fix:玩家添加盔甲和头盔 调整玩家掉血问题
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@@ -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;
|
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|
||||
void Start()
|
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{
|
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if (isServer)
|
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{
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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()
|
||||
{
|
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collider.enabled = isServer;
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}
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}
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8
Assets/_MrCs/Scripts/Manager.meta
Normal file
8
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Normal file
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@@ -302,6 +302,7 @@ public class GameManager : NetworkBehaviour
|
||||
if (player != null&&player.index == index)
|
||||
{
|
||||
player.GivePistol();
|
||||
player.GiveArmor();
|
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}
|
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}
|
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}
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8
Assets/_MrCs/Scripts/Player.meta
Normal file
8
Assets/_MrCs/Scripts/Player.meta
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25
Assets/_MrCs/Scripts/Player/DamagePlayer.cs
Normal file
25
Assets/_MrCs/Scripts/Player/DamagePlayer.cs
Normal file
@@ -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);
|
||||
}
|
||||
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public float Health { get; set; }
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}
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fileFormatVersion: 2
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externalObjects: {}
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@@ -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)
|
||||
{
|
||||
BIN
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BIN
Assets/_MrCs/Textures/logo.png
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127
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androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
nameFileIdTable: {}
|
||||
mipmapLimitGroupName:
|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user