Merge remote-tracking branch 'origin/main' into Huang
# Conflicts: # Assets/_MrCs/Scripts/Manager/GameLocal.cs # ProjectSettings/ProjectSettings.asset
This commit is contained in:
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Version: 1.0.1
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place: 0
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vistAllTime: 900
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curGameTime: 0
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Scene: {fileID: 0}
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@@ -1,98 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
using DragonLi.Core;
|
||||
using Mirror;
|
||||
using UnityEngine;
|
||||
|
||||
public class Airdrop : Agent
|
||||
{
|
||||
/// <summary>
|
||||
/// 怪物类型
|
||||
/// </summary>
|
||||
#if UNITY_EDITOR
|
||||
[UnityEngine.DisplayOnly]
|
||||
#endif
|
||||
[SyncVar]
|
||||
public EnemyType type;
|
||||
|
||||
[Header("等级")]
|
||||
#if UNITY_EDITOR
|
||||
[UnityEngine.DisplayOnly]
|
||||
#endif
|
||||
[SyncVar]
|
||||
public int lvl = 0;
|
||||
|
||||
[Header("速度")]
|
||||
#if UNITY_EDITOR
|
||||
[UnityEngine.DisplayOnly]
|
||||
#endif
|
||||
[SyncVar]
|
||||
public float speed = 0;
|
||||
|
||||
public GameObject kongtou_explosion_prefab;
|
||||
[SerializeField] private Vector3 startPosition; // 初始位置
|
||||
[SerializeField] private Vector3 endPosition; // 下落位置
|
||||
|
||||
[SerializeField] private float duration = 5.0f; // 下落时间
|
||||
|
||||
/// <summary>
|
||||
/// 落地需要隐藏的节点
|
||||
/// </summary>
|
||||
public GameObject[] hideNodes;
|
||||
|
||||
private Transform _transform;
|
||||
|
||||
|
||||
[Server]
|
||||
public virtual void OnSpawn(EnemyType type, int lvl)
|
||||
{
|
||||
base.OnSpawn();
|
||||
_transform = transform;
|
||||
this.type = type;
|
||||
this.lvl = lvl;
|
||||
EnemyInfo enemyInfo = GameManager.Ins.EnemyInfos[type][lvl];
|
||||
speed = enemyInfo.Speed;
|
||||
health = enemyInfo.Hp;
|
||||
originHealth = enemyInfo.Hp;
|
||||
startPosition = transform.position;
|
||||
endPosition = new Vector3(transform.position.x, 0, transform.position.z);
|
||||
Fall();
|
||||
}
|
||||
|
||||
public void Fall()
|
||||
{
|
||||
//模拟降落伞运动
|
||||
transform.DOJump(endPosition, 1.0f, 1, duration).SetEase(Ease.Linear)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
for (int i = 0; i < hideNodes.Length; i++)
|
||||
{
|
||||
hideNodes[i].SetActive(false);
|
||||
}
|
||||
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
|
||||
{
|
||||
if (_transform != null)
|
||||
{
|
||||
Vector3 newEndPosition = endPosition + Vector3.down * 5.0f; // 示例:向下移动 10 个单位
|
||||
_transform.DOJump(newEndPosition, 1.0f, 1, duration).SetEase(Ease.Linear)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
NetworkServer.Destroy(_transform.gameObject);
|
||||
});
|
||||
}
|
||||
}, 2F);
|
||||
});
|
||||
}
|
||||
public void CreatEexplosion()
|
||||
{
|
||||
GameObject explosion = Instantiate(kongtou_explosion_prefab);
|
||||
NetworkServer.Spawn(explosion);
|
||||
explosion.transform.position = transform.position;
|
||||
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
|
||||
{
|
||||
NetworkServer.Destroy(explosion);
|
||||
}, 2F);
|
||||
}
|
||||
|
||||
}
|
||||
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@@ -1,20 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BLR02 : Enemy
|
||||
{
|
||||
public Launcher leftGun;
|
||||
public Launcher rightGun;
|
||||
|
||||
public GameObject explosions_prefab;
|
||||
|
||||
public override void Shoot()
|
||||
{
|
||||
if (IsAlive)
|
||||
{
|
||||
// leftGun.Shoot();
|
||||
rightGun.Shoot();
|
||||
}
|
||||
}
|
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}
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@@ -1,13 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Mirror;
|
||||
using UnityEngine;
|
||||
|
||||
public class BloodPack : Airdrop
|
||||
{
|
||||
public override void OnDeath(object info, Transform _sender)
|
||||
{
|
||||
base.OnDeath(info, _sender);
|
||||
CreatEexplosion();
|
||||
}
|
||||
}
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@@ -1,25 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DragonBoss : Enemy
|
||||
{
|
||||
public Launcher leftGun;
|
||||
|
||||
public override void UpdateRotation()
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
Vector3 targetPos = new Vector3(target.transform.position.x, transform.position.y, target.transform.position.z);
|
||||
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(targetPos - transform.position), Time.deltaTime * 10);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Shoot()
|
||||
{
|
||||
if (IsAlive)
|
||||
{
|
||||
leftGun.Shoot();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
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@@ -1,19 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GRMII : Enemy
|
||||
{
|
||||
public Launcher leftGun;
|
||||
public Launcher rightGun;
|
||||
|
||||
public override void Shoot()
|
||||
{
|
||||
if (IsAlive)
|
||||
{
|
||||
leftGun.Shoot();
|
||||
rightGun.Shoot();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
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@@ -1,37 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DarkTonic.MasterAudio;
|
||||
using DragonLi.Core;
|
||||
using Mirror;
|
||||
using Pathfinding;
|
||||
using UnityEngine;
|
||||
|
||||
public class HR01 : Enemy
|
||||
{
|
||||
public Launcher leftLauncher;
|
||||
public Launcher rightLauncher;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[DisplayOnly]
|
||||
#endif
|
||||
public bool left = false;
|
||||
|
||||
public override void Shoot()
|
||||
{
|
||||
if (IsAlive)
|
||||
{
|
||||
if (left)
|
||||
{
|
||||
// Debug.Log("左边开火");
|
||||
leftLauncher.Shoot();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Debug.Log("右边开火");
|
||||
rightLauncher.Shoot();
|
||||
}
|
||||
left = !left;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
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@@ -1,14 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Mirror;
|
||||
using UnityEngine;
|
||||
|
||||
public class JoinControl : Airdrop
|
||||
{
|
||||
public override void OnDeath(object info, Transform _sender)
|
||||
{
|
||||
base.OnDeath(info, _sender);
|
||||
NetworkServer.Destroy(transform.gameObject);
|
||||
CreatEexplosion();
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
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||||
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@@ -1,18 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MR3 : Enemy
|
||||
{
|
||||
public Launcher leftGun;
|
||||
public Launcher rightGun;
|
||||
|
||||
public override void Shoot()
|
||||
{
|
||||
if (IsAlive)
|
||||
{
|
||||
leftGun.Shoot();
|
||||
rightGun.Shoot();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
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||||
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@@ -1,23 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
public class NXR03 : Enemy
|
||||
{
|
||||
public GameObject bomb;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
if (isServer)
|
||||
{
|
||||
behaviorTree.RegisterEvent("DelSelf", DelSelf2);
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateRotation() { }
|
||||
|
||||
// 自毁
|
||||
public void DelSelf2()
|
||||
{
|
||||
ApplyDamage(99999, null, null);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
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@@ -1,16 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PHR01 : Enemy
|
||||
{
|
||||
public Launcher gun;
|
||||
|
||||
public override void Shoot()
|
||||
{
|
||||
if (IsAlive)
|
||||
{
|
||||
gun.Shoot();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2352ee10a4ed2a4299210625516f6f1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -16,11 +16,7 @@ public class AtkDummyGun : Launcher
|
||||
userTime = gunInfo.Time;
|
||||
curUserTime = gunInfo.Time;
|
||||
waitBulletTime = gunInfo.CoolDown;
|
||||
if (hand == HandType.Left)
|
||||
{
|
||||
MRInput.Ins.RegisterHoldPressLeftTrigger(ClickLeftTrigger);
|
||||
}
|
||||
else if (hand == HandType.Right)
|
||||
if (hand == HandType.Right)
|
||||
{
|
||||
MRInput.Ins.RegisterHoldPressRightTrigger(ClickRrightTrigger);
|
||||
}
|
||||
@@ -40,11 +36,8 @@ public class AtkDummyGun : Launcher
|
||||
// 从机自身
|
||||
else if (isClient && isOwned)
|
||||
{
|
||||
if (hand == HandType.Left)
|
||||
{
|
||||
MRInput.Ins.RegisterHoldPressLeftTrigger(ClickLeftTrigger);
|
||||
}
|
||||
else if (hand == HandType.Right)
|
||||
|
||||
if (hand == HandType.Right)
|
||||
{
|
||||
MRInput.Ins.RegisterHoldPressRightTrigger(ClickRrightTrigger);
|
||||
}
|
||||
@@ -71,11 +64,10 @@ public class AtkDummyGun : Launcher
|
||||
transform.rotation = GameLocal.Ins.self.RightHand.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
[Client]
|
||||
public void ClickLeftTrigger()
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
CmdShoot();
|
||||
MRInput.Ins.UnregisterHoldPressRightTrigger(ClickRrightTrigger);
|
||||
}
|
||||
|
||||
[Client]
|
||||
|
||||
@@ -51,6 +51,11 @@ public class BombGun : Launcher
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
MRInput.Ins.UnregisterHoldPressRightTrigger(ClickRrightTrigger);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (!isOwned)
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Mirror;
|
||||
@@ -50,7 +51,12 @@ public class HpGun : Launcher
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
MRInput.Ins.UnregisterHoldPressRightTrigger(ClickRrightTrigger);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (!isOwned)
|
||||
|
||||
@@ -71,6 +71,10 @@ public class InvincibleGun : Launcher
|
||||
transform.rotation = GameLocal.Ins.self.RightHand.rotation;
|
||||
}
|
||||
}
|
||||
private void OnDestroy()
|
||||
{
|
||||
MRInput.Ins.UnregisterHoldPressRightTrigger(ClickRrightTrigger);
|
||||
}
|
||||
|
||||
[Client]
|
||||
public void ClickLeftTrigger()
|
||||
|
||||
@@ -57,6 +57,11 @@ public class Pistol : Launcher
|
||||
}
|
||||
coolDownPre.SetActive(false);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
MRInput.Ins.UnregisterHoldPressRightTrigger(ClickRrightTrigger);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
|
||||
@@ -50,6 +50,10 @@ public class PoisonGun : Launcher
|
||||
}
|
||||
}
|
||||
}
|
||||
private void OnDestroy()
|
||||
{
|
||||
MRInput.Ins.UnregisterHoldPressRightTrigger(ClickRrightTrigger);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
|
||||
@@ -71,6 +71,11 @@ public class ShieldGun : Launcher
|
||||
transform.rotation = GameLocal.Ins.self.RightHand.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
MRInput.Ins.UnregisterHoldPressRightTrigger(ClickRrightTrigger);
|
||||
}
|
||||
|
||||
[Client]
|
||||
public void ClickLeftTrigger()
|
||||
|
||||
@@ -74,6 +74,11 @@ public class ShotGun : Launcher
|
||||
transform.rotation = GameLocal.Ins.self.RightHand.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
MRInput.Ins.UnregisterHoldPressRightTrigger(ClickRrightTrigger);
|
||||
}
|
||||
|
||||
[Client]
|
||||
public void ClickLeftTrigger()
|
||||
|
||||
@@ -74,6 +74,11 @@ public class SmokeGun : Launcher
|
||||
transform.rotation = GameLocal.Ins.self.RightHand.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
MRInput.Ins.UnregisterHoldPressRightTrigger(ClickRrightTrigger);
|
||||
}
|
||||
|
||||
[Client]
|
||||
public void ClickLeftTrigger()
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DragonLi.Frame;
|
||||
@@ -41,6 +42,11 @@ public class StunGun : Launcher
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
MRInput.Ins.UnregisterHoldPressRightTrigger(ClickRightTrigger);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!isOwned) return;
|
||||
@@ -68,8 +74,6 @@ public class StunGun : Launcher
|
||||
[Command]
|
||||
private void CmdShoot()
|
||||
{
|
||||
|
||||
|
||||
// 让所有客户端显示激光
|
||||
RpcShowLaser();
|
||||
|
||||
@@ -114,24 +118,6 @@ public class StunGun : Launcher
|
||||
bullet_prefab.SetActive(false);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
// private void RpcSetLaserEndPoint(Vector3 endPos)
|
||||
// {
|
||||
// if (stunEffectPos.parent != null)
|
||||
// {
|
||||
// // 若 VFX 使用 local,需要转换
|
||||
// var v3 = stunEffectPos.parent.InverseTransformPoint(endPos);
|
||||
// v3 = new Vector3(0, 0, endPos.z);
|
||||
// stunEffectPos.localPosition = v3;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// // 若 VFX 使用 world space
|
||||
// stunEffectPos.position = endPos;
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
// ====================== 服务器伤害计算 ======================
|
||||
|
||||
[Server]
|
||||
|
||||
@@ -128,6 +128,10 @@ public class GameLocal : MonoBehaviour
|
||||
[Header("场地")]
|
||||
public Place place = Place.Company1Floor;
|
||||
// 总游玩时长
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
[NonSerialized]
|
||||
>>>>>>> origin/main
|
||||
public int vistAllTime = (int)(60 * 10f);
|
||||
|
||||
public float curGameTime = 0;
|
||||
|
||||
@@ -99,26 +99,9 @@ public class Player : NetworkRoomPlayer,IDamagable
|
||||
/// </summary>
|
||||
public HandState NowHandState = HandState.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// 手上的枪械
|
||||
/// </summary>
|
||||
private List<Launcher> Guns = new List<Launcher>();
|
||||
|
||||
/// <summary>
|
||||
/// 现在手上的武器
|
||||
/// </summary>
|
||||
public int NowGunIndex = -1;
|
||||
|
||||
/// <summary>
|
||||
/// 左手上的枪
|
||||
/// </summary>
|
||||
// private Transform leftGun;
|
||||
|
||||
/// <summary>
|
||||
/// 右手上的枪
|
||||
/// </summary>
|
||||
private Launcher curGun;
|
||||
private Transform rightGun;
|
||||
|
||||
|
||||
public GameObject[] gunsPre;
|
||||
|
||||
#endregion
|
||||
@@ -212,27 +195,16 @@ public class Player : NetworkRoomPlayer,IDamagable
|
||||
{
|
||||
AimVec = Aim.position;
|
||||
}
|
||||
|
||||
if (IsUserAirdropItem && Guns[NowGunIndex].userTime > 0)
|
||||
if (IsUserAirdropItem&& curGun!=null && curGun.userTime > 0)
|
||||
{
|
||||
Guns[NowGunIndex].curUserTime-=Time.deltaTime;
|
||||
if (Guns[NowGunIndex].curUserTime < 0)
|
||||
curGun.curUserTime-=Time.deltaTime;
|
||||
if (curGun.curUserTime < 0)
|
||||
{
|
||||
IsUserAirdropItem = false;
|
||||
Guns[NowGunIndex].bullet_amount = 0;
|
||||
curGun.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);
|
||||
}
|
||||
}
|
||||
invinciblePre.SetActive(isInvincible);
|
||||
}
|
||||
@@ -300,8 +272,7 @@ public class Player : NetworkRoomPlayer,IDamagable
|
||||
Debug.Log("创建武器中...");
|
||||
PickUpGun(GunType.Pistol, GameManager.Ins.GunInfos[GunType.Pistol][1].BulletAmount);
|
||||
}
|
||||
|
||||
|
||||
|
||||
[ClientRpc]
|
||||
public void ClearGun()
|
||||
{
|
||||
@@ -341,8 +312,7 @@ public class Player : NetworkRoomPlayer,IDamagable
|
||||
dieArmorPre.SetActive(true);
|
||||
dieHelmetPre.SetActive(true);
|
||||
}
|
||||
|
||||
|
||||
|
||||
[ClientRpc]
|
||||
public void RpcShowKillUI()
|
||||
{
|
||||
@@ -447,19 +417,6 @@ public class Player : NetworkRoomPlayer,IDamagable
|
||||
return launcher;
|
||||
}
|
||||
|
||||
[TargetRpc]
|
||||
public void TriggerEvent(GunType gunType)
|
||||
{
|
||||
EventDispatcher.TriggerEvent("ChangeWeaponIcon", gunType, 0);
|
||||
}
|
||||
|
||||
[TargetRpc]
|
||||
public void TriggerEventAmount(float amount)
|
||||
{
|
||||
if (amount == -999) amount = 0;
|
||||
EventDispatcher.TriggerEvent("ShowBulletAmount", amount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 拾取枪械
|
||||
/// </summary>
|
||||
@@ -468,225 +425,43 @@ public class Player : NetworkRoomPlayer,IDamagable
|
||||
[Command(requiresAuthority = false)]
|
||||
public void PickUpGun(GunType gunType, int amount)
|
||||
{
|
||||
Launcher find = null;
|
||||
for (int i = 0; i < Guns.Count; i++)
|
||||
{
|
||||
Launcher launcher = Guns[i];
|
||||
if (launcher != null && launcher.type == gunType)
|
||||
{
|
||||
find = launcher;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (find != null)
|
||||
|
||||
if (curGun != null&&gunType == curGun.type)
|
||||
{
|
||||
if(curGun.type== GunType.Pistol)
|
||||
return;
|
||||
Debug.Log("添加弹药 - " + gunType);
|
||||
find.StuffBullet(amount);
|
||||
Swith2TargetGun(gunType);
|
||||
curGun.StuffBullet(amount);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (curGun != null)
|
||||
{
|
||||
curGun.gameObject.SetActive(false);
|
||||
NetworkServer.Destroy(curGun.gameObject);
|
||||
curGun = null;
|
||||
}
|
||||
Debug.Log("增加新武器 - " + gunType);
|
||||
Launcher left = null;
|
||||
Launcher right = null;
|
||||
right = LoadGun(HandType.Right, gunType);
|
||||
right.SetBulletAmount(amount);
|
||||
Guns.Add(right);
|
||||
Swith2TargetGun(gunType);
|
||||
NetworkServer.Spawn(right.gameObject,gameObject);
|
||||
curGun = right;
|
||||
}
|
||||
|
||||
if (gunType != GunType.Pistol)
|
||||
IsUserAirdropItem = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 切换到下个武器
|
||||
/// </summary>
|
||||
[Command]
|
||||
public void Switch2NextWeaponCmd()
|
||||
{
|
||||
Switch2NextWeapon();
|
||||
}
|
||||
[Command]
|
||||
public void Switch2BeforeWeaponCmd()
|
||||
{
|
||||
Switch2BeforeWeapon();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 切换到下个武器
|
||||
/// </summary>
|
||||
[Server]
|
||||
public void Switch2NextWeapon()
|
||||
{
|
||||
Debug.Log("切换到下个武器");
|
||||
|
||||
// 空手
|
||||
if (NowHandState == HandState.Empty)
|
||||
{
|
||||
Debug.Log("空手->可有武器状态");
|
||||
NowHandState = HandState.HaveWeapon;
|
||||
}
|
||||
|
||||
// 无武器
|
||||
if (Guns.Count <= 0)
|
||||
{
|
||||
Debug.Log("无武器");
|
||||
return;
|
||||
}
|
||||
|
||||
NowGunIndex++;
|
||||
if (NowGunIndex > Guns.Count - 1)
|
||||
{
|
||||
NowGunIndex = 0;
|
||||
}
|
||||
|
||||
UpdateWeapons();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 切换到上个武器
|
||||
/// </summary>
|
||||
[Server]
|
||||
public void Switch2BeforeWeapon()
|
||||
{
|
||||
Debug.Log("切换到下个武器");
|
||||
|
||||
// 空手
|
||||
if (NowHandState == HandState.Empty)
|
||||
{
|
||||
Debug.Log("空手->可有武器状态");
|
||||
NowHandState = HandState.HaveWeapon;
|
||||
}
|
||||
|
||||
// 无武器
|
||||
if (Guns.Count <= 0)
|
||||
{
|
||||
Debug.Log("无武器");
|
||||
return;
|
||||
}
|
||||
|
||||
NowGunIndex--;
|
||||
if (NowGunIndex < 0)
|
||||
{
|
||||
NowGunIndex = Guns.Count - 1;
|
||||
}
|
||||
|
||||
UpdateWeapons();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 切换到指定枪械
|
||||
/// </summary>
|
||||
[Server]
|
||||
public void Swith2TargetGun(GunType type)
|
||||
{
|
||||
Debug.Log("切换到指定枪械");
|
||||
int find = -1;
|
||||
for (int i = 0; i < Guns.Count; i++)
|
||||
{
|
||||
Launcher launcher = Guns[i];
|
||||
if (launcher != null && launcher.type == type)
|
||||
{
|
||||
find = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (find != -1)
|
||||
{
|
||||
NowGunIndex = find;
|
||||
}
|
||||
|
||||
UpdateWeapons();
|
||||
}
|
||||
|
||||
[Command]
|
||||
public void EntertTurret(NetworkIdentity turret)
|
||||
{
|
||||
turret.AssignClientAuthority(connectionToClient);
|
||||
}
|
||||
|
||||
[Command]
|
||||
public void ExitTurret(NetworkIdentity turret)
|
||||
{
|
||||
turret.RemoveClientAuthority();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 武器更新
|
||||
/// </summary>
|
||||
[Server]
|
||||
public void UpdateWeapons()
|
||||
{
|
||||
// if (leftGun != null)
|
||||
// {
|
||||
// leftGun.gameObject.SetActive(false);
|
||||
// NetworkServer.UnSpawn(leftGun.gameObject);
|
||||
// leftGun = null;
|
||||
// }
|
||||
|
||||
if (rightGun != null)
|
||||
{
|
||||
rightGun.gameObject.SetActive(false);
|
||||
NetworkServer.UnSpawn(rightGun.gameObject);
|
||||
rightGun = null;
|
||||
}
|
||||
|
||||
for (int i = 0; i < Guns.Count; i++)
|
||||
{
|
||||
if (i == NowGunIndex)
|
||||
{
|
||||
Launcher l1 = Guns[i];
|
||||
if (l1 != null)
|
||||
{
|
||||
IsUserAirdropItem = l1.type != GunType.Pistol;
|
||||
rightGun = l1.transform;
|
||||
rightGun.gameObject.SetActive(true);
|
||||
NetworkServer.Spawn(l1.gameObject, gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 删除武器
|
||||
/// </summary>
|
||||
[Command(requiresAuthority = false)]
|
||||
public void DelWeapon()
|
||||
{
|
||||
bool change = false;
|
||||
for (int i = 0; i < Guns.Count; i++)
|
||||
{
|
||||
Launcher launcher = Guns[i];
|
||||
if (launcher != null && launcher.bullet_amount <= 0)
|
||||
{
|
||||
change = true;
|
||||
Guns[i] = null;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (change)
|
||||
{
|
||||
Guns.RemoveAll(x => x == null);
|
||||
Switch2NextWeapon();
|
||||
}
|
||||
}
|
||||
|
||||
[Command]
|
||||
public void Switch2EmptyCmd()
|
||||
{
|
||||
Switch2Empty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 切换为空手
|
||||
/// </summary>
|
||||
[Server]
|
||||
public void Switch2Empty()
|
||||
{
|
||||
NowHandState = HandState.Empty;
|
||||
NowGunIndex = -1;
|
||||
UpdateWeapons();
|
||||
GivePistol();
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@ EditorBuildSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 0
|
||||
- enabled: 1
|
||||
path: Assets/_MrCs/Scenes/Company1Floor.unity
|
||||
guid: 386a8fdea01af8a4e8d4a9835407ddec
|
||||
- enabled: 0
|
||||
|
||||
@@ -13,7 +13,11 @@ PlayerSettings:
|
||||
useOnDemandResources: 0
|
||||
accelerometerFrequency: 60
|
||||
companyName: pineappletech
|
||||
<<<<<<< HEAD
|
||||
productName: "\u706B\u529B\u5BF9\u51B3_\u77F3\u5634\u5C71"
|
||||
=======
|
||||
productName: "\u706B\u529B\u5BF9\u51B3_\u6D4B\u8BD5"
|
||||
>>>>>>> origin/main
|
||||
defaultCursor: {fileID: 0}
|
||||
cursorHotspot: {x: 0, y: 0}
|
||||
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
|
||||
@@ -163,7 +167,11 @@ PlayerSettings:
|
||||
androidSupportedAspectRatio: 1
|
||||
androidMaxAspectRatio: 2.1
|
||||
applicationIdentifier:
|
||||
<<<<<<< HEAD
|
||||
Android: com.pineappletech.mrcs.ningxiayinchuangshizuishanwandaguangchang
|
||||
=======
|
||||
Android: com.pineappletech.mrcs.gongsi1louceshi
|
||||
>>>>>>> origin/main
|
||||
Standalone: com.DefaultCompany.com.unity.template.ar
|
||||
buildNumber:
|
||||
Standalone: 0
|
||||
|
||||
Reference in New Issue
Block a user