Example #1
0
 public static void Show(string prefabName, float hitPointDist)
 {
     if (hitPointDist < 6f)
     {
         hitPointDist = Mathf.Clamp(hitPointDist, 1.5f, 6f);
         // 获得距离的比例
         float t = 1f - ((hitPointDist - 1.5f) / 4.5f);
         float x = Mathf.Lerp(0.5f, 1.5f, t) + Random.Range((float)-0.5f, (float)0.5f);
         // 计算位置
         float num3 = ((float)GameMenu.INSTANCE.GetComponent <CanvasScaler>().referenceResolution.x / ((float)Screen.height));
         float num4 = Screen.width * num3;
         float num5 = Screen.height * num3;
         float max  = (num4 * 0.75f) / 3f;
         float num7 = (num5 * 0.75f) / 3f;
         // 实例化
         RectTransform rectTF = Instantiate(PrefabResources.Get(prefabName)) as RectTransform;
         // 放到画布下面
         rectTF.parent = GameMenu.INSTANCE.effectPanelTrans;
         ZombieAttackedBlood attackedBlood = rectTF.GetComponent <ZombieAttackedBlood>();
         // 设置位置,旋转的角度
         rectTF.localPosition = new Vector3(Random.Range(-max, max), Random.Range(-num7, num7), 0);
         attackedBlood.sprite1Trans.localEulerAngles = new Vector3(0f, 0f, Random.Range(0f, 360f));
         attackedBlood.sprite2Trans.localEulerAngles = new Vector3(0f, 0f, Random.Range(0f, 360f));
         rectTF.localScale = new Vector3(0.1f, 0.1f, 0.1f);
         // 开始动画,透明度、尺寸、位置,尺寸根据距离远近变化
         attackedBlood.canvasGroup.DOFade(1f, 0.2f); // 显示
         rectTF.DOScale(new Vector3(x, x, 1f), 0.2f);
         rectTF.DOLocalMoveY((rectTF.localPosition.y - 25f), 1.5f).SetEase(Ease.OutCubic);
         // 可见
         rectTF.gameObject.SetActive(true);
     }
 }
Example #2
0
        // 4.加载预制体
        private void LoadAdditiveRoutine()
        {
            // 加载预制体
            for (int i = 0; i < AlwaysLoadPrefabs.Length; i++)
            {
                PrefabResources.Get(AlwaysLoadPrefabs[i]);
            }
            //HeroController.isMocked = false;
            // 实例化英雄
            Debug.Log("实例化英雄");
            Transform transform = Instantiate(PrefabResources.Get("Main/Hero")) as Transform;

            transform.gameObject.SetActive(true);


            // 加载4段
            if (this.loadRoutineDelegate != null)
            {
                this.loadRoutineDelegate(this, 1f);
            }
            // 加载结束
            if (this.loadEndDelegate != null)
            {
                this.loadEndDelegate(this);
            }
        }
        public static void Show()
        {
            RectTransform rectTF = UnityEngine.Object.Instantiate(PrefabResources.Get("Effect/BloodBoxEffect")).GetComponent <RectTransform>();

            rectTF.parent     = GameMenu.INSTANCE.effectPanelTrans;
            rectTF.offsetMin  = Vector2.zero;
            rectTF.offsetMax  = Vector2.zero;
            rectTF.localScale = Vector3.one;
            rectTF.gameObject.SetActive(true);
            Debug.Log(rectTF.localPosition);
        }
Example #4
0
        public void CreateZombie(StgZombieBornDealer zombieDealer)
        {
            Transform trans = UnityEngine.Object.Instantiate(PrefabResources.Get("Zombie/" + zombieName));

            trans.position    = this.position + new Vector3(UnityEngine.Random.Range(-this.range, this.range), 0.3f, UnityEngine.Random.Range(-this.range, this.range));
            trans.eulerAngles = new Vector3(0f, (float)UnityEngine.Random.Range(0, 360), 0f);
            ZombieAbs zombieAbs = trans.GetComponent <ZombieAbs>();

            zombieAbs.Agent.Warp(trans.position);
            zombieAbs.zombieDieDelegate = (Action <ZombieAbs>)Delegate.Combine(zombieAbs.zombieDieDelegate, new Action <ZombieAbs>(zombieDealer.HandleZombieDie));
            trans.gameObject.SetActive(true);
            StgZombieBornDealer.zombies.Add(zombieAbs);
        }
Example #5
0
        public static void Show(string prefabName, Vector3 position, int dir, float angle)
        {
            RectTransform rectTF = Instantiate(PrefabResources.Get(prefabName)) as RectTransform;

            rectTF.parent = GameMenu.INSTANCE.effectPanelTrans;
            ZombieAttackBlood component    = rectTF.GetComponent <ZombieAttackBlood>();
            float             startScaleX  = component.startScaleX;
            float             startScaleY  = component.startScaleY;
            float             minScaleX    = component.minScaleX;
            float             maxScaleX    = component.maxScaleX;
            float             minScaleY    = component.minScaleY;
            float             maxScaleY    = component.maxScaleY;
            float             scaleMoveMul = component.scaleMoveMul;
            float             x            = Random.Range(minScaleX, maxScaleX);
            float             y            = Random.Range(minScaleY, maxScaleY);

            if (dir > 0)
            {
                angle                  += Random.Range(-5, 5);
                position               += new Vector3((Mathf.Cos(angle) * x) * scaleMoveMul, (Mathf.Sin(angle) * y) * scaleMoveMul, 0f);
                rectTF.localPosition    = position;
                rectTF.localEulerAngles = new Vector3(0f, 0f, angle);
                rectTF.localScale       = new Vector3(startScaleX, startScaleY, 1f);
            }
            else if (dir < 0)
            {
                angle                  += UnityEngine.Random.Range(-5, 5);
                position               += new Vector3((-Mathf.Cos(angle) * x) * scaleMoveMul, (Mathf.Sin(angle) * y) * scaleMoveMul, 0f);
                rectTF.localPosition    = position;
                rectTF.localEulerAngles = new Vector3(0f, 0f, 180f - angle);
                rectTF.localScale       = new Vector3(startScaleX, startScaleY, 1f);
            }
            else
            {
                angle                  += UnityEngine.Random.Range(-5, 5);
                position               += new Vector3((-Mathf.Sin(angle) * y) * scaleMoveMul, (Mathf.Cos(angle) * x) * scaleMoveMul, 0f);
                rectTF.localPosition    = position;
                rectTF.localEulerAngles = new Vector3(0f, 0f, 90f + angle);
                rectTF.localScale       = new Vector3(startScaleX, startScaleY, 1f);
            }
            Image img      = rectTF.GetComponent <Image>();
            Tween imgTween = img.DOFade(1, 0.5f);

            imgTween.SetUpdate(true);
            imgTween.Play();
            Tween rectTFTween = rectTF.DOScale(new Vector3(x, y, 1f), 0.3f);

            rectTFTween.SetUpdate(true);
            rectTFTween.Play();
            rectTF.transform.gameObject.SetActive(true);
        }
Example #6
0
        public static MenuWeaponLoader GetLoader(string name)
        {
            if (loaders.ContainsKey(name))
            {
                return(loaders[name]);
            }
            MenuWeaponLoader newLoader = new MenuWeaponLoader();

            newLoader.weaponInstance = Instantiate(PrefabResources.Get("Weapon/" + name).gameObject);
            newLoader.originPos      = newLoader.weaponInstance.transform.localPosition;
            newLoader.weaponInstance.SetActive(false);
            newLoader.gunSprite = Resources.Load("Textures/" + name, typeof(Sprite)) as Sprite;
            Debug.Log(newLoader.gunSprite.name);
            loaders[name] = newLoader;
            return(newLoader);
        }
Example #7
0
        public bool isAvailable; // 是否为可用对象

        public static void Show(string prefabName, Vector3 position)
        {
            BloodSequence bloodSeq = bloodLibrary.Get(prefabName);

            // 如果为空,就新实例化一个
            if (bloodSeq == null)
            {
                Transform trans = Instantiate(PrefabResources.Get(prefabName)) as Transform;
                bloodSeq = trans.GetComponent <BloodSequence>();
                bloodLibrary.Add(prefabName, bloodSeq);
            }
            bloodSeq.timer = 0f;
            // 设置
            bloodSeq.isAvailable        = false;
            bloodSeq.transform.position = position;
            bloodSeq.gameObject.SetActive(true);
        }
        // 初始化
        public void Init()
        {
            // 实例化第一支枪
            Transform gun1Trans = Instantiate(PrefabResources.Get("Gun/" + Profile.Gun1Name));

            gun1Trans.parent        = GameCameraController.INSTANCE.gunNode;
            gun1Trans.localPosition = new Vector3(0, 0, 0);
            gun1Trans.localRotation = Quaternion.identity;
            gun1Trans.localScale    = new Vector3(1f, 1f, 1f);
            gun1Trans.gameObject.SetActive(false);
            // 已经挂上了GameWeaponGun并进行了设置,所以直接获取即可
            GameWeaponGun gun1 = gun1Trans.gameObject.GetComponent <GameWeaponGun>();

            gun1.unequipEndDelegate = (Action)Delegate.Combine(gun1.unequipEndDelegate, new Action(this.WeaponUnequipEnd));
            Transform aimPoint1 = Instantiate(PrefabResources.Get("UI/" + Profile.Gun1Name + "_AimPoint"));

            aimPoint1.parent     = GameMenu.INSTANCE.aimPointNode;
            aimPoint1.localScale = new Vector3(1f, 1f, 1f);
            gun1.aimPoint        = aimPoint1.GetComponent <GameAimPointNormal>();
            weapons.Add(gun1);

            // 实例化第二支枪
            Transform gun2Trans = Instantiate(PrefabResources.Get("Gun/" + Profile.Gun2Name));

            gun2Trans.parent        = GameCameraController.INSTANCE.gunNode;
            gun2Trans.localPosition = new Vector3(0, 0, 0);
            gun2Trans.localRotation = Quaternion.identity;
            gun2Trans.localScale    = new Vector3(1f, 1f, 1f);
            gun2Trans.gameObject.SetActive(false);
            GameWeaponGun gun2 = gun2Trans.gameObject.GetComponent <GameWeaponGun>();

            gun2.unequipEndDelegate = (Action)Delegate.Combine(gun2.unequipEndDelegate, new Action(this.WeaponUnequipEnd));
            Transform aimPoint2 = Instantiate(PrefabResources.Get("UI/" + Profile.Gun2Name + "_AimPoint"));

            aimPoint2.parent     = GameMenu.INSTANCE.aimPointNode;
            aimPoint2.localScale = new Vector3(1f, 1f, 1f);
            gun2.aimPoint        = aimPoint2.GetComponent <GameAimPointNormal>();
            weapons.Add(gun2);

            this.nowIndex = 0;
            this.nowCount = 2;

            // 画布上的按钮挂上委托,使可攻击、攻击结束、换子弹、换枪
            InstantiateAllEnd();
        }
Example #9
0
        // 击中场景
        protected virtual void ProcessHitScene()
        {
            string    tag       = this.target.tag;
            Transform transform = null;

            if (tag.EndsWith("Metal"))
            {
                transform = Instantiate(PrefabResources.Get("Weapon/Bullet/BulletBoomMetal")) as Transform;
                AudioManager.INSTANCE.Play("Gun/hit_metal", Vector3.zero, 1f, Random.Range((float)0.9f, (float)1.1f), false, false);
            }
            else if (tag.EndsWith("Glass"))
            {
                transform = Instantiate(PrefabResources.Get("Weapon/Bullet/BulletBoomMetal")) as Transform;
                AudioManager.INSTANCE.Play("Gun/hit_metal", Vector3.zero, 1f, Random.Range((float)0.75f, (float)1.25f), false, false);
            }
            else if (tag.EndsWith("MetalMove"))
            {
                transform = Instantiate(PrefabResources.Get("Weapon/Bullet/BulletBoomMetalNoHole")) as Transform;
                AudioManager.INSTANCE.Play("Gun/hit_metal", Vector3.zero, 1f, Random.Range((float)0.9f, (float)1.1f), false, false);
            }
            else if (tag.EndsWith("NormalMove"))
            {
                transform = Instantiate(PrefabResources.Get("Weapon/Bullet/BulletBoomSandNoHole")) as Transform;
                AudioManager.INSTANCE.Play("Gun/hit_wood", Vector3.zero, 1f, Random.Range((float)0.75f, (float)1.25f), false, false);
            }
            else
            {
                transform = Instantiate(PrefabResources.Get("Weapon/Bullet/BulletBoomSand")) as Transform;
                if (Random.Range(0f, 1f) > 0.3f)
                {
                    AudioManager.INSTANCE.Play("Gun/hit_rock", Vector3.zero, 1f, Random.Range((float)0.75f, (float)1.25f), false, false);
                }
                else
                {
                    AudioManager.INSTANCE.Play("Gun/hit_wood", Vector3.zero, 1f, Random.Range((float)0.75f, (float)1.25f), false, false);
                }
            }
            // 向法线方向移动一点点,避免重合
            transform.position = this.targetPos + (this.targetNormal * 0.025f);
            transform.forward  = this.targetNormal;
        }
Example #10
0
        private void Fire()
        {
            this.lightTimer = 0.15f;
            // ?
            base.timer = 0f;
            if (this.isIgnoreTimeScale)
            {
                this.lastFireTime = Time.realtimeSinceStartup;
            }
            else
            {
                this.lastFireTime = Time.time;
            }
            Debug.Log("fire");
            base.anim.Stop();
            base.anim.Play("SHOOT");

            // 初始化方位
            Vector3 mainCameraForward = GameCameraController.INSTANCE.MainCameraTrans.forward;
            Vector3 mainCameraRight   = GameCameraController.INSTANCE.MainCameraTrans.right;
            Vector3 mainCameraUp      = GameCameraController.INSTANCE.MainCameraTrans.up;
            float   num = 0.01f;
            // 测试
            //if(base.isAimed)
            //{
            //    num = 0f;
            //}
            //else if((base.aimPoint != null) && (base.aimPoint is GameAimPointNormal))
            //{

            //}
            float num2 = Random.Range(-1f, 1) * num;
            float num3 = Random.Range(-1f, 1) * num;
            // 微小的偏移
            Vector3       direction         = (mainCameraForward + (num2 * mainCameraRight)) + (num3 * mainCameraUp);
            Ray           ray               = new Ray(GameCameraController.INSTANCE.MainCameraTrans.position, direction);
            GunBulletBase gunBulletBaseComp = null;
            RaycastHit    hit;

            // 射线检测,少了layer参数,待补
            if (Physics.Raycast(ray, out hit, 1000))
            {
                Transform trans;
                // 待补
                trans = Instantiate(PrefabResources.Get("Weapon/Bullet/BulletNormal")) as Transform;
                // 起始位置为枪口火花处
                trans.position = base.muzzleFlash.transform.position;
                // 设置上面挂着的GunBulletBase对象
                gunBulletBaseComp           = trans.GetComponent <GunBulletBase>();
                gunBulletBaseComp.baseDmg   = base.baseDmg;
                gunBulletBaseComp.basePower = base.basePower;
                gunBulletBaseComp.SetTarget(hit);
            }
            else // 如果没有检测到
            {
                Debug.Log("没检测到目标,向前跑500m");
                Transform trans2;
                // 待补
                trans2            = Instantiate(PrefabResources.Get("Weapon/Bullet/BulletNormal")) as Transform;
                trans2.position   = base.muzzleFlash.transform.position;
                gunBulletBaseComp = trans2.GetComponent <GunBulletBase>();
                gunBulletBaseComp.SetTarget(base.muzzleFlash.transform.position + (mainCameraForward * 500));
            }


            // 开枪震动效果
            GameCameraController.INSTANCE.fireRot.ApplyFire(base.fireForce * 5f);
            GameCameraController.INSTANCE.fireShake.ApplyFire(base.fireForce * 10, base.fireForce * 0.1f);
            base.aimPoint.Shoot(base.fireForce);

            if (base.muzzleFlash != null)
            {
                muzzleFlash.SetFire();
            }
            if (Time.timeScale < 0.5f)
            {
                // 受时间影响的声音
            }
            else
            {
                AudioManager.INSTANCE.Play("Gun/" + base.weaponName + "_Shoot", 0.6f);
            }
        }