From c5522e8aa28a600eeb72e1d6b1f63b48a7399606 Mon Sep 17 00:00:00 2001 From: xy451 <307378529@qq.com> Date: Sat, 20 Dec 2025 15:56:43 +0800 Subject: [PATCH] =?UTF-8?q?=C2=B7?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Bullet_BlazingRed_Small_Projectile.prefab | 42 ++++++-- .../AirPlane/Enemy/Nightingale Binder.prefab | 8 ++ .../AirPlane/Enemy/Orca Defender.prefab | 8 ++ .../AirPlane/Enemy/Panzer Binder.prefab | 8 ++ .../AirPlane/Enemy/Panzer Defender.prefab | 8 ++ .../AirPlane/Enemy/Panzer Guarder.prefab | 8 ++ .../Enemy/Quellease Guarder (Slot).prefab | 8 ++ .../AirPlane/Enemy/Radiation Binder.prefab | 8 ++ .../Enemy/Rattlesnake Defender.prefab | 8 ++ .../AirPlane/Enemy/Raven Binder.prefab | 8 ++ .../AirPlane/Enemy/Rhino Guarder.prefab | 8 ++ .../AirPlane/Enemy/Round Binder.prefab | 8 ++ .../AirPlane/Enemy/Round Defender.prefab | 8 ++ .../AirPlane/Enemy/Round Guarder.prefab | 8 ++ .../Prefabs/AirPlane/Enemy/Round Veil.prefab | 8 ++ .../AirPlane/Enemy/Santabadoveru .prefab | 8 ++ .../AirPlane/Enemy/Schneider Guarder.prefab | 8 ++ .../AirPlane/Enemy/Stormriser Veil.prefab | 8 ++ .../AirPlane/Enemy/Tiger Guarder.prefab | 8 ++ .../AirPlane/Enemy/Warfare (Black).prefab | 8 ++ .../Prefabs/AirPlane/Enemy/vert leader.prefab | 8 ++ Assets/Game1/Prefabs/EnemyCube.prefab | 57 ++++++----- Assets/Game1/Scenes/Game1_Level1.unity | 53 ++++------ Assets/Scripts/Bullet.cs | 98 ++++++++++--------- Assets/Scripts/Shot.cs | 18 +++- ProjectSettings/TagManager.asset | 2 +- 26 files changed, 309 insertions(+), 121 deletions(-) diff --git a/Assets/EffectCore/packs/StylizedProjectilePack1/prefabs/Bullet/Bullet_BlazingRed/Bullet_Small_BlazingRed/Bullet_BlazingRed_Small_Projectile.prefab b/Assets/EffectCore/packs/StylizedProjectilePack1/prefabs/Bullet/Bullet_BlazingRed/Bullet_Small_BlazingRed/Bullet_BlazingRed_Small_Projectile.prefab index 6cd7014..a05f1f6 100644 --- a/Assets/EffectCore/packs/StylizedProjectilePack1/prefabs/Bullet/Bullet_BlazingRed/Bullet_Small_BlazingRed/Bullet_BlazingRed_Small_Projectile.prefab +++ b/Assets/EffectCore/packs/StylizedProjectilePack1/prefabs/Bullet/Bullet_BlazingRed/Bullet_Small_BlazingRed/Bullet_BlazingRed_Small_Projectile.prefab @@ -14,6 +14,7 @@ GameObject: - 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- {fileID: 0} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -250,7 +250,7 @@ MonoBehaviour: type: 3} explosionPrefab: {fileID: 0} thrust: 0 - thisRigidbody: {fileID: 0} + thisRigidbody: {fileID: 5448640415463596241} particleKillGroup: {fileID: 0} LookRotation: 1 Missile: 0 @@ -5012,7 +5012,7 @@ MonoBehaviour: type: 3} explosionPrefab: {fileID: 0} thrust: 0 - thisRigidbody: {fileID: 0} + thisRigidbody: {fileID: 5448640415463596241} particleKillGroup: {fileID: 0} LookRotation: 1 Missile: 0 @@ -5022,6 +5022,33 @@ MonoBehaviour: ignorePrevRotation: 0 explodeOnTimer: 0 explosionTimer: 0 +--- !u!54 &5448640415463596241 +Rigidbody: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1238843893459588} + serializedVersion: 4 + m_Mass: 1 + m_Drag: 0 + m_AngularDrag: 0.05 + m_CenterOfMass: {x: 0, y: 0, z: 0} + m_InertiaTensor: {x: 1, y: 1, z: 1} + m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1} + m_IncludeLayers: + serializedVersion: 2 + m_Bits: 0 + m_ExcludeLayers: + serializedVersion: 2 + m_Bits: 0 + m_ImplicitCom: 1 + m_ImplicitTensor: 1 + m_UseGravity: 0 + m_IsKinematic: 0 + m_Interpolate: 0 + m_Constraints: 0 + m_CollisionDetection: 0 --- !u!1 &1540588367011230 GameObject: m_ObjectHideFlags: 0 @@ -9803,7 +9830,6 @@ ParticleSystemRenderer: m_RendererPriority: 0 m_Materials: - 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if (LockTarget != null) - { - _shotTargetPosition = LockTarget.transform.position; - //return LockTarget.transform.position; - } + //if (LockTarget != null) + //{ + // _shotTargetPosition = LockTarget.transform.position; + // //return LockTarget.transform.position; + //} return _shotTargetPosition; } set @@ -79,11 +79,13 @@ namespace Assets.Scripts private Vector3 previousPosition; private Camera _cam; private int wallLayer = 0; + private int enemyLayerMask = 0; private void Awake() { wallLayer = LayerMask.NameToLayer("Wall"); + enemyLayerMask = LayerMask.GetMask("Enemy"); _cam = Camera.main; } @@ -95,7 +97,7 @@ namespace Assets.Scripts { missileTarget = GameObject.FindWithTag("Target").transform; } - thisCollider = GetComponentInChildren(); + thisCollider = GetComponent(); previousPosition = transform.position; } @@ -137,6 +139,11 @@ namespace Assets.Scripts CheckCollision(previousPosition); previousPosition.Set(transform.position.x, transform.position.y, transform.position.z); + + if (Tweener != null) + { + Tweener.ManualUpdate(Time.deltaTime, 0); + } } /// @@ -145,23 +152,21 @@ namespace Assets.Scripts /// 射线碰撞结果数组 /// 输出最近的碰撞信息 /// 是否找到有效碰撞 - private Enemy FindEnemyHit(RaycastHit[] hits, out RaycastHit rthit) + private Enemy FindEnemyHit(RaycastHit[] hits) { - rthit = new RaycastHit(); float minDistance = Mathf.Infinity; // 遍历所有碰撞结果,找到距离最小的 foreach (RaycastHit hit in hits) { - if (hit.collider.gameObject.layer == wallLayer) - { - rthit = hit; - return null; - } + //if (hit.collider.gameObject.layer == wallLayer) + //{ + // rthit = hit; + // return null; + //} var enemy = hit.collider.gameObject.GetComponentInParent(); if (enemy != null && enemy != BeforeHitTarget) { - rthit = hit; minDistance = hit.distance; return enemy; } @@ -185,43 +190,44 @@ namespace Assets.Scripts Vector3 direction = transform.position - prevPos; Ray ray = new Ray(prevPos, direction); - //float halfLen = 0; + //float boxLen = 0; //if (thisCollider != null) //{ // var extents = thisCollider.bounds.extents; - // halfLen = extents.magnitude * 0.5f; + // boxLen = extents.magnitude; //} + float dist = Vector3.Distance(transform.position, prevPos); - hits = Physics.RaycastAll(ray, dist); + hits = Physics.RaycastAll(ray, dist, enemyLayerMask); if (hits.Length > 0) { - var enemy = FindEnemyHit(hits, out RaycastHit hit); + var enemy = FindEnemyHit(hits); - if (hit.collider == null) - { - return;//穿过 - } - //穿墙处理 - if (hit.collider.gameObject == null) - { - return;//穿过 - } - if (hit.collider.gameObject.layer == wallLayer) - { - return;//穿过 - } - if (hit.collider.gameObject.GetComponentInParent() != null) - { - return;//穿过 - } - //if (hit.collider.gameObject.GetComponentInParent() != null) + //if (hit.collider == null) + //{ + // return;//穿过 + //} + ////穿墙处理 + //if (hit.collider.gameObject == null) + //{ + // return;//穿过 + //} + //if (hit.collider.gameObject.layer == wallLayer) + //{ + // return;//穿过 + //} + //if (hit.collider.gameObject.GetComponentInParent() != null) + //{ + // return;//穿过 + //} + ////if (hit.collider.gameObject.GetComponentInParent() != null) + ////{ + //// return;//穿过 + ////} + //if (hit.collider.gameObject != gameObject && hit.collider.gameObject.GetComponentInParent() != null) //{ // return;//穿过 //} - if (hit.collider.gameObject != gameObject && hit.collider.gameObject.GetComponentInParent() != null) - { - return;//穿过 - } if (enemy != null) { @@ -331,12 +337,12 @@ namespace Assets.Scripts private void Hitted() { - if (IsShoting) - { - IsShoting = false; - Tweener.Complete(true); - Tweener.Kill(); - } + //if (IsShoting) + //{ + // IsShoting = false; + Tweener.Complete(true); + Tweener.Kill(); + //} } void Explode() diff --git a/Assets/Scripts/Shot.cs b/Assets/Scripts/Shot.cs index 3063419..90e44b2 100644 --- a/Assets/Scripts/Shot.cs +++ b/Assets/Scripts/Shot.cs @@ -360,8 +360,19 @@ public class Shot : MonoBehaviour if (bulletComp.LockTarget != null && bulletComp.transform != null) { bulletComp.ShotTargetPosition = bulletComp.LockTarget.transform.position; - bulletComp.transform.LookAt(bulletComp.ShotTargetPosition); } + + //if (isAutoLock) + //{ + float x = bulletComp.transform.eulerAngles.x; + + bulletComp.transform.LookAt(bulletComp.ShotTargetPosition); + + var eulerAngles = bulletComp.transform.eulerAngles; + eulerAngles.Set(x, eulerAngles.y, eulerAngles.z); + bulletComp.transform.eulerAngles = eulerAngles; + //} + if (CalcBulletBoom(bulletComp)) { bulletComp.transform.DOComplete(true); @@ -506,7 +517,7 @@ public class Shot : MonoBehaviour } // 8. ӳһ֡ȴһ֡״̬º󣬿ʼڵ߼ִ - DOVirtual.DelayedCall(Time.deltaTime, () => + DOVirtual.DelayedCall(Time.fixedDeltaTime, () => { bulletComp.Tweener = DOTween.To( () => @@ -525,6 +536,7 @@ public class Shot : MonoBehaviour ) .SetSpeedBased() .SetEase(Ease.Linear) + .SetUpdate(UpdateType.Manual) .OnUpdate(() => { //ÿ֡ڵ״̬ @@ -534,7 +546,7 @@ public class Shot : MonoBehaviour { //ɴӾ෶Χ⣬߻бը ShotBulletComplete(bulletComp, currentShotCount, muzzleObj); - }); + }); if (muzzleObj != null) { diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index f61a34d..e7c0e16 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -13,7 +13,7 @@ TagManager: - Water - UI - Background - - + - Enemy - - -