IEnumerator _Coro_CenterFishGenerateAndMove(int circleIdx)
    {
        float   elapse        = 0F;
        float   rotateSpeed   = 6.283185F / OneCircleTime;//弧度/s
        float   useTime       = OneCircleTime * mRunRound + CenterFishRunoutTime[circleIdx];
        Fish    fishCenter    = Instantiate(Prefabs_FishCenter[circleIdx]) as Fish;
        Swimmer centerSwimmer = fishCenter.swimmer;

        fishCenter.ClearAI();
        fishCenter.transform.parent        = transform;
        fishCenter.transform.localPosition = new Vector3(Locals_Center[circleIdx].x, Locals_Center[circleIdx].y, Locals_Center[circleIdx].z - 0.1F);
        fishCenter.transform.localRotation = Quaternion.identity;

        centerSwimmer.RotateSpd = 6.283185F;
        while (elapse < useTime)
        {
            if (centerSwimmer == null || fishCenter == null || !fishCenter.Attackable)//暂时用attackable来确定鱼死亡
            {
                break;
            }
            //中间鱼转动
            centerSwimmer.transform.localRotation = Quaternion.AxisAngle(Vector3.forward, centerSwimmer.RotateSpd);
            centerSwimmer.RotateSpd -= rotateSpeed * Time.deltaTime;

            elapse += Time.deltaTime;
            yield return(0);
        }
        if (centerSwimmer != null)
        {
            centerSwimmer.Speed = FishRunoutSpeed * 0.7F;
            centerSwimmer.Go();
        }
    }
    void _Coro_GenerateFish(int circleIdx, int lineIdx)
    {
        //Vector3 newPos = new Vector3(DataGenFish[lineIdx].EllipseA * Mathf.Cos(f.RotateSpd), DataGenFish[lineIdx].EllipseA * 0.75F * Mathf.Sin(f.RotateSpd), 0F);
        //f.transform.localPosition = newPos;
        //f.transform.localRotation = Quaternion.AngleAxis(-90F + f.RotateSpd * Mathf.Rad2Deg, Vector3.forward);

        //f.RotateSpd -= rotateSpeed * Time.deltaTime;

        GenerateData  gd = DataGenFishs[circleIdx].GDs[lineIdx];
        float         rotateRadAdvance = 6.283185F / gd.NumToGenerate; //递增弧度
        float         curRotateRad     = 6.283185F;                    //当前旋转
        FishGenerator fishGenerator    = GameMain.Singleton.FishGenerator;
        float         depthFish        = 1F;

        //生成条数
        for (int i = 0; i != gd.NumToGenerate; ++i)
        {
            Fish    f = Instantiate(gd.Prefab_Fish) as Fish;
            Swimmer s = f.swimmer;
            f.ClearAI();
            //f.AniSprite.clipTime = 0F;
            f.AniSprite.Play();

            s.RotateSpd = curRotateRad;//使用旋转速度记录当前已转动角度,转向:360到0度

            s.transform.parent        = transform;
            s.transform.localPosition = Locals_Center[circleIdx]
                                        + new Vector3(gd.EllipseA * Mathf.Cos(s.RotateSpd), gd.EllipseA /** 0.75F*/ * Mathf.Sin(s.RotateSpd), depthFish);
            depthFish += 0.1F;
            s.transform.localRotation = Quaternion.AngleAxis(-90F + s.RotateSpd * Mathf.Rad2Deg, Vector3.forward);

            curRotateRad -= rotateRadAdvance;
            mAllSwimmer[circleIdx][lineIdx].Add(s);
        }
    }
    void Update()
    {
        if (m_BornDim.Contains(mTs.position))    //进入生成区域
        {
            Fish f = Instantiate(Prefab_Fish) as Fish;
            if (IsClearAI)
            {
                f.ClearAI();
            }
            f.swimmer.SetLiveDimension(10000);
            f.AniSprite.playAutomatically = false;
            f.AniSprite.PlayFrom(f.AniSprite.DefaultClip, Time.time);

            f.gameObject.AddComponent <FishDimenSetWhenEnterWorld>();

            f.transform.parent        = mTs.parent;
            f.transform.localPosition = new Vector3(mTs.localPosition.x, mTs.localPosition.y, mTs.localPosition.z);
            f.transform.localRotation = mTs.localRotation;
            f.transform.localScale    = mTs.localScale;
            SendMessage("Msg_FishGenerateWhenEnterWorld_Generated", f, SendMessageOptions.DontRequireReceiver);
            if (EvtFishGenerated != null)
            {
                EvtFishGenerated(f);
            }

            Destroy(gameObject);
        }
    }
示例#4
0
    IEnumerator _Coro_GenerateDelay(GenerateData gd)
    {
        yield return(new WaitForSeconds(gd.Delay));

        //
        Rect  worldDim = GameMain.Singleton.WorldDimension;
        float elapse   = 0F;

        while (elapse < gd.Elapse)
        {
            Fish    f = Instantiate(gd.Prefab_Fish) as Fish;
            Swimmer s = f.swimmer;
            f.transform.localPosition = new Vector3(GetRndLineX()
                                                    , gd.IsUp? (worldDim.yMax + s.BoundCircleRadius) :(worldDim.yMin - s.BoundCircleRadius)
                                                    , Defines.GMDepth_Fish + mFishDepthOffset);
            mFishDepthOffset -= 0.025F;
            if (mFishDepthOffset < -100F)
            {
                mFishDepthOffset = 0F;
            }
            f.transform.localRotation = gd.IsUp ? TowardDownRotation : TowardUpRotation;
            f.ClearAI();
            f.swimmer.Speed = FishMoveSpd;
            f.swimmer.Go();

            elapse += gd.IntervalGenerate / NumScreen;
            yield return(new WaitForSeconds(gd.IntervalGenerate / NumScreen));
        }
    }
    IEnumerator _Coro_Process()
    {
        yield return(0);

        StartCoroutine("_Coro_LaJiaoGenerating");
//         //求出最大鲨鱼半径
//         foreach (Fish f in Prefab_Sharks)
//         {
//             if (f.swimmer.BoundCircleRadius > mMaxSharkRadius)
//                 mMaxSharkRadius = f.swimmer.BoundCircleRadius;
//         }

        //随机左右边
        bool isLeft = Random.Range(0, 2) == 0;


        float elapse       = 0F;
        int   emitSharkIdx = 0;

        while (elapse < TimeEmitShark)
        {
            Fish    shark        = Instantiate(Prefab_Sharks[emitSharkIdx]) as Fish;
            Vector3 generatorPot = new Vector3(isLeft ? GameMain.Singleton.WorldDimension.x - shark.swimmer.BoundCircleRadius
                     : GameMain.Singleton.WorldDimension.xMax + shark.swimmer.BoundCircleRadius
                                               , 0F, 0F);

            emitSharkIdx = (emitSharkIdx + 1) % Prefab_Sharks.Length;
            shark.ClearAI();
            shark.swimmer.Speed = SpeedShark;

            shark.transform.parent        = transform;
            shark.transform.rotation      = Quaternion.AngleAxis((isLeft?0F:180F) + Random.Range(-AngleGenerateShark, AngleGenerateShark), Vector3.forward);
            generatorPot.z                = Defines.GlobleDepth_FishBase + mDepthOffset;
            mDepthOffset                 -= Defines.OffsetAdv_FishGlobleDepth;
            shark.transform.localPosition = generatorPot;

            shark.swimmer.Go();

            float delta = Random.Range(IntervalGenerateSharkMin, IntervalGenerateSharkMax);
            elapse += delta;
            yield return(new WaitForSeconds(delta));
        }

        float swimNeedTime = GameMain.Singleton.WorldDimension.width / SpeedShark;//todo 不准确

        yield return(new WaitForSeconds(swimNeedTime));

        StopCoroutine("_Coro_LaJiaoGenerating");
        StartCoroutine(_Coro_WaitNullFish());
        ////等待清鱼,改用时间限制
        //while (GameMain.Singleton.NumFishAlive != 0)
        //{
        //    yield return 0;
        //}

        //EndPrelude();
    }
    IEnumerator _Coro_GenerateFish(int circleIdx, int lineIdx)
    {
        //Vector3 newPos = new Vector3(DataGenFish[lineIdx].EllipseA * Mathf.Cos(f.RotateSpd), DataGenFish[lineIdx].EllipseA * 0.75F * Mathf.Sin(f.RotateSpd), 0F);
        //f.transform.localPosition = newPos;
        //f.transform.localRotation = Quaternion.AngleAxis(-90F + f.RotateSpd * Mathf.Rad2Deg, Vector3.forward);

        //f.RotateSpd -= rotateSpeed * Time.deltaTime;



        GenerateData gd = DataGenFishs[circleIdx].GDs[lineIdx];
        //float rotateRadAdvance = 6.283185F / gd.NumToGenerate;//递增弧度
        //float curRotateRad = 6.283185F;//当前旋转
        //FishGenerator fishGenerator =  GameMain.Singleton.FishGenerator;
        float depthFish = 0F;


        float elapse = 0F;
        //float clipTime = 0F;
        float generateInterval = OneCircleTime / gd.NumToGenerate;//为了不重叠生成多一条

        //生成条数
        for (int i = 0; i != gd.NumToGenerate; ++i)
        {
            Fish    f = Instantiate(gd.Prefab_Fish) as Fish;
            Swimmer s = f.swimmer;
            f.ClearAI();


            //f.AniSprite.clipTime = elapse;
            //f.AniSprite.Play(elapse);
            f.AniSprite.PlayFrom(f.AniSprite.DefaultClip, elapse);



            //s.RotateSpd = curRotateRad;//使用旋转速度记录当前已转动角度,转向:360到0度
            s.RotateSpd = 6.283185F;

            s.transform.parent = transform;
            //s.transform.localPosition = Locals_Center[circleIdx]
            //    + new Vector3(gd.EllipseA * Mathf.Cos(s.RotateSpd), gd.EllipseA /** 0.75F*/ * Mathf.Sin(s.RotateSpd), depthFish);

            s.transform.localPosition = Locals_Center[circleIdx] + new Vector3(gd.EllipseA, 0F, depthFish);

            depthFish -= 0.005F;
            //s.transform.localRotation = Quaternion.AngleAxis(-90F + s.RotateSpd * Mathf.Rad2Deg, Vector3.forward);
            s.transform.rotation = Quaternion.AngleAxis(-90F, Vector3.forward);

            //curRotateRad -= rotateRadAdvance;
            mAllSwimmer[circleIdx][lineIdx].Add(s);

            elapse += generateInterval;
            yield return(new WaitForSeconds(generateInterval));
        }
    }
示例#7
0
    IEnumerator _Coro_Process()
    {
        yield return(0);

//         //求出最大鲨鱼半径
        //         foreach (Fish f in Prefab_Fish)
//         {
//             if (f.swimmer.BoundCircleRadius > mMaxSharkRadius)
//                 mMaxSharkRadius = f.swimmer.BoundCircleRadius;
//         }

        //随机左右边
        bool isLeft = Random.Range(0, 2) == 0;


        float elapse       = 0F;
        int   emitSharkIdx = 0;

        while (elapse < TimeEmitShark)
        {
            Fish    shark        = Instantiate(Prefab_Fish[emitSharkIdx]) as Fish;
            Rect    worldDim     = GameMain.Singleton.WorldDimension;
            Vector3 generatorPot = new Vector3(isLeft ? worldDim.x - shark.swimmer.BoundCircleRadius : worldDim.xMax + shark.swimmer.BoundCircleRadius //x
                                               , Random.Range(EmitLineUpLimit, EmitLineDownLimit)                                                      //y
                                               , 0F);

            emitSharkIdx = (emitSharkIdx + 1) % Prefab_Fish.Length;
            shark.ClearAI();
            shark.swimmer.Speed = SpeedShark;

            shark.transform.parent = transform;
            //shark.transform.rotation =  Quaternion.AngleAxis((isLeft?0F:180F)+Random.Range(-AngleGenerateShark,AngleGenerateShark),Vector3.forward);
            shark.transform.rotation      = isLeft ? Quaternion.identity : PubFunc.RightToRotation(-Vector3.right);
            generatorPot.z                = Defines.GlobleDepth_FishBase + GameMain.Singleton.FishGenerator.ApplyFishDepth();
            shark.transform.localPosition = generatorPot;
            shark.swimmer.Go();

            float delta = Random.Range(IntervalGenerateSharkMin, IntervalGenerateSharkMax);
            elapse += delta;
            yield return(new WaitForSeconds(delta));
        }

        float swimNeedTime = GameMain.Singleton.WorldDimension.width / SpeedShark;//todo 不准确

        yield return(new WaitForSeconds(swimNeedTime));


        //等待清鱼,改用时间限制
        while (GameMain.Singleton.NumFishAlive != 0)
        {
            yield return(0);
        }

        EndPrelude();
    }
示例#8
0
    IEnumerator _Coro_Process()
    {
        //散花出鱼
        int flowEmitNum    = FlowerEmitDatas.Length;
        int curflowEmitNum = 0;

        float baseRotateAngle = 90F;

        float depth = 0F;

        while (curflowEmitNum < flowEmitNum)
        {
            FlowerEmitData emitData = FlowerEmitDatas[curflowEmitNum];

            //float emitElapse = 0F;
            float angleLineDelta = 360F / emitData.NumLine;
            //一群
            //while (emitElapse < emitData.EmitUseTime)
            {
                //6方向一起出
                for (int i = 0; i != emitData.NumLine; ++i)
                {
                    Fish f = Instantiate(emitData.PrefabFish) as Fish;
                    f.ClearAI();
                    f.transform.parent = transform;

                    f.transform.localRotation = Quaternion.AngleAxis(baseRotateAngle + angleLineDelta * i /*+ Random.Range(-15F, 15F)*/, Vector3.forward);
                    f.transform.localPosition = new Vector3(0F, 0F, depth) + f.transform.up * OffsetYInitPos;
                    depth += 0.001F;

                    f.swimmer.Speed = emitData.SwimSpd;
                    f.swimmer.Go();
                }

                //emitElapse += emitData.EmitInterval;
                //yield return new WaitForSeconds(emitData.EmitInterval);
                yield return(new WaitForSeconds(emitData.EmitCooldown));
            }

            baseRotateAngle += 45F;
            ++curflowEmitNum;
            yield return(new WaitForSeconds(1F));
        }


        //等待清鱼,[过期]改用时间作限制
        while (GameMain.Singleton.NumFishAlive != 0)
        {
            yield return(0);
        }
        EndPrelude();
    }
    IEnumerator _Coro_Generate()
    {
        int num          = Random.Range(NumMin, NumMax + 1);
        int generatedNum = 0;

        yield return(0);//为取得transform.localPosition

        //生成leaderFish
        GameObject goLeader   = new GameObject("领队_" + Prefab_Fish.name);
        Swimmer    fishLeader = goLeader.AddComponent <Swimmer>();

        goLeader.AddComponent <DestroyWhenSwimmerOut>();

        if (GameMain.EvtLeaderInstance != null)
        {
            GameMain.EvtLeaderInstance(fishLeader);
        }


        //fishLeader.Attackable = false;
        Prefab_Fish.swimmer.CopyDataTo(fishLeader);
        fishLeader.SetLiveDimension(Defines.ClearFishRadius);//swim to fix
        fishLeader.RotateSpd = Fish_RotateSpd;
        fishLeader.Speed     = Fish_Speed;

        FishAI_FreeSwimSingle fishAILeader = goLeader.AddComponent <FishAI_FreeSwimSingle>();

        Prefab_Fish.GetComponent <FishAI_FreeSwimSingle>().CopyDataTo(fishAILeader);
        fishAILeader.enabled                = false;
        fishAILeader.RotateAngleRndRange    = Fish_RotateAngleRndRange;
        fishAILeader.RotateInterval         = Fish_RotateInterval;
        fishAILeader.RotateIntervalRndRange = Fish_RotateIntervalRndRange;

        fishLeader.transform.parent = GameMain.Singleton.FishGenerator.transform;
        Vector3 localPos = transform.localPosition;

        localPos.z = Defines.GMDepth_Fish + GameMain.Singleton.FishGenerator.ApplyFishDepth();
        fishLeader.transform.localPosition = localPos;
        fishLeader.transform.localRotation = transform.localRotation;
        fishLeader.Go();

        Fish  preFish          = null;
        float distanceToLeader = 0F;

        while (generatedNum < num)
        {
            yield return(new WaitForSeconds((Distance + fishLeader.BoundCircleRadius * 2F) / fishLeader.Speed));

            if (fishLeader == null)
            {
                break;
            }
            Fish    f = Instantiate(Prefab_Fish) as Fish;
            Swimmer s = f.swimmer;
            f.name = Prefab_Fish.name;

            s.RotateSpd = Fish_RotateSpd;
            s.Speed     = Fish_Speed;
            //动画设置
            if (preFish != null)
            {
                //f.AniSprite.clipTime = preFish.AniSprite.clipTime;
                //f.AniSprite.Play(preFish.AniSprite.ClipTimeSeconds);
                f.AniSprite.PlayFrom(f.AniSprite.DefaultClip, preFish.AniSprite.ClipTimeSeconds);
            }

            //删除所有其他ai
            f.ClearAI();
            FishAI_Follow aiFollow = f.gameObject.AddComponent <FishAI_Follow>();
            aiFollow.SetTarget(fishLeader);
            distanceToLeader         += (Distance + fishLeader.BoundCircleRadius * 2F);
            aiFollow.DistanceToLeader = distanceToLeader;

            //方位设置
            f.transform.parent        = GameMain.Singleton.FishGenerator.transform;
            localPos                  = transform.localPosition;
            localPos.z                = Defines.GMDepth_Fish + GameMain.Singleton.FishGenerator.ApplyFishDepth();
            f.transform.localPosition = localPos;
            f.transform.localRotation = transform.localRotation;
            s.Go();

            ++generatedNum;

            preFish = f;
        }

        yield return(0);

        if (fishAILeader != null)
        {
            fishAILeader.enabled = true;
        }
        Destroy(gameObject);
    }
    public int NumMin   = 4;    //最少生成个数

    //void Awake()
    //{
    //    //if (GameMain.EvtStopGenerateFish != null)
    //    //    Debug.Log("s GameMain.EvtStopGenerateFish.length = " + GameMain.EvtStopGenerateFish.GetInvocationList().Length);
    //    GameMain.EvtStopGenerateFish += Handle_StopGenerateFish;

    //}
    //void OnDestroy()
    //{
    //    //Debug.Log("destroy");

    //    if(GameMain.EvtStopGenerateFish != null)
    //        Debug.Log("GameMain.EvtStopGenerateFish.length = " + GameMain.EvtStopGenerateFish.GetInvocationList().Length);
    //}

    //void Handle_StopGenerateFish()
    //{
    //    //StopCoroutine("_Coro_Generate");
    //    //GameMain.EvtStopGenerateFish -= Handle_StopGenerateFish;
    //    //Destroy(gameObject);
    //}

    //public void Generate()
    //{
    //    StartCoroutine("_Coro_Generate");
    //}

    public void Generate()
    {
        int num          = Random.Range(NumMin, NumMax + 1);
        int generatedNum = 0;

        //yield return 0;//为取得transform.localPosition
        Swimmer leader = null;

        //Swimmer[] allSwimmer = new Swimmer[num];
        while (generatedNum < num)
        {
            Swimmer s = null;
            if (generatedNum == 0)
            {
                GameObject goLeader = new GameObject("领队_" + Prefab_Fish.name);

                leader = goLeader.AddComponent <Swimmer>();
                s      = leader;
                if (GameMain.EvtLeaderInstance != null)
                {
                    GameMain.EvtLeaderInstance(leader);
                }

                goLeader.AddComponent <DestroyWhenSwimmerOut>();
                Prefab_Fish.swimmer.CopyDataTo(leader);
            }
            else
            {
                Fish f = Instantiate(Prefab_Fish) as Fish;
                s      = f.swimmer;
                f.name = Prefab_Fish.name;
                //删除所有其他ai
                f.ClearAI();
                FishAI_Flock aiFollow = f.gameObject.AddComponent <FishAI_Flock>();
                aiFollow.SetLeader(leader);
            }

            s.gameObject.AddComponent <FishDimenSetWhenEnterWorld>();

            //allSwimmer[generatedNum] = s;
            s.SetLiveDimension(Radius / s.BoundCircleRadius * 2F);
            Transform tsSwimmer = s.transform;
            tsSwimmer.parent = GameMain.Singleton.FishGenerator.transform;
            Vector3 localPos = Random.insideUnitCircle * (Radius - s.BoundCircleRadius);
            localPos   = transform.localPosition + localPos;
            localPos.z = Defines.GMDepth_Fish + GameMain.Singleton.FishGenerator.ApplyFishDepth();
            tsSwimmer.localPosition = localPos;

            tsSwimmer.localRotation = transform.localRotation /* * Quaternion.AngleAxis(Random.Range(-AngleRndInit,AngleRndInit),Vector3.forward)*/;
            //f.transform.right = Vector3.zero - transform.localPosition;
            s.Go();

            ++generatedNum;

            //yield return 0;//不连续创建
        }

        //int fishLiveDimSetted = 0;
        //while (fishLiveDimSetted < num)
        //{
        //    for (int i = 0; i != num;++i )
        //    {
        //        if (allSwimmer[i] != null && allSwimmer[i].IsInWorld())
        //        {
        //            allSwimmer[i].SetLiveDimension(Defines.ClearFishRadius);
        //            allSwimmer[i] = null;
        //            ++fishLiveDimSetted;
        //        }
        //    }
        //    yield return new WaitForSeconds(0.3F);
        //}
        //GameMain.EvtStopGenerateFish -= Handle_StopGenerateFish;
        Destroy(gameObject);
    }
    IEnumerator _Coro_Process()
    {
        tk2dSpriteAnimation s;

        //云母出现
        AniSpr_YunMu.AnimationEventTriggered += Handle_YunMuAnimating;

        //出蝴蝶鱼 米字 方向45度一格
        int hudieNum       = 3;
        int hudieInstedNum = 0;

        int[] rndArray = new int[] { 0, 1, 2, 3, 4, 5, 6, 7 };
        System.Array.Sort(rndArray, (a, b) => { return(Random.Range(0, 3) - 1); });

        while (hudieInstedNum < hudieNum)
        {
            yield return(new WaitForSeconds(1F));

            Fish fishHuDie = Instantiate(Prefab_FirstFish) as Fish;
            fishHuDie.ClearAI();
            fishHuDie.transform.parent        = transform;
            fishHuDie.transform.localPosition = Vector3.zero;

            fishHuDie.transform.rotation = Quaternion.AngleAxis(45F * rndArray[hudieInstedNum], Vector3.forward);


            //特殊版本最后一条蝴蝶方向偏移
            if (hudieInstedNum == hudieNum - 1)
            {
                fishHuDie.transform.rotation *= Quaternion.AngleAxis(-15F, Vector3.forward);
            }


            fishHuDie.swimmer.Go();
            fishHuDie.swimmer.Speed = SpeedFirstFish;
            ++hudieInstedNum;
        }



        //云母fadeOut
        yield return(new WaitForSeconds(1F));

        StartCoroutine(_Coro_YunMuAlphaDown());


        //散花出鱼
        int flowEmitNum    = FlowerEmitDatas.Length;
        int curflowEmitNum = 0;
        //rndArray = new int[FlowerEmitDatas.Length];
        //for(int i = 0; i != rndArray.Length; ++i)
        //    rndArray[i] = i;
        //System.Array.Sort(rndArray,(a,b)=>{return Random.Range(0,3)-1;});
        float baseRotateAngle = 90F;

        float depth = 0F;

        while (curflowEmitNum < flowEmitNum)
        {
            FlowerEmitData emitData = FlowerEmitDatas[curflowEmitNum];

            float emitElapse = 0F;
            //一群
            while (emitElapse < emitData.EmitUseTime)
            {
                //6方向一起出
                for (int i = 0; i != 6; ++i)
                {
                    Fish f = Instantiate(emitData.PrefabFish) as Fish;
                    f.ClearAI();
                    f.transform.parent = transform;

                    f.transform.localRotation = Quaternion.AngleAxis(baseRotateAngle + 60F * i + Random.Range(-15F, 15F), Vector3.forward);
                    f.transform.localPosition = new Vector3(0F, 0F, depth) + f.transform.up * 0.02F;
                    depth += 0.001F;

                    f.swimmer.Speed = emitData.SwimSpd;
                    f.swimmer.Go();
                }

                emitElapse += emitData.EmitInterval;
                yield return(new WaitForSeconds(emitData.EmitInterval));
            }

            baseRotateAngle += 45F;
            ++curflowEmitNum;
            yield return(new WaitForSeconds(1F));
        }


        //等待清鱼,[过期]改用时间作限制
        while (GameMain.Singleton.NumFishAlive != 0)
        {
            yield return(0);
        }
        EndPrelude();
    }