feat(Animation): 添加技能动画状态和过渡 - 在base人类型士控制器中添加skill动画状态 - 添加从默认状态到技能状态的过渡条件 - 配置技能动画的状态转换参数 - 在蓝色怪物override controller中添加技能动画覆盖 fix(Model): 修复模型导入设置和骨骼位置 - 将人类型士Idle模型材质导入模式从2改为1 - 调整蓝色怪物怒吼动画的最后一帧从85到65 - 修正模型骨骼位置数据,统一缩放比例 - 更新蓝色怪物模型的全局缩放从0.023到2.3 docs(Codely): 删除剪贴板图片文件 ```
136 lines
3.2 KiB
C#
136 lines
3.2 KiB
C#
using UnityEngine;
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public class Projectile : MonoBehaviour
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{
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private GameObject target;
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private GameObject owner;
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private float damage;
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private float speed;
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private float lifetime;
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private bool registerEnergyOnHit;
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private bool initialized;
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private bool hasHit;
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public void Initialize(
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GameObject targetObject,
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float damageAmount,
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GameObject ownerObject,
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float moveSpeed,
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float lifeTime,
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bool registerEnergy = true)
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{
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target = targetObject;
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damage = damageAmount;
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owner = ownerObject;
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speed = moveSpeed;
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lifetime = lifeTime;
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registerEnergyOnHit = registerEnergy;
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initialized = true;
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hasHit = false;
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if (lifetime > 0f)
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{
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Destroy(gameObject, lifetime);
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}
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}
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private void Update()
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{
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if (!initialized)
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{
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return;
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}
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if (target == null)
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{
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Destroy(gameObject);
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return;
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}
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// 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。
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Vector3 offset = target.transform.position - transform.position;
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offset.y = 0f;
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if (offset.sqrMagnitude <= 0.01f)
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{
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HitTarget(target);
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return;
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}
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Vector3 direction = offset.normalized;
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float distance = speed * Time.deltaTime;
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if (distance >= offset.magnitude)
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{
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HitTarget(target);
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return;
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}
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if (Physics.Raycast(transform.position, direction, out RaycastHit hit, distance))
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{
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TryHit(hit.collider.gameObject);
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if (hit.collider.transform.root == target.transform.root)
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{
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return;
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}
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}
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transform.forward = direction;
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transform.position += direction * distance;
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}
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private void OnTriggerEnter(Collider other)
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{
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TryHit(other.gameObject);
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}
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private void OnCollisionEnter(Collision collision)
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{
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TryHit(collision.gameObject);
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}
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private void TryHit(GameObject hitObject)
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{
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if (!initialized || hitObject == null || target == null || IsOwner(hitObject))
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{
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return;
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}
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if (hitObject.transform.root == target.transform.root)
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{
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HitTarget(hitObject);
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}
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}
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private void HitTarget(GameObject hitObject)
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{
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if (hasHit)
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{
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return;
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}
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WorldHealthBar healthBar = hitObject.GetComponentInParent<WorldHealthBar>();
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if (healthBar == null)
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{
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return;
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}
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hasHit = true;
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healthBar.TakeDamage(damage);
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if (registerEnergyOnHit && owner != null)
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{
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UnitBase unit = owner.GetComponent<UnitBase>();
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if (unit != null)
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{
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unit.RegisterAttackHit();
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}
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}
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Destroy(gameObject);
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}
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private bool IsOwner(GameObject hitObject)
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{
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return owner != null &&
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(hitObject == owner || hitObject.transform.root == owner.transform.root);
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}
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}
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