一楼大厅优化未完成
This commit is contained in:
@@ -153,7 +153,7 @@ AnimatorState:
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m_MirrorParameterActive: 0
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m_CycleOffsetParameterActive: 0
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m_TimeParameterActive: 0
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m_Motion: {fileID: 7400000, guid: 83282647d05f7da4aa4ae61bf0aa9941, type: 2}
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m_Motion: {fileID: 7400000, guid: 9e4ee39f3fe3de7438cafd58ecc80864, type: 2}
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m_Tag:
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m_SpeedParameter:
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m_MirrorParameter:
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@@ -23,10 +23,11 @@ MonoBehaviour:
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Enemy State","Instant":true,"SharedIntcurEnemyState":{"Type":"BehaviorDesigner.Runtime.SharedInt","Name":null,"Int32mValue":1}},{"Type":"BehaviorDesigner.Runtime.Tasks.Sequence","NodeData":{"Offset":"(104.931038,178.717468)"},"ID":9,"Name":"Sequence","Instant":true,"AbortTypeabortType":"None","Children":[{"Type":"MoveToPlayerFront","NodeData":{"Offset":"(-325.881927,136.056992)"},"ID":10,"Name":"Move
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Attack State","Instant":true,"SharedBoolattackState":{"Type":"BehaviorDesigner.Runtime.SharedBool","Name":null,"BooleanmValue":true}},{"Type":"BehaviorDesigner.Runtime.Tasks.Wait","NodeData":{"Offset":"(9.328707,134.848557)"},"ID":12,"Name":"Wait","Instant":true,"SharedFloatwaitTime":{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":null,"SinglemValue":1},"SharedBoolrandomWait":{"Type":"BehaviorDesigner.Runtime.SharedBool","Name":null,"BooleanmValue":false},"SharedFloatrandomWaitMin":{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":null,"SinglemValue":1},"SharedFloatrandomWaitMax":{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":null,"SinglemValue":1}},{"Type":"BehaviorDesigner.Runtime.Tasks.SendEvent","NodeData":{"Offset":"(143.048416,144.2857)"},"ID":13,"Name":"Send
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Event","Instant":true,"SharedGameObjecttargetGameObject":{"Type":"BehaviorDesigner.Runtime.SharedGameObject","Name":null},"SharedStringeventName":{"Type":"BehaviorDesigner.Runtime.SharedString","Name":null,"StringmValue":"Attack"},"SharedIntgroup":{"Type":"BehaviorDesigner.Runtime.SharedInt","Name":null,"Int32mValue":0}},{"Type":"BehaviorDesigner.Runtime.Tasks.Wait","NodeData":{"Offset":"(280.4119,139.1342)"},"ID":14,"Name":"Wait","Instant":true,"SharedFloatwaitTime":{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":null,"SinglemValue":5},"SharedBoolrandomWait":{"Type":"BehaviorDesigner.Runtime.SharedBool","Name":null,"BooleanmValue":false},"SharedFloatrandomWaitMin":{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":null,"SinglemValue":1},"SharedFloatrandomWaitMax":{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":null,"SinglemValue":1}},{"Type":"BehaviorDesigner.Runtime.Tasks.SendEvent","NodeData":{"Offset":"(406.715637,124.848495)"},"ID":15,"Name":"Send
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Event","Instant":true,"SharedGameObjecttargetGameObject":{"Type":"BehaviorDesigner.Runtime.SharedGameObject","Name":null},"SharedStringeventName":{"Type":"BehaviorDesigner.Runtime.SharedString","Name":null,"StringmValue":"StopAttack"},"SharedIntgroup":{"Type":"BehaviorDesigner.Runtime.SharedInt","Name":null,"Int32mValue":0}}]}]}]},"Variables":[{"Type":"BehaviorDesigner.Runtime.SharedGameObject","Name":"self","IsShared":true,"GameObjectmValue":0},{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":"waitTime","IsShared":true,"SinglemValue":0}]}'
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fieldSerializationData:
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typeName: []
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@@ -815,8 +815,10 @@ MonoBehaviour:
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components: []
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explosionPre: {fileID: 7378627304653849529, guid: 827e648d6fa6a6441b0aa0b7413650f6, type: 3}
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shieldObj: {fileID: 0}
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isBoss: 0
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isShield: 0
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dieTime: 2
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isDead: 0
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playerPos: {fileID: 0}
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gun: {fileID: 2057051779662594676}
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--- !u!114 &9215254905792521290
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@@ -870,7 +872,7 @@ NavMeshAgent:
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m_Enabled: 1
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m_AgentTypeID: 0
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m_Radius: 0.32
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m_Speed: 5
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m_Speed: 2
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m_Acceleration: 4
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avoidancePriority: 50
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m_AngularSpeed: 40
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@@ -21521,7 +21521,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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LeftHand: {fileID: 4948796607817774772}
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RightHand: {fileID: 4948796609349078462}
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maxHp: 10000
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maxHp: 25000
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playerHands: {fileID: 373189262018097913}
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IsAlive: 1
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isFirstDie: 0
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@@ -1 +1 @@
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@@ -1 +1 @@
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{"EnemyData":{"Columns":["ID","EnemyId","Name","Name_CN","Atk","Speed","Rate","Hp","EnemyDesc","DescInfo"],"Values":[[ 0, 1,"EnemyTa","\u5916\u661F\u80FD\u6E90\u5854", 0, 3, 0, 2000,"\u5916\u661F\u519B\u56E2\u7684\u5E38\u89C4\u4F5C\u6218\u5175\u79CD\uFF0C\u914D\u5907\u6709\u5E38\u89C4\u706B\u529B\u6B65\u67AA\u4F5C\u4E3A\u4F5C\u6218\u5175\u5668\u3002","(1, 2, 2, 2)"],[ 1, 2,"Enemy1","\u5916\u661F\u67AA\u624B", 100, 3, 0, 800,"\u5916\u661F\u519B\u56E2\u7684\u5E38\u89C4\u4F5C\u6218\u5175\u79CD\uFF0C\u914D\u5907\u6709\u5E38\u89C4\u706B\u529B\u6B65\u67AA\u4F5C\u4E3A\u4F5C\u6218\u5175\u5668\u3002","(1, 2, 2, 2)"],[ 2, 3,"DropShip","\u5916\u661F\u98DE\u8239", 100, 3, 1.15, 30000,"\u5916\u661F\u519B\u56E2\u7684\u5E38\u89C4\u4F5C\u6218\u5175\u79CD\uFF0C\u914D\u5907\u6709\u5E38\u89C4\u706B\u529B\u6B65\u67AA\u4F5C\u4E3A\u4F5C\u6218\u5175\u5668\u3002","(1, 2, 2, 2)"],[ 3, 4,"Leviathan","\u5916\u661F\u5229\u7EF4\u5766", 25, 5,0.8, 30000,"\u5168\u8EAB\u7531\u8F7B\u578B\u88C5\u7532\u5236\u9020\u800C\u6210\u7684\u4F4E\u6B66\u88C5\u4FA6\u5BDF\u578B\u673A\u5668\u4EBA\uFF0C\u884C\u52A8\u9AD8\u901F\u800C\u7075\u654F\uFF0C\u4F46\u662F\u9632\u62A4\u8F83\u5DEE\u3002","(1, 1, 1, 4)"],[ 4, 5,"Enemy2","\u98DE\u884C\u54E8\u5175", 40, 3,0.8, 1000,"\u52A8\u7269\u5F62\u6001\u7684\u517D\u578B\u5175\u79CD,\u8D34\u5730\u722C\u884C\u901F\u5EA6\u5F88\u5FEB,\u7528\u950B\u5229\u7684\u524D\u817F\u653B\u51FB.\u4E0D\u8981\u88AB\u4ED6\u4EEC\u5305\u56F4,\u5426\u5219\u4F1A\u906D\u53D7\u5DE8\u5927\u4F24\u5BB3.","(2, 2, 1, 3)"],[ 5, 6,"MachineDragon","\u673A\u68B0\u9738\u738B\u9F99", 150, 4,0.8, 40000,"\u94A2\u7259\u62A4\u536B\u7684\u5347\u7EA7\u578B\u53F7,\u66F4\u5927\u7684\u4F53\u578B\u4F1A\u5E26\u6765\u66F4\u5927\u7684\u4F24\u5BB3.","(3, 6, 6, 5)"],[ 6, 7,"Enemy3","\u5229\u722A\u5148\u950B", 10, 0,0.016, 1000,"\u5168\u526F\u6B66\u88C5\u7684\u91CD\u578B\u673A\u7532\uFF0C\u884C\u52A8\u7F13\u6162\uFF0C\u4F46\u9632\u5FA1\u6781\u9AD8\uFF0C\u706B\u529B\u5F3A\u52B2\uFF0C\u5C3D\u91CF\u4E0D\u8981\u66B4\u9732\u5728\u4ED6\u7684\u6B63\u9762\u706B\u529B\u8986\u76D6\u8303\u56F4\u5185\u3002","(4, 8, 8, 1)"],[ 8, 8,"Boss","\u9ED1\u7FFC\u2014\u2014\u2014\u7B2C\u516D\u964D\u4E34\u8005", 100, 0, 0, 60000,"\u4EBA\u7C7B\u6297\u4E89\u5916\u661F\u6218\u6597\u4E2D\u8BB0\u8F7D\u4E2D\u5C11\u6709\u7684\u6570\u4E2A\uFF0C\u5177\u6709\u6781\u9AD8\u5371\u9669\u7CFB\u6570\u7684\u6218\u6597\u5355\u4F4D\u4E4B\u4E00\n","(5, 10, 10, 10)"]]},"PropData":{"Columns":["ID","PropId","PropNameCn","PropName","PropDesc","Effect"],"Values":[[ 1, 501,"\u8840\u5305","BloodBag","\u7ED9\u89D2\u8272\u52A0\u8840",0.5],[ 3, 503,"\u653B\u51FBbuff","AtkBuff","\u589E\u52A0\u89D2\u8272\u653B\u51FB\u529B",0.5],[ 4, 504,"\u9632\u5FA1buff","DefenseBuff","\u589E\u52A0\u89D2\u8272\u9632\u5FA1\u529B",-0.5],[ 5, 505,"\u80FD\u6E90\u9B54\u65B9","EnergyPump","\u7528\u6765\u5F00\u542F\u4E0B\u4E00\u6BB5\u5267\u60C5", 1],[ 6, 506,"\u5F00\u542F\u6E38\u620F\u7684\u4F20\u9001\u9635","StartGamePoint","\u7528\u6765\u5F00\u542F\u6E38\u620F",-1]]},"PlayerBulletData":{"Columns":["ID","Name","Name_CN","Damage","Number"],"Values":[[ 1,"PlayerWeapon1","\u521D\u59CB\u5355\u70B9\u67AA","((60,180))",-1],[ 2,"PlayerWeapon2","\u8FDE\u5C04\u67AA","((100,200))", 300],[ 3,"PlayerWeapon3","\u8FFD\u8E2A\u67AA","((200,300))", 300],[ 4,"PlayerWeapon4","\u5C0F\u578B\u6FC0\u5149\u67AA","((600,720))", 50],[ 5,"PlayerWeapon5","\u591A\u53D1\u6FC0\u5149\u67AA","((720,960))", 30],[ 6,"PlayerWeapon6","\u5355\u4E2A\u5149\u7403\u67AA","((420,540))", 50],[ 7,"PlayerWeapon7","\u53CC\u4E2A\u5149\u7403\u67AA","((240,360))", 50],[ 8,"PlayerWeapon8","\u591A\u53D1\u5BFC\u5F39\u67AA","((60,120))", 30],[ 9,"PlayerWeapon9","\u5927\u5BFC\u5F39\u67AA","((720,960))", 30],[ 10,"PlayerWeapon10","\u6301\u7EED\u6FC0\u5149\u67AA","((24,60))", 300]]},"EnemyBulletData":{"Columns":["ID","Name","Name_CN","Damage","Number"],"Values":[[ 1,"DropShipBullet1","\u5916\u661F\u8FD0\u8F93\u673A\u666E\u901A\u5B50\u5F39","((50,150))",-1],[ 2,"DropShipBullet2","\u5916\u661F\u8FD0\u8F93\u673A\u7279\u6B8A\u5B50\u5F39","((300,450))",-1],[ 3,"Enemy1","\u5916\u661F\u67AA\u624B\u5B50\u5F39","((50,150))",-1],[ 4,"LeviathanBullet1","\u5229\u7EF4\u5766\u666E\u901A\u5B50\u5F39","((20,30))",-1],[ 5,"LeviathanBullet2","\u5229\u7EF4\u5766\u7279\u6B8A\u5B50\u5F39","((300,450))",-1],[ 6,"Enemy2","\u98DE\u884C\u5175\u5B50\u5F39","((60,150))",-1],[ 7,"MachineDragonBullet","\u9738\u738B\u9F99\u666E\u901A\u5B50\u5F39","((500,600))",-1],[ 8,"MachineDragonBullet2","\u9738\u738B\u9F99\u7279\u6B8A\u5B50\u5F39","((400,600))",-1],[ 9,"Enemy3","\u54E8\u5175\u722A\u51FB","((100,150))",-1],[ 10,"Boss1","boss\u6B63\u5E38\u5B50\u5F39","((20,50))",-1],[ 11,"Boss2","boss\u7279\u6B8A\u653B\u51FB","((300,500))",-1],[ 12,"Boss3","boss\u53EC\u5524\u653B\u51FB","((100,150))",-1]]},"BossPosData":{"Columns":["ID","BossPos","BossAng","DoorPos","DoorAng","DoorScale"],"Values":[[ 0,"(0,0,5)","(0,0,0)","(0,2,-3)","(0,0,0)", 3],[ 1,"(0,5,2)","(0,0,0)","(0,-5,1)","(0,0,0)", 4.5],[ 2,"(4,-4,4.2)","(0,180,0)","(4,-2.2,13)","(0,180,0)", 4.5],[ 3,"(7,0,25)","(0,180,0)","(7,-3.3,20)","(0,180,0)", 3],[ 4,"(5,3,20)","(0,180,0)","(5,0,18.7)","(0,180,0)", 3]]},"":{"Columns":[],"Values":[]}}
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -108,7 +108,7 @@ using UnityEngine.AI;
|
||||
break; // 太近了,提前跳出
|
||||
}
|
||||
|
||||
// 5. 如果通过了 avoidRadius,就直接返回
|
||||
//5.如果通过了 avoidRadius,就直接返回
|
||||
if (minDistToOthers >= avoidRadius.Value)
|
||||
return cand;
|
||||
|
||||
@@ -142,10 +142,190 @@ using UnityEngine.AI;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检测boss是否到阶段血量
|
||||
/// </summary>
|
||||
public class CheckEnemyHp : Conditional
|
||||
public class MoveToPlayerFront : Action
|
||||
{
|
||||
public SharedFloat minDistance = new SharedFloat { Value = 3f };
|
||||
public SharedFloat maxDistance = new SharedFloat { Value = 5f };
|
||||
public SharedFloat minAngle = new SharedFloat { Value = 30f };
|
||||
public SharedFloat maxAngle = new SharedFloat { Value = 40f };
|
||||
// 添加静态字典记录每个怪物的移动状态
|
||||
private static Dictionary<GameObject, bool> hasMoved = new Dictionary<GameObject, bool>();
|
||||
|
||||
private NavMeshAgent agent;
|
||||
private bool hasReachedPosition;
|
||||
private Vector3 finalPosition; // 存储最终位置
|
||||
|
||||
// 添加静态字典记录每个敌人的移动状态
|
||||
private static Dictionary<int, bool> hasMovedDict = new Dictionary<int, bool>();
|
||||
private int instanceID;
|
||||
|
||||
|
||||
public override void OnAwake()
|
||||
{
|
||||
instanceID = gameObject.GetInstanceID();
|
||||
}
|
||||
|
||||
public override void OnStart()
|
||||
{
|
||||
// 检查是否已经移动过
|
||||
if (hasMovedDict.ContainsKey(instanceID) && hasMovedDict[instanceID])
|
||||
{
|
||||
hasReachedPosition = true;
|
||||
return;
|
||||
}
|
||||
|
||||
agent = GetComponent<NavMeshAgent>();
|
||||
agent.autoBraking = true;
|
||||
agent.stoppingDistance = 0.1f;
|
||||
|
||||
// 计算玩家正前方扇形区域内的随机位置
|
||||
finalPosition = CalculateFrontPosition();
|
||||
|
||||
if (agent.isActiveAndEnabled)
|
||||
{
|
||||
agent.SetDestination(finalPosition);
|
||||
hasReachedPosition = false;
|
||||
}
|
||||
}
|
||||
|
||||
public override TaskStatus OnUpdate()
|
||||
{
|
||||
// 如果已经移动过,直接返回成功
|
||||
if (hasMovedDict.ContainsKey(instanceID) && hasMovedDict[instanceID])
|
||||
{
|
||||
return TaskStatus.Success;
|
||||
}
|
||||
|
||||
if (hasReachedPosition)
|
||||
{
|
||||
//标记为已移动
|
||||
hasMovedDict[instanceID] = true;
|
||||
return TaskStatus.Success;
|
||||
}
|
||||
|
||||
// 检查是否到达目标位置
|
||||
if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance)
|
||||
{
|
||||
// 完全停止导航系统
|
||||
agent.isStopped = true;
|
||||
agent.ResetPath();
|
||||
agent.enabled = false; // 禁用导航组件
|
||||
|
||||
// 固定位置
|
||||
transform.position = finalPosition;
|
||||
|
||||
// 添加物理约束(如果有刚体)
|
||||
Rigidbody rb = GetComponent<Rigidbody>();
|
||||
if (rb != null)
|
||||
{
|
||||
rb.isKinematic = true;
|
||||
rb.velocity = Vector3.zero;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
}
|
||||
|
||||
// 标记为已移动
|
||||
hasMoved[gameObject] = true;
|
||||
hasReachedPosition = true;
|
||||
return TaskStatus.Success;
|
||||
}
|
||||
|
||||
return TaskStatus.Running;
|
||||
}
|
||||
|
||||
private Vector3 CalculateFrontPosition()
|
||||
{
|
||||
Transform player = GameManager.Ins.player.transform;
|
||||
Vector3 playerPos = player.position;
|
||||
Vector3 playerForward = player.forward;
|
||||
|
||||
// 随机角度 (30-40度之间,随机左右侧)
|
||||
float randomAngle = Random.Range(minAngle.Value, maxAngle.Value) *
|
||||
(Random.value > 0.5f ? 1f : -1f);
|
||||
|
||||
// 随机距离
|
||||
float randomDistance = Random.Range(minDistance.Value, maxDistance.Value);
|
||||
|
||||
// 计算方向向量 (玩家前方旋转随机角度)
|
||||
Quaternion rotation = Quaternion.Euler(0f, randomAngle, 0f);
|
||||
Vector3 direction = rotation * playerForward;
|
||||
|
||||
// 计算目标位置
|
||||
Vector3 targetPos = playerPos + direction * randomDistance;
|
||||
|
||||
// 确保位置在NavMesh上
|
||||
if (NavMesh.SamplePosition(targetPos, out NavMeshHit hit, 5f, NavMesh.AllAreas)) // 增加采样范围
|
||||
{
|
||||
// 确保不会出现在半空中
|
||||
if (Mathf.Abs(hit.position.y - playerPos.y) > 2f)
|
||||
{
|
||||
// 如果高度差太大,调整到玩家高度
|
||||
return new Vector3(hit.position.x, playerPos.y, hit.position.z);
|
||||
}
|
||||
return hit.position;
|
||||
}
|
||||
|
||||
// 如果采样失败,使用玩家位置(确保不会出现在半空中)
|
||||
return playerPos + Vector3.up * 0.1f; // 稍微高于地面
|
||||
}
|
||||
|
||||
// 当敌人被销毁时清理记录
|
||||
public override void OnEnd()
|
||||
{
|
||||
if (hasMovedDict.ContainsKey(instanceID))
|
||||
{
|
||||
hasMovedDict.Remove(instanceID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class SetAttackState : Action
|
||||
{
|
||||
public SharedBool attackState;
|
||||
|
||||
// 添加静态字典记录每个敌人的攻击状态
|
||||
private static Dictionary<int, bool> attackStateSet = new Dictionary<int, bool>();
|
||||
private int instanceID;
|
||||
|
||||
public override void OnAwake()
|
||||
{
|
||||
instanceID = gameObject.GetInstanceID();
|
||||
}
|
||||
|
||||
public override TaskStatus OnUpdate()
|
||||
{
|
||||
// 如果已经设置过攻击状态,直接返回成功
|
||||
if (attackStateSet.ContainsKey(instanceID) && attackStateSet[instanceID])
|
||||
{
|
||||
return TaskStatus.Success;
|
||||
}
|
||||
|
||||
Enemy1 enemy = GetComponent<Enemy1>();
|
||||
if (enemy != null)
|
||||
{
|
||||
enemy.SetAttackState(attackState.Value);
|
||||
|
||||
// 标记为已设置
|
||||
attackStateSet[instanceID] = true;
|
||||
return TaskStatus.Success;
|
||||
}
|
||||
|
||||
return TaskStatus.Failure;
|
||||
}
|
||||
|
||||
// 当敌人被销毁时清理记录
|
||||
public override void OnEnd()
|
||||
{
|
||||
if (attackStateSet.ContainsKey(instanceID))
|
||||
{
|
||||
attackStateSet.Remove(instanceID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检测boss是否到阶段血量
|
||||
/// </summary>
|
||||
public class CheckEnemyHp : Conditional
|
||||
{
|
||||
public SharedFloat hpIndex;
|
||||
|
||||
@@ -351,16 +531,27 @@ using UnityEngine.AI;
|
||||
}
|
||||
}
|
||||
|
||||
public class NormalAttack : Action
|
||||
public class NormalAttack : Action
|
||||
{
|
||||
private Enemy1 enemy;
|
||||
|
||||
public override void OnAwake()
|
||||
{
|
||||
public override void OnStart()
|
||||
enemy = GetComponent<Enemy1>();
|
||||
}
|
||||
|
||||
public override void OnStart()
|
||||
{
|
||||
//// 你的普攻逻辑
|
||||
//Debug.Log("执行普攻");
|
||||
//Enemy curEnemy = GetComponent<Enemy>();
|
||||
//curEnemy.Attack();
|
||||
if(enemy != null && !enemy.isAttack)
|
||||
{
|
||||
// 你的普攻逻辑
|
||||
Debug.Log("执行普攻");
|
||||
Enemy curEnemy = GetComponent<Enemy>();
|
||||
curEnemy.Attack();
|
||||
enemy.Attack();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class IsSkillReady : Conditional
|
||||
{
|
||||
|
||||
@@ -281,7 +281,7 @@ public class Boss : Enemy
|
||||
}
|
||||
}
|
||||
|
||||
private float enemyTime=45f;
|
||||
private float enemyTime=90f;
|
||||
private float curEnemyTime;
|
||||
public void ShowEnemy()
|
||||
{
|
||||
|
||||
@@ -5,6 +5,7 @@ using DG.Tweening;
|
||||
using DragonLi.Core;
|
||||
using DragonLi.Frame;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
public class DropShip : Enemy
|
||||
{
|
||||
@@ -12,7 +13,7 @@ public class DropShip : Enemy
|
||||
public GameObject player;
|
||||
public Transform[] enemyPos;
|
||||
public Vector3 startPos;
|
||||
|
||||
|
||||
public GameObject bigXl;//大招蓄力特效
|
||||
public GameObject mzObj;//瞄准特效
|
||||
public GameObject damagableObj;//受伤特效
|
||||
@@ -39,8 +40,8 @@ public class DropShip : Enemy
|
||||
}
|
||||
bloodSlider.gameObject.SetActive(false);
|
||||
enemyState = EnemyState.Show;
|
||||
|
||||
GameInit.Ins.PlayAudio("1.8",GameInit.Ins.self.transform,true);
|
||||
|
||||
GameInit.Ins.PlayAudio("1.8", GameInit.Ins.self.transform, true);
|
||||
}
|
||||
|
||||
public override void Attack()
|
||||
@@ -66,13 +67,13 @@ public class DropShip : Enemy
|
||||
components[1].Stop();
|
||||
if (components[2].isDead && components[3].isDead)
|
||||
{
|
||||
Fly();
|
||||
Fly();
|
||||
}
|
||||
else if(!components[2].isDead && components[3].isDead)
|
||||
else if (!components[2].isDead && components[3].isDead)
|
||||
{
|
||||
StartCoroutine(ShootOneAttackMode(2, Fly));
|
||||
}
|
||||
else if(components[2].isDead && !components[3].isDead)
|
||||
else if (components[2].isDead && !components[3].isDead)
|
||||
{
|
||||
StartCoroutine(ShootOneAttackMode(3, Fly));
|
||||
}
|
||||
@@ -81,7 +82,7 @@ public class DropShip : Enemy
|
||||
StartCoroutine(ShootOneAttackMode(2));
|
||||
StartCoroutine(ShootOneAttackMode(3, Fly));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public override void TwoAttackMode()
|
||||
@@ -92,19 +93,20 @@ public class DropShip : Enemy
|
||||
|
||||
public void ShowEnemy()
|
||||
{
|
||||
|
||||
for (int i = 0; i < enemyPos.Length; i++)
|
||||
{
|
||||
Vector3 curEnemyPos=new Vector3(enemyPos[i].position.x,0,enemyPos[i].position.z);
|
||||
Vector3 curEnemyPos = new Vector3(enemyPos[i].position.x, 0, enemyPos[i].position.z);
|
||||
GameManager.Ins.CreateCallEnemyEffect(curEnemyPos);
|
||||
}
|
||||
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
|
||||
{
|
||||
for (int i = 0; i < enemyPos.Length; i++)
|
||||
{
|
||||
Vector3 curEnemyPos=new Vector3(enemyPos[i].position.x,0,enemyPos[i].position.z);
|
||||
GameManager.Ins.CreateEnemy(1,curEnemyPos,Vector3.zero,false);
|
||||
Vector3 curEnemyPos = new Vector3(enemyPos[i].position.x, 0, enemyPos[i].position.z);
|
||||
GameManager.Ins.CreateEnemy(1, curEnemyPos, Vector3.zero, false);
|
||||
}
|
||||
},2f);
|
||||
}, 2f);
|
||||
}
|
||||
|
||||
public override void ThreeAttackMode()
|
||||
@@ -144,10 +146,10 @@ public class DropShip : Enemy
|
||||
// 最后一段,直接用预先算好的玩家位置
|
||||
targetPos = playerTarget;
|
||||
}
|
||||
targetPos=new Vector3(targetPos.x, 0f, targetPos.z);
|
||||
targetPos = new Vector3(targetPos.x, 0f, targetPos.z);
|
||||
Debug.Log($"发射第 {i} 发导弹,目标点 = {targetPos}");
|
||||
components[curIndex].EnemyShoot(targetPos);
|
||||
GameInit.Ins.PlayAudio("2.3导弹发射",transform,false);
|
||||
GameInit.Ins.PlayAudio("2.3导弹发射", transform, false);
|
||||
yield return new WaitForSeconds(oneAttackInterval);
|
||||
}
|
||||
|
||||
@@ -155,7 +157,7 @@ public class DropShip : Enemy
|
||||
cb?.Invoke();
|
||||
}
|
||||
|
||||
|
||||
|
||||
public override void Show()
|
||||
{
|
||||
base.Show();
|
||||
@@ -166,17 +168,17 @@ public class DropShip : Enemy
|
||||
float endValue = 10;
|
||||
if (GameInit.Ins.gamePlace == GamePlace.HangZhouLongHuTianJie)
|
||||
endValue = 35f;
|
||||
if(GameInit.Ins.gamePlace== GamePlace.Yangzhou_Hanjiang_TansuoZhongxin_wai)
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Yangzhou_Hanjiang_TansuoZhongxin_wai)
|
||||
endValue = 16f;
|
||||
if(GameInit.Ins.gamePlace== GamePlace.Guangzhou_Panyv_Zhanting)
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Guangzhou_Panyv_Zhanting)
|
||||
endValue = -7f;
|
||||
if(GameInit.Ins.gamePlace== GamePlace.Anhui_Wuhu_Guanwei)
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Anhui_Wuhu_Guanwei)
|
||||
endValue = 13f;
|
||||
if(GameInit.Ins.gamePlace== GamePlace.Zhejiang_Jinhua_KeJiGuan)
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Zhejiang_Jinhua_KeJiGuan)
|
||||
endValue = 17f;
|
||||
if(GameInit.Ins.gamePlace== GamePlace.ShanDong_Langfang_QingzhouTaihuacheng)
|
||||
if (GameInit.Ins.gamePlace == GamePlace.ShanDong_Langfang_QingzhouTaihuacheng)
|
||||
endValue = 20f;
|
||||
if(GameInit.Ins.gamePlace== GamePlace.Shandong_Jining_Shangchang_nei)
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Shandong_Jining_Shangchang_nei)
|
||||
endValue = 7f;
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Company1Floor)
|
||||
{
|
||||
@@ -193,7 +195,7 @@ public class DropShip : Enemy
|
||||
_isShow = false;
|
||||
});
|
||||
}
|
||||
if (GameInit.Ins.gamePlace == GamePlace.HangZhouLongHuTianJie||GameInit.Ins.gamePlace== GamePlace.Guangzhou_Panyv_Zhanting )
|
||||
if (GameInit.Ins.gamePlace == GamePlace.HangZhouLongHuTianJie || GameInit.Ins.gamePlace == GamePlace.Guangzhou_Panyv_Zhanting)
|
||||
{
|
||||
transform.DOMoveX(endValue, 4).OnComplete(() =>
|
||||
{
|
||||
@@ -210,7 +212,7 @@ public class DropShip : Enemy
|
||||
}
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Hubei_Xiangyang_Kejiguan)
|
||||
{
|
||||
transform.DOMove(new Vector3(-8.12f,transform.position.y,-3.71f), 4).OnComplete(() =>
|
||||
transform.DOMove(new Vector3(-8.12f, transform.position.y, -3.71f), 4).OnComplete(() =>
|
||||
{
|
||||
isAttack = true;
|
||||
foreach (var item in tailGas)
|
||||
@@ -264,17 +266,17 @@ public class DropShip : Enemy
|
||||
public void Fly()
|
||||
{
|
||||
isShield = true;
|
||||
AnimatorComponent.SetBool("fly",true);
|
||||
GameInit.Ins.PlayAudio("2.11冲刺",transform,false);
|
||||
AnimatorComponent.SetBool("fly", true);
|
||||
GameInit.Ins.PlayAudio("2.11冲刺", transform, false);
|
||||
foreach (var item in tailGas)
|
||||
{
|
||||
item.SetActive(false);
|
||||
}
|
||||
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
|
||||
{
|
||||
isShield=false;
|
||||
isShield = false;
|
||||
StopFly();
|
||||
},3f);
|
||||
}, 3f);
|
||||
}
|
||||
|
||||
public void StopFly()
|
||||
@@ -283,16 +285,16 @@ public class DropShip : Enemy
|
||||
{
|
||||
item.SetActive(true);
|
||||
}
|
||||
AnimatorComponent.SetBool("fly",false);
|
||||
AnimatorComponent.SetBool("fly", false);
|
||||
userSillIng = false;
|
||||
}
|
||||
|
||||
|
||||
public override void Dead()
|
||||
{
|
||||
var pos=transform.position;
|
||||
var pos = transform.position;
|
||||
if (GameInit.Ins.gamePlace == GamePlace.ShanDong_Langfang_QingzhouTaihuacheng)
|
||||
pos = new Vector3(16.6f, 0, 16.2f);
|
||||
if(!isDead)
|
||||
if (!isDead)
|
||||
GameManager.Ins.CurLevelWin(pos);
|
||||
base.Dead();
|
||||
}
|
||||
@@ -326,10 +328,10 @@ public class DropShip : Enemy
|
||||
public override void ChangeHp(float value, object info, Transform _sender)
|
||||
{
|
||||
base.ChangeHp(value, info, _sender);
|
||||
damagableObj.SetActive(health/maxHealth<=0.5f);
|
||||
damagableObj.SetActive(health / maxHealth <= 0.5f);
|
||||
}
|
||||
|
||||
private float enemyTime=45f;
|
||||
|
||||
private float enemyTime = 60f;
|
||||
private float curEnemyTime;
|
||||
public override void Update()
|
||||
{
|
||||
@@ -344,15 +346,15 @@ public class DropShip : Enemy
|
||||
Quaternion targetRotation = Quaternion.LookRotation(targetDir);
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 2f);
|
||||
}
|
||||
|
||||
curEnemyTime-=Time.deltaTime;
|
||||
|
||||
curEnemyTime -= Time.deltaTime;
|
||||
if (curEnemyTime <= 0)
|
||||
{
|
||||
if (GameManager.Ins.GetCurEnemyListCount() <= 8)
|
||||
if (GameManager.Ins.GetCurEnemyListCount() <= 5)
|
||||
{
|
||||
ShowEnemy();
|
||||
}
|
||||
}
|
||||
curEnemyTime = enemyTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,6 +2,7 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using BehaviorDesigner.Runtime;
|
||||
using BestHTTP.SecureProtocol.Org.BouncyCastle.Asn1.Mozilla;
|
||||
using DragonLi.Behaviour;
|
||||
using DragonLi.Core;
|
||||
using DragonLi.Frame;
|
||||
@@ -88,7 +89,7 @@ public class Enemy : MonoBehaviour
|
||||
|
||||
public bool userSillIng;
|
||||
|
||||
public bool isAttack;
|
||||
public bool isAttack { get; set; }
|
||||
|
||||
public EnemyComponent[] components;
|
||||
|
||||
@@ -138,12 +139,12 @@ public class Enemy : MonoBehaviour
|
||||
|
||||
public virtual void Attack()
|
||||
{
|
||||
|
||||
isAttack = true;
|
||||
}
|
||||
|
||||
public virtual void StopAttack()
|
||||
{
|
||||
|
||||
isAttack=false;
|
||||
}
|
||||
|
||||
public virtual void OneAttackMode()
|
||||
|
||||
@@ -5,30 +5,41 @@ using BehaviorDesigner.Runtime;
|
||||
using DG.Tweening;
|
||||
using DragonLi.Behaviour;
|
||||
using DragonLi.Frame;
|
||||
using JetBrains.Annotations;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
public class Enemy1 : Enemy
|
||||
{
|
||||
public Transform playerPos;
|
||||
|
||||
|
||||
public EnemyComponent gun;
|
||||
|
||||
private bool _isShow;
|
||||
|
||||
//控制攻击状态变量
|
||||
private bool shouldAttack = false;
|
||||
|
||||
public override void Init()
|
||||
{
|
||||
base.Init();
|
||||
playerPos=GameObject.FindGameObjectWithTag("Player").transform;
|
||||
base.Init();
|
||||
playerPos = GameObject.FindGameObjectWithTag("Player").transform;
|
||||
|
||||
//确保playerPos不为空
|
||||
if (playerPos == null && GameManager.Ins.player != null)
|
||||
{
|
||||
playerPos = GameManager.Ins.transform;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void SetShowWaitTime(float time)
|
||||
{
|
||||
isShield = true;
|
||||
if(behaviourTree!=null)
|
||||
behaviourTree.SetVariableValue("waitTime",(SharedFloat)time);
|
||||
if (behaviourTree != null)
|
||||
behaviourTree.SetVariableValue("waitTime", (SharedFloat)time);
|
||||
}
|
||||
|
||||
|
||||
public override void Attack()
|
||||
{
|
||||
base.Attack();
|
||||
@@ -37,23 +48,36 @@ public class Enemy1 : Enemy
|
||||
|
||||
public void ShotGun()
|
||||
{
|
||||
AnimatorComponent.SetBool("shoting",true);
|
||||
AnimatorComponent.SetBool("shoting", true);
|
||||
gun.Play();
|
||||
}
|
||||
|
||||
public override void StopAttack()
|
||||
{
|
||||
base.StopAttack();
|
||||
AnimatorComponent.SetBool("shoting",false);
|
||||
gun.Stop();
|
||||
AnimatorComponent.SetBool("shoting", false);
|
||||
gun.Stop();
|
||||
}
|
||||
|
||||
public override void Update()
|
||||
{
|
||||
if(_isShow)
|
||||
if (_isShow)
|
||||
return;
|
||||
base.Update();
|
||||
|
||||
isShield = false;
|
||||
transform.LookAt(new Vector3(playerPos.position.x,transform.position.y,playerPos.position.z));
|
||||
transform.LookAt(new Vector3(playerPos.position.x, transform.position.y, playerPos.position.z));
|
||||
|
||||
//移除距离判断,直接根据攻击状态决定是否攻击
|
||||
if (shouldAttack)
|
||||
{
|
||||
ShotGun();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetAttackState(bool attack)
|
||||
{
|
||||
shouldAttack = attack;
|
||||
}
|
||||
|
||||
public override void Dead()
|
||||
@@ -61,4 +85,4 @@ public class Enemy1 : Enemy
|
||||
base.Dead();
|
||||
gun.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -326,7 +326,7 @@ public class Leviathan : Enemy
|
||||
}
|
||||
|
||||
private bool _isShow;
|
||||
private float enemyTime=45f;
|
||||
private float enemyTime=90f;
|
||||
private float curEnemyTime;
|
||||
public override void Update()
|
||||
{
|
||||
@@ -347,7 +347,7 @@ public class Leviathan : Enemy
|
||||
curEnemyTime-=Time.deltaTime;
|
||||
if (curEnemyTime <= 0)
|
||||
{
|
||||
if(GameManager.Ins.GetCurEnemyListCount()<=8)
|
||||
if(GameManager.Ins.GetCurEnemyListCount()<=5)
|
||||
ShowEnemy();
|
||||
curEnemyTime = enemyTime;
|
||||
}
|
||||
|
||||
@@ -77,6 +77,8 @@ public class MachineDragon : Enemy
|
||||
endValue = 0f;
|
||||
if (GameInit.Ins.gamePlace == GamePlace.ShanDong_Langfang_QingzhouTaihuacheng)
|
||||
endValue = 6.3f;
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Company1Floor)
|
||||
endValue = 7f;
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Yangzhou_Hanjiang_TansuoZhongxin_wai
|
||||
|| GameInit.Ins.gamePlace ==GamePlace.Zhejiang_Jinhua_KeJiGuan
|
||||
|| GameInit.Ins.gamePlace ==GamePlace.Anhui_Wuhu_Guanwei
|
||||
@@ -318,7 +320,7 @@ public class MachineDragon : Enemy
|
||||
attackMode = 0;
|
||||
}
|
||||
|
||||
private float enemyTime=45f;
|
||||
private float enemyTime=90f;
|
||||
private float curEnemyTime;
|
||||
public override void Update()
|
||||
{
|
||||
@@ -342,7 +344,7 @@ public class MachineDragon : Enemy
|
||||
curEnemyTime-=Time.deltaTime;
|
||||
if (curEnemyTime <= 0)
|
||||
{
|
||||
if(GameManager.Ins.GetCurEnemyListCount()<=8)
|
||||
if(GameManager.Ins.GetCurEnemyListCount()<=5)
|
||||
ShowEnemy();
|
||||
curEnemyTime = enemyTime;
|
||||
}
|
||||
|
||||
@@ -17,7 +17,7 @@ public class Player : MonoBehaviour
|
||||
public Transform RightHand;
|
||||
|
||||
[Header("玩家最大血量")]
|
||||
public float maxHp = 10000;
|
||||
public float maxHp = 25000;
|
||||
private float currentHp;
|
||||
public float Health
|
||||
{
|
||||
|
||||
@@ -200,7 +200,7 @@ Material:
|
||||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ColorDown: {r: 1, g: 0, b: 0, a: 1}
|
||||
- _ColorUp: {r: 0.09433961, g: 0.007856557, b: 0, a: 1}
|
||||
- _ColorUp: {r: 0.077830195, g: 0.00036713644, b: 0.00036712445, a: 1}
|
||||
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
|
||||
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _MainTex_Offset: {r: 1, g: 1, b: 0.1, a: 0.2}
|
||||
|
||||
@@ -17,36 +17,99 @@ AnimationClip:
|
||||
m_Curve:
|
||||
- serializedVersion: 3
|
||||
time: 0
|
||||
value: {x: -8.291806e-29, y: 3.546458e-19, z: -0.0057918057, w: 0.99998325}
|
||||
inSlope: {x: -0.20943509, y: 0.0012130276, z: 0.000004232861, w: -0.00073134893}
|
||||
outSlope: {x: -0.20943509, y: 0.0012130276, z: 0.000004232861, w: -0.00073134893}
|
||||
value: {x: -0.73864883, y: 0.06324964, z: -0.06725184, w: 0.6677384}
|
||||
inSlope: {x: 0.20121394, y: -0.28911126, z: 0.20195435, w: 0.26444972}
|
||||
outSlope: {x: 0.20121394, y: -0.28911126, z: 0.20195435, w: 0.26444972}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334, w: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334, w: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.4666667
|
||||
value: {x: -0.097581245, y: 0.0005651811, z: -0.0057641636, w: 0.9952107}
|
||||
inSlope: {x: -0.20843446, y: 0.0012072322, z: 0.00011838047, w: -0.02043755}
|
||||
outSlope: {x: -0.20843446, y: 0.0012072322, z: 0.00011838047, w: -0.02043755}
|
||||
time: 0.3
|
||||
value: {x: -0.6716549, y: -0.017654248, z: 0.0006854161, w: 0.74065346}
|
||||
inSlope: {x: 0.24660946, y: -0.24612822, z: 0.2526586, w: 0.2175379}
|
||||
outSlope: {x: 0.24660946, y: -0.24612822, z: 0.2526586, w: 0.2175379}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334, w: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334, w: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.33333334
|
||||
value: {x: -0.6633549, y: -0.025764676, z: 0.009198567, w: 0.7478047}
|
||||
inSlope: {x: 0.0064489245, y: -0.23853563, z: 0.26314002, w: -0.005760491}
|
||||
outSlope: {x: 0.0064489245, y: -0.23853563, z: 0.26314002, w: -0.005760491}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334, w: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334, w: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.40000004
|
||||
value: {x: -0.6789009, y: -0.04154044, z: 0.027087167, w: 0.7325533}
|
||||
inSlope: {x: -0.22730818, y: -0.24233459, z: 0.26314843, w: -0.23412994}
|
||||
outSlope: {x: -0.22730818, y: -0.24233459, z: 0.26314843, w: -0.23412994}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334, w: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334, w: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.6333334
|
||||
value: {x: -0.72687846, y: -0.10246339, z: 0.08396392, w: 0.6738688}
|
||||
inSlope: {x: -0.18302768, y: -0.2787791, z: 0.22331938, w: -0.26763532}
|
||||
outSlope: {x: -0.18302768, y: -0.2787791, z: 0.22331938, w: -0.26763532}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334, w: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334, w: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.6666667
|
||||
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Reference in New Issue
Block a user