Browse Source

兔子关卡备份

lvjincheng 4 years ago
parent
commit
08e59f01ae
100 changed files with 3301 additions and 3783 deletions
  1. 0 0
      Assets/ArtAsset/Hunter/Demo/CameraCopyer.cs
  2. 0 0
      Assets/ArtAsset/Hunter/Demo/CameraCopyer.cs.meta
  3. 395 446
      Assets/ArtAsset/Hunter/Demo/Demo_Day 1.unity
  4. 1 1
      Assets/ArtAsset/Hunter/Demo/Demo_Day 1.unity.meta
  5. 564 205
      Assets/ArtAsset/Hunter/Demo/Demo_Day.unity
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      Assets/ArtAsset/Hunter/Demo/Demo_Day/NavMesh.asset
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      Assets/ArtAsset/Hunter/Demo/GrassAreaRecorder.cs
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      Assets/ArtAsset/Hunter/Demo/GrassAreaRecorder.cs.meta
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      Assets/ArtAsset/Hunter/Demo/HunterGameSettleView.cs
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      Assets/ArtAsset/Hunter/Demo/HunterGameView.cs
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      Assets/ArtAsset/Hunter/Demo/HunterGameView.cs.meta
  13. 1 0
      Assets/ArtAsset/Hunter/Demo/RabbitHuntGameMode.cs
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      Assets/ArtAsset/Hunter/Demo/RabbitHuntGameMode.cs.meta
  15. 0 0
      Assets/ArtAsset/Hunter/Demo/RabbitHuntGameSelectLevelView.cs
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      Assets/ArtAsset/Hunter/Demo/RabbitHuntGameSelectLevelView.cs.meta
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      Assets/ArtAsset/Hunter/Demo/TerrainOld.asset
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  19. 4 5
      Assets/ArtAsset/Hunter/Demo/TerrainReader.cs
  20. 11 0
      Assets/ArtAsset/Hunter/Demo/TerrainReader.cs.meta
  21. 20 7
      Assets/ArtAsset/Hunter/Models/Rabbit/Rabbit.cs
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      Assets/ArtAsset/Hunter/Models/Rabbit/Rabbit.cs.meta
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      Assets/ArtAsset/Hunter/Models/Rabbit/Rabbit.fbx
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      Assets/ArtAsset/Hunter/Models/Rabbit/Rabbit.fbx.meta
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      Assets/ArtAsset/Hunter/Models/Rabbit/Rabbit.prefab
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      Assets/ArtAsset/Hunter/Models/Wolf/Materials.meta
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      Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_dark.mat
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      Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_dark.mat.meta
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      Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_grey.mat
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      Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_grey.mat.meta
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      Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_mat.mat
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      Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Color_Mat.mat
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      Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Color_dark.mat.meta
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      Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Color_grey.mat.meta
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      Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Color_white.mat.meta
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      Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_dark2k.png
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      Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_dark2k.png.meta
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      Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_dark2k.tga
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      Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_grey2k.png
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      Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_grey2k.png.meta
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      Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_grey2k.tga
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      Assets/ArtAsset/Hunter/Models/Wolf/Textures/wolf_ambient2k.png
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      Assets/ArtAsset/Hunter/Models/Wolf/Textures/wolf_ambient2k.png.meta
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      Assets/ArtAsset/Hunter/Models/Wolf/Textures/wolf_bump2k.png
  59. 0 0
      Assets/ArtAsset/Hunter/Models/Wolf/Textures/wolf_bump2k.png.meta
  60. 289 0
      Assets/ArtAsset/Hunter/Models/Wolf/Wolf.cs
  61. 1 1
      Assets/ArtAsset/Hunter/Models/Wolf/Wolf.cs.meta
  62. 2 2
      Assets/ArtAsset/Hunter/Models/Wolf/Wolf.fbx.meta
  63. 1854 0
      Assets/ArtAsset/Hunter/Models/Wolf/Wolf.prefab
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      Assets/ArtAsset/Hunter/Models/Wolf/Wolf.prefab.meta
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      Assets/ArtAsset/Hunter/Terrain.asset
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      Assets/ArtAsset/Hunter/Terrain.asset.meta
  67. 0 8
      Assets/BowArrow/Models/Rabbit.meta
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      Assets/BowArrow/Models/Rabbit/Materials.meta
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      Assets/BowArrow/Models/Rabbit/Materials/animals_01.mat
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      Assets/BowArrow/Models/Rabbit/Rabbit.prefab
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      Assets/BowArrow/Models/Rabbit/Rabbit.txt
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      Assets/BowArrow/Models/Rabbit/big_log.mat
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      Assets/BowArrow/Models/Rabbit/big_log.mat.meta
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      Assets/BowArrow/Models/Wolf.meta
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      Assets/BowArrow/Models/Wolf/Wolf.fbx
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      Assets/BowArrow/Models/Wolf/Wolf.txt
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      Assets/BowArrow/Models/Wolf/Wolf.txt.meta
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      Assets/BowArrow/Resources/Audios/Animal/bird_die.mp3
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      Assets/BowArrow/Resources/Audios/Animal/bird_injured.wav
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      Assets/BowArrow/Resources/Audios/Animal/wolf_die.wav
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      Assets/BowArrow/Resources/Audios/Animal/wolf_die.wav.meta
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      Assets/BowArrow/Resources/Audios/Animal/wolf_injured.wav
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      Assets/BowArrow/Resources/Audios/Animal/wolf_injured.wav.meta
  93. 0 9
      Assets/BowArrow/Scenes/GameHunter.meta
  94. 0 63
      Assets/BowArrow/Scenes/GameHunter/GameHunter.lighting
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      Assets/BowArrow/Scenes/GameHunter/GameHunter.meta
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      Assets/BowArrow/Scenes/GameHunter/GameHunter/LightingData.asset
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      Assets/BowArrow/Scenes/GameHunter/GameHunter/Lightmap-0_comp_dir.png
  100. 0 96
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+ 0 - 0
Assets/BowArrow/Scenes/GameHunter/CameraCopyer.cs → Assets/ArtAsset/Hunter/Demo/CameraCopyer.cs


+ 0 - 0
Assets/BowArrow/Scenes/GameHunter/CameraCopyer.cs.meta → Assets/ArtAsset/Hunter/Demo/CameraCopyer.cs.meta


File diff suppressed because it is too large
+ 395 - 446
Assets/ArtAsset/Hunter/Demo/Demo_Day 1.unity


+ 1 - 1
Assets/BowArrow/Scenes/GameHunter/GameHunter.unity.meta → Assets/ArtAsset/Hunter/Demo/Demo_Day 1.unity.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 2ccf1a43b7e40e341877732912cb786f
+guid: 7385bddec98882549b65775d867a5489
 timeCreated: 1475158661
 licenseType: Store
 DefaultImporter:

File diff suppressed because it is too large
+ 564 - 205
Assets/ArtAsset/Hunter/Demo/Demo_Day.unity


BIN
Assets/ArtAsset/Hunter/Demo/Demo_Day/NavMesh.asset


+ 55 - 0
Assets/ArtAsset/Hunter/Demo/GrassAreaRecorder.cs

@@ -0,0 +1,55 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class GrassAreaRecorder : MonoBehaviour
+{
+    public static GrassAreaRecorder ins;
+
+    void Awake()
+    {
+        ins = this;
+        init();
+    }
+
+    void OnDestroy()
+    {
+        ins = null;
+    }
+
+    void init() {
+        areaPosList = new AreaInfo[this.transform.childCount];
+        int i = 0;
+        foreach (Transform child in this.transform)
+        {
+            child.gameObject.SetActive(false);
+            //顺便记录子物体关键信息
+            AreaInfo areaInfo = new AreaInfo();
+            areaInfo.pos = child.transform.position;
+            areaInfo.radius = child.transform.lossyScale.x / 2;
+            areaPosList[i] = areaInfo;
+            i++;
+        }
+    }
+
+    private struct AreaInfo {
+        public Vector3 pos;
+        public float radius;
+    }
+
+    private AreaInfo[] areaPosList;
+
+    public bool isInValidArea(Vector3 worldPosition) {
+        foreach (AreaInfo areaInfo in areaPosList)
+        {
+            if (Vector3.Distance(areaInfo.pos, worldPosition) < areaInfo.radius) {
+                return true;
+            }
+        }
+        return false;
+    } 
+
+    public Vector3 randomOneValidAreaPoint() {
+        return areaPosList[Random.Range(0, areaPosList.Length)].pos;
+    }
+}

+ 11 - 0
Assets/ArtAsset/Hunter/Demo/GrassAreaRecorder.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 14aff0d213a308e49a0b1be19a1c8ef4
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 0 - 0
Assets/BowArrow/Scenes/GameHunter/HunterGameSettleView.cs → Assets/ArtAsset/Hunter/Demo/HunterGameSettleView.cs


+ 0 - 0
Assets/BowArrow/Scenes/GameHunter/HunterGameSettleView.cs.meta → Assets/ArtAsset/Hunter/Demo/HunterGameSettleView.cs.meta


+ 0 - 0
Assets/BowArrow/Scenes/GameHunter/HunterGameView.cs → Assets/ArtAsset/Hunter/Demo/HunterGameView.cs


+ 0 - 0
Assets/BowArrow/Scenes/GameHunter/HunterGameView.cs.meta → Assets/ArtAsset/Hunter/Demo/HunterGameView.cs.meta


+ 1 - 0
Assets/BowArrow/Scenes/GameHunter/RabbitHuntGameMode.cs → Assets/ArtAsset/Hunter/Demo/RabbitHuntGameMode.cs

@@ -106,6 +106,7 @@ public class RabbitHuntGameMode : GameMode
             gameMgr.gameOver = true;
             gameMgr.StopGame();
             //添加结算界面
+            this.gameMgr.transform.Find("HunterGameSettleView").gameObject.SetActive(true);
         }
     }
 

+ 0 - 0
Assets/BowArrow/Scenes/GameHunter/RabbitHuntGameMode.cs.meta → Assets/ArtAsset/Hunter/Demo/RabbitHuntGameMode.cs.meta


+ 0 - 0
Assets/BowArrow/Scenes/GameHunter/RabbitHuntGameSelectLevelView.cs → Assets/ArtAsset/Hunter/Demo/RabbitHuntGameSelectLevelView.cs


+ 0 - 0
Assets/BowArrow/Scenes/GameHunter/RabbitHuntGameSelectLevelView.cs.meta → Assets/ArtAsset/Hunter/Demo/RabbitHuntGameSelectLevelView.cs.meta


BIN
Assets/ArtAsset/Hunter/Demo/New Terrain.asset → Assets/ArtAsset/Hunter/Demo/TerrainOld.asset


+ 0 - 0
Assets/ArtAsset/Hunter/Demo/New Terrain.asset.meta → Assets/ArtAsset/Hunter/Demo/TerrainOld.asset.meta


+ 4 - 5
Assets/BowArrow/Models/Wolf/Wolf.cs → Assets/ArtAsset/Hunter/Demo/TerrainReader.cs

@@ -2,14 +2,13 @@ using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
-public class Wolf : MonoBehaviour
+public class TerrainReader : MonoBehaviour
 {
-    AnimationPlayer animationPlayer;
-
+    // Start is called before the first frame update
     void Start()
     {
-        animationPlayer = this.GetComponent<AnimationPlayer>();
-        animationPlayer.play(0, WrapMode.Loop);
+        Terrain t = GetComponent<Terrain>();
+        
     }
 
     // Update is called once per frame

+ 11 - 0
Assets/ArtAsset/Hunter/Demo/TerrainReader.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bed7680b0fc6a2146b70c2b12573f6b5
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 20 - 7
Assets/BowArrow/Models/Rabbit/Rabbit.cs → Assets/ArtAsset/Hunter/Models/Rabbit/Rabbit.cs

@@ -17,6 +17,11 @@ public class Rabbit : TargetAnimal
             return ArmBow.ins.transform;
         }
     }
+    GrassAreaRecorder grassAreaRecorder {
+        get {
+            return GrassAreaRecorder.ins;
+        }
+    }
     [SerializeField] Material[] materials;
 
     public void ChangeColorByType(int type) {
@@ -81,14 +86,14 @@ public class Rabbit : TargetAnimal
         this.agent.enabled = false;
         PuaseAutoStrategy();
         onDie?.Invoke(this);
-        AudioMgr.ins.PlayRabbitDie(AudioMgr.GetAudioSource(this.gameObject));
+        AudioMgr.ins.PlayAnimalEffect("RabbitDie", AudioMgr.GetAudioSource(this.gameObject));
     }
 
     void Hurt() {
         RunAwayFromHunter();
         PuaseAutoStrategy();
         addHurtFlag();
-        AudioMgr.ins.PlayRabbitHurt(AudioMgr.GetAudioSource(this.gameObject));
+        AudioMgr.ins.PlayAnimalEffect("RabbitHurt", AudioMgr.GetAudioSource(this.gameObject));
     }
     Queue<int> hurtFlagList = new Queue<int>();
     void addHurtFlag() {
@@ -241,9 +246,13 @@ public class Rabbit : TargetAnimal
 
     //随机移动
     void RandomMove() {
-        Vector3 newDir = Quaternion.AngleAxis(Random.value * 180, Vector3.up) * this.transform.parent.forward;
-        Vector3 newPos = this.transform.parent.position + newDir.normalized * 10 * Random.value;
-        SetDestination(newPos);
+        if (Random.value < 0.5) {
+            SetDestination(grassAreaRecorder.randomOneValidAreaPoint());
+        } else {
+            Vector3 newDir = Quaternion.AngleAxis(Random.value * 180, Vector3.up) * this.transform.parent.forward;
+            Vector3 newPos = this.transform.parent.position + newDir.normalized * 10 * Random.value;
+            SetDestination(newPos);
+        }
     }
 
     //停留
@@ -282,11 +291,15 @@ public class Rabbit : TargetAnimal
     }
 
     bool IsAniForIdle() {
-        return curAnimIndex < 3;
+        return curAnimIndex == 0 || curAnimIndex == 2;
     }
 
     void playAniForIdle() {
-        curAnimIndex = Random.Range(0, 3);
+        if (grassAreaRecorder.isInValidArea(this.transform.position)) {
+            curAnimIndex = 0;
+        } else {
+            curAnimIndex = 2;
+        }
         ap.play(curAnimIndex, WrapMode.Loop);
     }
 

+ 0 - 0
Assets/BowArrow/Models/Rabbit/Rabbit.cs.meta → Assets/ArtAsset/Hunter/Models/Rabbit/Rabbit.cs.meta


+ 0 - 0
Assets/BowArrow/Models/Rabbit/Rabbit.fbx → Assets/ArtAsset/Hunter/Models/Rabbit/Rabbit.fbx


+ 0 - 0
Assets/BowArrow/Models/Rabbit/Rabbit.fbx.meta → Assets/ArtAsset/Hunter/Models/Rabbit/Rabbit.fbx.meta


+ 4 - 4
Assets/ArtAsset/Hunter/Models/Rabbit/Rabbit.prefab

@@ -1629,7 +1629,7 @@ Transform:
   m_GameObject: {fileID: 8625877059380291037}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalScale: {x: 2, y: 2, z: 2}
   m_Children:
   - {fileID: 6204807452911293879}
   - {fileID: 5319010653973121051}
@@ -1696,15 +1696,15 @@ NavMeshAgent:
   m_AgentTypeID: 0
   m_Radius: 0.5
   m_Speed: 5
-  m_Acceleration: 50
+  m_Acceleration: 100
   avoidancePriority: 50
-  m_AngularSpeed: 360
+  m_AngularSpeed: 720
   m_StoppingDistance: 0
   m_AutoTraverseOffMeshLink: 1
   m_AutoBraking: 1
   m_AutoRepath: 1
   m_Height: 2
-  m_BaseOffset: 0
+  m_BaseOffset: -0.02
   m_WalkableMask: 4294967295
   m_ObstacleAvoidanceType: 0
 --- !u!1 &8693797285233642571

+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials.meta → Assets/ArtAsset/Hunter/Models/Wolf/Materials.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Alpha_dark.mat → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_dark.mat


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Alpha_dark.mat.meta → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_dark.mat.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Alpha_grey.mat → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_grey.mat


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Alpha_grey.mat.meta → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_grey.mat.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Alpha_mat.mat → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_mat.mat


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Alpha_mat.mat.meta → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_mat.mat.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Alpha_white.mat → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_white.mat


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Alpha_white.mat.meta → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Alpha_white.mat.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Color_Mat.mat → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Color_Mat.mat


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Color_Mat.mat.meta → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Color_Mat.mat.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Color_dark.mat → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Color_dark.mat


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Color_dark.mat.meta → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Color_dark.mat.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Color_grey.mat → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Color_grey.mat


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Color_grey.mat.meta → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Color_grey.mat.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Color_white.mat → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Color_white.mat


+ 0 - 0
Assets/BowArrow/Models/Wolf/Materials/wolf_Color_white.mat.meta → Assets/ArtAsset/Hunter/Models/Wolf/Materials/wolf_Color_white.mat.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures.meta → Assets/ArtAsset/Hunter/Models/Wolf/Textures.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/Wolf_diff_dark2k.png → Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_dark2k.png


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/Wolf_diff_dark2k.png.meta → Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_dark2k.png.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/Wolf_diff_dark2k.tga → Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_dark2k.tga


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/Wolf_diff_dark2k.tga.meta → Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_dark2k.tga.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/Wolf_diff_grey2k.png → Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_grey2k.png


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/Wolf_diff_grey2k.png.meta → Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_grey2k.png.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/Wolf_diff_grey2k.tga → Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_grey2k.tga


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/Wolf_diff_grey2k.tga.meta → Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_grey2k.tga.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/Wolf_diff_white2k.png → Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_white2k.png


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/Wolf_diff_white2k.png.meta → Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_white2k.png.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/Wolf_diff_white2k.tga → Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_white2k.tga


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/Wolf_diff_white2k.tga.meta → Assets/ArtAsset/Hunter/Models/Wolf/Textures/Wolf_diff_white2k.tga.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/wolf_ambient2k.png → Assets/ArtAsset/Hunter/Models/Wolf/Textures/wolf_ambient2k.png


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/wolf_ambient2k.png.meta → Assets/ArtAsset/Hunter/Models/Wolf/Textures/wolf_ambient2k.png.meta


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/wolf_bump2k.png → Assets/ArtAsset/Hunter/Models/Wolf/Textures/wolf_bump2k.png


+ 0 - 0
Assets/BowArrow/Models/Wolf/Textures/wolf_bump2k.png.meta → Assets/ArtAsset/Hunter/Models/Wolf/Textures/wolf_bump2k.png.meta


+ 289 - 0
Assets/ArtAsset/Hunter/Models/Wolf/Wolf.cs

@@ -0,0 +1,289 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.AI;
+
+public class Wolf : TargetAnimal
+{
+    //动画播放器
+    AnimationPlayer ap;
+    //寻路代理
+    NavMeshAgent agent;
+    //血量
+    [System.NonSerialized] public int hp = 5;
+    //猎人的变换组件
+    Transform hunterT {
+        get {
+            return ArmBow.ins.transform;
+        }
+    }
+    [SerializeField] Material[] materials;
+
+    public void ChangeColorByType(int type) {
+        GetComponentInChildren<SkinnedMeshRenderer>().material = materials[type - 1];
+    }
+
+    void Awake()
+    {
+        ap = GetComponent<AnimationPlayer>();
+        agent = GetComponent<NavMeshAgent>();
+        ap.completeCallback = onAniComplete;
+    }
+
+    void Start()
+    {
+        //不同个体动画播放速度差异化
+        ap.speed = Random.value * 0.2f + 0.8f;
+        //初始动画
+        playAniForIdle();
+        //初始化自动策略
+        InitAutoStrategy();
+    }
+
+    void Update()
+    {
+        //寻路过程监测
+        if (HasCloseToDestination()) {
+            OnReachDestination();
+        } else {
+            OnMovingToDestination();
+        }
+        UpdateAction();
+        UpdateActionTime();
+        UpdateAutoStrategy();
+        //输入监听
+        if (Input.GetKeyDown(KeyCode.D)) {
+            RandomMove();
+        }
+    }
+
+    public void Disappear() {
+        Destroy(this.gameObject);
+    }
+
+    public override void OnHit(Arrow arrow, Vector3 hitPoint, string partName)
+    {
+        arrow.Head().position = hitPoint + arrow.transform.forward * 0.1f;
+        arrow.Hit();
+        if (partName == "Leg") hp -= 2;
+        else if (partName == "Body") hp -= 3;
+        else if (partName == "Head") hp = 0;
+        if (hp <= 0) {
+            Die();
+        } else {
+            Hurt();
+        }
+    }
+
+    void Die() {
+        if (dead) return;
+        dead = true;
+        this.agent.enabled = false;
+        PuaseAutoStrategy();
+        onDie?.Invoke(this);
+        AudioMgr.ins.PlayAnimalEffect("wolf_die", AudioMgr.GetAudioSource(this.gameObject));
+    }
+
+    void Hurt() {
+        RunAwayFromHunter();
+        PuaseAutoStrategy();
+        addHurtFlag();
+        AudioMgr.ins.PlayAnimalEffect("wolf_injured", AudioMgr.GetAudioSource(this.gameObject));
+    }
+    Queue<int> hurtFlagList = new Queue<int>();
+    void addHurtFlag() {
+        hurtFlagList.Enqueue(0);
+        Invoke("clearOneHurtFlag", 5);
+    }
+    void clearOneHurtFlag() {
+        if (hurtFlagList.Count > 0) {
+            hurtFlagList.Dequeue();
+            if (hurtFlagList.Count == 0) {
+                OnHurtFlagTimeOut();
+            }
+        }
+    }
+    void OnHurtFlagTimeOut() {
+        if (!dead) {
+            ResumeAutoStrategy();
+        }
+    }
+
+    //是否已经死亡
+    bool dead = false;
+    //是否处于移动状态
+    bool _moving = false;
+    bool moving {
+        get {
+            return _moving;
+        }
+        set {
+            if (_moving && !value) {
+                movingTime = 0;
+
+            }
+            if (!_moving && value) stayingTime = 0;
+            _moving = value;
+        }
+    }
+    //实时记录“单次移动的持续时间”
+    float movingTime = 0;
+    //实时停留时间
+    float stayingTime = 0;
+    //启动寻路
+    void SetDestination(Vector3 pos) {
+        moving = true;
+        this.agent.destination = pos;
+    }
+    //寻路过程
+    void OnMovingToDestination() {
+        if (!moving) return;
+    }
+    //寻路结束
+    void OnReachDestination() {
+        if (!moving) return;
+        moving = false;
+    }
+    //是否已经接近目的地(寻路完成判断)
+    bool HasCloseToDestination() {
+        if (!moving) return true;
+        if (movingTime > 0.1) {
+            if (this.agent.velocity.magnitude < 0.05f) {
+                return true;
+            }
+        }
+        return false;
+    }
+    //更新动作
+    void UpdateAction() {
+        if (dead) {
+            if (!isAniDie()) playAniDie();
+        } else if (moving) {
+            if (!isAniRun()) playAniRun();
+        } else {
+            if (!IsAniForIdle()) {
+                playAniForIdle();
+            }
+        }
+    }
+    //记录动作时间
+    void UpdateActionTime() {
+        if (moving) {
+            movingTime += Time.deltaTime;
+        } else {
+            stayingTime += Time.deltaTime;
+        }
+    }
+
+    float willStayTime;
+    float willMoveTime;  
+    bool autoMoving = false;
+    float autoMovingTime;
+    bool autoStrategy = true;
+    //自动策略的更新逻辑
+    void UpdateAutoStrategy() {
+        if (!autoStrategy) return;
+        if (stayingTime > willStayTime) {
+            autoMoving = true;
+            RandomMove();
+            RandomWillStayTime();
+        } 
+        if (autoMoving) {
+            if (moving) {
+                autoMovingTime += Time.deltaTime;
+            } else if (autoMovingTime < willMoveTime) {
+                RandomMove();
+            } else if (autoMovingTime >= willMoveTime) {
+                Stay();
+                RandomWillMoveTime();
+                autoMoving = false;
+                autoMovingTime = 0;
+            }
+        }
+    }
+    void InitAutoStrategy() {
+        autoStrategy = true;
+        this.willStayTime = 1 + Random.value * 4;
+        RandomWillMoveTime();
+    }
+    void PuaseAutoStrategy() {
+        this.autoStrategy = false;
+    }
+    void ResumeAutoStrategy() {
+        this.autoStrategy = true;
+        RandomWillStayTime();
+        RandomWillMoveTime();
+        this.autoMoving = false;
+        this.autoMovingTime = 0;
+    }
+    void RandomWillStayTime() {
+        this.willStayTime = Random.value * 3 + 5;
+    }
+    void RandomWillMoveTime() {
+        this.willMoveTime = Random.value * 2 + 3;
+    }
+    
+
+    //逃跑远离猎人
+    void RunAwayFromHunter() 
+    {
+        Vector3 backVec = GetPointerHunterToMe();
+        SetDestination(transform.position + backVec.normalized * 5);
+    }
+
+    //获取猎人到我的位移向量
+    Vector3 GetPointerHunterToMe() {
+        Vector3 hunterPos = hunterT.position;
+        Vector3 myPos = transform.position;
+        hunterPos.y = myPos.y;
+        return myPos - hunterPos;
+    }
+
+    //随机移动
+    void RandomMove() {
+        Vector3 newDir = Quaternion.AngleAxis(Random.value * 180, Vector3.up) * this.transform.parent.forward;
+        Vector3 newPos = this.transform.parent.position + newDir.normalized * 10 * Random.value;
+        SetDestination(newPos);
+    }
+
+    //停留
+    void Stay() {
+        if (moving) {
+            this.agent.destination = this.agent.nextPosition;
+            OnReachDestination();
+        }
+    }
+
+    //当前动画索引
+    int curAnimIndex = 0;
+    void playAniDie() {
+        ap.play(curAnimIndex = 2, WrapMode.Once);
+    }
+    bool isAniDie() {
+        return curAnimIndex == 2;
+    }
+    void playAniRun() {
+        ap.play(curAnimIndex = 4, WrapMode.Loop);
+    }
+    bool isAniRun() {
+        return curAnimIndex == 4;
+    }
+
+    void onAniComplete(AnimationPlayerCompleteResult res) {
+        if (res.index == 2) {
+            Invoke("Disappear", 2);
+        }
+    }
+
+    bool IsAniForIdle() {
+        return curAnimIndex == 3;
+    }
+
+    void playAniForIdle() {
+        curAnimIndex = 3;
+        ap.play(curAnimIndex, WrapMode.Loop);
+    }
+
+    //委托
+    public System.Action<Wolf> onDie;
+}

+ 1 - 1
Assets/BowArrow/Models/Wolf/Wolf.cs.meta → Assets/ArtAsset/Hunter/Models/Wolf/Wolf.cs.meta

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