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Assets/Scripts/BoomShader.cs.meta rename to Assets/Scripts/AbstractItem/BoomShader.cs.meta diff --git a/Assets/Scripts/Interactive.cs b/Assets/Scripts/AbstractItem/Interactive.cs similarity index 100% rename from Assets/Scripts/Interactive.cs rename to Assets/Scripts/AbstractItem/Interactive.cs diff --git a/Assets/Scripts/Interactive.cs.meta b/Assets/Scripts/AbstractItem/Interactive.cs.meta similarity index 100% rename from Assets/Scripts/Interactive.cs.meta rename to Assets/Scripts/AbstractItem/Interactive.cs.meta diff --git a/Assets/Scripts/NormalInvestableItems.cs b/Assets/Scripts/AbstractItem/NormalInvestableItems.cs similarity index 100% rename from Assets/Scripts/NormalInvestableItems.cs rename to Assets/Scripts/AbstractItem/NormalInvestableItems.cs diff --git a/Assets/Scripts/NormalInvestableItems.cs.meta b/Assets/Scripts/AbstractItem/NormalInvestableItems.cs.meta similarity index 100% rename from Assets/Scripts/NormalInvestableItems.cs.meta rename to 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b/Assets/Scripts/Item.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5c5b9cd7234d38747b89d82ebbb2bb8c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Father.cs b/Assets/Scripts/Item/Father.cs similarity index 100% rename from Assets/Scripts/Father.cs rename to Assets/Scripts/Item/Father.cs diff --git a/Assets/Scripts/Father.cs.meta b/Assets/Scripts/Item/Father.cs.meta similarity index 100% rename from Assets/Scripts/Father.cs.meta rename to Assets/Scripts/Item/Father.cs.meta diff --git a/Assets/Scripts/Machine.cs b/Assets/Scripts/Item/Machine.cs similarity index 100% rename from Assets/Scripts/Machine.cs rename to Assets/Scripts/Item/Machine.cs diff --git a/Assets/Scripts/Machine.cs.meta b/Assets/Scripts/Item/Machine.cs.meta similarity index 100% rename from Assets/Scripts/Machine.cs.meta rename to Assets/Scripts/Item/Machine.cs.meta diff --git a/Assets/Scripts/Item/Mine.cs b/Assets/Scripts/Item/Mine.cs new file mode 100644 index 0000000..e55e61b --- /dev/null +++ b/Assets/Scripts/Item/Mine.cs @@ -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; + } + } +} diff --git a/Assets/Scripts/Item/Mine.cs.meta b/Assets/Scripts/Item/Mine.cs.meta new file mode 100644 index 0000000..8d6a380 --- /dev/null +++ b/Assets/Scripts/Item/Mine.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6a07a98cdd923af489010663f00cfcb1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Missile.cs b/Assets/Scripts/Item/Missile.cs similarity index 100% rename from Assets/Scripts/Missile.cs rename to Assets/Scripts/Item/Missile.cs diff --git a/Assets/Scripts/Missile.cs.meta b/Assets/Scripts/Item/Missile.cs.meta similarity index 100% rename from Assets/Scripts/Missile.cs.meta rename to Assets/Scripts/Item/Missile.cs.meta diff --git a/Assets/Scripts/Shell.cs b/Assets/Scripts/Item/Shell.cs similarity index 100% rename from Assets/Scripts/Shell.cs rename to Assets/Scripts/Item/Shell.cs diff --git a/Assets/Scripts/Shell.cs.meta b/Assets/Scripts/Item/Shell.cs.meta similarity index 100% rename from Assets/Scripts/Shell.cs.meta rename to Assets/Scripts/Item/Shell.cs.meta diff --git a/Assets/Scripts/TelephoneLine.cs b/Assets/Scripts/Item/TelephoneLine.cs similarity index 100% rename from Assets/Scripts/TelephoneLine.cs rename to Assets/Scripts/Item/TelephoneLine.cs diff --git a/Assets/Scripts/TelephoneLine.cs.meta b/Assets/Scripts/Item/TelephoneLine.cs.meta similarity index 100% rename from Assets/Scripts/TelephoneLine.cs.meta rename to Assets/Scripts/Item/TelephoneLine.cs.meta diff --git a/Assets/Scripts/M_Player.cs b/Assets/Scripts/M_Player.cs index c81b000..0a0e971 100644 --- a/Assets/Scripts/M_Player.cs +++ b/Assets/Scripts/M_Player.cs @@ -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(); 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();//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 + } + } + // + } diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 7bf619f..9c35935 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -6,6 +6,7 @@ TagManager: tags: - "\u8FDB\u5EA6\u6761" - "\u5730\u9762" + - "\u6295\u63B7\u7269" layers: - Default - TransparentFX