add
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@ -25,7 +25,7 @@ Material:
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@ -21,7 +21,7 @@ Material:
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@ -1,50 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using DG.Tweening;
|
|
||||||
public class Shoot : MonoBehaviour
|
|
||||||
{
|
|
||||||
public GameObject bulletPrefab; // 子弹预制体
|
|
||||||
public GameObject firePrefab;
|
|
||||||
public Transform[] bulletSpawn; // 子弹生成位置
|
|
||||||
public float bulletVelocity = 30f; // 子弹速度
|
|
||||||
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
|
||||||
RaycastHit hitInfo;
|
|
||||||
|
|
||||||
if (Input.GetMouseButtonDown(0))
|
|
||||||
{
|
|
||||||
if (Physics.Raycast(ray, out hitInfo))
|
|
||||||
{
|
|
||||||
//射线选择人物
|
|
||||||
if (hitInfo.collider.gameObject.name == "enemy")
|
|
||||||
{
|
|
||||||
FireWeapon(hitInfo.collider.gameObject.transform);
|
|
||||||
GoldFirePoint();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private void GoldFirePoint()
|
|
||||||
{
|
|
||||||
GameObject fireobj0 = Instantiate(firePrefab, bulletSpawn[0].position, bulletSpawn[0].rotation);
|
|
||||||
GameObject fireobj1 = Instantiate(firePrefab, bulletSpawn[1].position, bulletSpawn[1].rotation);
|
|
||||||
Destroy(fireobj0, 0.5f);
|
|
||||||
Destroy(fireobj1,0.5f);
|
|
||||||
}
|
|
||||||
private void FireWeapon(Transform transform)
|
|
||||||
{
|
|
||||||
|
|
||||||
GameObject bullet = Instantiate(bulletPrefab, bulletSpawn[0].position, bulletSpawn[0].rotation);
|
|
||||||
bullet.transform.DOMove(transform.position,0.5f);
|
|
||||||
|
|
||||||
GameObject bullet1 = Instantiate(bulletPrefab, bulletSpawn[1].position, bulletSpawn[1].rotation);
|
|
||||||
bullet1.transform.DOMove(transform.position, 0.5f);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
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|
@ -1,11 +0,0 @@
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userData:
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assetBundleVariant:
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m_Layer: 0
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m_Layer: 0
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m_Name: Bullet_GoldFire_Small_Projectile
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m_Name: Bullet_GoldFire_Small_Projectile
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m_TagString: FX
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@ -4841,7 +4841,8 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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--- !u!65 &1534982649205556764
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harm: 10
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BoxCollider:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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@ -4850,10 +4851,10 @@ BoxCollider:
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m_GameObject: {fileID: 1238843893459588}
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m_Material: {fileID: 0}
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serializedVersion: 2
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m_Size: {x: 0.17588894, y: 0.17478092, z: 1.5584414}
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m_Center: {x: 0, y: -0.0018275678, z: -0.43804714}
|
m_Center: {x: 0.011916515, y: 0.04189855, z: -0.27921993}
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--- !u!1 &1540588367011230
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--- !u!1 &1540588367011230
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GameObject:
|
GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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||||||
|
@ -4,24 +4,27 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class Bullet : MonoBehaviour
|
public class Bullet : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public int harm;
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
Destroy(this.gameObject,1f);
|
||||||
|
}
|
||||||
private void OnCollisionEnter(Collision collision)
|
private void OnCollisionEnter(Collision collision)
|
||||||
{
|
{
|
||||||
if (collision.gameObject.CompareTag("enemy"))
|
if (collision.gameObject.CompareTag("enemy"))
|
||||||
{
|
{
|
||||||
|
Enemy enemy = collision.gameObject.GetComponent<Enemy>();
|
||||||
|
enemy.EnemyHpDown(harm);
|
||||||
Destroy(this.gameObject);
|
Destroy(this.gameObject);
|
||||||
}
|
}
|
||||||
if (collision.gameObject.CompareTag("ore"))
|
if (collision.gameObject.CompareTag("ore"))
|
||||||
{
|
{
|
||||||
Destroy(this.gameObject);
|
Ore ore = collision.gameObject.GetComponent<Ore>();
|
||||||
|
ore.OreHpDown(harm);
|
||||||
Destroy(this.gameObject);
|
Destroy(this.gameObject);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
void OnParticleCollision(GameObject other)
|
|
||||||
{
|
|
||||||
if (other.tag == "enemy")
|
|
||||||
{
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -5,9 +5,14 @@ using UnityEngine;
|
|||||||
public class camfollow : MonoBehaviour
|
public class camfollow : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Transform target; // 要跟随的目标,这里通常是玩家角色
|
public Transform target; // 要跟随的目标,这里通常是玩家角色
|
||||||
public float smoothSpeed = 0.125f; // 摄像机移动的平滑速度
|
public float smoothSpeed = 0.001f; // 摄像机移动的平滑速度
|
||||||
public Vector3 offset; // 摄像机相对于目标的偏移量
|
public Vector3 offset; // 摄像机相对于目标的偏移量
|
||||||
|
|
||||||
|
public float rotationSmoothSpeed = 50f; // 摄像机旋转的平滑速度
|
||||||
|
public float maxDistance = 10f; // 最大追踪距离s
|
||||||
|
public float minDistance = 5f; // 最小追踪距离
|
||||||
|
|
||||||
|
|
||||||
void LateUpdate()
|
void LateUpdate()
|
||||||
{
|
{
|
||||||
if (target == null)
|
if (target == null)
|
||||||
@ -17,12 +22,11 @@ public class camfollow : MonoBehaviour
|
|||||||
|
|
||||||
// 计算目标位置
|
// 计算目标位置
|
||||||
Vector3 desiredPosition = target.position + offset;
|
Vector3 desiredPosition = target.position + offset;
|
||||||
|
transform.position = desiredPosition;
|
||||||
|
|
||||||
// 使用平滑插值来移动摄像机
|
// 计算摄像机旋转方向,平滑旋转到目标方向
|
||||||
Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
|
Vector3 direction = target.position - transform.position;
|
||||||
transform.position = smoothedPosition;
|
Quaternion targetRotation = Quaternion.LookRotation(direction);
|
||||||
|
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * rotationSmoothSpeed);
|
||||||
// 确保摄像机始终看向目标
|
|
||||||
transform.LookAt(target);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3,10 +3,10 @@ using System.Collections.Generic;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AI;
|
using UnityEngine.AI;
|
||||||
|
|
||||||
public class enemy : MonoBehaviour
|
public class Enemy : MonoBehaviour
|
||||||
{
|
{
|
||||||
public NavMeshAgent _agent;
|
public NavMeshAgent _agent;
|
||||||
public float bloodvolume;
|
public int bloodvolume;
|
||||||
public Transform player;
|
public Transform player;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
@ -18,11 +18,18 @@ public class enemy : MonoBehaviour
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
setMoveTo(player);
|
setMoveTo(player);
|
||||||
|
if (bloodvolume <= 0)
|
||||||
|
{
|
||||||
|
//ToDo
|
||||||
|
|
||||||
|
Destroy(this.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
public void EnemyHpDown(int hp)
|
||||||
|
{
|
||||||
|
bloodvolume -= hp;
|
||||||
}
|
}
|
||||||
public void setMoveTo(Transform target)
|
public void setMoveTo(Transform target)
|
||||||
{
|
{
|
||||||
|
@ -10,19 +10,26 @@ public class playercontroller : MonoBehaviour
|
|||||||
public float MaxSpeed = 10;
|
public float MaxSpeed = 10;
|
||||||
public float x;
|
public float x;
|
||||||
public float y;
|
public float y;
|
||||||
|
public float rotationSpeed = 5f;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
playerController=GetComponent<CharacterController>();
|
playerController = GetComponent<CharacterController>();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
x = Input.GetAxis("Horizontal");
|
// 获取输入
|
||||||
y = Input.GetAxis("Vertical");
|
x = Input.GetAxis("Horizontal");
|
||||||
|
y = Input.GetAxis("Vertical");
|
||||||
|
|
||||||
|
// 计算移动方向
|
||||||
moveDirection = new Vector3(x, 0, y);
|
moveDirection = new Vector3(x, 0, y);
|
||||||
moveDirection = transform.TransformDirection(moveDirection);
|
moveDirection = transform.TransformDirection(moveDirection);
|
||||||
|
|
||||||
|
// 按住左shift加速
|
||||||
if (Input.GetKeyDown(KeyCode.LeftShift))
|
if (Input.GetKeyDown(KeyCode.LeftShift))
|
||||||
{
|
{
|
||||||
MaxSpeed *= 2;
|
MaxSpeed *= 2;
|
||||||
@ -32,16 +39,25 @@ public class playercontroller : MonoBehaviour
|
|||||||
MaxSpeed /= 2;
|
MaxSpeed /= 2;
|
||||||
}
|
}
|
||||||
moveDirection *= MaxSpeed;
|
moveDirection *= MaxSpeed;
|
||||||
|
|
||||||
|
// 获取鼠标位置并射线检测
|
||||||
Vector3 mouseScreenPosition = Input.mousePosition;
|
Vector3 mouseScreenPosition = Input.mousePosition;
|
||||||
Ray ray = Camera.main.ScreenPointToRay(mouseScreenPosition);
|
Ray ray = Camera.main.ScreenPointToRay(mouseScreenPosition);
|
||||||
RaycastHit hit;
|
RaycastHit hit;
|
||||||
|
|
||||||
if (Physics.Raycast(ray, out hit))
|
if (Physics.Raycast(ray, out hit))
|
||||||
{
|
{
|
||||||
Vector3 mouseWorldPosition = new Vector3(hit.point.x, hit.point.y, hit.point.z);
|
// 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;
|
Vector3 direction = mouseWorldPosition - transform.position;
|
||||||
Quaternion rotation = Quaternion.LookRotation(direction);
|
direction.y = 0;
|
||||||
transform.rotation = rotation;
|
|
||||||
|
// 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);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 移动玩家
|
||||||
playerController.Move(moveDirection * Time.deltaTime);
|
playerController.Move(moveDirection * Time.deltaTime);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,33 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using Unity.VisualScripting.FullSerializer;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class playerpoint : MonoBehaviour
|
|
||||||
{
|
|
||||||
public Transform playermode;
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
|
||||||
RaycastHit hitInfo;
|
|
||||||
|
|
||||||
if (Input.GetMouseButtonDown(0))
|
|
||||||
{
|
|
||||||
if (Physics.Raycast(ray, out hitInfo))
|
|
||||||
{
|
|
||||||
//ÉäÏßÑ¡ÔñÈËÎï
|
|
||||||
if (hitInfo.collider.gameObject.name == "showman")
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: fab23f15c9f68384c9206137bbe28db8
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
Loading…
Reference in New Issue
Block a user