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3.0f; + public float turnSpeed = 90.0f; + public float gravity = 20.0f; + private Vector3 moveDirection = Vector3.zero; + private float w_sp = 0.0f; //walk speed + private float r_sp = 0.0f; //run speed + + + + // Use this for initialization + void Start () + { + anim = GetComponent(); + controller = GetComponent (); + + w_sp = speed; //read walk speed + r_sp = runSpeed; //read run speed + + } + + // Update is called once per frame + void Update () + { + if (Input.GetKey ("up")) + { + runSpeed = w_sp; + } + if (Input.GetKey ("down")) + { + runSpeed = w_sp/2; + } + + + if (controller.isGrounded) + { + moveDirection=transform.forward * Input.GetAxis ("Vertical") * speed * runSpeed; + float turn = Input.GetAxis("Horizontal"); + transform.Rotate(0, turn * turnSpeed * Time.deltaTime, 0); + } + moveDirection.y -= gravity * Time.deltaTime; + controller.Move (moveDirection * Time.deltaTime); + } +} + diff --git a/Assets/Buildings_constructor/Scripts/Controller.cs.meta 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StartPhase; + + + // Use this for initialization + void Start () { + if (Phase > 100)Phase = 100; + if (Phase < 1) Phase = 1; + + StartPosition = transform.position; + StartPhase =(range * Phase / 100); + transform.position = new Vector3 (StartPosition.x, StartPosition.y + StartPhase, StartPosition.z); + } + + // Update is called once per frame + void Update () { + if ((transform.position.y > (StartPosition.y + range))) //|| (transform.position.y < StartPosition.y )) + { + transform.position = new Vector3 (StartPosition.x, StartPosition.y + range, StartPosition.z); + n = n * -1; + } + if ((transform.position.y < (StartPosition.y))) //|| (transform.position.y < StartPosition.y )) + { + transform.position = new Vector3 (StartPosition.x, StartPosition.y, StartPosition.z); + n = n * -1; + } + + transform.Translate (0,movSpeed*Time.deltaTime*n,0); + + } +} diff --git a/Assets/Buildings_constructor/Scripts/Cycle_moving.cs.meta b/Assets/Buildings_constructor/Scripts/Cycle_moving.cs.meta new 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Vector3 start_angle; + + void Start () + { + start_angle = transform.position; + + } + + void FixedUpdate () + { + if (cam_target != null) + { + Vector3 desPosition = cam_target.position;// + cam_offset; + Vector3 smoothedPosition = Vector3.Lerp(transform.position, desPosition, smooth*Time.deltaTime); + transform.position = smoothedPosition; + + + if (Input.GetKey ("q")) + { + transform.Rotate(new Vector3(0,rotSpeed*Time.deltaTime,0)); + } + if (Input.GetKey ("e")) + { + transform.Rotate(new Vector3(0,rotSpeed*Time.deltaTime*-1,0)); + } + } + } +} diff --git a/Assets/Buildings_constructor/Scripts/TopDpwnCamera.cs.meta b/Assets/Buildings_constructor/Scripts/TopDpwnCamera.cs.meta new file mode 100644 index 00000000..534f659b --- /dev/null +++ b/Assets/Buildings_constructor/Scripts/TopDpwnCamera.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dddb3b2450b27d8418b22c8362d12bce +timeCreated: 1517922336 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + 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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + [LM_Glossiness] _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 + [LM_Metallic] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + [LM_Metallic] [LM_Glossiness] _MetallicGlossMap("Metallic", 2D) = "white" {} + + _BumpScale("Scale", Float) = 1.0 + [LM_NormalMap] _BumpMap("Normal Map", 2D) = "bump" {} + + _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 + _ParallaxMap ("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + [LM_Emission] _EmissionColor("Color", Color) = (0,0,0) + [LM_Emission] _EmissionMap("Emission", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + + _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} + _DetailNormalMapScale("Scale", Float) = 1.0 + _DetailNormalMap("Normal Map", 2D) = "bump" {} + + [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 + + // UI-only data + [KeywordEnum(None, Realtime, Baked)] _Lightmapping ("GI", Int) = 1 + [HideInInspector] _EmissionScaleUI("Scale", Float) = 0.0 + [HideInInspector] _EmissionColorUI("Color", Color) = (1,1,1) + + // Blending state + [HideInInspector] _Mode ("__mode", Float) = 0.0 + [HideInInspector] _SrcBlend ("__src", Float) = 1.0 + [HideInInspector] _DstBlend ("__dst", Float) = 0.0 + [HideInInspector] _ZWrite ("__zw", Float) = 1.0 + } + + CGINCLUDE + //@TODO: should this be pulled into a shader_feature, to be able to turn it off? + #define _GLOSSYENV 1 + #define UNITY_SETUP_BRDF_INPUT MetallicSetup + ENDCG + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 300 + + + // ------------------------------------------------------------------ + // Base forward pass (directional light, emission, lightmaps, ...) + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + + Blend [_SrcBlend] [_DstBlend] + Cull Off + ZWrite [_ZWrite] + + CGPROGRAM + #pragma target 3.0 + // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT + #pragma exclude_renderers gles + + // ------------------------------------- + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _EMISSION + //ALWAYS ON shader_feature _GLOSSYENV + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature _PARALLAXMAP + + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + + #pragma vertex vertForwardBase + #pragma fragment fragForwardBase + + #include "UnityStandardCore.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Additive forward pass (one light per pass) + Pass + { + Name "FORWARD_DELTA" + Tags { "LightMode" = "ForwardAdd" } + Blend [_SrcBlend] One + Fog { Color (0,0,0,0) } // in additive pass fog should be black + Cull Off + ZWrite Off + ZTest LEqual + + + CGPROGRAM + #pragma target 3.0 + // GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT + #pragma exclude_renderers gles + + // ------------------------------------- + + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature _PARALLAXMAP + + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + + #pragma vertex vertForwardAdd + #pragma fragment fragForwardAdd + + #include "UnityStandardCore.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Shadow rendering pass + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + Cull Off + ZWrite On ZTest LEqual + + CGPROGRAM + #pragma target 3.0 + // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT + #pragma exclude_renderers gles + + // ------------------------------------- + + + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma multi_compile_shadowcaster + + #pragma vertex vertShadowCaster + #pragma fragment fragShadowCaster + + #include "UnityStandardShadow.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Deferred pass + Pass + { + Name "DEFERRED" + Tags { "LightMode" = "Deferred" } + + Cull Off + + CGPROGRAM + #pragma target 3.0 + // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT + #pragma exclude_renderers nomrt gles + + + // ------------------------------------- + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _EMISSION + //ALWAYS ON shader_feature _GLOSSYENV + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature _PARALLAXMAP + + #pragma multi_compile ___ UNITY_HDR_ON + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + + #pragma vertex vertDeferred + #pragma fragment fragDeferred + + #include "UnityStandardCore.cginc" + + ENDCG + } + + // ------------------------------------------------------------------ + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. + Pass + { + Name "META" + Tags { "LightMode"="Meta" } + + Cull Off + + CGPROGRAM + #pragma vertex vert_meta + #pragma fragment frag_meta + + #pragma shader_feature _EMISSION + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature ___ _DETAIL_MULX2 + + #include "UnityStandardMeta.cginc" + ENDCG + } + } + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 150 + + // ------------------------------------------------------------------ + // Base forward pass (directional light, emission, lightmaps, ...) + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + + Blend [_SrcBlend] [_DstBlend] + Cull Off + ZWrite [_ZWrite] + + CGPROGRAM + #pragma target 2.0 + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _EMISSION + // ALWAYS ON shader_feature _GLOSSYENV + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature ___ _DETAIL_MULX2 + // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP + + #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + + #pragma vertex vertForwardBase + #pragma fragment fragForwardBase + + #include "UnityStandardCore.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Additive forward pass (one light per pass) + Pass + { + Name "FORWARD_DELTA" + Tags { "LightMode" = "ForwardAdd" } + Blend [_SrcBlend] One + Fog { Color (0,0,0,0) } // in additive pass fog should be black + Cull Off + ZWrite Off + ZTest LEqual + + CGPROGRAM + #pragma target 2.0 + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature ___ _DETAIL_MULX2 + // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP + #pragma skip_variants SHADOWS_SOFT + + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + + #pragma vertex vertForwardAdd + #pragma fragment fragForwardAdd + + #include "UnityStandardCore.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Shadow rendering pass + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + Cull Off + ZWrite On ZTest LEqual + + CGPROGRAM + #pragma target 2.0 + + #pragma 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assetBundleName: + assetBundleVariant: diff --git a/Assets/prefabs/missile_GoldFire.prefab b/Assets/prefabs/missile_GoldFire.prefab index 5804f845..91e87c3d 100644 --- a/Assets/prefabs/missile_GoldFire.prefab +++ b/Assets/prefabs/missile_GoldFire.prefab @@ -4857,7 +4857,7 @@ MonoBehaviour: m_EditorClassIdentifier: harm: 100 bomb: {fileID: 1111592506786644, guid: fb7f1bbeeea92914c9091afff70aee0a, type: 3} - explosionRadius: 5 + explosionRadius: 200 maxDamage: 100 --- !u!82 &6497112383824140200 AudioSource: diff --git a/Assets/scripts/Bomb.cs b/Assets/scripts/Bomb.cs index da5aaac8..6c3e3042 100644 --- a/Assets/scripts/Bomb.cs +++ b/Assets/scripts/Bomb.cs @@ -7,7 +7,7 @@ public class Bomb : MonoBehaviour { public float harm; public GameObject bomb; - public float explosionRadius = 1000f; // 爆炸半径 + public float explosionRadius = 500f; // 爆炸半径 public float maxDamage = 100f; // 最大伤害 private void Start() { @@ -16,14 +16,14 @@ public class Bomb : MonoBehaviour void Explode() { // 获取爆炸范围内的所有目标 - Collider[] colliders = Physics.OverlapBox(transform.position, new Vector3(50f,50f,50f)); + Collider[] colliders = Physics.OverlapBox(transform.position, new Vector3(100f,50f,100f)); foreach (Collider collider in colliders) { // 计算与目标的距离 float distance = Vector3.Distance(transform.position, collider.transform.position); - if(distance > maxDamage) return; + if(distance > explosionRadius) return; //具体伤害 if(collider.gameObject.tag=="enemy") diff --git a/Assets/scripts/Enemy.cs b/Assets/scripts/Enemy.cs index a40d1dd8..392de659 100644 --- a/Assets/scripts/Enemy.cs +++ b/Assets/scripts/Enemy.cs @@ -8,6 +8,8 @@ public class Enemy : MonoBehaviour public NavMeshAgent _agent; public float bloodvolume; public Transform player; + public GameObject wupinPrefab; + public EnemySpawn enemySpawn; // Start is called before the first frame update void Start() { @@ -22,7 +24,9 @@ public class Enemy : MonoBehaviour if (bloodvolume <= 0) { //ToDo - + enemySpawn.MinusNum(); + GameObject wupin = Instantiate(wupinPrefab); + wupin.transform.position = this.transform.position; Destroy(this.gameObject); } diff --git a/Assets/scripts/EnemySpawn.cs b/Assets/scripts/EnemySpawn.cs new file mode 100644 index 00000000..9f686207 --- /dev/null +++ b/Assets/scripts/EnemySpawn.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class EnemySpawn : MonoBehaviour +{ + public int maxNum; + public int currentNum; + public float time; + private float timer; + public GameObject enemyPrefab; + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + if (currentNum < maxNum) + { + timer += Time.deltaTime; + if (timer > time) + { + Vector3 pos = transform.position; + pos.x += Random.Range(-300, 300); + pos.z += Random.Range(-300, 300); + GameObject enemy = GameObject.Instantiate(enemyPrefab, pos, Quaternion.identity); + enemy.GetComponent().enemySpawn = this; + enemy.transform.parent = transform; + timer = 0; + currentNum++; + + } + } + } + public void MinusNum() + { + currentNum--; + } +} diff --git a/Assets/scripts/EnemySpawn.cs.meta b/Assets/scripts/EnemySpawn.cs.meta new file mode 100644 index 00000000..e0be0717 --- /dev/null +++ b/Assets/scripts/EnemySpawn.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 303435bdbc1558b4898238675f8a8be6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/scripts/Ore.cs b/Assets/scripts/Ore.cs index 94e18609..2b9e4879 100644 --- a/Assets/scripts/Ore.cs +++ b/Assets/scripts/Ore.cs @@ -5,7 +5,7 @@ using UnityEngine; public class Ore : MonoBehaviour { public float OreHp; - public GameObject OwupinPrefab; + public GameObject wupinPrefab; // Start is called before the first frame update void Start() { @@ -22,7 +22,7 @@ public class Ore : MonoBehaviour if(OreHp<=0) { //ToDo - GameObject wupin=Instantiate(OwupinPrefab); + GameObject wupin=Instantiate(wupinPrefab); wupin.transform.position=this.transform.position; Destroy(gameObject); } diff --git a/Assets/scripts/Shoot.cs b/Assets/scripts/Shoot.cs index 70eb64a7..dc0558e5 100644 --- a/Assets/scripts/Shoot.cs +++ b/Assets/scripts/Shoot.cs @@ -12,12 +12,15 @@ public class Shoot : MonoBehaviour public Transform[] bulletSpawn; // 子弹生成位置 public float fireRange = 10000f; // 射程 public float missileSpeed = 1000f; // 导弹速度 - + public float distance; + public float attackInterval = 0.5f; + private float lastAttackTime = 0f; void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hitInfo; + AutoAttack(); // 射击 if (Input.GetMouseButtonDown(0)) { @@ -28,11 +31,41 @@ public class Shoot : MonoBehaviour GoldFirePoint(); } } - if(Input.GetKeyDown(KeyCode.Q)) + if (Input.GetMouseButtonDown(1)) { Firemissile(); } } + void AutoAttack() + { + // 获取爆炸范围内的所有目标 + Collider[] colliders = Physics.OverlapBox(transform.position, new Vector3(200, 50f, 200)); + + foreach (Collider collider in colliders) + { + // 计算与目标的距离 + float dis = Vector3.Distance(transform.position, collider.transform.position); + + if (dis > distance) return; + + // 检查是否满足攻击间隔时间要求 + if (Time.time - lastAttackTime < attackInterval) return; + + //具体伤害 + if (collider.gameObject.tag == "enemy") + { + FireWeapon(collider.gameObject.transform.position); + GoldFirePoint(); + lastAttackTime = Time.time; + } + if (collider.gameObject.tag == "ore") + { + FireWeapon(collider.gameObject.transform.position); + GoldFirePoint(); + lastAttackTime = Time.time; + } + } + } //射击特效 private void GoldFirePoint() { diff --git a/Assets/scripts/WingmanController.cs b/Assets/scripts/WingmanController.cs index c7d72a1c..3486e18e 100644 --- a/Assets/scripts/WingmanController.cs +++ b/Assets/scripts/WingmanController.cs @@ -18,6 +18,9 @@ public class WingmanController : MonoBehaviour public Transform target; // 导弹的目标 public GameObject missilePrefab; // 僚机的导弹 public Transform missileSpawnPoint; // 僚机发射导弹的位置 + public float distance; + public float attackInterval = 0.3f; + private float lastAttackTime = 0f; private void Start() { player = GameObject.FindWithTag("Player").transform; @@ -59,16 +62,38 @@ public class WingmanController : MonoBehaviour // 让僚机跟随主机 FollowPlayer(); - - + AutoAttack(); + // 让僚机开火 - if (Input.GetKeyDown(KeyCode.Space)) + + + + } + void AutoAttack() + { + // 获取爆炸范围内的所有目标 + Collider[] colliders = Physics.OverlapBox(transform.position, new Vector3(200, 200, 200)); + + foreach (Collider collider in colliders) { - FireMissile(); + // 计算与目标的距离 + float dis = Vector3.Distance(transform.position, collider.transform.position); + + if (dis > distance) return; + + // 检查是否满足攻击间隔时间要求 + if (Time.time - lastAttackTime < attackInterval) return; + + //具体伤害 + if (collider.gameObject.tag == "enemy") + { + FireMissile(); + lastAttackTime = Time.time; + } + } } - // 跟随主机 private void FollowPlayer() { diff --git a/Assets/scripts/playercontroller.cs b/Assets/scripts/playercontroller.cs index 584d8a2a..d2cdf019 100644 --- a/Assets/scripts/playercontroller.cs +++ b/Assets/scripts/playercontroller.cs @@ -6,6 +6,7 @@ using UnityEngine.EventSystems; public class playercontroller : MonoBehaviour { CharacterController playerController; + public Transform playerTransform; public Vector3 moveDirection = Vector3.zero; public float MaxSpeed = 10; public float x; @@ -13,7 +14,8 @@ public class playercontroller : MonoBehaviour public float rotationSpeed = 5f; public float gravity = 10; public float fovTransitionSpeed = 1f; // 控制视野过渡的速度 - private float targetFOV = 60f; // 目标视野值 + private float targetFOV = 90f; // 目标视野值 + Vector3 mousePosition; // Start is called before the first frame update void Start() { @@ -42,7 +44,7 @@ public class playercontroller : MonoBehaviour if (Input.GetKeyUp(KeyCode.LeftShift)) { MaxSpeed /= 2; - targetFOV = 60f; // 设置目标视野为60 + targetFOV = 90f; // 设置目标视野为60 } @@ -52,20 +54,29 @@ public class playercontroller : MonoBehaviour // 获取鼠标位置并射线检测 Vector3 mouseScreenPosition = Input.mousePosition; - Ray ray = Camera.main.ScreenPointToRay(mouseScreenPosition); - RaycastHit hit; - - if (Physics.Raycast(ray, out hit)) + if (mouseScreenPosition != mousePosition) { - // 获取鼠标点击的世界位置,并计算目标方向 - Vector3 mouseWorldPosition = new Vector3(hit.point.x, transform.position.y, hit.point.z); - Vector3 direction = mouseWorldPosition - transform.position; - direction.y = 0; + Ray ray = Camera.main.ScreenPointToRay(mouseScreenPosition); + RaycastHit hit; - // 使用Quaternion.Slerp进行平滑旋转 - Quaternion targetRotation = Quaternion.LookRotation(direction); - transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * rotationSpeed); + if (Physics.Raycast(ray, out hit)) + { + // 获取鼠标点击的世界位置,并计算目标方向 + Vector3 mouseWorldPosition = new Vector3(hit.point.x, transform.position.y, hit.point.z); + Vector3 direction = mouseWorldPosition - transform.position; + direction.y = 0; + + // 使用Quaternion.Slerp进行平滑旋转 + Quaternion targetRotation = Quaternion.LookRotation(direction); + transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * rotationSpeed); + } } + else + { + mousePosition = mouseScreenPosition; + + } + moveDirection.y -= gravity * 0.5f; // 移动玩家 playerController.Move(moveDirection * Time.deltaTime); diff --git a/Assets/scripts/wupin.cs b/Assets/scripts/wupin.cs index 5c938be8..18f35c39 100644 --- a/Assets/scripts/wupin.cs +++ b/Assets/scripts/wupin.cs @@ -6,10 +6,13 @@ using UnityEngine; public class wupin : MonoBehaviour { - public float distance = 50f; + public float distance = 20f; + public float Desdis = 20f; void Start() { - + //Todo物品跳跃效果 + + this.transform.DOMove(new Vector3(this.transform.position.x, this.transform.position.y+30, this.transform.position.z), 0.5f); } // Update is called once per frame @@ -21,10 +24,18 @@ public class wupin : MonoBehaviour { Transform player = GameObject.FindWithTag("Player").transform; float dis = Vector3.Distance(player.position, this.transform.position); - if (dis > distance) + if (dis < distance) { - this.transform.DOMove(player.position, 1f); + this.transform.DOMove(player.position, 2f); + } - Destroy(this.gameObject,1f); + if (dis < Desdis) + { + //Todo + + Destroy(this.gameObject); + } + } + }