commit 2781f7f874d8b595397c9bc5108186d845fe6bb0 Merge: 2faf844 b262e57 Author: Roman <1325980292@qq.com> Date: Mon Aug 9 23:15:43 2021 +0800 详情见最新RomanVers Merge Request: ? Created By: @Roman Accepted By: @Roman URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/74 commit b262e579b24c8ffba6f08a5b79b9577b6d850d8b Author: Roman <1325980292@qq.com> Date: Mon Aug 9 23:14:55 2021 +0800 任务:以动画实现移动 *:实验场景:【各种系统测试与陈列】 1.创建测试小孩游戏物体 2.创建新的AC 3.编写步行动画逻辑 *:遇到问题,动画似乎不行,移动方式暂时换回原来的。 *:其余场景没有受到影响 commit 2faf844f461da8740a63e25413657b264e4eec22 Merge: 7749e35 0bc1c97 Author: Roman <1325980292@qq.com> Date: Mon Aug 9 21:24:20 2021 +0800 合并了麒哥的动画包2 Merge Request: ?? Created By: @Roman Accepted By: @Roman URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/73 commit 0bc1c970e5ec4d993a0c81c7149901408664df76 Author: Roman <1325980292@qq.com> Date: Mon Aug 9 21:23:33 2021 +0800 合并了麒哥的动画包2 commit 7749e35c85f697a28234892cef01b369ef1b8c9c Merge: a4d3c53 9b7dbdf Author: Roman <1325980292@qq.com> Date: Sat Aug 7 01:32:57 2021 +0800 详情见RomanVersion最新提交 commit 9b7dbdf941327c1c891d19e82dc0460abfdb39c4 Author: Roman <1325980292@qq.com> Date: Sat Aug 7 01:31:29 2021 +0800 任务:搭建“序章-战场”的整体流程框架 1.创建可交互电报机这个逻辑物体 *.在所有脚本首行添加说明方便查看 2.编写假电报机类,因为这个电报机没有电报机功能,而是一个类似事件的物体。 3.使假电报机可以分清场景中电话线断裂和修复的情况,并对其做出不同反应。 4.没修完电报机的反馈等待策划,修完了的等待我明天编写场景的多态系统 5.均通过了程序简单测试,请各位尽快拉取寻找问题 下班,别摸了,兄弟们 commit a4d3c53f64887ad36dd7cdfce6ca8dda59471e8f Merge: 2dd6b3a b1dc321 Author: Roman <1325980292@qq.com> Date: Mon Jul 26 19:31:18 2021 +0800 傻逼coding,草你妈 Merge Request: 傻逼coding,草你妈 Created By: @Roman Accepted By: @Roman URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/52 commit b1dc32196aedf51326078a004361078fde8589ca Author: Roman <1325980292@qq.com> Date: Mon Jul 26 19:30:24 2021 +0800 傻逼coding commit d816886a9d13de83ff96d0e96358433b95dbcc17 Author: Roman <1325980292@qq.com> Date: Mon Jul 26 19:28:51 2021 +0800 ? commit 86f446eb05a5150a3933f47f77c28099179a7291 Author: Roman <1325980292@qq.com> Date: Mon Jul 26 19:26:14 2021 +0800 测试 # Conflicts: # UserSettings/EditorUserSettings.asset
75 lines
2.3 KiB
C#
75 lines
2.3 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 BombingArea : MonoBehaviour
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{
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//这是轰炸区的脚本,控制轰炸区相关的所有逻辑💣
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// Start is called before the first frame update
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private bool bombing = false;//是否正在轰炸
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public GameObject shell;//炮弹游戏物体
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// [Tooltip("炮弹阴影Y轴的偏移量")]
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// 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
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private float minimumTimeInterval;
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private float maximumTimeInterval;//生成炮弹的最小和最大时间间隔
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private float maxOffSetOfShell;//生成炮弹离玩家的最大偏移量
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private float leftTime = 0f;
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private IndexRecoder indexRecoder;
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private M_Player player;
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private float shellHeight;
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void Start()
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{
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Init();
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}
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// Update is called once per frame
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void Update()
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{
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if(bombing) Bomb();
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}
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private void Init()
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{
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indexRecoder = FindObjectOfType<IndexRecoder>();
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minimumTimeInterval = indexRecoder.bombingAreaMinimumTimeInterval;
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maximumTimeInterval = indexRecoder.bombingAreaMaximumTimeInterval;
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maxOffSetOfShell = indexRecoder.bombingAreaMaxOffSetOfShell;
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shellHeight = indexRecoder.bombingAreaShellHeight;
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player = FindObjectOfType<M_Player>();
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}
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private void Bomb()
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{
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if(leftTime <= 0f)
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{
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Instantiate(shell,//生成炮弹
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player.transform.position + //以玩家位置
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new Vector3(Random.Range(-maxOffSetOfShell,maxOffSetOfShell),//加上水平方向的偏移量
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shellHeight,0),//竖直方向给高度
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Quaternion.identity);
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leftTime = Random.Range(minimumTimeInterval,maximumTimeInterval);
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}
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else leftTime -= Time.deltaTime;
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.tag == "Player")//当玩家进入轰炸区
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{
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bombing = true;
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}
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}
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void OnTriggerExit2D(Collider2D other)
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{
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if(other.tag == "Player")//当玩家退出轰炸区
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{
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bombing = false;
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}
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}
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}
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