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Awake() + private void Start() { + isDie = false; } /// @@ -22,7 +30,18 @@ public class DamageBox : MonoBehaviour, IDamagable /// 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); + } } } diff --git a/Assets/_MrCs/Scripts/Explosions/ShieldExplosion.cs b/Assets/_MrCs/Scripts/Explosions/ShieldExplosion.cs index 4f1fa33a..84f39cff 100644 --- a/Assets/_MrCs/Scripts/Explosions/ShieldExplosion.cs +++ b/Assets/_MrCs/Scripts/Explosions/ShieldExplosion.cs @@ -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(); + 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; } } diff --git a/Assets/_MrCs/Scripts/GameManager.cs b/Assets/_MrCs/Scripts/GameManager.cs index 4a37f029..fbcb937c 100644 --- a/Assets/_MrCs/Scripts/GameManager.cs +++ b/Assets/_MrCs/Scripts/GameManager.cs @@ -72,8 +72,6 @@ public class GameManager : NetworkBehaviour public Dictionary> GunInfos = new Dictionary>(); // 子弹信息集合 public Dictionary> BulletInfos = new Dictionary>(); - // 防线信息 - public List DefenseInfos = new List(); // 剧情信息 public Dictionary> CombatUnitInfos = new Dictionary>(); /// @@ -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(); } /// diff --git a/Assets/_MrCs/Scripts/Guns/Launcher.cs b/Assets/_MrCs/Scripts/Guns/Launcher.cs index ccdd8114..cbf4146f 100644 --- a/Assets/_MrCs/Scripts/Guns/Launcher.cs +++ b/Assets/_MrCs/Scripts/Guns/Launcher.cs @@ -154,7 +154,7 @@ public class Launcher : NetworkBehaviour SpawnShell(); SpawnMuzzle(); - nextShootTime = Time.time + shootRate/2f; + nextShootTime = Time.time + shootRate; return true; } diff --git a/Assets/_MrCs/Scripts/Player.cs b/Assets/_MrCs/Scripts/Player.cs index 4473f64e..06e9e52c 100644 --- a/Assets/_MrCs/Scripts/Player.cs +++ b/Assets/_MrCs/Scripts/Player.cs @@ -85,7 +85,7 @@ public class Player : NetworkRoomPlayer,IDamagable /// 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; }