add:添加石柱,调整第三个和第四个boss
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@@ -14,7 +14,7 @@ public class DeathKnightChargeAtk : Action
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private bool isFinished;
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[Header("Sprint")]
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public float sprintDistance = 6f;
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private float sprintDistance = 12f;
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public float sprintSpeed = 6f;
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[Header("Angry Trample")]
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@@ -265,7 +265,6 @@ public class FrogEggAttack : Action
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}
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yield return new WaitForSeconds(0.5f);
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// 吐完跑向左右
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Vector3 side = Random.value > 0.5f ? -boss.transform.right : boss.transform.right;
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boss.transform.DOMove(boss.transform.position + side * 5f, 1.5f);
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@@ -28,7 +28,7 @@ public class DeathKnightBoss : Enemy
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[Header("Phantom Skill")]
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public GameObject phantomPrefab;
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private float phantomSpacing = 3f;
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private float phantomChargeDistance = 15f;
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private float phantomChargeDistance = 30f;
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private float phantomChargeSpeed = 4f;
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[HideInInspector]
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@@ -69,11 +69,12 @@ public class DeathKnightBoss : Enemy
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public override void Show()
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{
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base.Show();
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GameInit.Ins.self.SetAiPath(false);
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clipQuadObj.transform.DOLocalMoveY(10, 5).OnComplete(() =>
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{
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Roar();
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StartCoroutine(RotateToPlayer());
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isShowEnd = true;
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isShowEnd = true;
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});
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}
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@@ -147,7 +147,6 @@ public class FrogBoss : Enemy
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public void Retreat()
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{
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bossAnim.SetInteger("State", 6);
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Debug.LogError("后撤");
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GameManager.Ins.PlaySound3D("1.19", transform);
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}
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@@ -132,6 +132,7 @@ public class FrogBugEnemy : Enemy
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model.SetActive(true);
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yield return new WaitForSeconds(2);
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egg.SetActive(false);
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enemyState = EnemyState.NormalAttack;
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}
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void HandleMoveAndAttack()
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@@ -18,7 +18,7 @@ using Random = UnityEngine.Random;
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public enum GamePlace
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{
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// Test = -1,
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Company1Floor = 0,
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Company1Floor = 0,
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Company1FloorShiwai=-999,
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LiaoningAnShan = 1,
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Liaoning_AnShan_Lishan_Dayuecheng =-1,
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@@ -315,14 +315,14 @@ public class GameManager : MonoBehaviour
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public void GamePlay()
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{
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//修改处:创建AI角色
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CreateAICharacter();
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PlayerUIMessage(0);
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// CreateAICharacter();
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// PlayerUIMessage(0);
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// CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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// AudioManager.Ins?.SoundPlay("bgm2", true), 10f);
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// CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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// AudioManager.Ins?.SoundPlay("2.39BGM", true), 30f);
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// isGamePlay = true;
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// CreateBoss(GameInit.Ins.allBossPos[0].position);
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isGamePlay = true;
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CreateBoss(GameInit.Ins.allBossPos[0].position);
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}
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//修改处:添加AI介绍完成后的游戏开始方法
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12
Assets/_FutureMen2/Scripts/Player/LookPlayer.cs
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12
Assets/_FutureMen2/Scripts/Player/LookPlayer.cs
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@@ -0,0 +1,12 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class LookPlayer : MonoBehaviour
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{
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private void OnEnable()
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{
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transform.LookAt(GameManager.Ins.player.transform);
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}
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}
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11
Assets/_FutureMen2/Scripts/Player/LookPlayer.cs.meta
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11
Assets/_FutureMen2/Scripts/Player/LookPlayer.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 52207f12addcf354380218a5cda9debc
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -2,6 +2,8 @@ using System;
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using System.Collections.Generic;
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using DragonLi.Core;
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using DragonLi.Frame;
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using Pathfinding;
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using Pathfinding.RVO;
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using UnityEngine;
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using UnityEngine.XR;
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using Random = UnityEngine.Random;
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@@ -18,6 +20,10 @@ public class Player : MonoBehaviour
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public Transform LeftHand;
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public Transform RightHand;
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[Header("导航")]
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public RVOController rvo;
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public AIPath aiPath;
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[Header("玩家最大血量")]
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private float maxHp = 50;
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private float currentHp;
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@@ -206,6 +212,12 @@ public class Player : MonoBehaviour
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}
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#endif
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}
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public void SetAiPath(bool isShow)
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{
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aiPath.enabled = isShow;
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rvo.enabled = isShow;
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}
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#region 后坐力与切换
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