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- using System.Collections.Generic;
- using UnityEngine;
- using DG.Tweening;
- public class Arrow : MonoBehaviour
- {
- private Rigidbody newRigidbody;
- public Vector3 shootOutPosition;
- public float flyTime = 0;
- public bool isHit = false;
- public RaycastHit raycastHit;
- private float mySpeed = 0;
- public bool simulatedParabola = false; //模拟抛物线
- public ArmBow armBow;
- public static float speed = GameMgr.RealSizeToGameSize(60);
- void Awake()
- {
- GameMgr.ins.gameMode.PauseTimeCounting(this);
- }
- void Start()
- {
- newRigidbody = this.gameObject.AddComponent<Rigidbody>();
- mySpeed = speed;
- if (GameAssistUI.ins) {
- mySpeed *= (1 + GameAssistUI.ins.shootScaleValue);
- }
- //瞄准靶子发射时,自动调整仰角
- if (raycastHit.transform && raycastHit.transform.gameObject.name == "TargetBody") {
- ApplyParabolaAngle(raycastHit.point);
- float distance = TargetBody.ins.GetDistance();
- if (Mathf.RoundToInt(distance) >= 50) {
- if (Random.value < 0.5) simulatedParabola = true;
- }
- }
- newRigidbody.velocity = this.transform.forward * mySpeed;
- newRigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
- Transform cameraTF = this.transform.Find("Camera");
- cameraTF.gameObject.SetActive(true);
- cameraTF.gameObject.AddComponent<ArrowCamera>().arrow = this;
- this.activeEffectTrail(true);
- }
- void ApplyParabolaAngle(Vector3 destination)
- {
- float angleX = 0;
- float distX = Vector2.Distance(
- new Vector2(destination.x, destination.z),
- new Vector2(this.transform.position.x, this.transform.position.z)
- );
- float distY = destination.y - this.transform.position.y;
- float posBase = (Physics.gravity.y * Mathf.Pow(distX, 2.0f)) / (2.0f * Mathf.Pow(mySpeed, 2.0f));
- float posX = distX / posBase;
- float posY = (Mathf.Pow(posX, 2.0f) / 4.0f) - ((posBase - distY) / posBase);
- bool paoshe = false;
- if (posY >= 0.0f)
- {
- if (paoshe)
- angleX = Mathf.Rad2Deg * Mathf.Atan(-posX / 2.0f + Mathf.Pow(posY, 0.5f));
- else
- angleX = Mathf.Rad2Deg * Mathf.Atan(-posX / 2.0f - Mathf.Pow(posY, 0.5f));
- }
- else
- {
- return;
- }
- Vector3 finalAngle = this.transform.eulerAngles;
- finalAngle = new Vector3(-angleX, finalAngle.y, finalAngle.z);
- this.transform.localRotation = Quaternion.Euler(finalAngle);
- }
- void OnDestroy() {
- GameMgr.ins.gameMode.ResumeTimeCounting(this);
- if (this.newRigidbody)
- {
- Destroy(this.newRigidbody);
- }
- }
- Vector3 position;
- Quaternion rotation;
- void FixedUpdate()
- {
- if (newRigidbody) {
- transform.forward = newRigidbody.velocity.normalized;
- }
- if (!isHit && flyTime >= 0) {
- flyTime += Time.deltaTime;
- this.position = this.transform.position;
- this.rotation = this.transform.rotation;
- if (flyTime > 14) {
- Destroy(gameObject);
- GameMgr.ins.gameMode.HitTarget(0);
- AudioMgr.ins.PlayCheer(false);
- nextShoot();
- }
- this.UpdateRotate();
- }
- // this.UpdateShake();
- }
- public void Hit() {
- gameObject.GetComponent<BoxCollider>().enabled = false;
- if (newRigidbody) {
- newRigidbody.useGravity = false;
- newRigidbody.velocity = Vector3.zero;
- Destroy(newRigidbody);
- newRigidbody = null;
- }
- isHit = true;
- // this.Shake();
- this.activeEffectCyclone(false);
- this.activeEffectBomb(true);
- this.activeEffectTrail(false);
- }
- public Vector3 getHeadPosition() {
- return this.transform.Find("Head").position;
- }
- /**箭矢旋转 */
- private Vector3 rotateV3 = new Vector3(0, 0, 1400);
- private void UpdateRotate() {
- this.transform.Find("Head").Rotate(rotateV3 * Time.deltaTime, Space.Self);
- }
- /**箭矢震动 */
- private bool shaking = false;
- private float shakeTime = 0;
- private float shakeTimeMax = 0.5f;
- private float shakeRange = 5;
- private int shakeDirection = 1;
- private Vector3 shakeAngles = new Vector3();
- private void Shake()
- {
- this.shaking = true;
- this.shakeTime = 0;
- this.shakeDirection = 1;
- }
- private void UpdateShake()
- {
- if (!this.shaking) {
- return;
- }
- Transform transform = this.transform.Find("Head").transform;
- float shakeRangeNow = (1 - this.shakeTime / this.shakeTimeMax) * this.shakeRange;
- if (shakeRangeNow <= 0) {//震动结束
- this.shaking = false;
- this.shakeAngles.x = 0;
- } else {
- this.shakeAngles.x = -this.shakeDirection * shakeRangeNow;
- this.shakeDirection *= -1;
- }
- transform.localEulerAngles = this.shakeAngles;
- this.shakeTime += Time.deltaTime;
- }
- //进入下一轮射击
- bool hasDoneNextShoot = false;
- public void nextShoot() {
- if (hasDoneNextShoot) return;
- hasDoneNextShoot = true;
- GameMgr.ins.gameMode.ResumeTimeCounting(this);
- if (!GameMgr.ins.gameMode.DoNextShoot()) return;
- this.armBow.readyShoot();
- }
- void OnCollisionEnter(Collision collision) {
- if ((1 << collision.gameObject.layer) != LayerMask.GetMask("Target"))
- {
- this.Hit();
- GameMgr.ins.gameMode.HitTarget(0);
- AudioMgr.ins.PlayCheer(false);
- }
- this.transform.SetParent(collision.transform.parent);
- }
- public void activeEffectCyclone(bool value)
- {
- this.transform.Find("Head/EF_kuosanquan").gameObject.SetActive(value);
- if (!value) return;
- ParticleSystemRenderer ps = this.transform.Find("Head/EF_kuosanquan/kuosan").GetComponent<ParticleSystemRenderer>();
- ParticleSystemRenderer ps1 = this.transform.Find("Head/EF_kuosanquan/kuosan (1)").GetComponent<ParticleSystemRenderer>();
- DOTween.To(() => ps.minParticleSize, value => {
- ps.minParticleSize = value;
- ps.maxParticleSize = value;
- }, 0.4f, 0.6f);
- DOTween.To(() => ps1.minParticleSize, value => {
- ps1.minParticleSize = value;
- ps1.maxParticleSize = value;
- }, 0.8f, 0.6f);
- }
- void activeEffectBomb(bool value)
- {
- this.transform.Find("Head/EF_baodian").gameObject.SetActive(value);
- }
- void activeEffectTrail(bool value)
- {
- this.transform.Find("EF_tuowei").gameObject.SetActive(value);
- this.transform.Find("EF_tuowei/Trail").GetComponent<TrailRenderer>().time = 1.6f / mySpeed;
- }
- }
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