add
This commit is contained in:
parent
93aad738cf
commit
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@ -395,7 +395,7 @@ Material:
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4832
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4832
xiaofang/Assets/Resources/Effect/bigfire.prefab
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Load Diff
7
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4823
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4823
xiaofang/Assets/Resources/Effect/minfire.prefab
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Load Diff
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@ -2,18 +2,126 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
*/
|
||||||
public class Firelive : MonoBehaviour
|
public class Firelive : MonoBehaviour
|
||||||
{
|
{
|
||||||
public GameObject fire;
|
//火焰预制体
|
||||||
|
public GameObject minfire;
|
||||||
|
public GameObject bigfire;
|
||||||
|
|
||||||
|
//火势值,用于判断火是否灭,是否变大
|
||||||
|
private float fireNumber=0;
|
||||||
|
//每秒的火势值
|
||||||
|
public float FireNumber;
|
||||||
|
//判定大火小火的值
|
||||||
|
public float bigFireNumber;
|
||||||
|
|
||||||
|
//生成半径
|
||||||
|
public float spreadRadius;
|
||||||
|
|
||||||
|
public enum WindDirection { North, South, East, West }
|
||||||
|
public WindDirection windDirection = WindDirection.North; // 风向
|
||||||
|
|
||||||
|
private bool isBurning = false;
|
||||||
|
private GameObject currentFire; // 当前生成的火焰实例
|
||||||
|
|
||||||
|
public int SpreadFireNumber=1;
|
||||||
|
|
||||||
|
private bool Canbig = true;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
StartBurning();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
if (isBurning&&Canbig)
|
||||||
|
{
|
||||||
|
// 检查火势值是否超过阈值
|
||||||
|
if (fireNumber< bigFireNumber)
|
||||||
|
{
|
||||||
|
fireNumber += FireNumber * Time.deltaTime;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
SwitchToMaxFire();
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//火焰初始化
|
||||||
|
private void StartBurning()
|
||||||
|
{
|
||||||
|
if (!isBurning)
|
||||||
|
{
|
||||||
|
isBurning = true;
|
||||||
|
|
||||||
|
// 初始在pos位置生成小火焰预制体
|
||||||
|
currentFire = Instantiate(minfire, transform.position, Quaternion.identity);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void SwitchToMaxFire()
|
||||||
|
{
|
||||||
|
// 销毁当前小火焰,替换为大火焰
|
||||||
|
Destroy(currentFire);
|
||||||
|
currentFire=Instantiate(bigfire, transform.position, Quaternion.identity);
|
||||||
|
Canbig = false;
|
||||||
|
StartCoroutine(DelayedSpread());
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// 延迟蔓延
|
||||||
|
private IEnumerator DelayedSpread()
|
||||||
|
{
|
||||||
|
// 等待设定的延迟时间
|
||||||
|
yield return new WaitForSeconds(3);
|
||||||
|
|
||||||
|
// 开始蔓延火焰
|
||||||
|
SpreadFireInWindDirection();
|
||||||
|
}
|
||||||
|
|
||||||
|
//根据风向改变
|
||||||
|
private void SpreadFireInWindDirection()
|
||||||
|
{
|
||||||
|
if (SpreadFireNumber<=0)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
SpreadFireNumber--;
|
||||||
|
|
||||||
|
Vector3 spreadDirection = Vector3.zero;
|
||||||
|
|
||||||
|
// 根据风向设置火焰蔓延的方向
|
||||||
|
switch (windDirection)
|
||||||
|
{
|
||||||
|
case WindDirection.North:
|
||||||
|
spreadDirection = Vector3.forward;
|
||||||
|
break;
|
||||||
|
case WindDirection.South:
|
||||||
|
spreadDirection = Vector3.back;
|
||||||
|
break;
|
||||||
|
case WindDirection.East:
|
||||||
|
spreadDirection = Vector3.right;
|
||||||
|
break;
|
||||||
|
case WindDirection.West:
|
||||||
|
spreadDirection = Vector3.left;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 获取风向的目标位置
|
||||||
|
Vector3 targetPosition = transform.position + spreadDirection * spreadRadius;
|
||||||
|
|
||||||
|
// 在目标位置实例化新的pos
|
||||||
|
Instantiate(gameObject, targetPosition, Quaternion.identity);
|
||||||
|
// GameObject go = Instantiate(gameObject, targetPosition, Quaternion.identity);
|
||||||
|
//go.AddComponent<Firelive>();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user