子弹特效

This commit is contained in:
GL 2024-12-20 16:28:28 +08:00
parent 5a778abdbc
commit 4d4a9e5b0b

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@ -13,6 +13,17 @@ public enum BulletType
Spraying //原地喷射
}
public enum BulletAttributes
{
Not,
Gold,//金木水火土
Wood,
Water,
Fire,
Earth
}
public enum BulletMoveType
{/// <summary>
@ -40,6 +51,7 @@ public class BulletData
[Header("子弹飞行速度")] public float BulletSpeed = 5f;
[Header("子弹攻击冷却")] public float BulletAttackCooldown = 1f;
[Header("子弹伤害")] public float attack = 10;
public BulletData()
{
@ -66,9 +78,14 @@ public class Bullet : MonoBehaviour
[Header("子弹发射角色对象")] public Role role;
[Header("子弹发射范围对象")] public Attack attackObj;
[Header("子弹类型")] public BulletType myBulletType;
[Header("子弹属性")] public BulletAttributes bulletAttributes;
[Header("攻击类型")] public BulletMoveType bulletMoveType;
[Header("子弹数据")] public BulletData bulletData = new BulletData();
[Header("销毁时间,默认是10f")] public float BulletDeadTimer=10f;
[Header("子弹动画")] public Animator animator;
[Header("子弹移动参数")] public bool IsMove=true;
[Header("子弹碰撞体")] public Collider2D Collider2D;
[Header("子弹特效预制体")] public GameObject effectPre;
private float timer = 0;
private void Update()
{
@ -76,14 +93,18 @@ public class Bullet : MonoBehaviour
{
//更具子弹的移动方式来移动
case BulletMoveType.PeerToPeer:
this.gameObject.transform.Translate(Vector3.up * Time.deltaTime * bulletData.BulletSpeed);
timer += Time.deltaTime;
if (timer > BulletDeadTimer)
if (IsMove)
{
attackObj.bulltes.Remove(this.gameObject);
Debug.Log("对象已成功移除。当前列表数量:" + attackObj.bulltes.Count);
Destroy(this.gameObject);
this.gameObject.transform.Translate(Vector3.up * Time.deltaTime * bulletData.BulletSpeed);
timer += Time.deltaTime;
if (timer > BulletDeadTimer)
{
attackObj.bulltes.Remove(this.gameObject);
Debug.Log("对象已成功移除。当前列表数量:" + attackObj.bulltes.Count);
Destroy(this.gameObject);
}
}
break;
case BulletMoveType.PointToDirection:
break;
@ -112,13 +133,37 @@ public class Bullet : MonoBehaviour
Crole.bloodLoss(new object[] { Crole, role.Attack + bulletData.attack, attackObj.damageTyp, role },direction);
attackObj.bulltes.Remove(this.gameObject);
if (myBulletType!=BulletType.Spraying)
{
attackObj.bulltes.Remove(this.gameObject);
//Debug.Log("对象已成功移除。当前列表数量:" + attackObj.bulltes.Count);
Destroy(this.gameObject);
}
if (animator == null)
{
attackObj.bulltes.Remove(this.gameObject);
Destroy(this.gameObject);
}
else
{
IsMove = false;//停止移动
Collider2D.enabled = false;//关闭碰撞体
transform.position = collision.transform.position;
animator.SetTrigger("Boom");
Debug.Log("爆炸动画+++++++++++++++++++++++++++++++++");
}
}
if (bulletAttributes==BulletAttributes.Fire)
{
if (effectPre!=null)
{
Instantiate(effectPre, collision.transform).transform.position=new Vector2(collision.transform.position.x, collision.transform.position.y+0.2f);
Debug.Log("创建火焰");
}
}
}
}
}
@ -154,6 +199,12 @@ public class Bullet : MonoBehaviour
}
}
public void DesBullet()
{
attackObj.bulltes.Remove(this.gameObject);
Destroy(this.gameObject);
}
private void OnTriggerExit2D(Collider2D collision)
{
@ -167,8 +218,15 @@ public class Bullet : MonoBehaviour
//Debug.Log("对象已成功移除。当前列表数量:" + attackObj.bulltes.Count);
if (myBulletType != BulletType.Spraying)
{
attackObj.bulltes.Remove(this.gameObject);
Destroy(this.gameObject);
if (animator==null)
{
attackObj.bulltes.Remove(this.gameObject);
Destroy(this.gameObject);
}
}
}