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impact: {fileID: 4541196389373984, guid: af3f3fa832ef8314bb22c5462402c60c, type: 3}
|
||||
muzzleFlare: {fileID: 4000010921236120, guid: 66ce0f27574363a4dabe7162e2636e3f,
|
||||
impact: {fileID: 4541196389373984, guid: e3f361eacdeb09440850ac7397930cba, type: 3}
|
||||
muzzleFlare: {fileID: 4000010921236120, guid: 2cc07ac0b88fafc40b730713b6dac672,
|
||||
type: 3}
|
||||
bullet: {fileID: 4638688750665566, guid: 1b81ed6643072854688c442ec72032d6, type: 3}
|
||||
continueShotCount: 3
|
||||
bullet: {fileID: 4836675779974994, guid: a2700d7f89910434081c7dc7c92e22ca, type: 3}
|
||||
continueShotCount: 0
|
||||
turret: {fileID: 0}
|
||||
gun: {fileID: 0}
|
||||
shotAudioClip: {fileID: 8300000, guid: 038911361e37ae84b8fdc585b7b83895, type: 3}
|
||||
hitAudioClip: {fileID: 8300000, guid: a6290313a43dc7c4fb5c684559b9b776, type: 3}
|
||||
shotDuration: 0.2
|
||||
shotNextDuration: 0
|
||||
shotDuration: 0.3
|
||||
shotNextDuration: 0.1
|
||||
shotDistance: 20
|
||||
shotSpeed: 10
|
||||
initBulletCount: 100
|
||||
shotSpeed: 15
|
||||
initBulletCount: 120
|
||||
shotOffsetZMul: 0
|
||||
shotFixAngleX: 0
|
||||
lerpSpeed: 8
|
||||
lerpSpeed: 10
|
||||
isAutoLock: 0
|
||||
pressAction: {fileID: 76562581802851548, guid: 50486e0197319e948b872b25ef15b507,
|
||||
type: 3}
|
||||
@ -2422,7 +2422,7 @@ RectTransform:
|
||||
m_GameObject: {fileID: 1138813630}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 4.314236, y: 4.314236, z: 1}
|
||||
m_LocalScale: {x: 3.8472223, y: 3.8472223, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 97192695}
|
||||
@ -3223,20 +3223,20 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
ringManager: {fileID: 46038312}
|
||||
impact: {fileID: 4541196389373984, guid: af3f3fa832ef8314bb22c5462402c60c, type: 3}
|
||||
muzzleFlare: {fileID: 4000010921236120, guid: 66ce0f27574363a4dabe7162e2636e3f,
|
||||
impact: {fileID: 4541196389373984, guid: e3f361eacdeb09440850ac7397930cba, type: 3}
|
||||
muzzleFlare: {fileID: 4000010921236120, guid: 2cc07ac0b88fafc40b730713b6dac672,
|
||||
type: 3}
|
||||
bullet: {fileID: 4638688750665566, guid: 1b81ed6643072854688c442ec72032d6, type: 3}
|
||||
continueShotCount: 3
|
||||
bullet: {fileID: 4836675779974994, guid: a2700d7f89910434081c7dc7c92e22ca, type: 3}
|
||||
continueShotCount: 0
|
||||
turret: {fileID: 0}
|
||||
gun: {fileID: 0}
|
||||
shotAudioClip: {fileID: 8300000, guid: 038911361e37ae84b8fdc585b7b83895, type: 3}
|
||||
hitAudioClip: {fileID: 8300000, guid: a6290313a43dc7c4fb5c684559b9b776, type: 3}
|
||||
shotDuration: 0.2
|
||||
shotNextDuration: 0
|
||||
shotDuration: 0.3
|
||||
shotNextDuration: 0.1
|
||||
shotDistance: 20
|
||||
shotSpeed: 10
|
||||
initBulletCount: 100
|
||||
shotSpeed: 15
|
||||
initBulletCount: 120
|
||||
shotOffsetZMul: 0
|
||||
shotFixAngleX: 0
|
||||
lerpSpeed: 8
|
||||
@ -3444,20 +3444,20 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
ringManager: {fileID: 46038312}
|
||||
impact: {fileID: 4541196389373984, guid: af3f3fa832ef8314bb22c5462402c60c, type: 3}
|
||||
muzzleFlare: {fileID: 4000010921236120, guid: 66ce0f27574363a4dabe7162e2636e3f,
|
||||
impact: {fileID: 4541196389373984, guid: e3f361eacdeb09440850ac7397930cba, type: 3}
|
||||
muzzleFlare: {fileID: 4000010921236120, guid: 2cc07ac0b88fafc40b730713b6dac672,
|
||||
type: 3}
|
||||
bullet: {fileID: 4638688750665566, guid: 1b81ed6643072854688c442ec72032d6, type: 3}
|
||||
continueShotCount: 3
|
||||
bullet: {fileID: 4836675779974994, guid: a2700d7f89910434081c7dc7c92e22ca, type: 3}
|
||||
continueShotCount: 0
|
||||
turret: {fileID: 0}
|
||||
gun: {fileID: 0}
|
||||
shotAudioClip: {fileID: 8300000, guid: 038911361e37ae84b8fdc585b7b83895, type: 3}
|
||||
hitAudioClip: {fileID: 8300000, guid: a6290313a43dc7c4fb5c684559b9b776, type: 3}
|
||||
shotDuration: 0.2
|
||||
shotNextDuration: 0
|
||||
shotDuration: 0.3
|
||||
shotNextDuration: 0.1
|
||||
shotDistance: 20
|
||||
shotSpeed: 10
|
||||
initBulletCount: 100
|
||||
shotSpeed: 15
|
||||
initBulletCount: 120
|
||||
shotOffsetZMul: 0
|
||||
shotFixAngleX: 0
|
||||
lerpSpeed: 8
|
||||
@ -3784,20 +3784,20 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
ringManager: {fileID: 46038312}
|
||||
impact: {fileID: 4541196389373984, guid: af3f3fa832ef8314bb22c5462402c60c, type: 3}
|
||||
muzzleFlare: {fileID: 4000010921236120, guid: 66ce0f27574363a4dabe7162e2636e3f,
|
||||
impact: {fileID: 4541196389373984, guid: e3f361eacdeb09440850ac7397930cba, type: 3}
|
||||
muzzleFlare: {fileID: 4000010921236120, guid: 2cc07ac0b88fafc40b730713b6dac672,
|
||||
type: 3}
|
||||
bullet: {fileID: 4638688750665566, guid: 1b81ed6643072854688c442ec72032d6, type: 3}
|
||||
continueShotCount: 3
|
||||
bullet: {fileID: 4836675779974994, guid: a2700d7f89910434081c7dc7c92e22ca, type: 3}
|
||||
continueShotCount: 0
|
||||
turret: {fileID: 0}
|
||||
gun: {fileID: 0}
|
||||
shotAudioClip: {fileID: 8300000, guid: 038911361e37ae84b8fdc585b7b83895, type: 3}
|
||||
hitAudioClip: {fileID: 8300000, guid: a6290313a43dc7c4fb5c684559b9b776, type: 3}
|
||||
shotDuration: 0.2
|
||||
shotNextDuration: 0
|
||||
shotDuration: 0.3
|
||||
shotNextDuration: 0.1
|
||||
shotDistance: 20
|
||||
shotSpeed: 10
|
||||
initBulletCount: 100
|
||||
shotSpeed: 15
|
||||
initBulletCount: 120
|
||||
shotOffsetZMul: 0
|
||||
shotFixAngleX: 0
|
||||
lerpSpeed: 8
|
||||
@ -3833,7 +3833,7 @@ RectTransform:
|
||||
m_GameObject: {fileID: 2083258305}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 4.314236, y: 4.314236, z: 1}
|
||||
m_LocalScale: {x: 3.8472223, y: 3.8472223, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 97192695}
|
||||
|
||||
@ -4,9 +4,10 @@ using UnityEngine;
|
||||
|
||||
public class NextShotInfo
|
||||
{
|
||||
public Transform bulletObj { get; set; } = null;
|
||||
public Transform BulletObj { get; set; } = null;
|
||||
|
||||
public Enemy Enemy { get; set; } = null;
|
||||
public Enemy LockEnemy { get; set; } = null;
|
||||
public Enemy BeforeLockTarget { get; set; } = null;
|
||||
|
||||
public int CurrentShotCount { get; set; } = 0;
|
||||
|
||||
|
||||
@ -112,19 +112,22 @@ namespace Assets.Scripts
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (Missile)
|
||||
if (thisRigidbody != null)
|
||||
{
|
||||
projectileSpeed += projectileSpeed * projectileSpeedMultiplier;
|
||||
// transform.position = Vector3.MoveTowards(transform.position, missileTarget.transform.position, 0);
|
||||
if (Missile)
|
||||
{
|
||||
projectileSpeed += projectileSpeed * projectileSpeedMultiplier;
|
||||
// transform.position = Vector3.MoveTowards(transform.position, missileTarget.transform.position, 0);
|
||||
|
||||
transform.LookAt(missileTarget);
|
||||
transform.LookAt(missileTarget);
|
||||
|
||||
thisRigidbody.AddForce(transform.forward * projectileSpeed);
|
||||
}
|
||||
thisRigidbody.AddForce(transform.forward * projectileSpeed);
|
||||
}
|
||||
|
||||
if (LookRotation && timer >= 0.05f && !thisRigidbody.velocity.Equals(Vector3.zero))
|
||||
{
|
||||
transform.rotation = Quaternion.LookRotation(thisRigidbody.velocity);
|
||||
if (LookRotation && timer >= 0.05f && !thisRigidbody.velocity.Equals(Vector3.zero))
|
||||
{
|
||||
transform.rotation = Quaternion.LookRotation(thisRigidbody.velocity);
|
||||
}
|
||||
}
|
||||
|
||||
CheckCollision(previousPosition);
|
||||
@ -195,7 +198,7 @@ namespace Assets.Scripts
|
||||
return;//穿过
|
||||
}
|
||||
//穿墙处理
|
||||
if (hit.collider.gameObject.IsDestroyed())
|
||||
if (hit.collider.gameObject == null)
|
||||
{
|
||||
return;//穿过
|
||||
}
|
||||
|
||||
@ -2,6 +2,7 @@ using Assets.Scripts;
|
||||
using DG.Tweening;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
@ -66,7 +67,7 @@ public class Shot : MonoBehaviour
|
||||
private Vector3 turretLerpEuler = Vector3.zero;
|
||||
private float smoothXAngle = 0f;
|
||||
private float targetXAngle = 0f;
|
||||
private float hitDistance = 0.1f; // 命中检测距离阈值
|
||||
private float hitDistance = 0.3f; // 命中检测距离阈值
|
||||
private bool isCanShot = false;
|
||||
private bool isStartAttack = false;
|
||||
private ConcurrentQueue<NextShotInfo> nextShotInfos = new();
|
||||
@ -289,7 +290,7 @@ public class Shot : MonoBehaviour
|
||||
{
|
||||
if (shotNextDuration == 0)
|
||||
{
|
||||
yield return null;
|
||||
yield return new WaitForEndOfFrame();
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -297,7 +298,7 @@ public class Shot : MonoBehaviour
|
||||
}
|
||||
if (nextShotInfos.TryDequeue(out NextShotInfo info))
|
||||
{
|
||||
SingleShot(info.Enemy, true, info.CurrentShotCount, info.InitBulletPos, info.bulletObj);
|
||||
SingleShot(info.LockEnemy, true, info.CurrentShotCount, info.InitBulletPos, info.BulletObj, info.BeforeLockTarget);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -309,7 +310,7 @@ public class Shot : MonoBehaviour
|
||||
/// <param name="isNextLineShot">是否弹射</param>
|
||||
/// <param name="initBulletPos"></param>
|
||||
/// <param name="bulletObj"></param>
|
||||
private void SingleShot(Enemy lockEnemy, bool isNextLineShot, int currentShotCount = 0, Vector3? initBulletPos = null, Transform bulletObj = null)
|
||||
private void SingleShot(Enemy lockEnemy, bool isNextLineShot, int currentShotCount = 0, Vector3? initBulletPos = null, Transform bulletObj = null, Enemy beforeLockTarget = null)
|
||||
{
|
||||
//Debug.Log(currentShotCount + ":" + initBulletPos);
|
||||
Transform muzzleObj = null;
|
||||
@ -326,7 +327,7 @@ public class Shot : MonoBehaviour
|
||||
if (bulletObj != null)
|
||||
{
|
||||
// 1. 强制重置所有状态
|
||||
//PoolTool.ResetTransform(bulletObj);
|
||||
PoolTool.ResetTransform(bulletObj);
|
||||
// 6. 激活对象
|
||||
bulletObj.gameObject.SetActive(true);
|
||||
// 10. 播放音效
|
||||
@ -355,6 +356,7 @@ public class Shot : MonoBehaviour
|
||||
|
||||
// 7. 获取子弹组件并重置状态
|
||||
var bulletComp = bulletObj.GetComponent<Bullet>();
|
||||
bulletComp.BeforeHitTarget = beforeLockTarget;
|
||||
bulletComp.IsAutoLock = isAutoLock;
|
||||
bulletComp.IsShoting = true;
|
||||
var beforeHitTargetTransform = bulletComp.BeforeHitTarget == null ? null : bulletComp.BeforeHitTarget.transform;
|
||||
@ -399,8 +401,9 @@ public class Shot : MonoBehaviour
|
||||
muzzleObj.transform.LookAt(bulletComp.ShotTargetPosition);
|
||||
}
|
||||
|
||||
|
||||
//每次创建前 Kill 旧 Tween
|
||||
bulletComp.Tweener?.Kill(false);
|
||||
//bulletComp.Tweener?.Kill(false);
|
||||
//var worldTop = _cam.ScreenToWorldPoint(new Vector3(0, Screen.height, _cam.nearClipPlane));
|
||||
//var yDistance = worldTop.z - transform.position.z;
|
||||
//float shotDuration = 1f / shotSpeed;
|
||||
@ -425,7 +428,6 @@ public class Shot : MonoBehaviour
|
||||
//{
|
||||
// Debug.Log("Play");
|
||||
//})
|
||||
//.SetLoops(0) // 不循环
|
||||
.OnUpdate(() =>
|
||||
{
|
||||
//// 每帧修正朝向(对准目标)
|
||||
@ -473,29 +475,26 @@ public class Shot : MonoBehaviour
|
||||
//if (isNextLineShot)
|
||||
//{
|
||||
//非自动锁定状态,在轨迹更新过程中也判断是否击中
|
||||
|
||||
if (CalcBulletBoom(bulletComp))
|
||||
{
|
||||
bulletObj.DOComplete(true);
|
||||
bulletObj.DOKill();
|
||||
}
|
||||
|
||||
//}
|
||||
})
|
||||
.OnComplete(() =>
|
||||
{
|
||||
//if (currentShotCount > 0)
|
||||
//{
|
||||
// Debug.Log(currentShotCount);
|
||||
//}
|
||||
|
||||
bool isBulletHitted = CalcBulletBoom(bulletComp);
|
||||
|
||||
if (bulletComp.HitTarget != null && hitAudioClip != null)
|
||||
{
|
||||
AudioTool.AudioSource.PlayOneShot(hitAudioClip);
|
||||
}
|
||||
|
||||
if (bulletComp.HitTarget != null)
|
||||
{
|
||||
if (hitAudioClip != null)
|
||||
{
|
||||
AudioTool.AudioSource.PlayOneShot(hitAudioClip);
|
||||
}
|
||||
|
||||
currentShotCount++;
|
||||
if (currentShotCount <= continueShotCount)
|
||||
{
|
||||
@ -505,8 +504,6 @@ public class Shot : MonoBehaviour
|
||||
var nextLockTarget = GetNearestEnemyFromTransform(bulletObj, bulletComp.HitTarget == null ? bulletObj : bulletComp.HitTarget.transform);
|
||||
if (nextLockTarget != null)
|
||||
{
|
||||
//SingleShot(nextLockTarget, bulletComp.transform.position, bulletComp.transform);//弹射
|
||||
//InitBulletPos = lockTargetPos,从击中的目标位置开始弹射
|
||||
Vector3 initBulletPos = bulletObj.position;
|
||||
Transform hitTransform = null;
|
||||
if (bulletComp.HitTarget != null)
|
||||
@ -517,11 +514,12 @@ public class Shot : MonoBehaviour
|
||||
|
||||
CheckBulletBoom(isBulletHitted, bulletComp, false);
|
||||
bulletComp.ResetEnemyTargets();
|
||||
nextShotInfos.Enqueue(new NextShotInfo { CurrentShotCount = currentShotCount, Enemy = nextLockTarget, InitBulletPos = initBulletPos, bulletObj = bulletObj });
|
||||
|
||||
SingleShot(nextLockTarget, true, currentShotCount, initBulletPos, null, bulletComp.BeforeHitTarget);//连线射击
|
||||
//nextShotInfos.Enqueue(new NextShotInfo { CurrentShotCount = currentShotCount, LockEnemy = nextLockTarget, InitBulletPos = initBulletPos, BulletObj = null, BeforeLockTarget = bulletComp.BeforeHitTarget });
|
||||
|
||||
PoolTool.RecycleBulletToPool(bulletObj, this.bulletPool, this.activeBulletPool);
|
||||
|
||||
//SingleShot(nextLockTarget, true, currentShotCount, initBulletPos, bulletObj);//连线射击
|
||||
//PoolTool.RecycleBulletToPool(bulletObj, this.bulletPool, this.activeBulletPool);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -537,6 +535,10 @@ public class Shot : MonoBehaviour
|
||||
{
|
||||
CheckBulletBoom(isBulletHitted, bulletComp);
|
||||
}
|
||||
//if (currentShotCount > 0)
|
||||
//{
|
||||
// Debug.Log(currentShotCount);
|
||||
//}
|
||||
});
|
||||
//// 8. 子弹飞行(使用线性缓动,强制世界坐标)
|
||||
//yield return bulletObj.DOMove(targetPos, shotSpeed)
|
||||
@ -610,11 +612,11 @@ public class Shot : MonoBehaviour
|
||||
|
||||
var impact = PoolTool.GetFromPool(this.impactPool, this.activeBulletPool, this.activeImpactPool); //Instantiate(impactPrefab, point, rot);
|
||||
bulletComp.InitImpact(hitPosition.Value, targetDir, impact);//爆炸效果
|
||||
//if (bulletComp.Tweener != null)
|
||||
//{
|
||||
// bulletComp.Tweener.Complete(withCallback);
|
||||
//}
|
||||
//bulletComp.transform.DOKill();
|
||||
//if (bulletComp.Tweener != null)
|
||||
//{
|
||||
// bulletComp.Tweener.Complete(withCallback);
|
||||
//}
|
||||
//bulletComp.transform.DOKill();
|
||||
if (isDestroyed)
|
||||
{
|
||||
lockEnemy = null;
|
||||
@ -628,38 +630,39 @@ public class Shot : MonoBehaviour
|
||||
{
|
||||
bool isBulletHitted = false;
|
||||
// 命中检测(距离达标则触发效果)
|
||||
if (bulletComp.gameObject != null)
|
||||
|
||||
if (bulletComp.HitTarget != null)
|
||||
{
|
||||
if (bulletComp.HitTarget != null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//在摄像机看到的屏幕范围之外,销毁子弹
|
||||
isBulletHitted = !VisibilityTool.IsObjectInFrustum(bulletComp.gameObject, _cam);
|
||||
}
|
||||
if (!isBulletHitted && bulletComp.LockTarget != null && bulletComp.HitTarget != bulletComp.BeforeHitTarget)
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//在摄像机看到的屏幕范围之外,销毁子弹
|
||||
isBulletHitted = !VisibilityTool.IsObjectInFrustum(bulletComp.gameObject, _cam);
|
||||
}
|
||||
if (!isBulletHitted && bulletComp.LockTarget != null)
|
||||
{
|
||||
if (bulletComp.LockTarget != bulletComp.BeforeHitTarget)
|
||||
{
|
||||
float currentDistance = Vector3.Distance(bulletComp.transform.position, bulletComp.LockTarget.transform.position);
|
||||
isBulletHitted = currentDistance < hitDistance;
|
||||
|
||||
if (isBulletHitted)
|
||||
if (currentDistance < hitDistance)
|
||||
{
|
||||
isBulletHitted = true;
|
||||
bulletComp.currentHitPosition = bulletComp.LockTarget.transform.position;
|
||||
bulletComp.HitTarget = bulletComp.LockTarget;
|
||||
bulletComp.BeforeHitTarget = bulletComp.HitTarget;
|
||||
bulletComp.IsShoting = false;
|
||||
}
|
||||
}
|
||||
//if (isDestroyed)
|
||||
//{
|
||||
// bulletComp.Tweener.Kill(true);
|
||||
// //bulletObj.DOKill(true); // 停止Tween
|
||||
//}
|
||||
// HitTarget(bulletObj, muzzleObj);
|
||||
//}
|
||||
}
|
||||
//if (isDestroyed)
|
||||
//{
|
||||
// bulletComp.Tweener.Kill(true);
|
||||
// //bulletObj.DOKill(true); // 停止Tween
|
||||
//}
|
||||
// HitTarget(bulletObj, muzzleObj);
|
||||
//}
|
||||
return isBulletHitted;
|
||||
}
|
||||
|
||||
|
||||
@ -29,7 +29,7 @@ MonoBehaviour:
|
||||
HideAfterCallMain: 1
|
||||
preloadFiles:
|
||||
Orientation: 0
|
||||
bgImageSrc: Assets/TowerDefence/Images/SplashScreen/SplashScreen.jpg
|
||||
bgImageSrc: Assets/Game1/Images/SplashScreen/SplashScreen2.jpg
|
||||
dataFileSubPrefix:
|
||||
maxStorage: 200
|
||||
defaultReleaseSize: 31457280
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user