Kziwws 4 ngày trước cách đây
mục cha
commit
749d9fe486

+ 6 - 6
assets/prefabs/effects/Prefabs/blood.prefab

@@ -222,7 +222,7 @@
       "__id__": 64
     },
     "_prewarm": false,
-    "_capacity": 80,
+    "_capacity": 90,
     "_simulationSpace": 1,
     "_id": ""
   },
@@ -235,7 +235,7 @@
     "_mode": 0,
     "color": {
       "__type__": "cc.Color",
-      "r": 202,
+      "r": 175,
       "g": 0,
       "b": 0,
       "a": 255
@@ -297,8 +297,8 @@
   {
     "__type__": "cc.CurveRange",
     "mode": 3,
-    "constantMin": 0.4,
-    "constantMax": 0.6,
+    "constantMin": 0.1,
+    "constantMax": 0.8,
     "multiplier": 1
   },
   {
@@ -473,7 +473,7 @@
         "tangentWeightMode": 0,
         "value": 0.5681818181818182,
         "rightTangent": 0,
-        "rightTangentWeight": 0.07398373983739837,
+        "rightTangentWeight": 0.17886178861788615,
         "leftTangent": 0,
         "leftTangentWeight": 0,
         "easingMethod": 0,
@@ -499,7 +499,7 @@
         "rightTangent": 0,
         "rightTangentWeight": 0,
         "leftTangent": 0,
-        "leftTangentWeight": 0.2504065040650406,
+        "leftTangentWeight": 0.14552845528455285,
         "easingMethod": 0,
         "__editorExtras__": null
       }

+ 3 - 14
assets/scripts/game/Enemy.ts

@@ -166,7 +166,8 @@ export class Enemy extends BaseExp {
         //恢复初始雪条
         this.hpBar.progress = 1;
         this.hpBar.node.active = false;
-        this.endFire();   
+        this.endFire();  
+        this.schedule(this.updateAAAA.bind(this),0.016199);
     }
 
     /**
@@ -400,18 +401,6 @@ export class Enemy extends BaseExp {
      */
     public showHurt(hpStr: string) {
         if(Game.I.isGameOver || this.isDead) return;
-        //敌人流血特效
-        ResUtil.playParticle(
-            `effects/Prefabs/blood`, 
-            1, 
-            new Vec3(0.2,0.2,0.2),
-            (blood) => { 
-                blood.active = true;
-                blood.parent = this.enemyNode.parent; 
-                const targetPos: Vec3 = this.enemyNode.worldPosition.clone();
-                blood.worldPosition = new Vec3(targetPos.x,targetPos.y - 0.2,targetPos.z);
-            }
-        );
         //创建3D伤害数字
         const n = PoolManager.getNode(this.hurt_num, this.hurt_num.parent);
         let label:Label = n.getComponent(Label);
@@ -531,7 +520,7 @@ export class Enemy extends BaseExp {
     /**
      * 更新敌人行走和变化方向
      */
-    protected update(dt: number): void {
+    protected updateAAAA(dt: number): void {
         if(Game.I.isGameOver 
             || Game.I.isPause 
             || !this.data 

+ 17 - 0
assets/scripts/items/base/BulletBase.ts

@@ -24,6 +24,23 @@ export class BulletBase extends Component {
         this.scheduleOnce(this.autoRecycle.bind(this),this.recycleTime);
     }
 
+    /**
+     * 敌人流血特效
+     */
+    public enemyBlood(e:PhysicsRayResult){
+        ResUtil.playParticle(
+            `effects/Prefabs/blood`, 
+            1, 
+            new Vec3(0.02,0.02,0.02),
+            (blood) => { 
+                blood.active = true;
+                blood.setParent(e.collider.node.parent);
+                blood.worldPosition = e.hitPoint.add(e.hitNormal.multiplyScalar(0.01));
+                blood.forward = e.hitNormal.multiplyScalar(-1);
+            }
+        );
+    }
+
     /**
      * 加入射击中的效果
      * @param e 碰撞到的结果

+ 3 - 0
assets/scripts/items/player/Bullet1.ts

@@ -5,6 +5,7 @@ import { BulletBase } from '../base/BulletBase';
 import { Enemy, EPartType } from '../../game/Enemy';
 import { PoolManager } from '../../core/manager/PoolManager';
 import { Sundries } from '../../game/Sundries';
+import { ResUtil } from '../../utils/ResUtil';
 const { ccclass, property } = _decorator;
 
 //玩家所用子弹 98k m24 awm BarrettM82A1 重狙子弹
@@ -126,6 +127,8 @@ export class Bullet1 extends BulletBase {
                         }
                     }else{
                         e.subHP(attack,this.gunBase.data);
+                        //敌人流血特效
+                        this.enemyBlood(targetResult);
                     }
                 }else if(cls instanceof Sundries){
                     const sundrie: Sundries = cls as Sundries;

+ 2 - 0
assets/scripts/items/player/Bullet2.ts

@@ -125,6 +125,8 @@ export class Bullet2 extends BulletBase {
                         }
                     }else{
                         e.subHP(attack,this.gunBase.data);
+                        //敌人流血特效
+                        this.enemyBlood(targetResult);
                     }
                 }else if(cls instanceof Sundries){
                     const sundrie: Sundries = cls as Sundries;

+ 2 - 0
assets/scripts/items/player/Bullet3.ts

@@ -123,6 +123,8 @@ export class Bullet3 extends BulletBase {
                         }
                     }else{
                         e.subHP(attack,this.gunBase.data);
+                        //敌人流血特效
+                        this.enemyBlood(targetResult);
                     }
                 }else if(cls instanceof Sundries){
                     const sundrie: Sundries = cls as Sundries;

+ 1 - 1
profiles/v2/packages/reference-image.json

@@ -3,6 +3,6 @@
   "config": {
     "images": [],
     "sceneUUID": {},
-    "scene": "10795865-5525-41fc-8bf7-0e8d6983b214"
+    "scene": "5863ff8c-cded-4bbf-9cdf-eaeb087c9ba0"
   }
 }