# Conflicts:
#	meng_yao/Assets/Scenes/scene_Main.unity
#	meng_yao/Assets/script/scene_Main/ManurePanel.cs.meta
This commit is contained in:
wulongxiao 2024-12-20 22:18:33 +08:00
commit 4d3aea9f99
12 changed files with 883 additions and 755 deletions

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@ -0,0 +1,55 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bing : MonoBehaviour
{
public enemy Crole; // 角色对象,用来扣血
public Bullet bullet; // 子弹脚本
private float lastDamageTime = 0; // 上一次扣血的时间
private float lastDamageAllTime = 0; // 上一次灼烧效果的总时间
[Header("灼烧扣血间隔")]
public float attackTime; // 扣血的间隔时间
[Header("冰总时间")]
public float attackAllTime = 3; // 扣血的持续时间
[Header("冰消失时间")]
public float lifeTime = 3f; // 火焰的持续时间,默认 5 秒
private float spawnTime; // 记录火焰生成的时间
void Start()
{
Debug.Log("-------------------------");
spawnTime = Time.time; // 记录火焰对象的生成时间
Crole = transform.parent.GetComponent<enemy>();
}
void Update()
{
// 判断是否超过火焰存在的最大时间
if (Time.time - spawnTime > lifeTime)
{
Destroy(gameObject); // 超过时间后销毁物体
return; // 直接返回,不再执行后面的灼烧逻辑
}
// 这里可以加上灼烧的具体逻辑,比如伤害的扣除等
if (Crole != null && bullet != null)
{
// 进行灼烧扣血操作
if (Time.time - lastDamageAllTime > attackAllTime || lastDamageAllTime == 0)
{
if (Time.time - lastDamageTime > attackTime || attackTime == 0)
{
// 执行伤害逻辑
Crole.bloodLoss(new object[] { Crole, bullet.role.Attack + bullet.bulletData.attack, bullet.attackObj.damageTyp, bullet.role });
Debug.Log("灼烧扣血");
lastDamageTime = Time.time;
}
lastDamageAllTime = Time.time;
}
}
}
}

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@ -0,0 +1,11 @@
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@ -8,76 +8,122 @@ public class enemy : Role
[Header("移动速度")] public float moveSpeed;
[HideInInspector]
public float harmNumber=0;//伤害
public float harmNumber = 0; // 伤害
public float HarmNumber
{
get=> harmNumber;
get => harmNumber;
set
{
harmNumber=value;
Debug.Log(enemyId+"总伤害"+ harmNumber );
harmNumber = value;
Debug.Log(enemyId + "总伤害" + harmNumber);
}
}
private float originalMoveSpeed; // 记录初始的移动速度
private float slowDownTime = 0f; // 记录减速开始时间
private bool isSlowed = false; // 标记是否处于减速状态
public override void Start()
{
base.Start();
//
//moveSpeed += Random.Range(-0.5f,0.5f);
originalMoveSpeed = moveSpeed; // 保存初始移动速度
if (camp == Camp.Enemy)
{
if (AnimationTree!=null)
if (AnimationTree != null)
{
AnimationTree[0].CharacterAnimationFrameInterval = (int)(36/moveSpeed) ;
AnimationTree[0].CharacterAnimationFrameInterval = (int)(36 / moveSpeed);
}
//开始移动
Init(InitEnenyData.instance.GetRandomWaypoints());
}
}
public void Init(waypoints _waypoints)
{
base.Navigation.waypoints = _waypoints;
//开始移动
Navigation.MoveToNextWaypoint(this.gameObject,moveSpeed);
//开始移动
Navigation.MoveToNextWaypoint(this.gameObject, moveSpeed);
}
public override void die()
{
base.die();
if (Application.isPlaying)
{
{
// 将当前敌人对象放入死亡池
if (SpawnPool.intance != null )
if (SpawnPool.intance != null)
{
SkillBox.instance.AddExperience(6,this.gameObject.transform);
SkillBox.instance.AddExperience(6, this.gameObject.transform);
}
UIContorl.instance.Killnumber += 1;
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
// Debug.Log("进入范围检测");
// 进入范围检测
if (this.camp == Camp.Enemy && collision.tag == "House")
{
UIContorl.instance.Hp -= 1;
Destroy(this.gameObject);
}
}
// 减速并在指定时间后恢复原速度
public void SlowDown(float slowFactor, float duration)
{
if (!isSlowed)
{
Debug.Log("减速------------------------");
// 临时设置减速后的速度
moveSpeed *= slowFactor;
// 如果有动画控制,更新动画速度
if (AnimationTree != null)
{
AnimationTree[0].CharacterAnimationFrameInterval = (int)(36 / moveSpeed);
}
Navigation.ChangeSpeed(slowFactor, duration);
// 标记减速状态
isSlowed = true;
// 记录减速开始时间
slowDownTime = Time.time;
}
}
void Update()
{
if (isSlowed)
{
// 检查减速时间是否到了
if (Time.time - slowDownTime >= 3f) // 3秒后恢复原速度
{
// 恢复初始速度
moveSpeed = originalMoveSpeed;
// 恢复动画速度
if (AnimationTree != null)
{
foreach (var anim in AnimationTree)
{
anim.CharacterAnimationFrameInterval = (int)(36 / moveSpeed);
}
}
// 取消减速状态
isSlowed = false;
}
}
}
}

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@ -1,5 +1,9 @@
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@ -41,6 +41,7 @@ public class Tree_team : MonoBehaviour
for (int i=0;i< response.Data.Pages.total_count; i++)
{
GameObject obj = GameObject.Instantiate(item,parent);
obj.transform.position= Vector3.zero;
obj.GetComponent<Tree_team_item>().itemName.text = response.Data.List[i].Nickname;
obj.GetComponent<Tree_team_item>().itemID.text ="id:"+ response.Data.List[i].Uid;
obj.GetComponent<Tree_team_item>().itemTeamCount.text ="ÍŶÓÈËÊý"+ response.Data.List[i].team_count;

View File

@ -10,31 +10,73 @@ public class WaterDrop : MonoBehaviour
public Transform targetPosition; // 目标位置
public float flyDuration = 1f; // 飞行持续时间
public int id;
string trans_id;
void Start()
{
DropBtn =GetComponent<Button>();
DropBtn = GetComponent<Button>();
DropBtn.onClick.AddListener(DropClick);
}
async void DropClick()
{
bool succefful = await Scene_main_jiekou.instance.TreeGetWaters(id, "string");
trans_id = GenerateRandomString(6);
bool succefful = await Scene_main_jiekou.instance.TreeGetWaters(id, trans_id);
if (succefful)
{
transform.DOMove(targetPosition.position, flyDuration)
TreeInfo info = await Scene_main_jiekou.instance.TreeInfoS();
// 先进行缩放动画
transform.DOScale(new Vector3(0.5f, 0.5f, 0.5f), 0.5f) // 缩小到0.5倍大小
.OnComplete(() =>
Destroy(this.gameObject)
);
{
// 然后执行移动动画
transform.DOScale(Vector3.one, 0.5f);
transform.DOMove(targetPosition.position, flyDuration)
.OnComplete(async () =>
{
// 移动完成后更新水面信息并销毁物体
transform.DOScale(new Vector3(0.5f, 0.5f, 0.5f), 0.5f).OnComplete(() =>
{
transform.DOScale(Vector3.one, 0.5f);
WaterPanel.instance.Updated_water(info);
Destroy(this.gameObject);
});
});
});
}
else
{
}
}
public string GenerateRandomString(int length)
{
System.Random random = new System.Random(); // 创建一个新的随机数生成器
const string chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"; // 可用字符
char[] stringChars = new char[length]; // 用来存储生成的字符
for (int i = 0; i < length; i++)
{
stringChars[i] = chars[random.Next(chars.Length)]; // 随机选择一个字符
}
return new string(stringChars); // 将字符数组转换为字符串
}
// Update is called once per frame
void Update()
{
}
}