增加血瓶系统

This commit is contained in:
_Karasu_ 2022-07-21 12:05:35 +08:00
parent 031a4f3907
commit 3221680299
18 changed files with 761 additions and 9 deletions

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private float initialPlayerPosition;
void Awake()
{
Screen.orientation = ScreenOrientation.LandscapeRight;
}
// Start is called before the first frame update
void Start()
{

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public void IncreaseHealth()
{
if (health < initialHealth)
if (health < initialHealth) {
controller.SetHealth(++health);
if (health == initialHealth)
{
GameObject gameController = GameObject.FindGameObjectWithTag("GameController");
gameController.GetComponent<HealthPotionGenerator>().DisNotifyGenerate();
}
}
}
public void DecreaseHealth()
@ -56,6 +62,14 @@ public class HealthController : MonoBehaviour
if (health <= 0)
{
SceneManager.LoadScene("StartupScene");
return;
}
GameObject gameController = GameObject.FindGameObjectWithTag("GameController");
gameController.GetComponent<HealthPotionGenerator>().NotifyGenerate(gameObject);
}
public bool NeedPotion
{
get => health < initialHealth;
}
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/*
zlib License
Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HealthPotionController : MonoBehaviour
{
private float leftBound;
public float xSpeed;
Rigidbody2D rb2d;
// Start is called before the first frame update
void Start()
{
rb2d = GetComponent<Rigidbody2D>();
rb2d.velocity = new Vector2(xSpeed, 0);
leftBound = Camera.main.ViewportToWorldPoint(new Vector2(0, 1)).x;
}
// Update is called once per frame
void Update()
{
if (rb2d.transform.position.x < leftBound)
{
gameObject.SetActive(false);
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
HealthController healthController = collision.gameObject.GetComponent<HealthController>();
healthController.IncreaseHealth();
gameObject.SetActive(false);
}
}
}

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/*
zlib License
Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HealthPotionGenerator : MonoBehaviour
{
private float rightBound;
public float generationProbability;
public float initialDistance;
public float potionXSpeed;
public float potionYOffset;
public GameObject healthPotionPrefab;
private GameObject healthPotion;
Coroutine generatePotionCoroutine;
public float spawnTimeInterval;
// Start is called before the first frame update
void Start()
{
healthPotion = Instantiate(healthPotionPrefab);
healthPotion.SetActive(false);
rightBound = Camera.main.ViewportToWorldPoint(new Vector2(1, 1)).x;
}
public void NotifyGenerate(GameObject player)
{
HealthController healthController = player.GetComponent<HealthController>();
if (healthController.NeedPotion)
{
if (generatePotionCoroutine == null)
generatePotionCoroutine = StartCoroutine(ConstantGenerate());
}
}
public void DisNotifyGenerate()
{
if (generatePotionCoroutine != null)
{
StopCoroutine(generatePotionCoroutine);
generatePotionCoroutine = null;
}
healthPotion.SetActive(false);
}
IEnumerator ConstantGenerate()
{
while (true)
{
bool needGenerate = Random.value < generationProbability;
if (needGenerate && !healthPotion.activeSelf)
{
healthPotion.transform.position = new Vector3(rightBound + initialDistance,
potionYOffset);
healthPotion.SetActive(true);
healthPotion.GetComponent<Rigidbody2D>().velocity = new Vector2(potionXSpeed, 0);
}
yield return new WaitForSeconds(spawnTimeInterval);
}
}
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physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable:
lifepotion_1: 2137247547
lifepotion_2: -1244690013
lifepotion_0: 1866539434
lifepotion_3: -175261417
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@ -145,7 +145,7 @@ PlayerSettings:
16:10: 1
16:9: 1
Others: 1
bundleVersion: 3.0
bundleVersion: 3.1
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0

View File

@ -9,6 +9,7 @@ TagManager:
- Floor
- Text
- MeterImage
- HealthPotion
layers:
- Default
- TransparentFX