LookUpUFO 6 년 전
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1a5c3c5c26
100개의 변경된 파일392개의 추가작업 그리고 163개의 파일을 삭제
  1. 160 35
      ShootLaya/bin/js/bundle.js
  2. 64 6
      ShootLaya/bin/res/LayaScene_main/Conventional/main.ls
  3. 62 28
      ShootLaya/src/game_logic/Bullet.ts
  4. 3 3
      ShootLaya/src/game_logic/BulletController.ts
  5. 7 2
      ShootLaya/src/game_logic/Player.ts
  6. 7 0
      ShootLaya/src/game_tool/Game_Tool.ts
  7. 1 1
      ShootLaya/src/game_ui/game_ui.ts
  8. 7 7
      Shootunity/Assets/LayaAir3D/LayaTool/Configuration.xml
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파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 160 - 35
ShootLaya/bin/js/bundle.js


+ 64 - 6
ShootLaya/bin/res/LayaScene_main/Conventional/main.ls

@@ -117,7 +117,7 @@
 						-1
 					],
 					"scale":[
-						13.20082,
+						113.52,
 						12.93065,
 						1
 					],
@@ -177,7 +177,7 @@
 					"scale":[
 						1,
 						1,
-						0
+						1
 					]
 				},
 				"components":[],
@@ -260,7 +260,7 @@
 					"name":"role",
 					"active":true,
 					"isStatic":false,
-					"layer":0,
+					"layer":9,
 					"position":[
 						3.96,
 						1.5,
@@ -268,9 +268,9 @@
 					],
 					"rotation":[
 						0,
+						0.06932122,
 						0,
-						0,
-						-1
+						-0.9975944
 					],
 					"scale":[
 						1,
@@ -317,7 +317,7 @@
 							"name":"bulltePos",
 							"active":true,
 							"isStatic":false,
-							"layer":0,
+							"layer":9,
 							"position":[
 								0,
 								0,
@@ -347,6 +347,64 @@
 						"child":[]
 					}
 				]
+			},
+			{
+				"type":"MeshSprite3D",
+				"props":{
+					"name":"wall (1)",
+					"active":true,
+					"isStatic":false,
+					"layer":8,
+					"position":[
+						0,
+						-2.43,
+						-7.8
+					],
+					"rotation":[
+						0,
+						0,
+						0,
+						-1
+					],
+					"scale":[
+						13.20082,
+						12.93065,
+						1
+					],
+					"meshPath":"Library/unity default resources-Cube.lm",
+					"enableRender":true,
+					"materials":[
+						{
+							"type":"Laya.BlinnPhongMaterial",
+							"path":"Assets/New Material.lmat"
+						}
+					]
+				},
+				"components":[
+					{
+						"type":"PhysicsCollider",
+						"restitution":0,
+						"friction":0.5,
+						"rollingFriction":0,
+						"shapes":[
+							{
+								"type":"BoxColliderShape",
+								"center":[
+									0,
+									0,
+									0
+								],
+								"size":[
+									1,
+									1,
+									1
+								]
+							}
+						],
+						"isTrigger":false
+					}
+				],
+				"child":[]
 			}
 		]
 	}

+ 62 - 28
ShootLaya/src/game_logic/Bullet.ts

@@ -1,5 +1,5 @@
 import { Role } from "./Role";
-import { CheckType } from "../game_module/GameDefined";
+import GameDefined, { CheckType } from "../game_module/GameDefined";
 import Vector3 = Laya.Vector3;
 import Ray = Laya.Ray;
 import HitResult = Laya.HitResult;
@@ -7,6 +7,7 @@ import GameSceneController from "./GameSceneController";
 import BulletController from "./BulletController";
 import Sprite3D = Laya.Sprite3D;
 import Transform3D = Laya.Transform3D;
+import Game_Tool from "../game_tool/Game_Tool";
 export class Bullet extends Laya.Script {
     constructor() {
         super();
@@ -18,43 +19,76 @@ export class Bullet extends Laya.Script {
         this.self = this.owner as Sprite3D;
         this.forw = new Vector3(0, 0, 0);
         this._transform = this.self.transform;
+        this._corss = new Vector3(0, 0, 0);
     }
 
     private forw: Vector3;
     private _ray: Ray;
     private _hit: HitResult;
-
     private go: Sprite3D;
     private goS: Bullet;
-    CreateRay() {
+    private _corss: Vector3;
+    CreateRay(pos: Vector3, _rotation) {
+        if (!this.go) {
+            this.go = BulletController.Instance.CreateBullet();
+            var gs = this.go.getComponent(Bullet);
+            if (!gs) this.goS = this.go.addComponent(Bullet);
+        } else {
+            this.go.active = true;
+        }
+        this.go.transform.position = pos.clone();
+        this.go.transform.rotationEuler = _rotation;
         // this._transform.getForward(this.forw);
-        // this.forw = new Vector3(-this.forw.x, -this.forw.y, -this.forw.z);
-        // if (!this._ray) {
-        //     this._ray = new Ray(this._bulletPos.transform.position, this.forw);
-        //     this._hit = new HitResult();
-        // } else {
-        //     this._ray.origin = this._bulletPos.transform.position;
-        //     this._ray.direction = this.forw;
-        // }
-        // if (!this.go) {
-        //     this.go = BulletController.Instance.CreateBullet();
-
-        // }
-        // this.go.transform.position = this._bulletPos.transform.position;
-        // this.go.transform.rotation = this._transform.rotation;
-        // var isS = GameSceneController.Instance.game_scene.physicsSimulation.rayCast(this._ray, this._hit);
-
-        // if (isS) {
-        //     var poi = this._hit.point;
-        //     var nor = Vector3.distance(this._bulletPos.transform.position, poi);
-        //     go.transform.localScaleZ = nor;
-        // } else {
-        //     go.transform.localScaleZ = 50;
-        // }
-        //console.log(go.transform.localScaleZ);
+        this.go.transform.getForward(this.forw);
+        this.forw = new Vector3(-this.forw.x, -this.forw.y, -this.forw.z);
+        var temp=this.forw.clone();
+        Vector3.normalize(temp, temp);
+        //    this.forw = new Vector3(this.forW.x * this.speed, this.forW.y * this.speed, this.forW.z * this.speed);
+
+
+       // var temp = new Vector3(-this.forw.x * 0.01, -this.forw.y * 0.01, -this.forw.z * 0.01);
+
+        pos.x = pos.x + temp.x*0.01;
+        pos.y = pos.y + temp.y*0.01;
+        pos.z = pos.z + temp.z*0.01;
+
+        if (!this._ray) {
+            this._ray = new Ray(pos, this.forw);
+            this._hit = new HitResult();
+        } else {
+            this._ray.origin = pos;
+            this._ray.direction = this.forw;
+        }
+
+
+        var isS = GameSceneController.Instance.game_scene.physicsSimulation.rayCast(this._ray, this._hit);
+        if (isS) {
+            var poi = this._hit.point;
+            var dis = Vector3.distance(pos, poi);
+            this.go.transform.localScaleZ = dis;
+            var other = this._hit.collider.owner as Sprite3D;
+            if (other.layer == GameDefined.player_layer) {
+                this.goS.SetNextNotActive();
+            } else {
+                var nor = this._hit.normal;
+                console.log(nor);
+                Vector3.cross(this.forw, nor, this._corss);//大于0在左方 小于0在右方
+                var a = Game_Tool.getReflectAng(this.forw);
+                var ang = this._transform.rotationEuler.clone();
+                this._corss.y >= 0 ? ang.y = ang.y + 2 * a : ang.y = ang.y - 2 * a;
+                this.goS.CreateRay(poi, ang);
+            }
+
+        } else {
+            this.go.transform.localScaleZ = 50;
+            this.goS.SetNextNotActive();
+        }
     }
 
     public SetNextNotActive() {
-
+        if (this.go) {
+            this.go.active = false;
+            if (this.goS) this.goS.SetNextNotActive();
+        }
     }
 }

+ 3 - 3
ShootLaya/src/game_logic/BulletController.ts

@@ -16,11 +16,11 @@ export default class BulletController {
 
     private bullet: Sprite3D;
     public CreateBullet(): Sprite3D {
-        if (this.bullet) return this.bullet;
+        //if (this.bullet) return this.bullet;
         var go = Pool_Manager.Instance.SetActiveObject(GameDefined.poolName.bullet);
         GameSceneController.Instance.game_scene.addChild(go);
-        this.bullet = go;
-        return this.bullet;
+       // this.bullet = go;
+        return go;
     }
 
 }

+ 7 - 2
ShootLaya/src/game_logic/Player.ts

@@ -7,6 +7,7 @@ import GameSceneController from "./GameSceneController";
 import BulletController from "./BulletController";
 import Sprite3D = Laya.Sprite3D;
 import { Bullet } from "./Bullet";
+import Game_Tool from "../game_tool/Game_Tool";
 export class Player extends Role {
     constructor() {
         super();
@@ -44,6 +45,7 @@ export class Player extends Role {
         }
         this.go.transform.position = this._bulletPos.transform.position;
         this.go.transform.rotation = this._transform.rotation;
+        //  this.go.transform.getForward(this.forw);
         var isS = GameSceneController.Instance.game_scene.physicsSimulation.rayCast(this._ray, this._hit);
 
         if (isS) {
@@ -51,8 +53,11 @@ export class Player extends Role {
             var dis = Vector3.distance(this._bulletPos.transform.position, poi);
             this.go.transform.localScaleZ = dis;
             var nor = this._hit.normal;
-            Vector3.cross(this.forw, nor, this._corss);
-
+            Vector3.cross(this.forw, nor, this._corss);//大于0在左方 小于0在右方
+            var a = Game_Tool.getReflectAng(this.forw);
+            var ang = this._transform.rotationEuler.clone();
+            this._corss.y >= 0 ? ang.y = ang.y + 2 * a : ang.y = ang.y - 2 * a;
+            this.goS.CreateRay(poi, ang);
         } else {
             this.go.transform.localScaleZ = 50;
             this.goS.SetNextNotActive();

+ 7 - 0
ShootLaya/src/game_tool/Game_Tool.ts

@@ -1,5 +1,6 @@
 
 import UserModel from "../game_module/UserModel";
+import Vector3=Laya.Vector3;
 export default class Game_Tool {
 
     public static GetObjKey(obj: any) {
@@ -36,6 +37,12 @@ export default class Game_Tool {
     }
 
 
+    public static getReflectAng(dir:Vector3){
+        var xx=Math.abs(dir.x);
+        var zz=Math.abs(dir.z);
+        var obl= Math.sqrt(Math.pow(dir.x, 2) + Math.pow(dir.z, 2));
+        return 180 / Math.PI * Math.acos(xx / obl);
+    }
 
     public static random_1to1():number{ 
         var iszheng=Math.random()>0.5?-1:1;

+ 1 - 1
ShootLaya/src/game_ui/game_ui.ts

@@ -43,7 +43,7 @@ export class game_ui extends ui.game_uiUI implements UI_Interface {
         var offestX = MousePos.x - this.curMousePos.x;
         if (offestX > 0) offestX = offestX < 5 ? offestX : 5;
         if (offestX < 0) offestX = offestX > -5 ? offestX : -5;
-        var rotateDir = new Laya.Vector3(0, offestX * 0.01, 0);
+        var rotateDir = new Laya.Vector3(0, -offestX * 0.01, 0);
         RoleController.Instance.RoleRotation(rotateDir);
         this.curMousePos = new Laya.Vector2(Laya.MouseManager.instance.mouseX, Laya.MouseManager.instance.mouseY);;
     }

+ 7 - 7
Shootunity/Assets/LayaAir3D/LayaTool/Configuration.xml

@@ -3,11 +3,11 @@
   <config>1</config>
   <config1>
     <FirstlevelMenu>0</FirstlevelMenu>
-    <MeshSetting>False</MeshSetting>
+    <MeshSetting>True</MeshSetting>
     <IgnoreVerticesUV>False</IgnoreVerticesUV>
     <IgnoreVerticesNormal>False</IgnoreVerticesNormal>
     <IgnoreVerticesTangent>False</IgnoreVerticesTangent>
-    <IgnoreVerticesColor>False</IgnoreVerticesColor>
+    <IgnoreVerticesColor>True</IgnoreVerticesColor>
     <CompressMesh>False</CompressMesh>
     <AnimatorCompress>False</AnimatorCompress>
     <TerrainSetting>True</TerrainSetting>
@@ -15,9 +15,9 @@
     <JPGQuality>75</JPGQuality>
     <ConvertTerrain>True</ConvertTerrain>
     <TerrainToMeshResolution>8</TerrainToMeshResolution>
-    <GameObjectSetting>False</GameObjectSetting>
+    <GameObjectSetting>True</GameObjectSetting>
     <IgnoreNullGameObject>True</IgnoreNullGameObject>
-    <IgnoreNotActiveGameObject>False</IgnoreNotActiveGameObject>
+    <IgnoreNotActiveGameObject>True</IgnoreNotActiveGameObject>
     <OptimizeGameObject>False</OptimizeGameObject>
     <BatchMade>False</BatchMade>
     <OtherSetting>True</OtherSetting>
@@ -28,8 +28,8 @@
     <Ios>False</Ios>
     <Android>False</Android>
     <Conventional>True</Conventional>
-    <SavePath>E:/Work/ShootOut/ShootLaya/bin/res</SavePath>
-    <ScrollPositionY>0</ScrollPositionY>
+    <SavePath>E:/Git_Pdxyx/Shootout/Shootout/ShootLaya/bin/res</SavePath>
+    <ScrollPositionY>48</ScrollPositionY>
   </config1>
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이 변경점에서 너무 많은 파일들이 변경되어 몇몇 파일들은 표시되지 않았습니다.