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    # 討論事項 ## 鳥的發射機制 * 鳥的種類: 加速鳥 炸彈 分裂 放大 迴力鏢 * setNewBird在哪實作 gameManager: // camera三階段: "還沒射" | "正在射" | "落地" 1. =>. 2 =>. 3(鳥在地持續3秒變0) turnManager: // 控制一個回合的流程 property: camera shootingBird method: setNewBird 玩家選取鳥後觸發,生成發射鳥在發射器上 onCollision checkTurnOver turnUIController: public GameObject bird; btn: onClick: call bird.castSkill bird: //BASE // 控制一個回合的流程 property: camera shootingBird status: "ON_FLOOR"/"ON_AIR" method: cast shootController: //BASE onMouseDown: 紀錄原本的shootpoint onMouseDrag: 進入瞄準模式,有軌跡線 drag shootpoint onMouseUp: 給鳥force 向量: mousedown紀錄的點減shootpoint位置 * setNewBird的時機 ``` 當bird.onFloor超過一定時間後destroy ``` * slingshot發射的方式 ``` 改成後拉,可能會有某些點射不到的風險 ``` ## 場景相關 * 用Scene來控制或是用Camera來控制 ``` LoadScene控制 void Start() { camera從天而降 } ``` * Camera控制的話是gameManager傳參數n,相機到某特定位置? ``` 不使用Camera移動場景 ``` * 場景與已完成事物的融合 ``` ``` * 是否要有一些特殊物品, ex: 爆炸桶、星星、加速圈、蟲洞... ``` 優先序偏後 ``` ## 分數機制 * 算分要用幾分一顆星還是達成某些條件獲得星星?<br/>ex: 幾隻鳥之內打完所有豬,有打到某些特定物品? 初始想法: ``` 直接命中豬: 10000分 一般豬死亡: 8000分 剩餘一隻鳥: 5000分 有爆炸等等的另外算分 大於總分0.8: 三顆星 大於總分0.5: 兩顆星 過關保底一顆星 ``` ## 防禦機制 * 豬如何去防禦?, ex: 防護罩、隱形、飛彈、用特定鳥才能打到 ``` 定時防護照、換位子、鎖鏈 ``` ## UI及音效建置分工 * 關卡選單 ## 版權問題

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