
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
44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ObstacleManager : UnitySingleton<ObstacleManager>
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{
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[Header("各种障碍物的预制体")]
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public GameObject[] obstacles;
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[Header("出现障碍物的时间间隔")]
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public float creatObstaclesTimeInterval;
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[Header("生成障碍物的位置,仅控制xz,y由预制体决定")]
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public Transform obstacleCreatPostion;
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private Horse horse;
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void Start()
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{
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horse = FindObjectOfType<Horse>();
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}
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public void StartCreatObstacle()
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{
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StartCoroutine(CreatAObstacle());
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}
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private IEnumerator CreatAObstacle()
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{
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float randomT = Random.Range(0f,1f);
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GameObject obstacle;
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if(randomT < 0.33f)
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obstacle = obstacles[0];
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else if(randomT < 0.66f)
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obstacle = obstacles[1];
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else
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obstacle = obstacles[2];
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Vector3 xz = obstacleCreatPostion.position;
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Vector3 pos = new Vector3(xz.x,obstacle.transform.position.y,xz.z);
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GameObject.Instantiate(obstacle, pos, Quaternion.identity);
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yield return new WaitForSeconds(creatObstaclesTimeInterval);
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if(horse.IsHorseStillAlive()) StartCoroutine(CreatAObstacle());
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}
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}
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