
foreach (Polygon poly in result)
{
List<Vector2> clippedPoly = new List<Vector2>();
foreach (IntPoint p in poly)
{
clippedPoly.Add(new Vector2(p.X, p.Y) / multiplier);
}
clippedPolygons.Add(clippedPoly);
}
return clippedPolygons;
}
private static Polygons createPolygons(List<Vector2> source)
{
Polygons poly = new Polygons(1);
poly.Add(new Polygon(source.Count));
foreach (Vector2 p in source)
{
poly[0].Add(new IntPoint(p.x * multiplier, p.y * multiplier));
}
return poly;
}
private static Polygons createPolygons(Triangle tri)
{
Polygons poly = new Polygons(1);
poly.Add(new Polygon(3));
for (int i = 0; i < 3; i++)
{
poly[0].Add(new IntPoint(tri.sites[i].x * multiplier, tri.sites[i].y * multiplier));
}
return poly;
}
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