fix:调试道具枪,调试联机模式

This commit is contained in:
bzx
2025-11-13 19:00:45 +08:00
parent 045897d685
commit 6c75fe25f5
59 changed files with 5513 additions and 72296 deletions

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View File

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else
{
//Create New:
GameObject newGO = Instantiate<GameObject>(gameObject);
GameObject newGO = gameObject;
newDN = newGO.GetComponent<DamageNumber>();
if (enablePooling)

View File

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currentSettings = prefabs[currentIndex].GetComponent<DNP_PrefabSettings>();
}
public DamageNumber GetCurrent()
public DamageNumber GetCurrent(int index=0)
{
return prefabs[currentIndex];
return prefabs[index];
}
public DNP_PrefabSettings GetSettings()

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@@ -0,0 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using Mirror;
using UnityEngine;
public class AutoDelete : NetworkBehaviour
{
}

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@@ -0,0 +1,11 @@
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@@ -240,6 +240,8 @@ public class Bullet : NetworkBehaviour
Player hitPlayer = _handlingHit.transform.GetComponentInParent<Player>();
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)
return;
OnHitPlayer(hitPlayer.index);

View File

@@ -17,6 +17,7 @@ public class PistolBullet : Bullet
public override void OnApplyDamage(IDamagable damagable)
{
damagable.ApplyDamage(damage, ownerIndex, transform);
}

View File

@@ -0,0 +1,15 @@
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

@@ -0,0 +1,11 @@
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@@ -8,8 +8,6 @@ public class BloodPack : Airdrop
public override void OnDeath(object info, Transform _sender)
{
base.OnDeath(info, _sender);
GameManager.Ins.RepairTower();
NetworkServer.Destroy(transform.gameObject);
CreatEexplosion();
}
}

View File

@@ -17,15 +17,18 @@ public class DamageBox : MonoBehaviour, IDamagable
[SoundGroup]
public string audioSound;
private bool _isServer;
private void Start()
{
isDie = false;
}
public void Init(TeamType curTeam,float hp)
public void Init(TeamType curTeam,float hp,bool isServer)
{
team = curTeam;
Health = hp;
_isServer=isServer;
SetTeamLayer();
}
@@ -39,21 +42,24 @@ public class DamageBox : MonoBehaviour, IDamagable
{
if(isDie)
return;
DamageNumber prefab = MRDamage.Ins.GetCurrent();
DamageNumber newDamageNumber = prefab.Spawn(_sender.position, value);
Health -= value;
if (Health <= 0&& !isDie)
if (_isServer)
{
isDie = true;
collider.enabled = false;
gameObject.SetActive(false);
//破碎效果
// MasterAudio.PlaySound3DAtTransform(audioSound, transform);
// CoroutineTaskManager.Instance.WaitSecondTodo(() =>
// {
// gameObject.SetActive(false);
// }, 2f);
GameManager.Ins.CreateDamageNumber(value,_sender.position,false);
Health -= value;
if (Health <= 0&& !isDie)
{
isDie = true;
collider.enabled = false;
gameObject.SetActive(false);
//破碎效果
// MasterAudio.PlaySound3DAtTransform(audioSound, transform);
// CoroutineTaskManager.Instance.WaitSecondTodo(() =>
// {
// gameObject.SetActive(false);
// }, 2f);
}
}
}
void SetTeamLayer()

View File

@@ -8,10 +8,6 @@ public class JoinControl : Airdrop
public override void OnDeath(object info, Transform _sender)
{
base.OnDeath(info, _sender);
if ((int)info != -1)
{
GameManager.Ins.JoinControlTower((int)info);
}
NetworkServer.Destroy(transform.gameObject);
CreatEexplosion();
}

View File

@@ -31,6 +31,7 @@ public class BombExplosion : Explosion
float dist = Vector3.Distance(transform.position, player.transform.position);
if (dist <= radius&& player.teamType== curTeam)
{
GameManager.Ins.CreateDamageNumber(damagePerTick,player.helmet.position+new Vector3(0,1,0),false);
player.ApplyDamage(damagePerTick, null, transform);
}
}

View File

@@ -46,6 +46,7 @@ public class HpExplosion : Explosion
float dist = Vector3.Distance(transform.position, player.transform.position);
if (dist <= radius)
{
GameManager.Ins.CreateDamageNumber(-damagePerTick,player.helmet.position+new Vector3(0,1,0),false);
player.ApplyDamage(-damagePerTick, null, transform);
}
}

View File

@@ -47,6 +47,7 @@ public class PoisonExplosion : Explosion
float dist = Vector3.Distance(transform.position, player.transform.position);
if (dist <= radius)
{
GameManager.Ins.CreateDamageNumber(-damagePerTick,player.helmet.position+new Vector3(0,1,0),false);
player.ApplyDamage(-damagePerTick, null, transform);
}
}

View File

@@ -11,6 +11,8 @@ public class ShieldExplosion : Explosion
public override void OnSpawn(TeamType team,float curDurationTime,int id)
{
base.OnSpawn(team,curDurationTime,id);
if(!isServer)
return;
transform.eulerAngles=new Vector3(0,120,0);
GunInfo info = GameManager.Ins.GunInfos[(GunType)type][1];
hp=info.Hp;
@@ -19,7 +21,7 @@ public class ShieldExplosion : Explosion
var shieldModel = model.GetComponent<DamageBox>();
if (shieldModel != null)
{
shieldModel.Init(team,hp);
shieldModel.Init(team,hp,isServer);
}
model.SetActive(false);
}

View File

@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using BestHTTP.SecureProtocol.Org.BouncyCastle.Crypto.Engines;
using Common;
using DamageNumbersPro;
using DragonLi.Core;
using Mirror;
using UnityEngine;
@@ -13,6 +14,7 @@ using LitJson;
using Pathfinding;
using DarkTonic.MasterAudio;
using NaughtyAttributes;
using Unity.Mathematics;
using UnityEngine.UIElements;
using Random = UnityEngine.Random;
@@ -47,6 +49,9 @@ public class GameManager : NetworkBehaviour
public GameObject[] airdropItems;//空头道具
public GameObject startGameItemPre;
public GameObject damageNumberPre;
public GameObject redDamageNumberPre;
// 怪物预制集合
public GameObject[] EnemyPres;
@@ -107,8 +112,6 @@ public class GameManager : NetworkBehaviour
[SyncVar]
public GameState gameState = GameState.None;
[SoundGroup] public string JointIn;
[SoundGroup] public string roundSound;
[NonSerialized]
[SyncVar]
@@ -136,29 +139,71 @@ public class GameManager : NetworkBehaviour
[Server]
public void CreateDoor(Transform redPos, Transform bluePos,Transform startGamePos)
{
UpdateConf();
SetGameState(GameState.Waiting);
if(!isServer)
return;
//创建红色门
redDoor = Instantiate(redDoorPre);
redDoor = Instantiate(redDoorPre,redPos.position,Quaternion.identity);
NetworkServer.Spawn(redDoor);
redDoor.transform.position = redPos.position;
//创建蓝色门
blueDoor = Instantiate(blueDoorPre);
blueDoor = Instantiate(blueDoorPre,bluePos.position,Quaternion.identity);
NetworkServer.Spawn(blueDoor);
blueDoor.transform.position = bluePos.position;
//创建开始球
GameObject gameStartObj = Instantiate(startGameItemPre);
GameObject gameStartObj = Instantiate(startGameItemPre,startGamePos.position,Quaternion.identity);
NetworkServer.Spawn(gameStartObj);
gameStartObj.transform.position = startGamePos.position;
//测试枪械
//GameLocal.Ins.self.GivePistol();
}
[Server]
public void CreateDamageNumber(float damage ,Vector3 pos,bool isCritical)
{
if (damageNumberPre == null || redDamageNumberPre == null)
{
Debug.LogWarning("伤害字体预制体未设置!");
return;
}
GameObject prefab = isCritical ? redDamageNumberPre : damageNumberPre;
GameObject obj = Instantiate(prefab, pos, Quaternion.identity);
// DamageNumbersPro 的核心组件
var dmg = obj.GetComponent<DamageNumberNetwork>();
if (dmg != null)
{
dmg.worldPos = pos;
dmg.damageValue = damage;
dmg.OnStartClient();
}
// 网络生成(让客户端也能看到)
NetworkServer.Spawn(obj);
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
NetworkServer.Destroy(obj);
}, 10);
}
[ClientRpc]
public void RpcShowDamageNumber(float damage, Vector3 pos, bool isCritical)
{
GameObject prefab = isCritical ? redDamageNumberPre : damageNumberPre;
if (prefab == null) return;
GameObject obj = Instantiate(prefab, pos, Quaternion.identity);
var dmg = obj.GetComponent<DamageNumberNetwork>();
if (dmg != null)
{
dmg.worldPos = pos;
dmg.damageValue = damage;
dmg.OnStartClient();
}
Destroy(obj, 10f);
}
[Server]
public void GameStart()
@@ -177,12 +222,19 @@ public class GameManager : NetworkBehaviour
// 延迟1s后给所有人发放武器
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
//GivePistol();
foreach (var item in NetworkServer.connections.Values)
{
Player player = item.identity.GetComponent<Player>();
if (player != null)
{
player.HideInvincible();
}
}
RpcShowSettle();
}, 1f);
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
GameOver(GameState.Settle);
GameOver();
}, vistAllTime);
}
@@ -193,10 +245,18 @@ public class GameManager : NetworkBehaviour
}
[ClientRpc]
public void GivePistol()
public void GivePistol(int index)
{
Debug.Log("创建武器中...");
GameLocal.Ins.self.PickUpGun(GunType.Pistol, -999);
foreach (var item in NetworkServer.connections.Values)
{
Player player = item.identity.GetComponent<Player>();
if (player != null&&player.index == index)
{
player.GivePistol();
}
}
//GameLocal.Ins.self.PickUpGun(GunType.Pistol, -999);
}
[Server]
@@ -211,20 +271,9 @@ public class GameManager : NetworkBehaviour
//以上都要跳出结算
[Server]
public void GameOver(GameState state)
public void GameOver()
{
gameState = state;
// foreach (string key in SettleInfos.Keys)
// {
// string[] titles = { "小菜一碟", "轻松拿捏", "荣耀勇士", "掌控全场", "队伍灵魂"
// ,"荣耀勇士", "团队之星", "颜值担当", "枪法如神", "弹无虚发", "精准猎手", "铁血战士", "无畏先锋", "无所畏惧" };
// SetTitle(key, titles[UnityEngine.Random.Range(0, titles.Length)]);
// SetPlayerName(key);
// }
// string jsonStr = JsonMapper.ToJson(SettleInfos);
// settleData = jsonStr;
// //结算页面
//RpcShow();
gameState = GameState.Settle;
if (blueScore >= redScore)
{
RpcShowWin(true);
@@ -291,10 +340,8 @@ public class GameManager : NetworkBehaviour
[Server]
public void CreateAirdropPlane(Vector3 startPos, Vector3 endPos)
{
GameObject airdropPlane = Instantiate(AirdropPlanePre);
GameObject airdropPlane = Instantiate(AirdropPlanePre,startPos,quaternion.identity);
NetworkServer.Spawn(airdropPlane);
airdropPlane.transform.position = startPos;
AirdropPlane airdropPlaneScript = airdropPlane.GetComponent<AirdropPlane>();
airdropPlaneScript.OnSpawn(endPos);
}
@@ -302,9 +349,8 @@ public class GameManager : NetworkBehaviour
[Server]
public void CreateAirDropItem(GunType type ,Vector3 startPos)
{
GameObject airdropItem = Instantiate(airdropItems[(int)type]);
GameObject airdropItem = Instantiate(airdropItems[(int)type],startPos,quaternion.identity);
NetworkServer.Spawn(airdropItem);
airdropItem.transform.position = startPos;
}
@@ -409,27 +455,7 @@ public class GameManager : NetworkBehaviour
{
HUDPanel.Show();
}
#region
/// <summary>
/// 修复炮塔
/// </summary>
public void RepairTower()
{
}
/// <summary>
/// 进入联控
/// </summary>
[Server]
public void JoinControlTower(int playerIndex)
{
PlayJointMusic();
}
#endregion
[ClientRpc]
public void TriggerEvent(string key, int param)
{
@@ -496,7 +522,6 @@ public class GameManager : NetworkBehaviour
{
return (int)(vistEnd - NetworkClient.connection.remoteTimeStamp);
}
//return (int)(vistEnd - DateTime.Now.Subtract(new DateTime(1970, 1, 1)).TotalSeconds);
}
// 时分秒
@@ -521,13 +546,6 @@ public class GameManager : NetworkBehaviour
MasterAudio.PlaySound(sound);
}
[ClientRpc]
public void PlayJointMusic()
{
MasterAudio.PlaySound(JointIn);
GameLocal.Ins.BGMState.StateChange(2);
}
[SyncVar]
private int syncRemainingTime;

View File

@@ -81,7 +81,6 @@ public class AtkDummyGun : Launcher
[Client]
public void ClickRrightTrigger()
{
if (!gameObject.activeInHierarchy) return; // 已隐藏就不调用 Cmd
CmdShoot();
}

View File

@@ -82,7 +82,6 @@ public class HpGun : Launcher
[Client]
public void ClickRrightTrigger()
{
if (!gameObject.activeInHierarchy) return; // 已隐藏就不调用 Cmd
CmdShoot();
}

View File

@@ -0,0 +1,92 @@
using System.Collections;
using System.Collections.Generic;
using Mirror;
using UnityEngine;
public class InvincibleGun : Launcher
{
private void Start()
{
if (isServer && isClient && isOwned)
{
type = GunType.WuDiZhao;
GunInfo gunInfo = GameManager.Ins.GunInfos[type][1];
shootRate = gunInfo.ShootRate;
recoil = gunInfo.Recoil;
userTime = gunInfo.Time;
curUserTime = gunInfo.Time;
waitBulletTime = gunInfo.CoolDown;
if (hand == HandType.Left)
{
MRInput.Ins.RegisterHoldPressLeftTrigger(ClickLeftTrigger);
}
else if (hand == HandType.Right)
{
MRInput.Ins.RegisterHoldPressRightTrigger(ClickRrightTrigger);
}
}
// 主机其他
else if (isServer && isClient)
{
type = GunType.WuDiZhao;
GunInfo gunInfo = GameManager.Ins.GunInfos[type][1];
shootRate = gunInfo.ShootRate;
recoil = gunInfo.Recoil;
userTime = gunInfo.Time;
curUserTime = gunInfo.Time;
//bullet_amount=gunInfo.BulletAmount;
waitBulletTime = gunInfo.CoolDown;
}
// 从机自身
else if (isClient && isOwned)
{
if (hand == HandType.Left)
{
MRInput.Ins.RegisterHoldPressLeftTrigger(ClickLeftTrigger);
}
else if (hand == HandType.Right)
{
MRInput.Ins.RegisterHoldPressRightTrigger(ClickRrightTrigger);
}
}
}
public void Update()
{
if (!isOwned)
{
return;
}
// 左手
if (hand == HandType.Left)
{
transform.position = GameLocal.Ins.self.LeftHand.position;
transform.rotation = GameLocal.Ins.self.LeftHand.rotation;
}
// 右手
else if (hand == HandType.Right)
{
transform.position = GameLocal.Ins.self.RightHand.position;
transform.rotation = GameLocal.Ins.self.RightHand.rotation;
}
}
[Client]
public void ClickLeftTrigger()
{
CmdShoot();
}
[Client]
public void ClickRrightTrigger()
{
CmdShoot();
}
[Command]
public void CmdShoot()
{
Shoot();
}
}

View File

@@ -0,0 +1,11 @@
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defaultReferences: []
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userData:
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View File

@@ -13,6 +13,13 @@ public class Launcher : NetworkBehaviour
#endif
[SyncVar]
public GunType type;
[Header("所属队伍")]
#if UNITY_EDITOR
[DisplayOnly]
#endif
[SyncVar]
public TeamType team;
public int id;
@@ -86,12 +93,16 @@ public class Launcher : NetworkBehaviour
/// <summary>
/// 持续时间
/// </summary>
[NonSerialized] [SyncVar]
public float userTime;
[NonSerialized] [SyncVar]
public float curUserTime;
[SyncVar]
private float _curWaitBulletTime = 0f;
[SyncVar]
private bool _isWaiBulletting = false;
//private float _shootInterval = 0f;
@@ -101,11 +112,12 @@ public class Launcher : NetworkBehaviour
bullet_amount = 0;
}
public virtual void OnSpawn(int curId,HandType curHand,GunType curType)
public virtual void OnSpawn(int curId,HandType curHand,GunType curType,TeamType curTeam)
{
id=curId;
hand = curHand;
type = curType;
team=curTeam;
}
[Server]

View File

@@ -90,7 +90,7 @@ public class Pistol : Launcher
[Client]
public void ClickRrightTrigger()
{
if (!gameObject.activeInHierarchy) return; // 已隐藏就不调用 Cmd
//if (!gameObject.activeInHierarchy) return; // 已隐藏就不调用 Cmd
CmdShoot();
}

View File

@@ -82,7 +82,6 @@ public class PoisonGun : Launcher
[Client]
public void ClickRrightTrigger()
{
if (!gameObject.activeInHierarchy) return; // 已隐藏就不调用 Cmd
CmdShoot();
}

View File

@@ -82,7 +82,6 @@ public class ShieldGun : Launcher
[Client]
public void ClickRrightTrigger()
{
if (!gameObject.activeInHierarchy) return; // 已隐藏就不调用 Cmd
CmdShoot();
}

View File

@@ -84,7 +84,6 @@ public class SmokeGun : Launcher
[Client]
public void ClickRrightTrigger()
{
if (!gameObject.activeInHierarchy) return; // 已隐藏就不调用 Cmd
CmdShoot();
}

View File

@@ -133,10 +133,27 @@ public class StunGun : Launcher
public void OnReceiveDamage()
{
Debug.LogError("造成伤害");
Player curPlayer=_hit.collider.GetComponent<Player>();
if (curPlayer != null&& curPlayer.teamType== team)
{
return;
}
DamageBox box=_hit.collider.GetComponent<DamageBox>();
if (box != null&& box.team== team)
{
return;
}
var damagable = _hit.collider.transform.GetComponent<IDamagable>();
if (damagable != null)
{
if (curPlayer != null)
{
bool isCriticalHit = Vector3.Distance(transform.position, curPlayer.helmet.position) < 1.5f;
GameManager.Ins.CreateDamageNumber(_damage,curPlayer.helmet.position+new Vector3(0,1,0),isCriticalHit);
}
damagable.ApplyDamage(_damage,null,_hit.transform);
}
}

View File

@@ -5,14 +5,6 @@ using Mirror;
using UnityEngine;
using UnityEngine.UIElements;
public enum AirdropType
{
SmokeBomb,//烟雾弹
DefenseBomb,//防御弹
PoisonBomb,//毒气弹
AIPlayer,//目标假人
}
public class AirdropItem : NetworkBehaviour
{
public GunType type ;
@@ -31,7 +23,15 @@ public class AirdropItem : NetworkBehaviour
if (player != null)
{
GunInfo info = GameManager.Ins.GunInfos[type][1];
player.GiveAirdrop(type,info.BulletAmount);
if (type == GunType.WuDiZhao)
{
}
else
{
player.GiveAirdrop(player.connectionToClient,type,info.BulletAmount);
}
boxCollider.enabled = false;
NetworkServer.Destroy(gameObject);
}

View File

@@ -24,10 +24,12 @@ public class StartGameItem : NetworkBehaviour,IDamagable
public void ApplyDamage(float value, object info, Transform _sender)
{
if (!isServer)
{
return;
}
HpIndex--;
Debug.Log(HpIndex);
DamageNumber prefab = MRDamage.Ins.GetCurrent();
DamageNumber newDamageNumber = prefab.Spawn(_sender.position, value);
GameManager.Ins.CreateDamageNumber(value,_sender.position,false);
if (HpIndex <= 0)
{
Over();
@@ -44,6 +46,7 @@ public class StartGameItem : NetworkBehaviour,IDamagable
{
Debug.Log("开始游戏");
GameManager.Ins.GameStart();
NetworkServer.Destroy(gameObject);
}, 2f);
box.enabled = false;
model.SetActive(false);

View File

@@ -53,6 +53,8 @@ public class Player : NetworkRoomPlayer,IDamagable
public float defaultHeight = 1.7f; // 默认参考身高
private float currentHeight;
public GameObject invinciblePre;
[SyncVar]
public TeamType teamType;
@@ -60,6 +62,8 @@ public class Player : NetworkRoomPlayer,IDamagable
[NonSerialized]
[SyncVar] public bool IsUserAirdropItem;
[NonSerialized] [SyncVar] public bool isInvincible;
#if UNITY_EDITOR
[DisplayOnly]
#endif
@@ -122,7 +126,7 @@ public class Player : NetworkRoomPlayer,IDamagable
}
IsUserAirdropItem = false;
currentHp= maxHp;
ShowInvincible();
}
IEnumerator InitHeight()
@@ -174,24 +178,29 @@ public class Player : NetworkRoomPlayer,IDamagable
{
AimVec = Aim.position;
}
}
if (IsUserAirdropItem && Guns[NowGunIndex].userTime > 0)
{
Guns[NowGunIndex].curUserTime-=Time.deltaTime;
if (Guns[NowGunIndex].curUserTime < 0)
if (IsUserAirdropItem && Guns[NowGunIndex].userTime > 0)
{
IsUserAirdropItem = false;
Guns[NowGunIndex].bullet_amount = 0;
DelWeapon();
Guns[NowGunIndex].curUserTime-=Time.deltaTime;
if (Guns[NowGunIndex].curUserTime < 0)
{
IsUserAirdropItem = false;
Guns[NowGunIndex].bullet_amount = 0;
DelWeapon();
}
}
if (Input.GetKeyDown(KeyCode.E))
{
int curIndex = NowGunIndex + 1>=gunsPre.Length? 0: NowGunIndex+1 ;
GiveAirdrop(connectionToClient,(GunType)curIndex,1);
}
if (Input.GetKeyDown(KeyCode.Q))
{
GiveAirdrop(connectionToClient,GunType.WuDiZhao,10);
}
}
if (Input.GetKeyDown(KeyCode.E))
{
int curIndex = NowGunIndex + 1>=gunsPre.Length? 0: NowGunIndex+1 ;
GiveAirdrop((GunType)curIndex,1);
}
invinciblePre.SetActive(isInvincible);
}
private void LateUpdate()
@@ -226,25 +235,24 @@ public class Player : NetworkRoomPlayer,IDamagable
[ServerCallback]
public void OnTriggerEnter(Collider other)
{
Debug.LogError("触碰开始"+other.gameObject.name);
// 开始游戏
if (other.tag == "RedDoor")
{
Debug.Log("触碰开始");
teamType = TeamType.Red;
GivePistol();
GameManager.Ins.GivePistol(index);
}
if (other.tag == "BlueDoor")
{
Debug.Log("触碰开始");
teamType = TeamType.Blue;
GivePistol();
GameManager.Ins.GivePistol(index);
}
}
[ClientRpc]
[Server]
public void GivePistol()
{
if(NowHandState!= HandState.Empty)
@@ -254,11 +262,32 @@ public class Player : NetworkRoomPlayer,IDamagable
}
[TargetRpc]
public void GiveAirdrop(GunType type,int amount)
public void GiveAirdrop(NetworkConnectionToClient conn, GunType type, int amount)
{
if (type == GunType.WuDiZhao)
{
ShowInvincible();
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
HideInvincible();
}, amount);
return;
}
PickUpGun(type, amount);
}
public void ShowInvincible()
{
isInvincible = true;
}
public void HideInvincible()
{
isInvincible = false;
}
#region
/// <summary>
@@ -285,8 +314,7 @@ public class Player : NetworkRoomPlayer,IDamagable
{
GameObject gun = CreateWeapon(gunType);
Launcher launcher = gun.GetComponent<Launcher>();
launcher.hand = handType;
launcher.type = gunType;
launcher.OnSpawn(index,handType,gunType,teamType);
return launcher;
}
@@ -543,12 +571,10 @@ public class Player : NetworkRoomPlayer,IDamagable
public float OnReceiveDamage(float damage, object info, Transform _sender)
{
float curDamage = damage;
if (isInvincible) damage = 0;
bool isCriticalHit = Vector3.Distance(_sender.position, helmet.position) < 1.5f;
float curDamage =isCriticalHit? damage*2: damage;
SetBlood(-curDamage);
DamageNumber prefab = MRDamage.Ins.GetCurrent();
DamageNumber newDamageNumber = prefab.Spawn(_sender.position, damage);
#if !UNITY_EDITOR && UNITY_ANDROID && PICO
if (_sender != null)
{
@@ -566,18 +592,28 @@ public class Player : NetworkRoomPlayer,IDamagable
isDie = true;
GameLocal.Ins.DieUI.SetActive(true);
GameManager.Ins.PlaySound2DRPC("1.35");
if (isServer)
{
Collider.enabled = false;
}
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
{
IsAlive = true;
isDie = false;
if (isServer)
{
Collider.enabled = true;
}
GameLocal.Ins.DieUI.SetActive(false);
currentHp = maxHp;
EventDispatcher.TriggerEvent("HpChange", currentHp, maxHp);
time = 0f;
}, 5f, this);
}
else if (currentHp > 0)
else if (currentHp > 0&& damage>0)
{
if (GameLocal.Ins.HitUI == null)
return currentHp;
GameLocal.Ins.HitUI.SetActive(true);
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
GameLocal.Ins.HitUI.SetActive(false), 1f, this);
@@ -589,6 +625,8 @@ public class Player : NetworkRoomPlayer,IDamagable
public void SetBlood(float num)
{
currentHp += num;
if(num==0)
return;
EventDispatcher.TriggerEvent("HpChange", currentHp, maxHp);
}

View File

@@ -66,6 +66,7 @@ namespace Common
PXR_Enterprise.BindEnterpriseService();
#endif
Author();
GameManager.Ins.UpdateConf();
if (progressImage == null)
return;
StartCoroutine(Progress());

View File

@@ -0,0 +1,48 @@
using Mirror;
using UnityEngine;
using DamageNumbersPro;
/// <summary>
/// 网络伤害数字(负责自动同步并显示)
/// </summary>
public class DamageNumberNetwork : NetworkBehaviour
{
[SyncVar(hook = nameof(OnSyncVarChanged))]
public float damageValue;
[SyncVar]
public Vector3 worldPos;
[SyncVar]
public bool isCritical;
private bool hasSpawned;
public override void OnStartClient()
{
base.OnStartClient();
TrySpawnDamage();
}
void OnSyncVarChanged(float oldValue, float newValue)
{
TrySpawnDamage();
}
private void TrySpawnDamage()
{
if (hasSpawned || damageValue == 0) return;
hasSpawned = true;
// 实例化 DamageNumbersPro 的伤害数字显示
var dmgNum = GetComponent<DamageNumber>();
if (dmgNum != null)
{
dmgNum.Spawn(worldPos, damageValue);
}
else
{
Debug.LogWarning("[DamageNumberNetwork] Missing DamageNumber component!");
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7eff912943c170f4a899f59df1b4ba34
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -14,6 +14,8 @@ public class GunUI : MonoBehaviour
private void Start()
{
GunInfo info = GameManager.Ins.GunInfos[launcher.type][1];
if(info==null)
return;
gunName.text=info.CN_Name;
}

View File

@@ -94,7 +94,6 @@ public class HUDPanel : MonoBehaviour
{
if (GameManager.Ins.GetLessTimeSeconds() <= 0)
{
GameManager.Ins.GameOver(GameState.Failur);
LessTimeText.text = "00:00";
}
else

View File

@@ -11,8 +11,8 @@ TagManager:
- Tower
- Controller
- RedDoor
- BuleDoor
- Item
- BlueDoor
layers:
- Default
- TransparentFX