fix:玩家添加盔甲和头盔 调整玩家掉血问题

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2025-11-19 13:53:34 +08:00
parent d3ffcbf745
commit 2d9464a417
61 changed files with 2247 additions and 599 deletions

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View File

@@ -1,50 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using DragonLi.Core;
using Mirror;
using UnityEngine;
public class Bomb : NetworkBehaviour
{
public Rigidbody rigid;
public GameObject explosion_prefab;
private bool _destroying = false;
void Start()
{
if (isServer)
{
rigid.isKinematic = false;
rigid.AddForce(transform.forward.normalized, ForceMode.Impulse);
}
else
{
rigid.isKinematic = true;
}
}
void Update()
{
if (isServer && !_destroying)
{
if (transform.position.y <= 0)
{
_destroying = false;
rigid.isKinematic = true;
CreatExplosion();
NetworkServer.Destroy(gameObject);
}
}
}
public void CreatExplosion()
{
GameObject explosion = Instantiate(explosion_prefab);
NetworkServer.Spawn(explosion);
explosion.transform.position = transform.position;
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
NetworkServer.Destroy(explosion);
}, 2F);
}
}

View File

@@ -250,14 +250,14 @@ public class Bullet : NetworkBehaviour
OnApplyDamage(component);
}
Player hitPlayer = _handlingHit.transform.GetComponentInParent<Player>();
DamagePlayer hitPlayer = _handlingHit.collider.transform.GetComponentInParent<DamagePlayer>();
if (hitPlayer != null)
{
bool isCriticalHit = Vector3.Distance(transform.position, hitPlayer.helmet.position) < 1.5f;
GameManager.Ins.RpcShowDamageNumber(damage,transform.position,isCriticalHit);
if(team== hitPlayer.teamType)
if(team== hitPlayer.player.teamType)
return;
OnHitPlayer(hitPlayer.index);
GameManager.Ins.RpcShowDamageNumber(damage,transform.position,hitPlayer.damageType==DamagePlayerType.Helmet);
hitPlayer.ApplyDamage(damage,hitPlayer.damageType==DamagePlayerType.Helmet,transform);
OnHitPlayer(hitPlayer.player.index);
}
}

View File

@@ -1,15 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Mirror;
using UnityEngine;
public class Door :NetworkBehaviour
{
public Collider collider;
private void Start()
{
collider.enabled = isServer;
}
}

View File

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View File

@@ -302,6 +302,7 @@ public class GameManager : NetworkBehaviour
if (player != null&&player.index == index)
{
player.GivePistol();
player.GiveArmor();
}
}
}

View File

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@@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using DragonLi.Frame;
using UnityEngine;
public enum DamagePlayerType
{
Helmet,
Armor
}
public class DamagePlayer : MonoBehaviour, IDamagable
{
public Player player;
public DamagePlayerType damageType;
public void ApplyDamage(float value, object info, Transform _sender)
{
player.ApplyDamage(value, damageType==DamagePlayerType.Helmet, _sender);
}
public float Health { get; set; }
}

View File

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serializedVersion: 2

View File

@@ -46,6 +46,11 @@ public class Player : NetworkRoomPlayer,IDamagable
public Transform RightHand;
public Transform Aim;
public GameObject redHelmetPre;
public GameObject blueHelmetPre;
public GameObject redArmorPre;
public GameObject blueArmorPre;
public Collider Collider;
public LayerMask AimLayer;
@@ -128,10 +133,29 @@ public class Player : NetworkRoomPlayer,IDamagable
{
GameManager.Ins.AddData(index);
GameManager.Ins.RegisterPlayer(this);
Collider.enabled = true;
Collider.enabled = false;
}
redArmorPre.SetActive(false);
blueArmorPre.SetActive(false);
redHelmetPre.SetActive(false);
blueHelmetPre.SetActive(false);
}
public override void OnStartLocalPlayer()
{
base.OnStartLocalPlayer();
SetLayerRecursive(helmet.gameObject, LayerMask.NameToLayer("PlayerLocalHide"));
SetLayerRecursive(armor.gameObject, LayerMask.NameToLayer("PlayerLocalHide"));
}
void SetLayerRecursive(GameObject obj, int layer)
{
if (obj == null) return;
obj.layer = layer;
foreach (Transform child in obj.transform)
SetLayerRecursive(child.gameObject, layer);
}
IEnumerator InitHeight()
{
yield return new WaitForSeconds(1f);
@@ -264,6 +288,16 @@ public class Player : NetworkRoomPlayer,IDamagable
PickUpGun(GunType.Pistol, GameManager.Ins.GunInfos[GunType.Pistol][1].BulletAmount);
}
[ClientRpc]
public void GiveArmor()
{
Debug.LogError(teamType);
redArmorPre.SetActive(teamType==TeamType.Red);
blueArmorPre.SetActive(teamType==TeamType.Blue);
redHelmetPre.SetActive(teamType==TeamType.Red);
blueHelmetPre.SetActive(teamType==TeamType.Blue);
}
[TargetRpc]
public void GiveAirdrop(NetworkConnectionToClient conn, GunType type, int amount)
{

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