update core

This commit is contained in:
2024-10-28 00:40:00 +08:00
parent 991ce10c52
commit 66b8593446
14 changed files with 116 additions and 20 deletions

View File

@@ -166,7 +166,7 @@ namespace Game.Component
#if UNITY_EDITOR
public bool HasRunaway => MapContent.Instance?.IsRunaway ?? false;
public float CurMoveSpeed => (MapContent.Instance?.MoveGlobalOffset ?? 0) * this._curMoveSpeedOffset * (this.MaxMoveSpeed *
public float CurMoveSpeed => (MapContent.Instance?.EnemyMoveGlobalOffset ?? 0) * this._curMoveSpeedOffset * (this.MaxMoveSpeed *
(1 +
( this._expTimeHandler?.IsPlaying ?? false
? (1 - this._expTimeHandler.CurProgress) * this._expSpeedOffset
@@ -176,7 +176,7 @@ namespace Game.Component
#else
public bool HasRunaway => MapContent.Instance?.IsRunaway ?? false;
public float CurMoveSpeed => (MapContent.Instance.MoveGlobalOffset) * this._curMoveSpeedOffset * (this.MaxMoveSpeed *
public float CurMoveSpeed => (MapContent.Instance.EnemyMoveGlobalOffset) * this._curMoveSpeedOffset * (this.MaxMoveSpeed *
(1 +
( this._expTimeHandler?.IsPlaying ?? false
? (1 - this._expTimeHandler.CurProgress) * this._expSpeedOffset

View File

@@ -1,13 +1,21 @@
using XFFSM;
using UnityEngine;
using XFFSM;
namespace Game.Component.EnemyFSM_AI
{
public class Sleep : EnemyFSMState
{
public override void OnExit ()
{
this.Entity.GetComponent<Collider2D> ().enabled = true;
}
public override void OnEnter ()
{
// this.Entity.
this.Entity.AnimState.SetState (EnemyAnimStateType.Idle);
SetAiTarget (this.Entity.CreatePos);
this.Entity.GetComponent<Collider2D> ().enabled = false;
//此处可设置角色动画为沉睡状态
}
}

View File

@@ -3,6 +3,7 @@ using Framework.Audio;
using Framework.Timer;
using Game.EventDefine;
using UniFramework.Event;
using Unity.Mathematics;
using UnityEngine;
namespace Game.Component
@@ -17,11 +18,14 @@ namespace Game.Component
public bool IsActiveGame;
private float _moveGlobalOffset = 1;
private float _expGlobalOffset = 0;
//玩家位置
public Vector2 PlayerPosition { private set; get; }
public bool IsRunaway { get ; private set ; }
public float MoveGlobalOffset => this._moveGlobalOffset;
public Vector2 PlayerPosition { private set; get; }
public bool IsRunaway { get ; private set ; }
public float MoveGlobalOffset => this._moveGlobalOffset;
public float EnemyMoveGlobalOffset => math.clamp (this._moveGlobalOffset - this._expGlobalOffset , 0 , 1f);
public bool IsPause
{
@@ -81,6 +85,7 @@ namespace Game.Component
public void ResetGame ()
{
this._expGlobalOffset = Mathf.Clamp (this.ScenePart.LossCount * 0.025f , 0 , 0.25f);
this.PlayerEntity.gameObject.SetActive (false);
this.IsPause = false;
this._RunawayTimeHandler?.Kill ();

View File

@@ -20,6 +20,8 @@ namespace Game.Component
[LabelText ("当前完成数:")] private int _currentConditionNumber = 0;
public int LossCount;
public int CurrentConditionNumber => this._currentConditionNumber;
private List<EnemyEntity> _enemyEntities;

View File

@@ -19,9 +19,10 @@ namespace Game.FsmNode
CameraEffectUtils.Instance.SetAberration (1f , 0.5f);
CameraEffectUtils.Instance.SetGameCamBlur (0.35f , 0.5f , null);
AudioManager.Instance.PlaySoundEffect (SeAudio.OverGame_Fail);
GameManager.Instance.Vibrator (VibratorScale.Normal);
GameEventDefine.GlobalRunaway.SendMessage (10);
await UniTask.Delay (3000);
MapContent.Instance.ScenePart.LossCount ++;
this.stateMachineRunner.OpenState (GameState.StartGame);
}

View File

@@ -18,11 +18,11 @@ namespace Game.FsmNode
{
RoomManager.Instance.LoadScenePart (RoomManager.Instance.PartIndex);
}
// AudioManager.Instance.PlayBGM(BgmAudio.NormalBgm , 0.65f);
GameEventDefine.ChangeGameFsm.SendMessage (GameState.FightGame , true);
UIManager.Instance.CloseLoading (null);
MapContent.Instance.ResetGame ();
// AudioManager.Instance.PlayBGM(BgmAudio.NormalBgm , 0.65f);
CameraManager.Instance.SetCameraState (CameraManager.CameraState.Player_Near);
GameEventDefine.ChangeGameFsm.SendMessage (GameState.FightGame , true);
}
protected override void OnExit ()