add:添加防护罩脚本

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bzx
2025-11-10 18:46:16 +08:00
parent 21f766a9b9
commit b8cae8f23b
17 changed files with 2643 additions and 153 deletions

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@@ -392,16 +392,20 @@ MonoBehaviour:
index: 0
LeftHand: {fileID: 4948796607817774772}
RightHand: {fileID: 4948796609349078462}
head: {fileID: 0}
Aim: {fileID: 5446908866218209318}
Collider: {fileID: 6677393234149287221}
AimLayer:
serializedVersion: 2
m_Bits: 64
teamType: 0
AimVec: {x: 0, y: 0, z: 0}
NowHandState: 0
NowGunIndex: -1
PistolPre: {fileID: 8332491443137480012, guid: a2bbdb563004c454d93aaeeec296ba0c,
type: 3}
gunsPre:
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@@ -2767,6 +2767,9 @@ MonoBehaviour:
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View File

@@ -1,17 +1,25 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DamageNumbersPro;
using DarkTonic.MasterAudio;
using DragonLi.Core;
using DragonLi.Frame;
using Mirror;
using UnityEngine;
public class DamageBox : MonoBehaviour, IDamagable
{
public float Health { get; set; }
public bool isDie;
[SoundGroup]
public string audioSound;
public Agent agent;
private void Awake()
private void Start()
{
isDie = false;
}
/// <summary>
@@ -22,7 +30,18 @@ public class DamageBox : MonoBehaviour, IDamagable
/// <param name="_sender"></param>
public void ApplyDamage(float value, object info, Transform _sender)
{
agent.ApplyDamage(value, info, _sender);
DamageNumber prefab = MRDamage.Ins.GetCurrent();
DamageNumber newDamageNumber = prefab.Spawn(_sender.position, value);
if (Health <= 0&& !isDie)
{
isDie = true;
//破碎效果
MasterAudio.PlaySound3DAtTransform(audioSound, transform);
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
gameObject.SetActive(false);
}, 2f);
}
}
}

View File

@@ -1,8 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using DamageNumbersPro;
using DragonLi.Frame;
using UnityEngine;
public class ShieldExplosion : Explosion
public class ShieldExplosion : Explosion,IDamagable
{
public int hp;
public GameObject[] models;
@@ -13,6 +15,11 @@ public class ShieldExplosion : Explosion
hp=info.Hp;
foreach (var model in models)
{
var shieldModel = model.GetComponent<DamageBox>();
if (shieldModel != null)
{
shieldModel.Health = hp;
}
model.SetActive(false);
}
@@ -33,4 +40,13 @@ public class ShieldExplosion : Explosion
models[7].SetActive(true);
models[8].SetActive(true);
}
public void ApplyDamage(float value, object info, Transform _sender)
{
DamageNumber prefab = MRDamage.Ins.GetCurrent();
DamageNumber newDamageNumber = prefab.Spawn(_sender.position, value);
}
public float Health { get; set; }
}

View File

@@ -72,8 +72,6 @@ public class GameManager : NetworkBehaviour
public Dictionary<GunType, Dictionary<int, GunInfo>> GunInfos = new Dictionary<GunType, Dictionary<int, GunInfo>>();
// 子弹信息集合
public Dictionary<BulletType, Dictionary<int, BulletInfo>> BulletInfos = new Dictionary<BulletType, Dictionary<int, BulletInfo>>();
// 防线信息
public List<DefenseInfo> DefenseInfos = new List<DefenseInfo>();
// 剧情信息
public Dictionary<int, List<CombatUnitInfo>> CombatUnitInfos = new Dictionary<int, List<CombatUnitInfo>>();
/// <summary>
@@ -157,6 +155,9 @@ public class GameManager : NetworkBehaviour
GameObject gameStartObj = Instantiate(startGameItemPre);
NetworkServer.Spawn(gameStartObj);
gameStartObj.transform.position = startGamePos.position;
//测试枪械
GameLocal.Ins.self.GivePistol();
}
/// <summary>

View File

@@ -154,7 +154,7 @@ public class Launcher : NetworkBehaviour
SpawnShell();
SpawnMuzzle();
nextShootTime = Time.time + shootRate/2f;
nextShootTime = Time.time + shootRate;
return true;
}

View File

@@ -85,7 +85,7 @@ public class Player : NetworkRoomPlayer,IDamagable
/// </summary>
private Transform rightGun;
public GameObject PistolPre;
public GameObject[] gunsPre;
#endregion
@@ -102,7 +102,6 @@ public class Player : NetworkRoomPlayer,IDamagable
GameManager.Ins.AddData(index);
Collider.enabled = true;
}
IsUserAirdropItem = false;
}
@@ -210,12 +209,7 @@ public class Player : NetworkRoomPlayer,IDamagable
public GameObject CreateWeapon(GunType type)
{
GameObject gun = null;
switch (type)
{
case GunType.Pistol:
gun = Instantiate(PistolPre);
break;
}
gun = Instantiate(gunsPre[(int)type]);
return gun;
}