优化敌人动态逻辑
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@@ -23,6 +23,8 @@ export class dpComponent extends Component {
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//飞行最大距离
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public dp_max:number = 12;
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private mx: any = 1;
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start() {
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this.p_an.crossFade('p_an', .5);
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@@ -38,10 +40,15 @@ export class dpComponent extends Component {
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//20-60秒出现的敌人如果是单个 1/2随机一种,组合出现 0/2随机一种
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//60秒以上 单个1/2/3随机一种,组合0/1/2随机一种
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/** 此类中只对敌人路线做逻辑处理,子弹发射在子弹类中 */
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if(this.node.position.x>3.8) this.mx = -1;
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if(this.node.position.x<-3.8) this.mx = 1;
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const pos = this.node.position;
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let movez = pos.z + this.dpSpeed;
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this.node.setPosition(pos.x, pos.y, movez);
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this.node.setPosition(this.node.position.x + 0.03 * this.mx, pos.y, movez);
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if(movez > this.dp_max) this.node.destroy();
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}
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@@ -55,6 +62,7 @@ export class dpComponent extends Component {
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/**向我方z轴靠近 */
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public moveToP(){
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//控制this.node.x轴逐步接近玩家的x值
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}
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}
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@@ -72,7 +72,7 @@ export class gameManager extends Component {
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this.createZd();
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this._new_zd_time = 0;
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}
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this._createDpTime += deltaTime;
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if(this._createDpArr <= 2){
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@@ -111,11 +111,11 @@ export class gameManager extends Component {
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let t = 1;
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if(randm === dpImpl.dpType.TYPE1){
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p = this.dp1;
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speed = this.dp1_speed;
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speed = this.dp1_speed+(math.randomRange(0.01,0.02)*(math.randomRangeInt(-1,2)));
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t=1;
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}else{
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p = this.dp2;
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speed = this.dp2_speed;
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speed = this.dp2_speed+(math.randomRange(0.01,0.02)*(math.randomRangeInt(-1,2)));
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t=2;
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}
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const dp = instantiate(p);
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@@ -135,7 +135,7 @@ export class gameManager extends Component {
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parr[i] = instantiate(randm==1?this.dp1:this.dp2);
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parr[i].setParent(this.node);
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const dpc = parr[i].getComponent(dpComponent);
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dpc._init(randm==1?this.dp1_speed:this.dp2_speed,n,1);
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dpc._init(randm==1?this.dp1_speed+(math.randomRange(0.01,0.02)*(math.randomRangeInt(-1,2))):this.dp2_speed+(math.randomRange(0.01,0.02)*(math.randomRangeInt(-1,2))),n,1);
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parr[i].setPosition(i*1.8-3.6, 1, -dpc.dp_max);
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}
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