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@@ -3,6 +3,7 @@ using Assets.MyGame.Scripts.Net.API;
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using Assets.MyGame.Scripts.Net.WebResponses;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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@@ -19,6 +20,7 @@ public class BullitMove : MonoBehaviour
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Vector3 vector3_startPosition;
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public bool isTriggerFirst = true;
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MonsterContral target;
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public Transform targetTra;
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public string bulletID;
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// Start is called before the first frame update
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void Awake()
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@@ -27,7 +29,7 @@ public class BullitMove : MonoBehaviour
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//Destroy(gameObject, desTime);
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}
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bool isLock = false;
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public void Lock(MonsterContral monsterContral)
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public void Lock(MonsterContral monsterContral,Transform endTra)
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{
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foreach (var item in GetComponents<Collider2D>())
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{
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@@ -35,6 +37,7 @@ public class BullitMove : MonoBehaviour
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}
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isLock = true;
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target = monsterContral;
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targetTra = endTra;
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}
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public void NotLock()
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{
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@@ -51,9 +54,13 @@ public class BullitMove : MonoBehaviour
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public void Init()
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{
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vector3_startPosition = transform.position;
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vector3_startPosition.z = -400;
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transform.position = vector3_startPosition;
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}
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//子弹同步分为两种一种是锁定目标一种是不锁定目标
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// Update is called once per frame
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float ABdistanceTemp=999999999;
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public float a = 0.1f;
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void Update()
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{
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if (isLock)
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@@ -62,24 +69,35 @@ public class BullitMove : MonoBehaviour
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{
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NotLock();
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}
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var ABdistance = Vector3.Distance(transform.position, target.transform.position);
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var rotateSpeed = 1/ABdistance;
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Vector3 targetPoint = (target.transform.position-transform.position).normalized * moveSpeed*Time.deltaTime;
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transform.up = Vector3.Lerp(transform.up, targetPoint, rotateSpeed);
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Vector3 v3bullet = transform.position;
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v3bullet.z = 0;
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Vector3 v3target = targetTra.transform.position;
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v3target.z = 0;
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var ABdistance = Vector3.Distance(v3bullet, v3target);
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var rotateSpeed = 1/(ABdistance/3);
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Vector3 targetPoint = (targetTra.transform.position-transform.position).normalized * moveSpeed*Time.deltaTime;
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targetPoint.z = transform.position.z;
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//transform.up = Vector2.Lerp(transform.up, targetPoint, rotateSpeed);
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transform.up = Vector2.Lerp(transform.up, targetPoint, a);
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targetPoint = transform.up.normalized * moveSpeed * Time.deltaTime;
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targetPoint.z = 0;
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transform.position+= targetPoint;
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if (ABdistance <= 2)
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//if (ABdistance <= 2)
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if (ABdistance > ABdistanceTemp)
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{
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AttackFish(target);
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}
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ABdistanceTemp = ABdistance;
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}
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else
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{
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//方便帧同步
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currShowTime += Time.deltaTime;
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Vector3 targetPoint = transform.up.normalized * currShowTime * moveSpeed;
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targetPoint.z = 0;
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transform.position = vector3_startPosition + targetPoint;
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}
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@@ -176,13 +194,15 @@ public class BullitMove : MonoBehaviour
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var v2 = GameManager.Instance.gameData.currRoomData;
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if (true)
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{
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WebSocketSendList.KillFish(v2.roomId, userid,monster.monsterData.fishTypeConfig.fishNumber, monster.guid, (int)CreateFishManager.Instance.currGameType.currSitData.consumeGoldNum);
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//WebSocketSendList.KillFish(v2.roomId, userid,monster.monsterData.fishTypeConfig.fishNumber, monster.guid, (int)CreateFishManager.Instance.currGameType.currSitData.consumeGoldNum);
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WebSocketSendList.KillFish(v2.roomId, userid, monster.monsterData.fishTypeConfig.fishNumber, monster.guid, (int)CreateFishManager.Instance.currGameType.currSitData.consumeGoldNum, bulletID, "63215f0afa3f5b25");
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}
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//受激
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//monster.monsterData.charactersHealth.OnHurt(10, CharacterHurtType.none);
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//monster.HP--;
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//if (monster.HP == 0)
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