Accept Merge Request #45: (RomanVersion -> master)

Merge Request: 详情见RomanVersion最新提交

Created By: @Roman
Accepted By: @Roman
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/45
This commit is contained in:
Roman 2021-07-24 00:32:50 +08:00
commit 3acde21796
38 changed files with 335 additions and 39 deletions

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8
Assets/Scripts/Item.meta Normal file
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@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Mine : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void OnTriggerEnter2D(Collider2D other)
{
//看看进来的是个啥
switch(other.tag)
{
case "Player"://如果是玩家,后续填写死亡
Debug.Log("玩家踩到地雷了");
break;
case "投掷物"://如果是投掷物,销毁投掷物和自己
Debug.Log("投掷物砸到地雷了");
Destroy(other.gameObject);
Destroy(gameObject);
break;
}
}
}

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@ -52,11 +52,12 @@ public class M_Player : MonoBehaviour
throwingAngle += throwingAngleDir//则让现在的抛出角度加上变化的速度
* indexRecoder.rateOfChangeOfThrowingAngle//乘以变化的速率
* Time.deltaTime;//使其与时间无关
Debug.DrawLine(transform.position,
Debug.DrawLine(throwOffset.position,
new Vector3(transform.position.x + 100*Mathf.Cos(throwingAngle),
transform.position.y + 100*Mathf.Sin(throwingAngle),
transform.position.z),
Color.red);
DrawPath();
}
}
@ -112,7 +113,7 @@ public class M_Player : MonoBehaviour
private void Throw()
{
Debug.Log("我投出手上拿着的东西了");
//Debug.Log("我投出手上拿着的东西了");
Rigidbody2D rigidbodyOfMissile =
Instantiate(missile,throwOffset.position,Quaternion.identity).GetComponent<Rigidbody2D>();
rigidbodyOfMissile.velocity = new Vector2(indexRecoder.strengthOfThrowing*Mathf.Cos(throwingAngle),
@ -182,4 +183,31 @@ public class M_Player : MonoBehaviour
}
public void QuitThrowingsState(){}
//绘制曲线的函数,非常🐂
public void DrawPath()
{
//
LineRenderer line = GetComponent<LineRenderer>();//获取组件
int segmentCount = 15;//定义点数
line.positionCount = segmentCount;//传入点数
float gravity=9.8f;//定义重力常量
Vector2 fireOffset = new Vector2(throwOffset.position.x - transform.position.x,
throwOffset.position.y - transform.position.y);
Vector2[] segments = new Vector2[segmentCount];//定义二维向量数组用来存15个点的位置
segments[0].Set(transform.position.x + fireOffset.x, transform.position.y + fireOffset.y);//定义起点
line.SetPosition(0, segments[0]);//把起点位置传入线的起点
for (int i = 1; i < segmentCount; i++)//根据时间、循环确定点的位置
{
float time = i * Time.fixedDeltaTime * 5;//类似时间间隔的定义也就是抛物线上的x多久取值一次
segments[i].x = transform.position.x + //自身位置的x
fireOffset.x + //发射偏移量的x
time * indexRecoder.strengthOfThrowing * Mathf.Cos(throwingAngle);//水平方向位移 = v*t
segments[i].y = (transform.position.y + fireOffset.y + //自身位置的y
time * indexRecoder.strengthOfThrowing * Mathf.Sin(throwingAngle) +
(0.5f * gravity * time * time)*-1);//垂直方向位移 = vt + 1/2 * g * t^2
line.SetPosition(i, segments[i]); //把算好的点传入线的点集
}
}
//
}

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