任务:替换现有美术素材和动画、完善游戏的流程化
场景【第一关】 1.使得事件【老兵牺牲】只会被触发一次 2.调节层数,解决角色手穿模的问题 3.放置碉堡美术素材 4.使碉堡开枪的时候地面上出现枪光 5.制作AC【挡板枪光】 6.制作AM【挡板枪光】 7.适配挡板枪光动画,使碉堡开枪的时候挡板出现枪光动画。 8.制作UI层,碉堡警告,其具有功能: (1.当玩家进入警戒区,UI层以卷轴方式卷开 (2.当碉堡开火的前若干秒,让UI层的图片挥手表示进攻 (3.攻击结束后,替换UI层图片为预备态 (4.当玩家离开警戒区,以出现时同样的方式卷回UI层 9.布置好了第一关碉堡处的地雷和投掷物 10.调整了地雷的层数,使得其爆炸动画能够遮挡玩家 11.控制了摄像机的移动范围 12.更新了电报机界面 13.解决了通过爆炸产生的投掷物堆投掷无力的问题 14.解决了老兵牺牲后的穿模问题 15.更新对话框样式 16.更新对话头像 17.更新机枪手监测范围,使玩家落入坑中后才开始开枪 18.(暂无)添加事件【打完电码后】,包含以下内容: (1.关闭电报机界面 (2.在玩家周围生成一颗导弹 (3.导弹炸不到玩家,但是仍触发玩家被炸死的动画,表示被震晕 (4.逐渐聚焦到玩家,若干时间后突然屏幕全黑 (5.转移到场景【第二关】
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@ -44,6 +44,6 @@ Material:
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- WaveIntensity_2: 1
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- WaveSpread_Value: 0
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m_Colors:
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- Center: {r: 0.33163714, g: 0.03091959, b: 0, a: 0}
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- Center: {r: -0.14965409, g: 0.24458662, b: 0, a: 0}
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- Vector2_d2d098295fc146f08b921b231b2e5199: {r: 1.6, g: 0.9, b: 0, a: 0}
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m_BuildTextureStacks: []
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|
File diff suppressed because it is too large
Load Diff
@ -19,6 +19,7 @@ public class VeteranSacrifice : Event
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public GameObject shell;
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[Tooltip("召唤的炮弹需要知道自己属于哪个轰炸区,请拖入其轰炸区")]
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public BombingArea bombingArea;
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private bool hasBeenOnCall;//记录事件是否被触发的变量
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@ -44,6 +45,15 @@ public class VeteranSacrifice : Event
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{
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//1.关闭玩家操作地图
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FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
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//*让老兵转个身放置牺牲后穿模
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FindObjectOfType<Veteran>().transform.localScale = new Vector3(
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//x
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FindObjectOfType<Veteran>().transform.localScale.x*-1,
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//y
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FindObjectOfType<Veteran>().transform.localScale.y,
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//z
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FindObjectOfType<Veteran>().transform.localScale.z
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);
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//2.移动相机至老兵位置
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target = new Vector3(-19.8600006f,-0.600000024f,-10f)*3;
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//3.召唤一颗导弹在老兵头顶
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@ -61,6 +71,8 @@ public class VeteranSacrifice : Event
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FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("PlayerNormal");
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//8.关闭老兵碰撞体方便玩家回头查看
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FindObjectOfType<Veteran>().GetComponent<BoxCollider2D>().isTrigger = true;
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//9.标记自己已经被触发过
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hasBeenOnCall = true;
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}
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void OnTriggerEnter2D(Collider2D other)
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@ -68,7 +80,7 @@ public class VeteranSacrifice : Event
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if(other.tag == "Player")
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{
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//当玩家进入事件范围内
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StartCoroutine("SelfOnCall");
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if(!hasBeenOnCall)StartCoroutine("SelfOnCall");
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}
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}
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}
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@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Blockhouse : MonoBehaviour
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{
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@ -10,6 +11,20 @@ public class Blockhouse : MonoBehaviour
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public float firingInterval;
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private ShootingArea[] shootingAreas;
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private bool isShooting;//记录此时自己是否正在射击
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[Tooltip("需要因为碉堡开火触发开火动画的都拖进来")]
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public Animator[] fireAnimations;
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[Tooltip("请拖入碉堡警告UI")]
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public Image warningUI;
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[Tooltip("拖入准备图片")]
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public Sprite ready;
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[Tooltip("拖入挥旗图片")]
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public Sprite done;
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private bool isStartedToShowUI = false;//记录自己是否正在准备启动警告UI
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private bool isCencledToShowUI = false;//记录自己是否正在准备关闭警告UI
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[Tooltip("请填入UI出现的速度")]
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public float speed;
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[Tooltip("请填入提前时间,即在警告后多少时间开枪")]
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public float advanceTime;
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void Start()
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{
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@ -24,7 +39,15 @@ public class Blockhouse : MonoBehaviour
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void Update()
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{
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if(isShooting) Shooting();
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if(isShooting) Shooting();//如果正在射击,每帧检查射击区
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if(isStartedToShowUI && warningUI.fillAmount < 1)//如果正在启动UI,每帧加一点fill直到加满
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{
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warningUI.fillAmount += speed*Time.deltaTime;
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}
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if(isCencledToShowUI && warningUI.fillAmount > 0)//如果正在关闭UI,每帧减一点fill直到清空
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{
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warningUI.fillAmount -= speed*Time.deltaTime;
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}
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}
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void OnTriggerEnter2D(Collider2D other)
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@ -33,13 +56,23 @@ public class Blockhouse : MonoBehaviour
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{
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//当玩家进入监视区,开始每隔时间进行扫射
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InvokeRepeating("ShootOrStopShoot",firingInterval,firingInterval);
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//启动警告UI
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isCencledToShowUI = false;
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isStartedToShowUI = true;
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//每隔一定时间进行警告,即替换UI图片
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InvokeRepeating("ReplaceWarningUIImage",firingInterval - advanceTime,firingInterval);
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}
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}
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//
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foreach(ShootingArea s in shootingAreas)
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{
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s.GetComponent<SpriteRenderer>().color = Color.yellow;
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}
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//
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void ReplaceWarningUIImage()
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{
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if(!isShooting)
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{
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warningUI.sprite = done;
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}
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else
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{
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warningUI.sprite = ready;
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}
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}
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@ -49,13 +82,10 @@ public class Blockhouse : MonoBehaviour
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{
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//当玩家退出监视区,取消扫射的Invoke
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CancelInvoke("ShootOrStopShoot");
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//
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foreach(ShootingArea s in shootingAreas)
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{
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s.GetComponent<SpriteRenderer>().color = Color.white;
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}
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//
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CancelInvoke("ReplaceWarningUIImage");
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isCencledToShowUI = true;
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isStartedToShowUI = false;
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warningUI.sprite = ready;
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}
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@ -64,27 +94,24 @@ public class Blockhouse : MonoBehaviour
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//定时触发,反正就是更改射击状态,射到不射或者不射到射
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private void ShootOrStopShoot()
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{
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if(isShooting)
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if(isShooting)//如果在开火
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{
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isShooting = false;
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//
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foreach(ShootingArea s in shootingAreas)
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isShooting = false;//别让它开了
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//关闭所有动画组件的开火动画
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foreach(Animator fire in fireAnimations)
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{
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s.GetComponent<SpriteRenderer>().color = Color.yellow;
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fire.SetBool("IsFiring",false);
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}
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//
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}
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else
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else//如果没在开火
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{
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isShooting = true;
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isShooting = true;//标记让它开火
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//
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foreach(ShootingArea s in shootingAreas)
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//打开所有动画组件的开火动画
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foreach(Animator fire in fireAnimations)
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{
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s.GetComponent<SpriteRenderer>().color = Color.red;
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fire.SetBool("IsFiring",true);
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}
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//
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}
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}
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//正在射击的时候触发,每帧检测是否被击中
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@ -25,9 +25,10 @@ public class Stone : MonoBehaviour
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pos.z
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);
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};
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Instantiate(missile,
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MissileHeap heap = Instantiate(missile,
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down(transform.position),
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Quaternion.identity);//原地生成投掷物堆
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Quaternion.identity).GetComponent<MissileHeap>();//原地生成投掷物堆,并获取其投掷物堆控制组件
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heap.srengthOfThrowing = 10;
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Destroy(gameObject);
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}
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}
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Loading…
x
Reference in New Issue
Block a user