添加光学无人机发射激光逻辑
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@ -17246,6 +17344,12 @@ MonoBehaviour:
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|
@ -0,0 +1,18 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class ShellBoom : MonoBehaviour
|
||||
{
|
||||
public UnityEvent onShellAttack;
|
||||
public bool isPlayer = false;
|
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private void OnTriggerEnter(Collider other)
|
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{
|
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if (isPlayer && other.tag == "AttackTarget")
|
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{
|
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onShellAttack?.Invoke();
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}
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}
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}
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@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -74,6 +74,12 @@ public class UnmannedAerialVehicle : MonoBehaviour
|
|||
public TextMesh tips;
|
||||
|
||||
public Transform attackTarget;
|
||||
|
||||
/// <summary>
|
||||
/// 炮弹
|
||||
/// </summary>
|
||||
public GameObject shell;
|
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|
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private void OnTriggerEnter(Collider other)
|
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{
|
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if (unmannedAerialVehicleManage.equipmentCommon.isPlayer && other.tag == "AttackTarget")
|
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|
@ -181,6 +187,8 @@ public class UnmannedAerialVehicle : MonoBehaviour
|
|||
|
||||
void OnDestroy()
|
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{
|
||||
attackTarget = null;
|
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StopCoroutine(RangedAttack());
|
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transform.DOKill();
|
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}
|
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|
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|
@ -197,18 +205,52 @@ public class UnmannedAerialVehicle : MonoBehaviour
|
|||
Vector3 _v3 = attackTarget.position;
|
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transform.DOLookAt(_v3, 0.1f).OnComplete(() =>
|
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{
|
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float distance = Vector3.Distance(transform.position, attackTarget.position);
|
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transform.DOMove(attackTarget.position, distance / FireSpeed).SetEase(Ease.Linear).OnComplete(() =>
|
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if (wrjModel == WRJModel.光学无人机)
|
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{
|
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//if (!attackTarget)
|
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//{
|
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// //BeAssaulted("没有攻击到目标");
|
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//}
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});
|
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StopCoroutine(RangedAttack());
|
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StartCoroutine(RangedAttack());
|
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}
|
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else
|
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{
|
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float distance = Vector3.Distance(transform.position, attackTarget.position);
|
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transform.DOMove(attackTarget.position, distance / FireSpeed).SetEase(Ease.Linear).OnComplete(() =>
|
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{
|
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//if (!attackTarget)
|
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//{
|
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// //BeAssaulted("没有攻击到目标");
|
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//}
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});
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}
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});
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}
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}
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|
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/// <summary>
|
||||
/// 远程攻击
|
||||
/// </summary>
|
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public IEnumerator RangedAttack()
|
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{
|
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while (attackTarget)
|
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{
|
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yield return new WaitForSeconds(1f);
|
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GameObject obj = Instantiate(shell);
|
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obj.SetActive(true);
|
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ShellBoom sb = obj.AddComponent<ShellBoom>();
|
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sb.isPlayer = unmannedAerialVehicleManage.equipmentCommon.isPlayer;
|
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sb.onShellAttack.AddListener(() =>
|
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{
|
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AddBao(attackTarget.transform);
|
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// 销毁objectToDestroy对象
|
||||
BeAssaulted("攻击到目标");
|
||||
});
|
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Vector3 direction = obj.transform.position - attackTarget.position;
|
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float step = 1 * Time.deltaTime;
|
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obj.transform.rotation = Quaternion.LookRotation(direction);
|
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obj.transform.position = Vector3.MoveTowards(obj.transform.position, attackTarget.position, step);
|
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|
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}
|
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}
|
||||
|
||||
/// <summary>
|
||||
/// 发起攻击
|
||||
/// </summary>
|
||||
|
|
Loading…
Reference in New Issue