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| | |
| | | /// <summary> |
| | | /// LoadingScene 载入下一个场景的场景名 |
| | | /// </summary> |
| | | public static string NextSceneName = "Endless"; |
| | | // cx test |
| | | public static string NextSceneName = "Endless2D"; |
| | | // public static string NextSceneName = "Endless"; |
| | | |
| | | public static bool isFirstStart = true; |
| | | |
New file |
| | |
| | | /** |
| | | * Agent小怪动作状态 |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-12 20:31:59 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public enum AgentActionState |
| | | { |
| | | // 移动 |
| | | Move, |
| | | |
| | | // 受击 |
| | | GetHit, |
| | | |
| | | // 攻击 |
| | | Attack, |
| | | |
| | | // 死亡 |
| | | Death |
| | | } |
| | | } |
New file |
| | |
| | | fileFormatVersion: 2 |
| | | guid: 3ba5ea06b260d004fae2709bf9951183 |
| | | MonoImporter: |
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New file |
| | |
| | | /** |
| | | * 精灵塔动作状态 |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-13 14:09:17 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public enum TowerActionState |
| | | { |
| | | // 站立 |
| | | Standing, |
| | | |
| | | // 向敌人开炮 |
| | | Attack |
| | | } |
| | | } |
New file |
| | |
| | | fileFormatVersion: 2 |
| | | guid: 50e4b445ee90e8642a7600527e9b390a |
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| | |
| | | /// </summary> |
| | | protected Targetable m_TrackingEnemy; |
| | | |
| | | public TowerLevel towerLevel; |
| | | |
| | | /// <summary> |
| | | /// 处理装弹时间. |
| | | /// </summary> |
| | |
| | | /// </summary> |
| | | protected virtual void SetUpTimers() |
| | | { |
| | | m_FireTimer = 1 / fireRate; |
| | | m_Launcher = GetComponent<ILauncher>(); |
| | | } |
| | | |
| | |
| | | updateTowerSkillData(); |
| | | |
| | | m_FireTimer -= Time.deltaTime; |
| | | |
| | | if (trackingEnemy == null) |
| | | m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector); |
| | | if (trackingEnemy != null && m_FireTimer <= 0.0f) |
| | | { |
| | | OnFireTimer(); |
| | | m_FireTimer = 1 / fireRate; |
| | | // 多倍攻速: |
| | | if (fInEnergy > 0.0f) |
| | | m_FireTimer = m_FireTimer / 5.0f; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Fired at every poll of the fire rate timer |
| | | /// </summary> |
| | | protected virtual void OnFireTimer() |
| | | { |
| | | if (fireCondition != null) |
| | | if (trackingEnemy != null) |
| | | { |
| | | if (!fireCondition()) |
| | | // m_FireTimer = 1 / fireRate; |
| | | |
| | | if (fInEnergy > 0) |
| | | { |
| | | return; |
| | | m_FireTimer = m_FireTimer / 5f; |
| | | towerLevel.FireSpeed = 5f; |
| | | } |
| | | else |
| | | towerLevel.FireSpeed = 1f; |
| | | |
| | | towerLevel.ChangeState(TowerActionState.Attack); |
| | | } |
| | | FireProjectile(); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Common logic when attacking |
| | | /// 调用攻击的核心函数,由这个函数发起真正的攻击,多目标或者单目标 |
| | | /// </summary> |
| | | protected virtual void FireProjectile() |
| | | public virtual void FireProjectile() |
| | | { |
| | | // 不再处理多子弹攻击,确保只有一个弹道 |
| | | isMultiAttack = false; |
| | | m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector); |
| | | if ((m_TrackingEnemy == null) || (fillBulletTime > 0)) |
| | | { |
| | | if (this.towerPtr) |
| | | towerPtr.setTowerState(false); |
| | | return; |
| | | } |
| | | else |
| | | { |
| | | if (this.towerPtr) |
| | | towerPtr.setTowerState(true); |
| | | } |
| | | |
| | | // |
| | | if (m_TrackingEnemy == null || fillBulletTime > 0) return; |
| | | |
| | | // 处理子弹充能相关的内容 |
| | | if (towerPtr && (towerPtr.bulletCtl != null)) |
| | | { |
| | |
| | | using System; |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using System.ComponentModel; |
| | | using ActionGameFramework.Health; |
| | | using Core.Health; |
| | |
| | | /// <summary> |
| | | /// 动画器. |
| | | /// </summary> |
| | | protected Animator mAnim; |
| | | public Animator ActionAnimator; |
| | | |
| | | protected AnimationClip[] clips; |
| | | |
| | | protected bool bInDeathAct = false; |
| | | |
| | |
| | | get { return this.m_NavMeshAgent; } |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 是否显示目标位置信息 |
| | | /// </summary> |
| | | public bool bShowDebugNode = false; |
| | | |
| | | |
| | | /// <summary> |
| | | /// 持续寻路,起到寻路成功 |
| | |
| | | /// </summary> |
| | | public float originalMovementSpeed { get; protected set; } |
| | | |
| | | /// <summary> |
| | | /// 小怪的动作状态 |
| | | /// </summary> |
| | | public AgentActionState ActionState { get; protected set; } |
| | | |
| | | private string paramName = "AgentActionState"; |
| | | |
| | | /// <summary> |
| | | /// 更新怪物的移动速度。 |
| | |
| | | timeToPoisonHurt = 0; |
| | | bShieldBreak = false; |
| | | bInDeathAct = false; |
| | | |
| | | ChangeState(AgentActionState.Move); |
| | | configuration.ClearShieldWall(); |
| | | |
| | | StopFrostParticle(); |
| | |
| | | return; |
| | | } |
| | | |
| | | float atime = 0; |
| | | |
| | | /// <summary> |
| | | /// 更新动作信息. |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | protected void UpdateAction() |
| | | { |
| | | if (mAnim) |
| | | { |
| | | AnimatorStateInfo stateinfo = mAnim.GetCurrentAnimatorStateInfo(0); |
| | | AnimatorStateInfo stateInfo = ActionAnimator.GetCurrentAnimatorStateInfo(0); |
| | | |
| | | if (stateinfo.IsName("Die") && (stateinfo.normalizedTime >= 0.7f)) |
| | | { |
| | | this.Remove(); |
| | | } |
| | | else if (stateinfo.IsName("GetHit") && (stateinfo.normalizedTime >= 0.7f)) |
| | | { |
| | | mAnim.SetBool("GetHit", false); |
| | | } |
| | | else if (stateinfo.IsName("Attack") && (stateinfo.normalizedTime >= 0.9f)) |
| | | { |
| | | if (this.healthVal <= 0.1) |
| | | switch (ActionState) |
| | | { |
| | | case AgentActionState.Move: |
| | | break; |
| | | case AgentActionState.GetHit: |
| | | if (stateInfo.normalizedTime >= 1f) |
| | | ChangeState(AgentActionState.Move); |
| | | break; |
| | | case AgentActionState.Attack: |
| | | if (stateInfo.normalizedTime >= 1f) |
| | | { |
| | | // 统一管理器内删除当前的Agent: |
| | | AgentInsManager.instance.removeAgent(this); |
| | | this.Remove(); |
| | | if (isDead) |
| | | { |
| | | AgentInsManager.instance.removeAgent(this); |
| | | Remove(); |
| | | } |
| | | } |
| | | } |
| | | break; |
| | | case AgentActionState.Death: |
| | | if (stateInfo.normalizedTime >= 1f) |
| | | Remove(); |
| | | break; |
| | | } |
| | | else if (changeMat) |
| | | { |
| | | } |
| | | |
| | | } |
| | | private void ChangeState(AgentActionState state) |
| | | { |
| | | if (state == ActionState) return; |
| | | |
| | | ActionState = state; |
| | | ActionAnimator.SetInteger(paramName, (int)state); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// Reset destination when path is stale |
| | | /// River: 更新的时候,加入离最终目标的距离数据. |
| | | /// </summary> |
| | | protected virtual void Update() |
| | | protected virtual void LateUpdate() |
| | | { |
| | | this.UpdateAction(); |
| | | HandleShieldWall(); |
| | |
| | | // 计算中毒相关. |
| | | if ((poisonTimes > 0) && (poisonHurt > 0)) |
| | | updatePoison(Time.deltaTime); |
| | | } |
| | | |
| | | protected virtual void Update() |
| | | { |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | } |
| | | if (!endlessLevelManager) |
| | | endlessLevelManager = EndlessLevelManager.instance; |
| | | |
| | | if (mAnim == null) |
| | | { |
| | | foreach (Transform t in transform.GetComponentsInChildren<Transform>()) |
| | | { |
| | | if (t.name == "Model") |
| | | mAnim = t.GetComponent<Animator>(); |
| | | } |
| | | } |
| | | |
| | | //使用三渲二的方式 |
| | | if (mAnim == null) |
| | | { |
| | | changeMat = GetComponent<ChangeMat>(); |
| | | changeMat?.SetSelf(this.opponentAgent, CheckHealth, Die); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// </summary> |
| | | public void PlayOnHit() |
| | | { |
| | | if (mAnim) |
| | | mAnim.SetBool("GetHit", true); |
| | | else if (changeMat) |
| | | { |
| | | changeMat.SetGetHit(); |
| | | } |
| | | ChangeState(AgentActionState.GetHit); |
| | | } |
| | | |
| | | public void PlayAttack() |
| | | { |
| | | AudioSourceManager.Ins.Play(AudioEnum.AttackTower); |
| | | if (mAnim) |
| | | mAnim.SetBool("Attack", true); |
| | | else if (changeMat) |
| | | { |
| | | changeMat.SetAttack(); |
| | | } |
| | | ChangeState(AgentActionState.Attack); |
| | | } |
| | | |
| | | public override void PlayDeath() |
| | | { |
| | | if (mAnim) |
| | | if (isPoison) |
| | | { |
| | | if (isPoison) |
| | | isPoison = false; |
| | | // 移除Agent身上的中毒特效,并播放一个中毒效果消失的特效 |
| | | if (PoisonParticle != null) |
| | | { |
| | | isPoison = false; |
| | | // 移除Agent身上的中毒特效,并播放一个中毒效果消失的特效 |
| | | if (PoisonParticle != null) |
| | | { |
| | | PoisonParticle.Stop(); |
| | | PoisonParticle.Clear(); |
| | | if (PoisonEndParticle != null) |
| | | PoisonEndParticle.Play(); |
| | | } |
| | | PoisonParticle.Stop(); |
| | | PoisonParticle.Clear(); |
| | | if (PoisonEndParticle != null) |
| | | PoisonEndParticle.Play(); |
| | | } |
| | | |
| | | if (isSlowDown) |
| | | { |
| | | isSlowDown = false; |
| | | |
| | | if (SlowDownParticle != null) |
| | | { |
| | | SlowDownParticle.Stop(); |
| | | SlowDownParticle.Clear(); |
| | | } |
| | | } |
| | | |
| | | mAnim.SetBool("Die", true); |
| | | // 统一管理器内删除当前的Agent: |
| | | AgentInsManager.instance.removeAgent(this); |
| | | bInDeathAct = true; |
| | | } |
| | | else if (changeMat) |
| | | |
| | | if (isSlowDown) |
| | | { |
| | | if (isPoison) |
| | | isSlowDown = false; |
| | | |
| | | if (SlowDownParticle != null) |
| | | { |
| | | isPoison = false; |
| | | // 移除Agent身上的中毒特效,并播放一个中毒效果消失的特效 |
| | | if (PoisonParticle != null) |
| | | { |
| | | PoisonParticle.Stop(); |
| | | PoisonParticle.Clear(); |
| | | if (PoisonEndParticle != null) |
| | | PoisonEndParticle.Play(); |
| | | } |
| | | SlowDownParticle.Stop(); |
| | | SlowDownParticle.Clear(); |
| | | } |
| | | |
| | | if (isSlowDown) |
| | | { |
| | | isSlowDown = false; |
| | | |
| | | if (SlowDownParticle != null) |
| | | { |
| | | SlowDownParticle.Stop(); |
| | | SlowDownParticle.Clear(); |
| | | } |
| | | } |
| | | changeMat.SetDie(); |
| | | // 统一管理器内删除当前的Agent: |
| | | AgentInsManager.instance.removeAgent(this); |
| | | bInDeathAct = true; |
| | | } |
| | | else |
| | | { |
| | | this.Remove(); |
| | | } |
| | | } |
| | | |
| | | IEnumerator WaitDeathStop() |
| | | { |
| | | yield return null; |
| | | AnimatorStateInfo stateinfo = mAnim.GetCurrentAnimatorStateInfo(0); |
| | | |
| | | if (stateinfo.IsName("Die") && (stateinfo.normalizedTime >= 1.0f)) |
| | | { |
| | | Debug.Log("死亡动画播放完成,开始处理."); |
| | | this.Remove(); |
| | | } |
| | | ChangeState(AgentActionState.Death); |
| | | // 统一管理器内删除当前的Agent: |
| | | AgentInsManager.instance.removeAgent(this); |
| | | bInDeathAct = true; |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// </summary> |
| | | private EndlessTowerGridOpen[,] m_arrTGO; |
| | | |
| | | public GameObject[] TowerGridOpenObjArr; |
| | | |
| | | private float[,] m_arrCoinGenTime; |
| | | |
| | | /// <summary> |
| | |
| | | using System.Collections; |
| | | using KTGMGemClient; |
| | | using System.Collections; |
| | | using System; |
| | | using ActionGameFramework.Health; |
| | | using Core.Utilities; |
| | |
| | | { |
| | | if (this.energyCtl && isClose) |
| | | energyCtl.gameObject.SetActive(!play); |
| | | else if(!isClose){ |
| | | else if (!isClose) |
| | | { |
| | | |
| | | } |
| | | |
| | |
| | | { |
| | | m_bInAttackMode = value; |
| | | currentTowerLevel.SetAffectorState(m_bInAttackMode, gridPosition.x); |
| | | currentTowerLevel.SetAttackState(value); |
| | | |
| | | if (value) |
| | | { |
| | | if (opponentSide) |
| | | currentTowerLevel.SetTowerMonsterMat(materialTowerWaitOppo, false); |
| | | else |
| | | currentTowerLevel.SetTowerMonsterMat(materialTowerWaitSelf, false); |
| | | |
| | | // 处理Tower |
| | | this.setTowerState(false); |
| | | |
| | | if (opponentSide) |
| | | { |
| | | OpponentMgr.instance.SetTowerAttID(gridPosition.x, attributeId, this.currentLevel); |
| | |
| | | // 处理塔位边上的界面. |
| | | OnTowerUICtrl(); |
| | | } |
| | | |
| | | } |
| | | } |
| | | |
New file |
| | |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using TowerDefense.Affectors; |
| | | |
| | | /** |
| | | * 精灵塔攻击发射子弹触发 |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-13 16:34:24 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public class TowerFireTrigger : MonoBehaviour |
| | | { |
| | | public AttackAffector Affector; |
| | | |
| | | private bool isStart; |
| | | |
| | | private float duration; |
| | | |
| | | public void OnFire() |
| | | { |
| | | if (!isStart) |
| | | { |
| | | isStart = true; |
| | | } |
| | | else |
| | | { |
| | | Debug.Log($"--------------------- {duration} ---------------------"); |
| | | duration = 0; |
| | | } |
| | | Affector.FireProjectile(); |
| | | } |
| | | |
| | | private void Update() |
| | | { |
| | | if (isStart) |
| | | duration += Time.deltaTime; |
| | | } |
| | | } |
| | | } |
New file |
| | |
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| | | guid: d3c85364fa4604442bb99346521db349 |
| | | MonoImporter: |
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| | | executionOrder: 0 |
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| | | userData: |
| | | assetBundleName: |
| | | assetBundleVariant: |
| | |
| | | } |
| | | ballisticProjectile.FireAtPoint(startPosition, enemy.position); |
| | | |
| | | if (fireParticleObj != null) |
| | | { |
| | | GameObject psObj = Poolable.TryGetPoolable(fireParticleObj); |
| | | ParticleSystem ps = psObj.GetComponent<ParticleSystem>(); |
| | | if (ps == null) |
| | | ps = psObj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | PlayParticles(ps, startPosition, enemy.position); |
| | | } |
| | | // 先不适用炮口特效了 |
| | | // if (fireParticleObj != null) |
| | | // { |
| | | // GameObject psObj = Poolable.TryGetPoolable(fireParticleObj); |
| | | // ParticleSystem ps = psObj.GetComponent<ParticleSystem>(); |
| | | // if (ps == null) |
| | | // ps = psObj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | // PlayParticles(ps, startPosition, enemy.position); |
| | | // } |
| | | } |
| | | } |
| | | } |
| | |
| | | protected bool bScaleForCombat = false; |
| | | |
| | | /// <summary> |
| | | /// 未上阵的形象 |
| | | /// </summary> |
| | | public GameObject Body; |
| | | |
| | | /// <summary> |
| | | /// 上阵形象 |
| | | /// </summary> |
| | | public GameObject AttackBody; |
| | | |
| | | /// <summary> |
| | | /// 精灵塔动作状态 |
| | | /// </summary> |
| | | public TowerActionState ActionState { get; protected set; } |
| | | |
| | | private string paramName = "ActionState"; |
| | | |
| | | /// <summary> |
| | | /// 动作动画器 |
| | | /// </summary> |
| | | public Animator ActionAnimator; |
| | | |
| | | /// <summary> |
| | | /// 发射子弹速率 |
| | | /// </summary> |
| | | protected float fireRate; |
| | | |
| | | /// <summary> |
| | | /// 初始攻击速率 |
| | | /// </summary> |
| | | private float attackSpeed = 1f; |
| | | |
| | | /// <summary> |
| | | /// 多倍速攻击速度,基准速度的 N 倍速 |
| | | /// </summary> |
| | | private float fireSpeed = 1f; |
| | | |
| | | /// <summary> |
| | | /// 发射倍速,如果设置多倍速攻击,直接修改此属性,恢复之前的攻速直接设置为 1 |
| | | /// </summary> |
| | | /// <value></value> |
| | | public float FireSpeed |
| | | { |
| | | get { return fireSpeed; } |
| | | set |
| | | { |
| | | if (value < 0) value = 0; |
| | | |
| | | fireSpeed = value; |
| | | |
| | | if (ActionState == TowerActionState.Attack) |
| | | ActionAnimator.speed = attackSpeed * fireSpeed; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 各个动作的基准播放时长(播放一遍用的时间) |
| | | /// </summary> |
| | | protected float[] actionTimeArr; |
| | | |
| | | public void ChangeState(TowerActionState state) |
| | | { |
| | | if (state == ActionState) return; |
| | | |
| | | ActionState = state; |
| | | |
| | | if (state == TowerActionState.Attack) |
| | | ActionAnimator.speed = attackSpeed * FireSpeed; |
| | | else if (state == TowerActionState.Standing) |
| | | ActionAnimator.speed = 1f; |
| | | |
| | | ActionAnimator.SetInteger(paramName, (int)state); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Gets the list of effects attached to the tower |
| | | /// </summary> |
| | | protected Affector[] Affectors |
| | |
| | | mat = transform.Find("Cube"); |
| | | myRender = mat.GetComponent<MeshRenderer>(); |
| | | normalScale = new Vector3(1.5f, 1.5f, 1.5f); |
| | | |
| | | AnimationClip[] clips = ActionAnimator.runtimeAnimatorController.animationClips; |
| | | actionTimeArr = new float[clips.Length]; |
| | | |
| | | for (int i = 0; i < clips.Length; ++i) |
| | | { |
| | | if (clips[i].name == "Standing") |
| | | actionTimeArr[0] = clips[i].length; |
| | | else if (clips[i].name == "Attack") |
| | | actionTimeArr[1] = clips[i].length; |
| | | } |
| | | |
| | | GameObject affectorObj = transform.Find("Affector").gameObject; |
| | | AttackAffector attackAffector = affectorObj.GetComponent<AttackAffector>(); |
| | | fireRate = attackAffector.fireRate; |
| | | |
| | | if (actionTimeArr[1] > 1 / fireRate) |
| | | { |
| | | // 动画时间比攻击长 |
| | | attackSpeed = actionTimeArr[1] * fireRate; |
| | | } |
| | | SetAttackState(false); |
| | | } |
| | | |
| | | private void LateUpdate() |
| | | { |
| | | if (ActionAnimator.isActiveAndEnabled) |
| | | { |
| | | AnimatorStateInfo stateInfo = ActionAnimator.GetCurrentAnimatorStateInfo(0); |
| | | |
| | | if (ActionState == TowerActionState.Attack && stateInfo.normalizedTime >= 1f) |
| | | ChangeState(TowerActionState.Standing); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Insntiate the build particle effect object |
| | | /// 设置上阵和非上阵状态下,塔的自身形象 |
| | | /// </summary> |
| | | void Start() |
| | | /// <param name="isAttackMode"></param> |
| | | public void SetAttackState(bool isAttackMode) |
| | | { |
| | | |
| | | Body.SetActive(!isAttackMode); |
| | | AttackBody.SetActive(isAttackMode); |
| | | ActionAnimator.enabled = isAttackMode; |
| | | } |
| | | |
| | | /// <summary> |
New file |
| | |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | |
| | | /** |
| | | * 小怪看向SceneCamera |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-12 17:46:56 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public class LookAtSceneCamera : MonoBehaviour |
| | | { |
| | | private Camera sceneCamera; |
| | | |
| | | // Start is called before the first frame update |
| | | private void Start() |
| | | { |
| | | sceneCamera = GameObject.Find("SceneCamera3D").GetComponent<Camera>(); |
| | | } |
| | | |
| | | // Update is called once per frame |
| | | private void Update() |
| | | { |
| | | |
| | | } |
| | | |
| | | //Orient the camera after all movement is completed this frame to avoid jittering |
| | | void LateUpdate() |
| | | { |
| | | // transform.LookAt(sceneCamera.transform); |
| | | transform.LookAt(transform.position + sceneCamera.transform.rotation * Vector3.forward, |
| | | sceneCamera.transform.rotation * Vector3.up); |
| | | } |
| | | } |
| | | } |
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