
场景:【序章-家中】
1.创建游戏物体【多态管理员】
*:修改脚本文件夹名称至中文
*:修复若干Bug
2.创建脚本【PolymorphicAdministrator】
3.编写【PolymorphicAdministrator】的基本逻辑
4.为数值记录者添加变量【stageName】,用来识作为多态的识别标志
5.完成了多态系统,现在同一个场景可以根据目前的【演出名】进行不同的初始化以节省空间。
后续的流程化明天继续开发,下班
加油吧🙏
75 lines
2.3 KiB
C#
75 lines
2.3 KiB
C#
using System.Collections;
|
||
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
|
||
public class BombingArea : MonoBehaviour
|
||
{
|
||
//这是轰炸区的脚本,控制轰炸区相关的所有逻辑💣
|
||
// Start is called before the first frame update
|
||
private bool bombing = false;//是否正在轰炸
|
||
public GameObject shell;//炮弹游戏物体
|
||
// [Tooltip("炮弹阴影Y轴的偏移量")]
|
||
// public float shellShadowYOffset;//炮弹阴影Y轴的偏移量,因为复杂原因,必须使用此变量调整阴影的Y位置
|
||
|
||
private float minimumTimeInterval;
|
||
private float maximumTimeInterval;//生成炮弹的最小和最大时间间隔
|
||
|
||
private float maxOffSetOfShell;//生成炮弹离玩家的最大偏移量
|
||
private float leftTime = 0f;
|
||
private IndexRecoder indexRecoder;
|
||
private M_Player player;
|
||
private float shellHeight;
|
||
|
||
void Start()
|
||
{
|
||
Init();
|
||
}
|
||
|
||
// Update is called once per frame
|
||
void Update()
|
||
{
|
||
if(bombing) Bomb();
|
||
}
|
||
|
||
private void Init()
|
||
{
|
||
indexRecoder = FindObjectOfType<IndexRecoder>();
|
||
minimumTimeInterval = indexRecoder.bombingAreaMinimumTimeInterval;
|
||
maximumTimeInterval = indexRecoder.bombingAreaMaximumTimeInterval;
|
||
maxOffSetOfShell = indexRecoder.bombingAreaMaxOffSetOfShell;
|
||
shellHeight = indexRecoder.bombingAreaShellHeight;
|
||
player = FindObjectOfType<M_Player>();
|
||
}
|
||
|
||
|
||
private void Bomb()
|
||
{
|
||
if(leftTime <= 0f)
|
||
{
|
||
Instantiate(shell,//生成炮弹
|
||
player.transform.position + //以玩家位置
|
||
new Vector3(Random.Range(-maxOffSetOfShell,maxOffSetOfShell),//加上水平方向的偏移量
|
||
shellHeight,0),//竖直方向给高度
|
||
Quaternion.identity);
|
||
leftTime = Random.Range(minimumTimeInterval,maximumTimeInterval);
|
||
}
|
||
else leftTime -= Time.deltaTime;
|
||
}
|
||
|
||
void OnTriggerEnter2D(Collider2D other)
|
||
{
|
||
if(other.tag == "Player")//当玩家进入轰炸区
|
||
{
|
||
bombing = true;
|
||
}
|
||
}
|
||
|
||
void OnTriggerExit2D(Collider2D other)
|
||
{
|
||
if(other.tag == "Player")//当玩家退出轰炸区
|
||
{
|
||
bombing = false;
|
||
}
|
||
}
|
||
}
|