Esempio n. 1
0
    /// <summary>
    /// 设置角色死亡
    /// </summary>
    public void SetCharacterDead()
    {
        //死亡
        handler_Character.CleanCharacter(this);
        //如果是友方角色死亡 降低升级所需金币
        if (characterData.characterType == CharacterTypeEnum.Player)
        {
            handler_Game.GetGameData().LevelDownForPlayerPirateNumber(1);
            //播放粒子特效
            handler_Effect.PlayEffect(EffectInfo.PIRATE_DIE_BLUE, transform.position + new Vector3(0, 0.7f, 0));
        }
        else if (characterData.characterType == CharacterTypeEnum.Enemy)
        {
            //播放粒子特效
            handler_Effect.PlayEffect(EffectInfo.PIRATE_DIE_RED, transform.position + new Vector3(0, 0.7f, 0));
        }
        //刷新UI
        handler_Game.manager_UI.RefreshAllUI();
        //设置角色闲置
        SetIntentForIdle();
        //掉落金币
        if (handGold)
        {
            handGold.SetDrop();
        }
        //关闭寻路
        aiForCharacterPath.ClosePath();
        //协程-删除角色
        float destoryTime = handler_GameData.GetCharacterCorpseDestoryTime();

        StartCoroutine(CoroutineForCharacterDead(destoryTime));
    }
Esempio n. 2
0
    public void MoveParabola(Vector3 targetPosition, float parabolaH, float bulletSpeed)
    {
        Vector3[] path = new Vector3[3];
        path[0] = transform.position;
        path[1] = Vector3.Lerp(targetPosition, transform.position, 0.5f) + Vector3.up * parabolaH;
        path[2] = targetPosition;
        transform
        .DOPath(path, bulletSpeed, PathType.CatmullRom)
        .SetEase(Ease.Linear)
        .OnComplete(() =>
        {
            Destroy(gameObject);
            handler_Effect.PlayEffect(EffectInfo.BULLET_BLOW, transform.position, bulletSpeed);
            //屏幕震动
            UIGameStart uiGameStart = manager_UI.GetUI <UIGameStart>(UIEnum.GameStart);
            uiGameStart.AnimForShakeUI();
        });
        SphereCollider bulletCollider = GetComponent <SphereCollider>();

        //友方敌方攻击范围颜色
        string effectData = "";

        if (characterType == CharacterTypeEnum.Player)
        {
            effectData = EffectInfo.FIRE_RANGE_BLUE;
        }
        else if (characterType == CharacterTypeEnum.Enemy)
        {
            effectData = EffectInfo.FIRE_RANGE_RED;
        }
        handler_Effect.PlayEffect(effectData, targetPosition, bulletSpeed, Vector3.one * bulletCollider.radius * 0.3f);
    }
Esempio n. 3
0
    public void OpenFire(Vector3 targetPosition)
    {
        if (!canFire)
        {
            return;
        }
        GameObject    objBullet  = Instantiate(gameObject, bulletModel, tf_FirePosition.position);
        ShipBulletCpt shipBullet = objBullet.GetComponent <ShipBulletCpt>();

        shipBullet.SetData(shipData.characterType, shipData.bulletDamage);
        //子弹高度
        float bulletHight = handler_GameData.GetBulletHight();
        float bulletSpeed = handler_GameData.GetBulletSpeed();

        shipBullet.MoveParabola(targetPosition, bulletHight, bulletSpeed);

        //玩家打炮倒计时
        if (shipData.characterType == CharacterTypeEnum.Player)
        {
            StartCoroutine(CoroutineForFireCD(shipData.intervalForFire));
        }
        //大炮粒子
        handler_Effect.PlayEffect(EffectInfo.SHIP_FIRE, tf_FirePosition.position, 1.4f);
        //打炮动画
        shipAnim.SetShipFire(() => {
            shipAnim.SetShipIdle();
        });
    }