add sniper

This commit is contained in:
CortexCore 2023-10-31 18:07:15 +08:00
parent 18f664a545
commit f0f348c246
47 changed files with 4568 additions and 389 deletions

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View File

@ -7,6 +7,7 @@ using BITKit.Animations;
using BITKit.StateMachine;
using System.Linq;
using System.Security.Permissions;
using AYellowpaper.SerializedCollections;
using BITFALL;
using BITFALL.Entities.Equipment;
using BITFALL.Player.Equip;
@ -23,6 +24,9 @@ namespace BITKit.Entities
[Header(Constant.Header.Settings)]
[SerializeField] protected AssetableItem item;
[Header(Constant.Header.Property)]
[SerializeField] public SerializedDictionary<string,AnimationProperty> animationProperties;
[Header(Constant.Header.Components)]
[SerializeField] public UnityAnimator animator;
[SerializeField] protected EntityVFXPlayer vfxPlayer;
@ -36,6 +40,8 @@ namespace BITKit.Entities
public Entities.IEntity Entity { get; set; }
public Entity UnityEntity=>Entity as Entity;
public IBasicItem Item { get; set; }
public IDictionary<string,float> AnimationProperties => animationProperties.ToDictionary(x=>x.Key,x=>x.Value.Value);
public readonly InputActionGroup inputActionGroup = new()
{
@ -49,6 +55,9 @@ namespace BITKit.Entities
public virtual void Entry()
{
if (animator)
animator.enabled = true;
AllowRendering.AddElement(this);
inputActionGroup.allowInput.AddElement(this);
@ -79,6 +88,7 @@ namespace BITKit.Entities
inputActionGroup.allowInput.RemoveElement(this);
}
public virtual UniTask ExitAsync()
{
AllowRendering.RemoveElement(this);
@ -87,16 +97,17 @@ namespace BITKit.Entities
cameraTransform.localPosition = default;
cameraTransform.localRotation = _initialCameraRotation;
}
if (animator)
animator.enabled = false;
return UniTask.CompletedTask;
}
public virtual void OnAwake()
{
AllowRendering.AddListener(x => renderers.ForEach(y =>
{
y.enabled = x;
animator.enabled = x;
}));
AllowRendering.AddListener(x => renderers.ForEach(y => { y.enabled = x; }));
if (animator)
animator.enabled = false;
AllowRendering.Invoke();
if (cameraTransform is not null)
_initialCameraRotation = cameraTransform.localRotation;
@ -152,13 +163,16 @@ namespace BITKit.Entities
public class EntityEquipment : EntityBehavior,IEquipService,IEntityEquipment
{
public IOptional<float> Zoom { get; } = new Optional<float>(){Value = 1};
public float InitialFov;
public float Stable { get; set; }
public bool AllowAttack { get; set; }
public bool AllowScope { get; set; }
[SerializeField] private CinemachineVirtualCamera virtualCamera;
[SerializeField] private Optional<int> overrideIndex;
[SerializeField] private AnimationCurve zoomCurve;
public event Action<IBasicItem> OnEquip;
public event Action<IBasicItem> OnUnEquip;
public event Action<string> OnEquipAddressable;
@ -230,10 +244,7 @@ namespace BITKit.Entities
if (virtualCamera is not null)
{
var current = virtualCamera.m_Lens.FieldOfView;
current= Mathf.Lerp(current,Zoom.Allow ? InitialFov / Zoom.Value : PlayerConfig.Singleton.Fov , deltaTime * 5);
current = Mathf.Clamp(current, 10, PlayerConfig.Singleton.Fov);
virtualCamera.m_Lens.FieldOfView = current;
virtualCamera.m_Lens.FieldOfView =zoomCurve.Evaluate(Zoom.Allow?Zoom.Value:0);
}
if (overrideIndex.Allow && (_health?.IsAlive ?? true))

View File

@ -51,13 +51,15 @@ namespace BITKit.Entities
}
private void Melee(int _damage)
{
var forward = Transform.forward;
meleeService.Melee(new MeleeCommand()
{
PlayerId = Entity.Id,
Position = Transform.position + Vector3.up,
Force = Transform.forward * 128,
Force = forward * 128,
Range = 1.6f,
Damage = _damage,
Forward = forward
});
unityAnimator.Play("Attack");
//entity.Invoke(Constant.Animation.Play, "Melee");

View File

@ -1,6 +1,7 @@
using System;
using System.Linq;
using BITFALL.Guns.States;
using BITFALL.Player.Equip;
using BITFALL.Player.Movement;
using UnityEngine;
using BITKit;
@ -78,9 +79,6 @@ namespace BITFALL.Guns
// 引用预制体
[Header(Constant.Header.Prefabs)]
[SerializeField] internal AssetableGun assetable;
[Header(Constant.Header.Reference)]
// 内部变量burst
[Header(Constant.Header.InternalVariables)]
public ExpectState<bool> expectFiring;
@ -94,12 +92,16 @@ namespace BITFALL.Guns
private IPlayerMovement _playerMovement;
[Inject]
private IHealth _health;
[Inject] private IEquipService _equipService;
private static readonly int IsGrounded = Animator.StringToHash("IsGrounded");
private AssetableGun _gun=>item as AssetableGun;
private bool isHolstered;
public bool RequireBolt { get; set; }
#region
public override string AddressablePath => assetable.AddressablePath;
public override string AddressablePath => _gun.AddressablePath;
#endregion
public override void OnAwake()
@ -166,10 +168,10 @@ namespace BITFALL.Guns
expectFiring.Reset();
Enabled = true;
fireInterval.Interval = 1f / assetable.FireMode.FireRate;
fireInterval.Interval = 1f / _gun.FireMode.FireRate;
fireInterval.Reset();
if (assetable.FireMode is BurstFireMode burstFireMode)
if (_gun.FireMode is BurstFireMode burstFireMode)
{
burstFireInterval.Interval = burstFireMode.BurstFireInterval;
burstFireInterval.Reset();
@ -183,6 +185,9 @@ namespace BITFALL.Guns
public override async UniTask ExitAsync()
{
TransitionState<Holster>();
_equipService.AllowAttack = false;
inputActionGroup.allowInput.RemoveElement(this);
expectFiring.Reset();
@ -193,11 +198,17 @@ namespace BITFALL.Guns
while (_health.IsAlive && isHolstered is false)
{
destroyCancellationToken.ThrowIfCancellationRequested();
_equipService.Zoom.Value = Mathf.MoveTowards(_equipService.Zoom.Value,0,Time.deltaTime);
await UniTask.NextFrame();
}
_equipService.Zoom.Allow = false;
destroyCancellationToken.ThrowIfCancellationRequested();
_equipService.Stable = 1;
await base.ExitAsync();
}
catch (OperationCanceledException)
@ -208,7 +219,7 @@ namespace BITFALL.Guns
public override void OnUpdate(float deltaTime)
{
UpdateState(deltaTime);
switch (assetable.FireMode)
switch (_gun.FireMode)
{
case AutoFireMode:
break;
@ -218,7 +229,13 @@ namespace BITFALL.Guns
expectFiring.shouldBe = fireAction.action.WasPressedThisFrame();
if(burstFireInterval.AllowUpdate)
{
Fire();
switch (AnimationProperties.TryGetValue(BITConstant.Player.AllowFire, out var allowFire))
{
case false:
case true when allowFire >0.9f:
Fire();
break;
}
}
break;
}
@ -229,6 +246,25 @@ namespace BITFALL.Guns
recoilSpring.Update(deltaTime,default);
locationAdditive.AddEuler(recoilSpring.value);
if(AnimationProperties.TryGetValue(BITConstant.Player.Aim, out var _aim))
{
_equipService.Zoom.Allow = CurrentState is Aim;
_equipService.Zoom.Value =Mathf.Lerp(0,_gun.InitialAimZoom, _aim);
_equipService.AllowScope = _aim > 0.86f && _gun.IsScopeAim;
}
if (AnimationProperties.TryGetValue(BITConstant.Player.Stable, out var stable))
{
_equipService.Stable = stable;
}
if(AnimationProperties.TryGetValue(BITConstant.Player.AllowFire, out var _allowFire))
{
_equipService.AllowAttack = _allowFire > 0.9f;
}
AllowRendering.SetDisableElements(64564,_equipService.AllowScope);
}
public override void AnimationEvent(string eventName)
@ -250,6 +286,7 @@ namespace BITFALL.Guns
}
public void Fire()
{
if (RequireBolt) return;
//如果启用了指针则不开火
if(BITAppForUnity.AllowCursor)
{
@ -273,7 +310,7 @@ namespace BITFALL.Guns
});
//开火模式逻辑判断
switch (assetable.FireMode)
switch (_gun.FireMode)
{
case AutoFireMode:
break;
@ -291,7 +328,7 @@ namespace BITFALL.Guns
}
break;
}
if (assetable.TryGetProperty<IRecoil>(out var _recoil))
if (_gun.TryGetProperty<IRecoil>(out var _recoil))
{
var _newRecoil = new Vector3
{
@ -302,11 +339,15 @@ namespace BITFALL.Guns
recoilSpring.value = _newRecoil;
_playerMovement.AddViewEuler(new float2(_newRecoil.x,_newRecoil.y));
}
if (_gun.FireMode is SemiFireMode {RequireBoltAction:true})
{
RequireBolt = true;
}
}
private void OnFire(InputAction.CallbackContext context)
{
switch (assetable.FireMode)
switch (_gun.FireMode)
{
case AutoFireMode :
switch (context)

View File

@ -7,6 +7,7 @@ using BITKit.Selection;
using UnityEngine.InputSystem;
using BITKit.StateMachine;
using UnityEngine;
// ReSharper disable UnassignedField.Local
namespace BITFALL.Guns.States
{
@ -19,6 +20,8 @@ namespace BITFALL.Guns.States
{
[SerializeField] private ExpectState<bool> _expectRun;
[Inject] protected ISelector _selector;
private float elapsedTime;
private bool boltActionImmediately;
public override void OnStateEntry(IState old)
{
switch (old)
@ -31,14 +34,17 @@ namespace BITFALL.Guns.States
break;
}
_selector.OnActive += OnActive;
boltActionImmediately = root.RequireBolt;
}
public override void OnStateExit(IState old, IState newState)
{
elapsedTime = 0;
base.OnStateExit(old, newState);
_selector.OnActive -= OnActive;
}
public override void OnStateUpdate(float deltaTime)
{
elapsedTime += deltaTime;
if (root.animator[0].stateName is not BITConstant.Player.Movement) return;
if (root.expectFiring.shouldBe && root.fireInterval.AllowUpdate)
{
@ -50,6 +56,9 @@ namespace BITFALL.Guns.States
}else if (_expectRun)
{
root.TransitionState<Run>();
}else if (root.RequireBolt && elapsedTime > 0.5f || boltActionImmediately)
{
root.TransitionState<Reload>();
}
}
public void OnActive(ISelectable selectable)
@ -146,8 +155,6 @@ namespace BITFALL.Guns.States
[System.Serializable]
public sealed class Aim : GunState
{
[Inject]
private IEquipService _equipService;
public override void OnStateEntry(IState old)
{
switch (old)
@ -160,7 +167,6 @@ namespace BITFALL.Guns.States
root.animator.CrossFade(BITConstant.Player.Aim, 0.16f);
break;
}
_equipService.Zoom.Allow = true;
_entityMovement.ExecuteCommand<PlayerCancelRunCommand>();
}
@ -183,13 +189,6 @@ namespace BITFALL.Guns.States
{
root.TransitionState<Movement>();
}
_equipService.Zoom.Value = root.aimAction.action.ReadValue<float>();
}
public override void OnStateExit(IState old, IState newState)
{
base.OnStateExit(old, newState);
_equipService.Zoom.Allow = false;
}
public override void OnMovementStateChanged(IEntityMovementState old, IEntityMovementState newState)
@ -260,8 +259,16 @@ namespace BITFALL.Guns.States
base.OnStateEntry(old);
_entityMovement.ExecuteCommand<PlayerCancelRunCommand>();
root.UnityEntity.Invoke(Constant.Animation.Play, BITConstant.Player.Reload);
if (root.RequireBolt)
{
root.UnityEntity.Invoke(Constant.Animation.Play, BITConstant.Player.BoltAction);
}
else
{
root.UnityEntity.Invoke(Constant.Animation.Play, BITConstant.Player.Reload);
}
}
public override void OnMovementStateChanged(IEntityMovementState old, IEntityMovementState newState)
{
@ -271,8 +278,13 @@ namespace BITFALL.Guns.States
root.TransitionState<Movement>();
}
}
}
public override void OnStateExit(IState old, IState newState)
{
root.RequireBolt = false;
base.OnStateExit(old, newState);
}
}
[System.Serializable]
public sealed class Melee : GunState
{

View File

@ -50,6 +50,8 @@ namespace BITFALL.Guns
[System.Serializable]
public record SemiFireMode : FireMode
{
[SerializeField] private bool requireBoltAction;
public bool RequireBoltAction => requireBoltAction;
}
/// <summary>
/// 爆炸射击模式 BurstRound为爆炸开火时一次发射的子弹数量
@ -63,26 +65,20 @@ namespace BITFALL.Guns
public int BurstRound=> brustRound;
public float BurstFireInterval => burstFireInterval;
}
/// <summary>
/// 资产化武器配置
/// </summary>
[System.Serializable]
public record ArrowFireMode : FireMode
{
}
public class AssetableGun : AssetableEquip
{
[Header(nameof(AssetableGun))]
[SerializeReference, SubclassSelector] protected IFireMode fireMode;
[SerializeReference, SubclassSelector] protected IFireMode fireMode = new AutoFireMode();
[SerializeField] private int initialDamage;
[SerializeField] private int initialBulletForce;
[SerializeField] private int initialBulletSpeed = 128;
[SerializeField] private int initialAimZoom = 1;
[SerializeField] private bool isScopeAim;
public IFireMode FireMode => fireMode;
public int InitialBulletForce => initialBulletForce;
public int InitialDamage => initialDamage;
public int InitialBulletSpeed => initialBulletSpeed;
public int InitialAimZoom => initialAimZoom;
public bool IsScopeAim => isScopeAim;
}
}

View File

@ -2,6 +2,8 @@ using System;
using System.Collections;
using System.Collections.Generic;
using BITKit;
using Cysharp.Threading.Tasks;
using Cysharp.Threading.Tasks.Triggers;
using UnityEngine;
using UnityEngine.Animations;
@ -31,6 +33,20 @@ namespace BITFALL.Props
if (root is not null && root.gameObject.isStatic is false)
{
instance.SetParentConstraint(root);
var destroyToken = root.gameObject.GetCancellationTokenOnDestroy();
destroyToken.Register(() =>
{
if (!instance) return;
if (instance.TryGetComponent<ParentConstraint>(out var constraint))
{
Destroy(constraint);
}
if (instance.TryGetComponent<Rigidbody>(out var instanceRigidbody))
{
instanceRigidbody.isKinematic = false;
}
});
if (_rigidbody is not null)
{
//_rigidbody.isKinematic = true;

View File

@ -19,6 +19,7 @@ namespace BITFALL.Props
private void Start()
{
initialEulerAngles = transform.localEulerAngles;
spring.value = initialEulerAngles;
}
private void FixedUpdate()
{

View File

@ -30,6 +30,7 @@ namespace BITFALL.UX
[SerializeField] private UXLabel seleableLabel;
[SerializeField] private UXImage crosshairImage;
[SerializeField] private UXImage crosshairParentImage;
[SerializeField] private UXImage scopeImage;
[SerializeField] private UXLabel playerNameLabel;
[SerializeField] private UXImage playerAvatarImage;
[SerializeField] private UXElement playerInfo;
@ -139,8 +140,17 @@ namespace BITFALL.UX
lerpHealthBar.SetDirect(_currentHealthLerp,_health.HealthPoint.ToString());
staminaBar.Set(_playerMovement.Stamina * 0.01f);
staminaBar.visualElement.parent.SetActive(_playerMovement.Stamina is not 100);
crosshairImage.visualElement.SetActive(_equipService.AllowAttack);
scopeImage.SetActive(_equipService.AllowScope);
crosshairImage.visualElement.transform.scale =
Vector3.one *
Mathf.Lerp(1.25f, 1, _equipService.Stable);
}
}

View File

@ -3,6 +3,7 @@
<ui:Template name="DialogueLabel" src="project://database/Assets/Artists/UX/DialogueLabel.uxml?fileID=9197481963319205126&amp;guid=3ff4d7289dadb214fbfb566f1312a6e0&amp;type=3#DialogueLabel" />
<Style src="project://database/Assets/BITKit/Unity/UX/BITQuest.uss?fileID=7433441132597879392&amp;guid=5c2d746d52de8e340b788034994ee23e&amp;type=3#BITQuest" />
<Style src="project://database/Assets/BITKit/Unity/UX/Common/Common.uss?fileID=7433441132597879392&amp;guid=a3a69d3518fd02b489e721f3c5b0b539&amp;type=3#Common" />
<ui:VisualElement name="scope-container" picking-mode="Ignore" class="root" style="background-image: url(&apos;project://database/Assets/Artists/Arts/Crosshair/Scope_Full.png?fileID=2800000&amp;guid=50d89dfc15f847f479789c87471d9a98&amp;type=3#Scope_Full&apos;); -unity-background-scale-mode: scale-and-crop;" />
<ui:VisualElement name="Profiler" class="pa-16" style="position: absolute; flex-direction: row;">
<ui:Label text="FPS" display-tooltip-when-elided="true" name="fps-label" class="profiler-label profiler" style="background-color: rgba(0, 0, 0, 0.5);" />
<ui:Label text="Ping" display-tooltip-when-elided="true" name="ping-label" class="profiler-label profiler" style="background-color: rgba(0, 0, 0, 0.5);" />

View File

@ -13,6 +13,8 @@ namespace BITFALL
public const string Idle =nameof(Idle);
public const string Run = nameof(Run);
public const string Sprint = nameof(Sprint);
public const string AllowFire = nameof(AllowFire);
public const string Stable = nameof(Stable);
public const string Aim = nameof(Aim);
public const string Interactive = nameof(Interactive);
public const string Equip = nameof(Equip);
@ -20,6 +22,7 @@ namespace BITFALL
public const string Fire = nameof(Fire);
public const string Draw =nameof(Draw);
public const string Reload = nameof(Reload);
public const string BoltAction = nameof(BoltAction);
public const string Melee =nameof(Melee);
public const string IsGrounded =nameof(IsGrounded);
public const string IsCrouched =nameof(IsCrouched);

View File

@ -6,6 +6,9 @@ namespace BITFALL.Player.Equip
public interface IEquipService
{
IOptional<float> Zoom { get; }
float Stable { get; set; }
bool AllowAttack { get; set; }
bool AllowScope { get; set; }
}
}

View File

@ -6,7 +6,7 @@ AnimationClip:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Emety_Bolt
m_Name: Emety_BoltAction
serializedVersion: 7
m_Legacy: 0
m_Compressed: 0

View File

@ -5,5 +5,6 @@ using UnityEngine;
public class AnimationProperty : MonoBehaviour
{
public static implicit operator float(AnimationProperty self) => self.value;
public float value;
[SerializeField]private float value;
public float Value => value;
}

View File

@ -8,10 +8,35 @@ namespace BITKit
public class LocationAdditiveElement : MonoBehaviour
{
[SerializeField] private LocationAdditive locationAdditive;
[SerializeField] private Vector3 positionWeight = Vector3.one;
[SerializeField] private Vector3 eulerWeight = Vector3.one;
private Transform Transform;
private void Start()
{
Transform = transform;
}
private void Update()
{
locationAdditive.AddPosition(transform.localPosition);
locationAdditive.AddEuler(transform.localEulerAngles);
var localPosition = Transform.localPosition;
var localEulerAngles = Transform.localEulerAngles;
//locationAdditive.AddPosition(transform.localPosition);
//locationAdditive.AddEuler(transform.localEulerAngles);
locationAdditive.AddPosition(
new Vector3
{
x = localPosition.x * positionWeight.x,
y = localPosition.y * positionWeight.y,
z = localPosition.z * positionWeight.z
});
locationAdditive.AddEuler(
new Vector3
{
x = localEulerAngles.x * eulerWeight.x,
y = localEulerAngles.y * eulerWeight.y,
z = localEulerAngles.z * eulerWeight.z
});
}
}
}

View File

@ -14,7 +14,6 @@ namespace BITKit
public class CinemachineHelper : MonoBehaviour
{
internal static CinemachineHelper Singleton { get; private set; }
[SerializeReference, SubclassSelector] public References ads;
public float Ads { get; private set; }
public CinemachineBrain brain;
private void Awake()
@ -24,13 +23,9 @@ namespace BITKit
private void FixedUpdate()
{
var playerConfig = Data.Get<PlayerConfig>();
var currentActive = brain.ActiveVirtualCamera as CinemachineVirtualCamera;
if (currentActive is not null && playerConfig is not null)
{
var currentFov = currentActive.m_Lens.FieldOfView;
Ads = currentFov / playerConfig.Fov;
}
if (brain.ActiveVirtualCamera is not CinemachineVirtualCamera currentActive) return;
var currentFov = currentActive.m_Lens.FieldOfView;
Ads = currentFov / PlayerConfig.Singleton.Fov;
}
}
}

View File

@ -240,7 +240,7 @@ namespace AYellowpaper.SerializedCollections.Editor
private IKeyable GetLookupTable(object dictionary)
{
var propInfo = dictionary.GetType().GetProperty(SerializedDictionaryDrawer.LookupTableName, BindingFlags.Instance | BindingFlags.NonPublic);
var propInfo = dictionary.GetType().GetProperty(SerializedDictionaryDrawer.LookupTableName, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
return (IKeyable)propInfo.GetValue(dictionary);
}

View File

@ -11,7 +11,6 @@ GameObject:
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- component: {fileID: 4604419853415266353}
- component: {fileID: 4604419853414300401}
- component: {fileID: 3335605518753982726}
m_Layer: 0
m_Name: Optic_08
m_TagString: Untagged
@ -26,12 +25,13 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4604419853416227889}
serializedVersion: 2
m_LocalRotation: {x: 0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!33 &4604419853415266353
MeshFilter:
@ -52,9 +52,12 @@ MeshRenderer:
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -66,6 +69,7 @@ MeshRenderer:
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
@ -78,17 +82,4 @@ MeshRenderer:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!64 &3335605518753982726
MeshCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4604419853416227889}
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
serializedVersion: 3
m_Convex: 0
m_CookingOptions: 14
m_Mesh: {fileID: 4300000, guid: 961b6877af9ee0c40a107dad8fba1830, type: 3}
m_AdditionalVertexStreams: {fileID: 0}

View File

@ -11,7 +11,6 @@ GameObject:
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- component: {fileID: 45503087283243251}
- component: {fileID: 45503087282145843}
- component: {fileID: 7932482251033046348}
m_Layer: 0
m_Name: SniperRifle1_01
m_TagString: Untagged
@ -26,15 +25,16 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 45503087279887603}
serializedVersion: 2
m_LocalRotation: {x: 0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 7837191506917761172}
- {fileID: 8691411617887370786}
- {fileID: 3905732365845178540}
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!33 &45503087283243251
MeshFilter:
@ -55,9 +55,12 @@ MeshRenderer:
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -69,6 +72,7 @@ MeshRenderer:
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
@ -81,73 +85,23 @@ MeshRenderer:
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m_SortingLayer: 0
m_SortingOrder: 0
--- !u!64 &7932482251033046348
MeshCollider:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 45503087279887603}
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m_Convex: 0
m_CookingOptions: 14
m_Mesh: {fileID: 4300000, guid: ca50ec481550aa646b9a8e063a07c781, type: 3}
--- !u!64 &4815184816066251581
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m_CorrespondingSourceObject: {fileID: 0}
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--- !u!1001 &3905732365845312044
PrefabInstance:
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m_Modification:
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m_TransformParent: {fileID: 45503087280376019}
m_Modifications:
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propertyPath: m_Name
value: SniperRifle1_01_2
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 49e2fe04ad798d443b2052e281df0e24, type: 3}
propertyPath: m_RootOrder
value: 2
objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x
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@ -160,6 +114,10 @@ PrefabInstance:
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value: 0
objectReference: {fileID: 0}
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value: 1
objectReference: {fileID: 0}
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value: -0
@ -172,14 +130,6 @@ PrefabInstance:
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value: 0
@ -197,13 +147,10 @@ PrefabInstance:
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m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 49e2fe04ad798d443b2052e281df0e24, type: 3}
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GameObject:
m_CorrespondingSourceObject: {fileID: 100000, guid: 49e2fe04ad798d443b2052e281df0e24,
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m_PrefabInstance: {fileID: 3905732365845312044}
m_PrefabAsset: {fileID: 0}
--- !u!4 &3905732365845178540 stripped
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m_CorrespondingSourceObject: {fileID: 400000, guid: 49e2fe04ad798d443b2052e281df0e24,
@ -215,12 +162,17 @@ PrefabInstance:
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objectReference: {fileID: 0}
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@ -233,6 +185,10 @@ PrefabInstance:
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@ -245,14 +201,6 @@ PrefabInstance:
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@ -270,13 +218,10 @@ PrefabInstance:
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View File

@ -10,7 +10,7 @@
### 装备系统
- [x] 步枪
- [x] 手枪
- [ ] 狙击枪
- [x] 狙击枪
- [ ] 霰弹枪
- [x] ⭐近战武器
- [x] 食物
@ -22,9 +22,9 @@
- [ ] 医疗包
- [ ] 肾上腺素
- [ ] 自救包
- [x] 防爆盾
- [x] 防爆盾`可放置的`
- [x] 切换装备
- [x] 枪套(收起装备的过渡)
- [x] 枪套`收起装备的过渡`
### 角色运动
- [x] 基本移动
- [x] 翻越系统