master
voidlp 5 years ago
parent dfc3be1020
commit d64ae9cd7a

1
.gitignore vendored

@ -3,6 +3,7 @@ ZQCourse/[Tt]emp/
ZQCourse/[Oo]bj/
ZQCourse/[Bb]uild/
ZQCourse/obj/
Output/
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*.csproj

@ -1,822 +0,0 @@
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@ -11,7 +11,7 @@ public class FiCameraControl : MonoBehaviour
{
public float moveSpeed = 30.0f;
public float rotateSpeed = 0.2f;
public float m_DampTime = 2f;
public static Vector3 kUpDirection = new Vector3(0.0f, 1.0f, 0.0f);
@ -21,86 +21,123 @@ public class FiCameraControl : MonoBehaviour
private float m_fLastMousePosY = 0.0f;
private bool m_bMouseRightKeyDown = false;
private Camera m_Camera;
private float m_ZoomSpeed;
private Vector3 m_MoveVelocity = Vector3.zero;
private Vector3 m_originPos;
private Vector3 m_targetPos;
private float m_size;
//-----------------------------------------------------------------
void Start()
{
m_Camera = GetComponent<Camera>();
m_targetPos = transform.position;
m_originPos = transform.position;
m_size = m_Camera.fieldOfView;
}
    //-----------------------------------------------------------------
    void Update()
{
        //判断旋转
        if (Input.GetMouseButtonDown(1)) //鼠标右键刚刚按下了
        {
var missle = GameObject.Find("CJ_Missile_Tests_daodangM_001");
if (m_bMouseRightKeyDown == false)
{
m_bMouseRightKeyDown = true;
Vector3 kMousePos = Input.mousePosition;
m_fLastMousePosX = kMousePos.x;
m_fLastMousePosY = kMousePos.y;
}
}
else if (Input.GetMouseButtonUp(1)) //鼠标右键刚刚抬起了
        {
if (m_bMouseRightKeyDown == true)
{
m_bMouseRightKeyDown = false;
m_fLastMousePosX = 0;
m_fLastMousePosY = 0;
}
}
else if (Input.GetMouseButton(1)) //鼠标右键处于按下状态中
        {
if (m_bMouseRightKeyDown)
public void Move(Vector3 targetPos)
{
Vector3 kMousePos = Input.mousePosition;
float fDeltaX = kMousePos.x - m_fLastMousePosX;
float fDeltaY = kMousePos.y - m_fLastMousePosY;
m_fLastMousePosX = kMousePos.x;
m_fLastMousePosY = kMousePos.y;
Vector3 kNewEuler = transform.eulerAngles;
kNewEuler.x += (fDeltaY * rotateSpeed);
kNewEuler.y += -(fDeltaX * rotateSpeed);
transform.eulerAngles = kNewEuler;
}
m_originPos = transform.position;
m_targetPos = targetPos;
}
//判断位移
float fMoveDeltaX = 0.0f;
float fMoveDeltaZ = 0.0f;
float fDeltaTime = Time.deltaTime;
if (Input.GetKey(KeyCode.A))
private void Move()
{
fMoveDeltaX -= moveSpeed * fDeltaTime;
transform.position = Vector3.SmoothDamp(transform.position, m_targetPos, ref m_MoveVelocity, m_DampTime);
}
if (Input.GetKey(KeyCode.D))
public void Zoom(float size)
{
fMoveDeltaX += moveSpeed * fDeltaTime;
m_size = size;
}
if (Input.GetKey(KeyCode.W))
public void Zoom()
{
fMoveDeltaZ += moveSpeed * fDeltaTime;
m_Camera.fieldOfView = Mathf.SmoothDamp(m_Camera.fieldOfView, m_size, ref m_ZoomSpeed, m_DampTime);
}
if (Input.GetKey(KeyCode.S))
private void FixedUpdate()
{
fMoveDeltaZ -= moveSpeed * fDeltaTime;
Move();
Zoom();
}
if (fMoveDeltaX != 0.0f || fMoveDeltaZ != 0.0f)
    //-----------------------------------------------------------------
    void Update()
{
Vector3 kForward = transform.forward;
Vector3 kRight = Vector3.Cross(kUpDirection, kForward);
Vector3 kNewPos = transform.position;
kNewPos += kRight * fMoveDeltaX;
kNewPos += kForward * fMoveDeltaZ;
transform.position = kNewPos;
}
        //判断旋转
        //if (Input.GetMouseButtonDown(1)) //鼠标右键刚刚按下了
        //{
// var missle = GameObject.Find("CJ_Missile_Tests_daodangM_001");
// if (m_bMouseRightKeyDown == false)
// {
// m_bMouseRightKeyDown = true;
// Vector3 kMousePos = Input.mousePosition;
// m_fLastMousePosX = kMousePos.x;
// m_fLastMousePosY = kMousePos.y;
// }
//}
//else if (Input.GetMouseButtonUp(1)) //鼠标右键刚刚抬起了
        //{
// if (m_bMouseRightKeyDown == true)
// {
// m_bMouseRightKeyDown = false;
// m_fLastMousePosX = 0;
// m_fLastMousePosY = 0;
// }
//}
//else if (Input.GetMouseButton(1)) //鼠标右键处于按下状态中
        //{
// if (m_bMouseRightKeyDown)
// {
// Vector3 kMousePos = Input.mousePosition;
// float fDeltaX = kMousePos.x - m_fLastMousePosX;
// float fDeltaY = kMousePos.y - m_fLastMousePosY;
// m_fLastMousePosX = kMousePos.x;
// m_fLastMousePosY = kMousePos.y;
// Vector3 kNewEuler = transform.eulerAngles;
// kNewEuler.x += (fDeltaY * rotateSpeed);
// kNewEuler.y += -(fDeltaX * rotateSpeed);
// transform.eulerAngles = kNewEuler;
// }
//}
////判断位移
//float fMoveDeltaX = 0.0f;
//float fMoveDeltaZ = 0.0f;
//float fDeltaTime = Time.deltaTime;
//if (Input.GetKey(KeyCode.A))
//{
// fMoveDeltaX -= moveSpeed * fDeltaTime;
//}
//if (Input.GetKey(KeyCode.D))
//{
// fMoveDeltaX += moveSpeed * fDeltaTime;
//}
//if (Input.GetKey(KeyCode.W))
//{
// fMoveDeltaZ += moveSpeed * fDeltaTime;
//}
//if (Input.GetKey(KeyCode.S))
//{
// fMoveDeltaZ -= moveSpeed * fDeltaTime;
//}
//if (fMoveDeltaX != 0.0f || fMoveDeltaZ != 0.0f)
//{
// Vector3 kForward = transform.forward;
// Vector3 kRight = Vector3.Cross(kUpDirection, kForward);
// Vector3 kNewPos = transform.position;
// kNewPos += kRight * fMoveDeltaX;
// kNewPos += kForward * fMoveDeltaZ;
// transform.position = kNewPos;
//}
}
}
//-----------------------------------------------------------------

@ -4,6 +4,7 @@ using UnityEngine;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using DG.Tweening;
using UnityEngine.UI;
public class Missle : MonoBehaviour
{
@ -11,6 +12,8 @@ public class Missle : MonoBehaviour
[SerializeField] private Transform correctObjectTF;
[SerializeField] private Transform errorObjectTF;
[SerializeField] private ParticleSystem particles;
public FiCameraControl m_CameraControl;
public Text m_MessageText;
[Range(1.0f, 15.0f)] public float TargetRadius;
[Range(20.0f, 90.0f)] public float LaunchAngle;
@ -53,6 +56,16 @@ public class Missle : MonoBehaviour
OnRecData(json);
}
private void FixedUpdate()
{
}
void focusOnTarget()
{
}
//level 1-5
void SetTarget(int level)
{
@ -136,7 +149,7 @@ public class Missle : MonoBehaviour
{
level = i - KeyCode.Alpha0;
ResetToInitialState();
Launch();
StartLaunch();
return;
}
}
@ -157,6 +170,7 @@ public class Missle : MonoBehaviour
transform.rotation = Quaternion.LookRotation(rigid.velocity) * initialRotation;
missle.transform.position = transform.position;
missle.transform.eulerAngles = new Vector3(transform.eulerAngles.x - 180, transform.eulerAngles.y, transform.eulerAngles.z);
tracePos();
}
}
@ -182,6 +196,7 @@ public class Missle : MonoBehaviour
missle.SetActive(false);
particles.Play();
ShowMessage();
}
float GetPlatformOffset()
@ -200,18 +215,78 @@ public class Missle : MonoBehaviour
return platformOffset;
}
private void ShowMessage()
{
switch (level)
{
case 0:
m_MessageText.text = "天呐!简直错漏百出!";
break;
case 1:
m_MessageText.text = "真糟糕...离目标还差得远...";
break;
case 2:
m_MessageText.text = "em...好像还有很多需要纠正...";
break;
case 3:
m_MessageText.text = "很遗憾!离目标还有一定差距!";
break;
case 4:
m_MessageText.text = "加油!只差一点点!";
break;
case 5:
m_MessageText.text = "恭喜你!完美命中目标!";
break;
default:
break;
}
}
private void tracePos()
{
m_CameraControl.Move(new Vector3(m_CameraControl.transform.position.x, transform.position.y+25, transform.position.z));
m_CameraControl.Zoom(25);
}
void Launch()
private IEnumerator focusMissle()
{
yield return new WaitForSeconds(1);
m_CameraControl.Move(new Vector3(m_CameraControl.transform.position.x, m_CameraControl.transform.position.y, transform.position.z));
m_CameraControl.Zoom(10);
}
private IEnumerator focusTarget()
{
m_CameraControl.Move(new Vector3(98, 28, 43));
m_CameraControl.Zoom(10);
m_MessageText.text = "正在锁定目标...";
yield return null;
}
void StartLaunch()
{
m_MessageText.text = string.Empty;
StartCoroutine(focusTarget());
StartCoroutine(focusMissle());
StartCoroutine(Launch());
//Invoke("Launch", 1);
}
private IEnumerator Launch()
{
yield return new WaitForSeconds(2);
m_MessageText.text = string.Empty;
if (level == 0)
{
particles.transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z + 2);
BoomEffect();
return;
} else
{
SetTarget(level);
}
GetMissleRigidComponent();
rigid.velocity = Vector3.zero;
@ -229,7 +304,7 @@ public class Missle : MonoBehaviour
float H = (TargetObjectTF.position.y + GetPlatformOffset()) - transform.position.y;
float Vz = Mathf.Sqrt(G * R * R / (2.0f * (H - R * tanAlpha)) );
float Vz = Mathf.Sqrt(G * R * R / (2.0f * (H - R * tanAlpha)));
float Vy = tanAlpha * Vz;
@ -242,6 +317,9 @@ public class Missle : MonoBehaviour
bTouchingGround = false;
}
yield return null;
}
void SetNewTarget()
{

@ -1 +1 @@
Build from LAPTOP-6B1OU541 at 2020/5/29 15:38:47
Build from LAPTOP-6B1OU541 at 2020/6/1 14:49:33

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