Enemy1行动路径优化

This commit is contained in:
ZYT
2025-07-23 13:48:49 +08:00
parent 4a65dc27fd
commit 9fe3d1119e
5 changed files with 586 additions and 510 deletions

View File

@@ -15,21 +15,21 @@ using Random = UnityEngine.Random;
/// </summary>
public enum GamePlace
{
Test=-1,
Company1Floor=0,
LiaoningAnShan=1,
HangZhouLongHuTianJie=2,
Nanjing_Yuhua_Wanxiang=3,
Nanjing_Xianlin_WanDaMao=4,
Yangzhou_Hanjiang_Tansuozhongxin=5,
Yangzhou_Hanjiang_TansuoZhongxin_wai=-5,
Zhejiang_Jinhua_KeJiGuan=6,
Guangzhou_Panyv_Zhanting=7,
Anhui_Wuhu_Guanwei=8,
Shandong_Jining_Shangchang = 9 ,
Shandong_Jining_Shangchang_nei=-9,
ShanDong_Langfang_QingzhouTaihuacheng =10,
Hubei_Xiangyang_Kejiguan=11,
Test = -1,
Company1Floor = 0,
LiaoningAnShan = 1,
HangZhouLongHuTianJie = 2,
Nanjing_Yuhua_Wanxiang = 3,
Nanjing_Xianlin_WanDaMao = 4,
Yangzhou_Hanjiang_Tansuozhongxin = 5,
Yangzhou_Hanjiang_TansuoZhongxin_wai = -5,
Zhejiang_Jinhua_KeJiGuan = 6,
Guangzhou_Panyv_Zhanting = 7,
Anhui_Wuhu_Guanwei = 8,
Shandong_Jining_Shangchang = 9,
Shandong_Jining_Shangchang_nei = -9,
ShanDong_Langfang_QingzhouTaihuacheng = 10,
Hubei_Xiangyang_Kejiguan = 11,
}
public class GameManager : MonoBehaviour
@@ -41,35 +41,35 @@ public class GameManager : MonoBehaviour
public bool isTimeEnd = true;
// json数据库
private JsonLiteDB DB;
// Enemy子弹数据
public Dictionary<int, BulletData> EnemyBulletDataDic = new Dictionary<int, BulletData>();
// Player子弹数据
public Dictionary<int, BulletData> PlayerBulletDataDic = new Dictionary<int, BulletData>();
public Dictionary<int, PropData> PropDataDic = new Dictionary<int, PropData>();
public Dictionary<int,BossPosData> BossPosDataDic = new Dictionary<int, BossPosData>();
public List<Enemy> curEnemyList=new List<Enemy>();
public Dictionary<int, BossPosData> BossPosDataDic = new Dictionary<int, BossPosData>();
public List<Enemy> curEnemyList = new List<Enemy>();
public Dictionary<int, EnemyData> EnemyDataDic = new Dictionary<int, EnemyData>();
[Header("道具")]
public GameObject EnergyPumpPre;
public GameObject gameStartPointPre;
public GameObject enemyDoorPre;
[Header("敌人")]
[Header("敌人")]
public GameObject[] enemyPre;
public GameObject callEffectPre;//召唤特效
[Header("玩家")]
[Header("玩家")]
public GameObject playerPre;
public GameObject player;
/// <summary>
/// 血包
/// </summary>
@@ -88,7 +88,7 @@ public class GameManager : MonoBehaviour
public bool GameStart = false;
public bool isGameEnd = false;
public int EnergyPumpTag = 0;
public float EnergyPumpFillAmount = 0;
@@ -97,13 +97,13 @@ public class GameManager : MonoBehaviour
public float buffAtk = 0f;
public float buffDef = 0f;
public LoginInfo loginInfo=new LoginInfo();
public LoginInfo loginInfo = new LoginInfo();
public Enemy curBoss;
public int curLevel = 0;
public void Start()
{
Ins = this;
@@ -147,14 +147,14 @@ public class GameManager : MonoBehaviour
request.AddHeader("Content-Type", "application/json");
request.Send();
}
/// <summary>
/// 更新配置表
/// </summary>
public void InitData()
{
string text = "";
string text0 = Resources.Load<TextAsset>(string.Format("zh/{0}Data",GameInit.Ins.gamePlace)).text;
string text0 = Resources.Load<TextAsset>(string.Format("zh/{0}Data", GameInit.Ins.gamePlace)).text;
GetReaderJson(text0);
}
@@ -165,7 +165,7 @@ public class GameManager : MonoBehaviour
DateTime dateTime = DateTimeOffset.FromUnixTimeSeconds(timestamp).DateTime;
return dateTime.ToString("yyyy-MM-dd HH:mm:ss");
}
public void GetReaderJson(string text)
{
DB = new JsonLiteDB();
@@ -178,23 +178,23 @@ public class GameManager : MonoBehaviour
EnemyData info = new EnemyData(infoReader);
EnemyDataDic.Add(info.Id, info);
}
// 敌人子弹数据
TableReader EnemyBulletReader = DB["EnemyBulletData"].GetReader();
EnemyBulletDataDic.Clear();
while (EnemyBulletReader.Read())
{
BulletData data = new BulletData(EnemyBulletReader);
EnemyBulletDataDic.Add(data.ID,data);
EnemyBulletDataDic.Add(data.ID, data);
}
// 玩家子弹数据
TableReader PlayerBulletReader = DB["PlayerBulletData"].GetReader();
PlayerBulletDataDic.Clear();
while (PlayerBulletReader.Read())
{
BulletData data = new BulletData(PlayerBulletReader);
PlayerBulletDataDic.Add(data.ID,data);
PlayerBulletDataDic.Add(data.ID, data);
}
// 道具表
@@ -203,26 +203,26 @@ public class GameManager : MonoBehaviour
while (PropReader.Read())
{
PropData data = new PropData(PropReader);
PropDataDic.Add(data.PropId,data);
PropDataDic.Add(data.PropId, data);
}
// Boss位置
TableReader BossPosReader = DB["BossPosData"].GetReader();
BossPosDataDic.Clear();
while (BossPosReader.Read())
{
BossPosData data = new BossPosData(BossPosReader);
BossPosDataDic.Add(data.ID,data);
BossPosDataDic.Add(data.ID, data);
}
}
/// <summary>
/// Get sn
/// </summary>
public string GetPicoSn()
public string GetPicoSn()
{
string res = "UnityEditor";
#if !UNITY_EDITOR && UNITY_ANDROID && PICO
res = PXR_Enterprise.StateGetDeviceInfo(SystemInfoEnum.EQUIPMENT_SN);
#endif
@@ -257,9 +257,9 @@ public class GameManager : MonoBehaviour
CurEnemyDie();
GameEndPanel.Show(isWin);
}
public GameObject CreateEnemy(int id,Vector3 pos,Vector3 eulerAngles,bool isBoss)
public GameObject CreateEnemy(int id, Vector3 pos, Vector3 eulerAngles, bool isBoss)
{
GameObject go=Instantiate(enemyPre[id],pos,Quaternion.identity);
GameObject go = Instantiate(enemyPre[id], pos, Quaternion.identity);
go.transform.localEulerAngles = eulerAngles;
Enemy enemy = go.GetComponent<Enemy>();
enemy.Init();
@@ -269,58 +269,58 @@ public class GameManager : MonoBehaviour
}
else
{
curEnemyList.Add(enemy);
}
curEnemyList.Add(enemy);
}
return go;
}
public GameObject CreateCallEnemyEffect(Vector3 pos)
{
GameObject go=Instantiate(callEffectPre,pos,quaternion.identity);
GameObject go = Instantiate(callEffectPre, pos, quaternion.identity);
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
{
Destroy(go);
},3f);
}, 3f);
return go;
}
void Destroy()
{
#if !UNITY_EDITOR
PXR_Enterprise.UnBindEnterpriseService();
#endif
}
public void CreateEnergyPump(Vector3 pos)
{
isGamePlay = false;
GameObject EnergyPump = Instantiate(EnergyPumpPre);
//EnergyPump.transform.position = pos;
EnergyPump.transform.position = new Vector3(2,0,2);
EnergyPump.transform.position = new Vector3(2, 0, 2);
if (GameInit.Ins.gamePlace == GamePlace.Nanjing_Xianlin_WanDaMao)
{
EnergyPump.transform.position = new Vector3(-1.2f,0,1.5f);
EnergyPump.transform.position = new Vector3(-1.2f, 0, 1.5f);
}
if (GameInit.Ins.gamePlace == GamePlace.Nanjing_Yuhua_Wanxiang)
{
EnergyPump.transform.position = new Vector3(-3,0,2);
EnergyPump.transform.position = new Vector3(-3, 0, 2);
}
if (GameInit.Ins.gamePlace == GamePlace.Yangzhou_Hanjiang_Tansuozhongxin)
{
EnergyPump.transform.position = new Vector3(-1.2f,0,0f);
EnergyPump.transform.position = new Vector3(-1.2f, 0, 0f);
}
if (GameInit.Ins.gamePlace == GamePlace.Yangzhou_Hanjiang_TansuoZhongxin_wai)
{
EnergyPump.transform.position = new Vector3(0,0,2f);
EnergyPump.transform.position = new Vector3(0, 0, 2f);
}
if (GameInit.Ins.gamePlace == GamePlace.Zhejiang_Jinhua_KeJiGuan)
{
EnergyPump.transform.position = new Vector3(0,0,2f);
EnergyPump.transform.position = new Vector3(0, 0, 2f);
}
if (GameInit.Ins.gamePlace == GamePlace.Guangzhou_Panyv_Zhanting)
{
EnergyPump.transform.position = new Vector3(0,0,2f);
EnergyPump.transform.position = new Vector3(0, 0, 2f);
}
if (GameInit.Ins.gamePlace == GamePlace.ShanDong_Langfang_QingzhouTaihuacheng)
{
@@ -348,16 +348,16 @@ public class GameManager : MonoBehaviour
{
point.transform.position = Vector3.zero;
}
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
if(isGamePlay)
if (isGamePlay)
return;
Destroy(point.gameObject);
GamePlay();
}, 5f);
}
public GameObject CreateEnemyDoor(Vector3 pos, Vector3 angle,Vector3 scale)
public GameObject CreateEnemyDoor(Vector3 pos, Vector3 angle, Vector3 scale)
{
GameObject crack = Instantiate(enemyDoorPre);
crack.transform.position = new Vector3(pos.x, pos.y, pos.z);
@@ -375,7 +375,7 @@ public class GameManager : MonoBehaviour
GameObject atkBuff = Instantiate(AtkBuffPre);
atkBuff.transform.position = new Vector3(pos.x, 0, pos.z);
}
/// <summary>
/// 创建防御BUFF
/// </summary>
@@ -402,28 +402,28 @@ public class GameManager : MonoBehaviour
{
GameObject prop = Instantiate(weaponItemPre);
prop.GetComponent<WeaponProp>().Init(type);
prop.transform.position = new Vector3(pos.x,1f,pos.z);
prop.transform.position = new Vector3(pos.x, 1f, pos.z);
}
public bool isFirstGetWeapon;
public void EnemyDisGetWeapon(Vector3 pos)
{
bool isGet = Random.Range(0, 100) > 70;
if (!isGet) return;
int index = Random.Range(0, 100);
int id = 2;
if (index <= 10)
id = Random.Range(8, 10);
if(index is > 10 and <= 50)
id= Random.Range(5, 8);
if(index is > 50)
id= Random.Range(2, 5);
if (index is > 10 and <= 50)
id = Random.Range(5, 8);
if (index is > 50)
id = Random.Range(2, 5);
CreatePlayerWeapon((PlayerWeaponType)id, pos);
if (!isFirstGetWeapon)
{
GameInit.Ins.PlayAudio("1.5",GameInit.Ins.self.transform,true);
GameInit.Ins.PlayAudio("1.5", GameInit.Ins.self.transform, true);
isFirstGetWeapon = true;
}
}
@@ -432,7 +432,7 @@ public class GameManager : MonoBehaviour
{
foreach (var enemy in curEnemyList)
{
if(enemy!=null)
if (enemy != null)
enemy.Dead();
}
curEnemyList.Clear();
@@ -443,7 +443,7 @@ public class GameManager : MonoBehaviour
int count = 0;
foreach (var enemy in curEnemyList)
{
if(enemy!=null)
if (enemy != null)
count++;
}
@@ -452,7 +452,7 @@ public class GameManager : MonoBehaviour
public void CreatePlayer()
{
player=Instantiate(playerPre);
player = Instantiate(playerPre);
}
public bool IsAllBossPetDie()
@@ -477,57 +477,57 @@ public class GameManager : MonoBehaviour
{
BossPosData data = BossPosDataDic[curLevel];
GameObject door = null;
if(curLevel!=0)
door=CreateEnemyDoor(data.DoorPos, data.DoorAng,Vector3.one*data.DoorScale);
if (curLevel != 0)
door = CreateEnemyDoor(data.DoorPos, data.DoorAng, Vector3.one * data.DoorScale);
switch (curLevel)
{
case 0:
CreateEnemy(0, data.BossPos, Vector3.zero,true);
CreateEnemy(0, data.BossPos, Vector3.zero, true);
break;
case 1:
//舰载机
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
{
door.GetComponent<EnemyDoor>().desTime = 6;
door.GetComponent<EnemyDoor>().InitData();
},1f);
door.GetComponent<EnemyDoor>().desTime = 6;
door.GetComponent<EnemyDoor>().InitData();
}, 1f);
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
{
CreateEnemy(2, data.BossPos,data.BossAng,true);
},3f);
CreateEnemy(2, data.BossPos, data.BossAng, true);
}, 3f);
break;
case 2:
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
{
door.GetComponent<EnemyDoor>().desTime = 10;
door.GetComponent<EnemyDoor>().InitData();
},1f);
}, 1f);
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
{
CreateEnemy(3, data.BossPos,data.BossAng,true);
},3f);
CreateEnemy(3, data.BossPos, data.BossAng, true);
}, 3f);
break;
case 3:
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
{
door.GetComponent<EnemyDoor>().desTime = 10;
door.GetComponent<EnemyDoor>().InitData();
},1f);
}, 1f);
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
{
CreateEnemy(5, data.BossPos,data.BossAng,true);
},3f);
CreateEnemy(5, data.BossPos, data.BossAng, true);
}, 3f);
break;
case 4:
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
{
door.GetComponent<EnemyDoor>().desTime = 6;
door.GetComponent<EnemyDoor>().InitData();
},1f);
}, 1f);
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
{
CreateEnemy(7, data.BossPos,data.BossAng,true);
},1f);
CreateEnemy(7, data.BossPos, data.BossAng, true);
}, 1f);
break;
}
}
@@ -536,7 +536,7 @@ public class GameManager : MonoBehaviour
{
isGameEnd = true;
ShowEndGameUI(true);
GameInit.Ins.PlayAudio("1.17",GameInit.Ins.self.transform,true);
GameInit.Ins.PlayAudio("1.17", GameInit.Ins.self.transform, true);
AudioManager.Ins?.SoundPlay("bgm4", true);
}
@@ -554,4 +554,4 @@ public class GameManager : MonoBehaviour
CurEnemyDie();
AudioManager.Ins?.SoundPlay("bgm4", true);
}
}
}