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snowechen 6 年之前
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共有 100 個文件被更改,包括 56570 次插入0 次删除
  1. 2 0
      .gitattributes
  2. 37 0
      .gitignore
  3. 9 0
      Assets/Animation.meta
  4. 二進制
      Assets/Animation/Button.controller
  5. 9 0
      Assets/Animation/Button.controller.meta
  6. 二進制
      Assets/Animation/EnemyAC.controller
  7. 8 0
      Assets/Animation/EnemyAC.controller.meta
  8. 二進制
      Assets/Animation/Hellephant.controller
  9. 8 0
      Assets/Animation/Hellephant.controller.meta
  10. 二進制
      Assets/Animation/PlayerAC.controller
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      Assets/Animation/PlayerAC.controller.meta
  12. 5 0
      Assets/Audio.meta
  13. 5 0
      Assets/Audio/Effects.meta
  14. 二進制
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  15. 18 0
      Assets/Audio/Effects/Hellephant Death.wav.meta
  16. 二進制
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  17. 12 0
      Assets/Audio/Effects/Hellephant Hurt.wav.meta
  18. 二進制
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  19. 22 0
      Assets/Audio/Effects/Kick GunAction 1.wav.meta
  20. 二進制
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  21. 12 0
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  22. 二進制
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  23. 18 0
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  24. 二進制
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  25. 12 0
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  26. 二進制
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  27. 12 0
      Assets/Audio/Effects/ZomBear Death.wav.meta
  28. 二進制
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  29. 12 0
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  30. 二進制
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  31. 12 0
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  32. 二進制
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  33. 12 0
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  39. 5 0
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  40. 二進制
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  41. 12 0
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  42. 9 0
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  64. 9 0
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  65. 二進制
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  66. 77 0
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  67. 二進制
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  68. 77 0
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  69. 二進制
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  70. 77 0
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  71. 二進制
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  72. 77 0
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  73. 二進制
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  74. 77 0
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  75. 二進制
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  76. 77 0
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  77. 二進制
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  78. 77 0
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  79. 二進制
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  80. 77 0
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  81. 9 0
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  93. 8 0
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  94. 二進制
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  95. 8 0
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  96. 二進制
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  97. 9 0
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二進制
Assets/CubeSpace/CubeSpace_Effects_Free/VFX/Models/VoxelEffects_GunFire_02.FBX


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Assets/CubeSpace/CubeSpace_Effects_Free/VFX/Prefabs/Dart_Motion.cs

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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Dart_Motion : MonoBehaviour
+{
+    public float speed;
+    public float timeLim;
+    //Quaternion rota;
+    public GameObject bult;
+    //private int interval;
+    private float time;
+    //private int tag = 1;
+    public enum type
+    {
+        normal = 0,
+        half,
+        left_half,
+        right_half,
+        special,
+    };
+    public type style = type.normal;
+    private float sp_ro = 0;
+    // Use this for initialization
+    public GameObject ef;
+    public float deadTime;
+    void Start()
+    {
+        time = timeLim-0.1f;
+        Vector3 mov = transform.rotation * Vector3.forward;
+        GetComponent<Rigidbody>().AddForce(mov * speed * 10);
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        speed -= Time.deltaTime * 10;
+        if (speed <= 0)
+        {
+            GetComponent<Rigidbody>().velocity = Vector3.zero;
+            Boom();
+            time += Time.deltaTime;
+            deadTime -= Time.deltaTime;
+        }
+        if (deadTime <= 0) {
+            Instantiate(ef, transform.position, Quaternion.identity);
+            Destroy(this.gameObject);
+        }
+       
+        if (style == type.special && time >= timeLim)
+        {
+            Quaternion rotation = new Quaternion();
+            sp_ro += 4;
+            rotation.eulerAngles = new Vector3(0, sp_ro * 0.2f, 0);
+            Instantiate(bult, transform.position , rotation);
+            time = 0;
+        }
+        
+    }
+
+    void Boom()
+    {
+        List<float> rotalist = new List<float>();
+        switch ((int)style)
+        {
+            case (int)type.normal:
+                for (int i = 0; i <= 25; i++)
+                {
+                    rotalist.Add(i * 0.25f);
+                }
+                break;
+            case (int)type.half:
+                for (int i = 0; i <= 15; i++)//30
+                {
+                    rotalist.Add(i * 0.2f);//0.4
+                }
+                break;
+            case (int)type.left_half:
+                for (int i = 8; i <= 23; i++)//30
+                {
+                    rotalist.Add(i * 0.2f);//0.4
+                }
+                break;
+            case (int)type.right_half:
+                for (int i = 15; i <= 30; i++)//30
+                {
+                    rotalist.Add(i * 0.2f);//0.4
+                }
+                break;
+            default:
+                break;
+        }
+
+
+        if (rotalist.Count > 0)
+        {
+            Quaternion rota = new Quaternion();
+
+            rotalist.ForEach(r =>
+            {
+                rota.eulerAngles = new Vector3(0, r, 0);
+                Instantiate(bult, transform.position + new Vector3(Mathf.Sin(r), 0, Mathf.Cos(r)), rota);
+            });
+            Instantiate(ef, transform.position, Quaternion.identity);
+            Destroy(this.gameObject);
+        }
+    }
+}

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二進制
Assets/CubeSpace/CubeSpace_Effects_Free/VFX/Prefabs/Ef_FireBigParticle_01.prefab


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二進制
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Assets/CubeSpace/CubeSpace_Effects_Free/VFX/Prefabs/Ef_P1_damage 1.prefab


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