根据提供的code differences信息,由于没有具体的代码变更内容,我将生成一个通用的commit message模板:
``` docs(readme): 更新文档说明 - 添加项目使用指南 - 完善API接口说明 - 修正错误的配置示例 ``` 注意:由于您提供的code differences部分为空,以上是一个示例模板。当您有具体的代码变更时,请提供详细的变更内容以便生成更准确的commit message。
This commit is contained in:
1 parent
8cbe8e000b
commit
1a84ea999e
36 files changed
+32672
-136
No files matched your search
@@ -5,6 +5,10 @@ public class Projectile : MonoBehaviour
|
||||
[Header("爆炸效果(可选)")]
|
||||
public GameObject explosionPrefab; // 爆炸特效预制体,留空则没有爆炸效果
|
||||
|
||||
[Header("抛物线飞行(可选)")]
|
||||
public bool useParabola = false; // 是否启用小抛物线飞行
|
||||
public float parabolaHeight = 1.0f; // 抛物线最高拱起高度 (不太高的抛物线)
|
||||
|
||||
private GameObject target;
|
||||
private GameObject owner;
|
||||
private float damage;
|
||||
@@ -13,6 +17,9 @@ public class Projectile : MonoBehaviour
|
||||
private bool registerEnergyOnHit;
|
||||
private bool initialized;
|
||||
private bool hasHit;
|
||||
private Vector3 startPosition;
|
||||
private float totalFlyDistance;
|
||||
private float horizontalTraveled;
|
||||
|
||||
public void Initialize(
|
||||
GameObject targetObject,
|
||||
@@ -31,6 +38,19 @@ public class Projectile : MonoBehaviour
|
||||
initialized = true;
|
||||
hasHit = false;
|
||||
|
||||
startPosition = transform.position;
|
||||
horizontalTraveled = 0f;
|
||||
if (targetObject != null)
|
||||
{
|
||||
Vector3 diff = targetObject.transform.position - startPosition;
|
||||
diff.y = 0f;
|
||||
totalFlyDistance = Mathf.Max(0.1f, diff.magnitude);
|
||||
}
|
||||
else
|
||||
{
|
||||
totalFlyDistance = 10f;
|
||||
}
|
||||
|
||||
// The projectile uses its own raycast hit check. Disable the collider so
|
||||
// it cannot be destroyed or disturbed by the owner's launch socket.
|
||||
foreach (var collider in GetComponentsInChildren<Collider>(true))
|
||||
@@ -57,27 +77,56 @@ public class Projectile : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
// 目标根节点位于脚底,只取水平差值,让箭保持当前高度平行飞行。
|
||||
Vector3 offset = target.transform.position - transform.position;
|
||||
offset.y = 0f;
|
||||
if (offset.sqrMagnitude <= 0.01f)
|
||||
Vector3 targetCurrentPos = target.transform.position;
|
||||
Vector3 offset = targetCurrentPos - transform.position;
|
||||
Vector3 flatOffset = new Vector3(offset.x, 0f, offset.z);
|
||||
|
||||
if (flatOffset.sqrMagnitude <= 0.04f)
|
||||
{
|
||||
HitTarget(target);
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 direction = offset.normalized;
|
||||
float distance = speed * Time.deltaTime;
|
||||
if (distance >= offset.magnitude)
|
||||
Vector3 direction = flatOffset.normalized;
|
||||
float step = speed * Time.deltaTime;
|
||||
horizontalTraveled += step;
|
||||
|
||||
if (step >= flatOffset.magnitude)
|
||||
{
|
||||
HitTarget(target);
|
||||
return;
|
||||
}
|
||||
|
||||
// 投射物保持水平飞行,并让根节点前方始终指向当前目标。
|
||||
transform.rotation = Quaternion.LookRotation(direction, Vector3.up);
|
||||
Vector3 nextPos;
|
||||
if (useParabola && totalFlyDistance > 0.1f)
|
||||
{
|
||||
// 水平线性推进
|
||||
float t = Mathf.Clamp01(horizontalTraveled / totalFlyDistance);
|
||||
Vector3 groundPos = Vector3.Lerp(new Vector3(startPosition.x, 0.1f, startPosition.z), new Vector3(targetCurrentPos.x, 0.1f, targetCurrentPos.z), t);
|
||||
|
||||
// 抛物线高度:基础发射高度渐变 + 4 * h * t * (1 - t) 抛物线弧度
|
||||
float startY = startPosition.y;
|
||||
float targetY = targetCurrentPos.y + 0.8f;
|
||||
float baseY = Mathf.Lerp(startY, targetY, t);
|
||||
float arcY = 4f * parabolaHeight * t * (1f - t);
|
||||
nextPos = new Vector3(groundPos.x, baseY + arcY, groundPos.z);
|
||||
|
||||
if (Physics.Raycast(transform.position, direction, out RaycastHit hit, distance))
|
||||
// 矛身旋转:朝向移动切线方向,矛头顺着抛物线弧度自然俯仰
|
||||
Vector3 velocity = (nextPos - transform.position);
|
||||
if (velocity.sqrMagnitude > 1e-6f)
|
||||
{
|
||||
transform.rotation = Quaternion.LookRotation(velocity.normalized, Vector3.up);
|
||||
}
|
||||
transform.position = nextPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 水平直线飞行
|
||||
transform.rotation = Quaternion.LookRotation(direction, Vector3.up);
|
||||
transform.position += direction * step;
|
||||
}
|
||||
|
||||
if (Physics.Raycast(transform.position, direction, out RaycastHit hit, step))
|
||||
{
|
||||
TryHit(hit.collider.gameObject);
|
||||
if (hit.collider.transform.root == target.transform.root)
|
||||
@@ -85,10 +134,6 @@ public class Projectile : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 火球保持 Prefab 固定角度,不随飞行方向旋转
|
||||
// transform.forward = direction;
|
||||
transform.position += direction * distance;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
|
||||
Reference in new issue
Block a user