Browse Source

敌人优化-2

pull/56/head
45 1 year ago
parent
commit
7bb5409887
  1. 3
      ColorlessWorld-2024-4-2/Assets/GameDate/Enemy/DarkCloud.asset
  2. BIN
      ColorlessWorld-2024-4-2/Assets/Image/新UI/未命名作品(95).png
  3. 150
      ColorlessWorld-2024-4-2/Assets/Image/新UI/未命名作品(95).png.meta
  4. BIN
      ColorlessWorld-2024-4-2/Assets/Image/新UI/未命名作品(96).png
  5. 174
      ColorlessWorld-2024-4-2/Assets/Image/新UI/未命名作品(96).png.meta
  6. 131
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyPrefab/BlackSheep.prefab
  7. 133
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyPrefab/DarkCloud.prefab
  8. 42
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyPrefab/Grinfiend.prefab
  9. 42
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyPrefab/Mushroom.prefab
  10. 42
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyPrefab/Polymaw.prefab
  11. 122
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyUIBar/EnemyInSenceCanvas(Clone).prefab
  12. 65
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  13. 35
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BlackSheep.cs
  14. 39
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/DarkCloud.cs
  15. 30
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  16. 34
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Grinfiend.cs
  17. 34
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Mushroom.cs
  18. 34
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Polymaw.cs
  19. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

3
ColorlessWorld-2024-4-2/Assets/GameDate/Enemy/DarkCloud.asset

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m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
enemyType: 0
enemyScript: 0
lineAim: {fileID: 0}

35
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BlackSheep.cs

@ -225,6 +225,7 @@ public class BlackSheep : MonoBehaviour
enemyNode.positionX = disNode.locationX;
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -250,19 +251,37 @@ public class BlackSheep : MonoBehaviour
}
IEnumerator SkeletonArcherMoveCoroutine(MapUnity endMapUnity)//移动到位置
{
while (true)
Vector3 startPos = transform.position;
Vector3 endpos = new Vector3(endMapUnity.transform.position.x, transform.position.y, endMapUnity.transform.position.z);
Vector3 jumpCentre = new Vector3((startPos.x + endpos.x) / 2.0f, (startPos.y + endpos.y) / 2.0f + enemyNode.jumpHeight, (startPos.z + endpos.z) / 2.0f);
List<Vector3> linePath = new List<Vector3>();
linePath = enemyNode.CalculatePath(linePath, enemyNode.posCount, startPos, jumpCentre, endpos);
bool move = true;
float time = 0;
Debug.Log("¿ªÊ¼" + startPos + "½áÊø" + endpos + "Öмä" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
float dDistance = Vector3.Distance(this.gameObject.transform.position, endMapUnity.transform.position);
if (dDistance < 0.1f)
time = 0;
move = true;
while (move)
{
break;
if (posIndex == linePath.Count - 1)
{
transform.position = Vector3.Lerp(linePath[posIndex], endpos, time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed);
}
else
{
transform.position = Vector3.Lerp(linePath[posIndex], linePath[posIndex + 1], time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed); //time += Time.deltaTime * speedCurve.Evaluate(posIndex+1 /posCount ));
}
if (time >= 1)
{
move = false;
}
yield return null;
}
this.gameObject.transform.position = Vector3.Lerp(this.gameObject.transform.position, endMapUnity.transform.position, Time.deltaTime * moveSpeed);
yield return 0;
}
//判断腐蚀
enemyNode.CorrodeRealize(endMapUnity);
//判断流血

39
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/DarkCloud.cs

@ -232,6 +232,7 @@ public class DarkCloud : MonoBehaviour
enemyNode.positionX = disNode.locationX;
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -259,6 +260,42 @@ public class DarkCloud : MonoBehaviour
}
IEnumerator SkeletonArcherMoveCoroutine(MapUnity endMapUnity)//ÒÆ¶¯µ½Î»ÖÃ
{
Vector3 startPos = transform.position;
Vector3 endpos = new Vector3(endMapUnity.transform.position.x, transform.position.y, endMapUnity.transform.position.z);
Vector3 jumpCentre = new Vector3((startPos.x + endpos.x) / 2.0f, (startPos.y + endpos.y) / 2.0f + enemyNode.jumpHeight, (startPos.z + endpos.z) / 2.0f);
List<Vector3> linePath = new List<Vector3>();
linePath = enemyNode. CalculatePath(linePath,enemyNode. posCount, startPos, jumpCentre, endpos);
bool move = true;
float time = 0;
Debug.Log("¿ªÊ¼" + startPos + "½áÊø" + endpos + "Öмä" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
time = 0;
move = true;
while (move)
{
if (posIndex == linePath.Count - 1)
{
transform.position = Vector3.Lerp(linePath[posIndex], endpos, time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed);
}
else
{
transform.position = Vector3.Lerp(linePath[posIndex], linePath[posIndex + 1], time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed); //time += Time.deltaTime * speedCurve.Evaluate(posIndex+1 /posCount ));
}
if (time >= 1)
{
move = false;
}
yield return null;
}
}
/*
while (true)
{
float dDistance = Vector3.Distance(this.gameObject.transform.position, endMapUnity.transform.position);
@ -270,7 +307,7 @@ public class DarkCloud : MonoBehaviour
this.gameObject.transform.position = Vector3.Lerp(this.gameObject.transform.position, endMapUnity.transform.position, Time.deltaTime * moveSpeed);
yield return 0;
}
}*/
//Åжϸ¯Ê´
enemyNode.CorrodeRealize(endMapUnity);

30
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -27,7 +27,13 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
public List<MapUnity> rangePool = new List<MapUnity>();//·¶Î§Ô¤ÀÀ
public List<MapUnity> aoeRangePool = new List<MapUnity>();//·¶Î§Ô¤ÀÀ
[Header("敌人类型")]
[Header("走路参数")]
public float jumpHeight;
public float posCount;
public float jumpSpeed;
public AnimationCurve speedCurve;
[Header("敌人类型")]
public EnemyType enemyType;
public EnemyScript enemyScript;
@ -1405,7 +1411,27 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
}
#endregion
#endregion
#region 计算贝塞尔曲线的拟合点
public List<Vector3> CalculatePath(List<Vector3> linePath, float posCount, Vector3 lineStart, Vector3 lineMiddel, Vector3 lineEnd)
{
linePath.Clear();
for (int i = 0; i < posCount; i++)
{
Vector3 currentPoint = CalculateBezierPoint(lineStart, lineMiddel, lineEnd, i / posCount);
linePath.Add(currentPoint);
Debug.Log("currentPoint" + currentPoint);
}
return linePath;
}
public Vector3 CalculateBezierPoint(Vector3 p0, Vector3 p1, Vector3 p2, float t)
{
Debug.Log("t" + t);
float u = 1 - t;
float tt = t * t;
return u * u * p0 + 2 * t * u * p1 + tt * p2;
}
#endregion
}

34
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Grinfiend.cs

@ -253,6 +253,7 @@ public class Grinfiend : MonoBehaviour
enemyNode.positionX = disNode.locationX;
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -278,17 +279,36 @@ public class Grinfiend : MonoBehaviour
}
IEnumerator SkeletonArcherMoveCoroutine(MapUnity endMapUnity)//移动到位置
{
while (true)
Vector3 startPos = transform.position;
Vector3 endpos = new Vector3(endMapUnity.transform.position.x, transform.position.y, endMapUnity.transform.position.z);
Vector3 jumpCentre = new Vector3((startPos.x + endpos.x) / 2.0f, (startPos.y + endpos.y) / 2.0f + enemyNode.jumpHeight, (startPos.z + endpos.z) / 2.0f);
List<Vector3> linePath = new List<Vector3>();
linePath = enemyNode.CalculatePath(linePath, enemyNode.posCount, startPos, jumpCentre, endpos);
bool move = true;
float time = 0;
Debug.Log("¿ªÊ¼" + startPos + "½áÊø" + endpos + "Öмä" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
float dDistance = Vector3.Distance(this.gameObject.transform.position, endMapUnity.transform.position);
if (dDistance < 0.1f)
time = 0;
move = true;
while (move)
{
break;
if (posIndex == linePath.Count - 1)
{
transform.position = Vector3.Lerp(linePath[posIndex], endpos, time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed);
}
else
{
transform.position = Vector3.Lerp(linePath[posIndex], linePath[posIndex + 1], time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed); //time += Time.deltaTime * speedCurve.Evaluate(posIndex+1 /posCount ));
}
if (time >= 1)
{
move = false;
}
yield return null;
}
this.gameObject.transform.position = Vector3.Lerp(this.gameObject.transform.position, endMapUnity.transform.position, Time.deltaTime * moveSpeed);
yield return 0;
}
//判断腐蚀

34
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Mushroom.cs

@ -304,6 +304,7 @@ public class Mushroom : MonoBehaviour
enemyNode.positionX = disNode.locationX;
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -329,17 +330,36 @@ public class Mushroom : MonoBehaviour
}
IEnumerator SkeletonArcherMoveCoroutine(MapUnity endMapUnity)//移动到位置
{
while (true)
Vector3 startPos = transform.position;
Vector3 endpos = new Vector3(endMapUnity.transform.position.x, transform.position.y, endMapUnity.transform.position.z);
Vector3 jumpCentre = new Vector3((startPos.x + endpos.x) / 2.0f, (startPos.y + endpos.y) / 2.0f + enemyNode.jumpHeight, (startPos.z + endpos.z) / 2.0f);
List<Vector3> linePath = new List<Vector3>();
linePath = enemyNode.CalculatePath(linePath, enemyNode.posCount, startPos, jumpCentre, endpos);
bool move = true;
float time = 0;
Debug.Log("¿ªÊ¼" + startPos + "½áÊø" + endpos + "Öмä" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
float dDistance = Vector3.Distance(this.gameObject.transform.position, endMapUnity.transform.position);
if (dDistance < 0.1f)
time = 0;
move = true;
while (move)
{
break;
if (posIndex == linePath.Count - 1)
{
transform.position = Vector3.Lerp(linePath[posIndex], endpos, time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed);
}
else
{
transform.position = Vector3.Lerp(linePath[posIndex], linePath[posIndex + 1], time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed); //time += Time.deltaTime * speedCurve.Evaluate(posIndex+1 /posCount ));
}
if (time >= 1)
{
move = false;
}
yield return null;
}
this.gameObject.transform.position = Vector3.Lerp(this.gameObject.transform.position, endMapUnity.transform.position, Time.deltaTime * moveSpeed);
yield return 0;
}
//判断腐蚀

34
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Polymaw.cs

@ -129,6 +129,7 @@ public class Polymaw : MonoBehaviour
enemyNode.positionX = disNode.locationX;
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -266,17 +267,36 @@ public class Polymaw : MonoBehaviour
}
IEnumerator SkeletonArcherMoveCoroutine(MapUnity endMapUnity)//移动到位置
{
while (true)
Vector3 startPos = transform.position;
Vector3 endpos = new Vector3(endMapUnity.transform.position.x, transform.position.y, endMapUnity.transform.position.z);
Vector3 jumpCentre = new Vector3((startPos.x + endpos.x) / 2.0f, (startPos.y + endpos.y) / 2.0f + enemyNode.jumpHeight, (startPos.z + endpos.z) / 2.0f);
List<Vector3> linePath = new List<Vector3>();
linePath = enemyNode.CalculatePath(linePath, enemyNode.posCount, startPos, jumpCentre, endpos);
bool move = true;
float time = 0;
Debug.Log("¿ªÊ¼" + startPos + "½áÊø" + endpos + "Öмä" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
float dDistance = Vector3.Distance(this.gameObject.transform.position, endMapUnity.transform.position);
if (dDistance < 0.1f)
time = 0;
move = true;
while (move)
{
break;
if (posIndex == linePath.Count - 1)
{
transform.position = Vector3.Lerp(linePath[posIndex], endpos, time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed);
}
else
{
transform.position = Vector3.Lerp(linePath[posIndex], linePath[posIndex + 1], time += Time.deltaTime * enemyNode.speedCurve.Evaluate(posIndex / enemyNode.posCount) * enemyNode.jumpSpeed); //time += Time.deltaTime * speedCurve.Evaluate(posIndex+1 /posCount ));
}
if (time >= 1)
{
move = false;
}
yield return null;
}
this.gameObject.transform.position = Vector3.Lerp(this.gameObject.transform.position, endMapUnity.transform.position, Time.deltaTime * moveSpeed);
yield return 0;
}
//判断腐蚀

2
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -219,7 +219,7 @@ public class GameManager : Singleton<GameManager>
// float currentWhiteNodeCount = Mathf.Lerp(whiteNodeCountLatest, whiteNodeCount, Time.deltaTime * sunSpeed);
blackNodeCountLatest = Mathf.Lerp(blackNodeCountLatest, blackNodeCount, Time.deltaTime * sunSpeed);
float totoalNode = redNodeCount + blueNodeCount + greenNodeCount + whiteNodeCount + blueNodeCount;
float totoalNode = redNodeCount + blueNodeCount + greenNodeCount + whiteNodeCount + blackNodeCount;
//ÑÕÉ«
Red.fillAmount = redNodeCountLatest / totoalNode;
Green.fillAmount = Red.fillAmount + greenNodeCountLatest / totoalNode;

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