507 lines
20 KiB
C#
Raw Normal View History

//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.3.0
// from Assets/InputAssets/PlayerC.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public partial class @PlayerC : IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @PlayerC()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""PlayerC"",
""maps"": [
{
""name"": ""Normal"",
""id"": ""a9509238-4ac2-4968-9104-7e40d5ee5be8"",
""actions"": [
{
""name"": ""Move"",
""type"": ""Value"",
""id"": ""4850f4e1-f2c9-4d5c-bd75-a8673acfb61a"",
""expectedControlType"": ""Axis"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""Atk"",
""type"": ""Button"",
""id"": ""514296f3-ecfc-4870-85d4-dd364fe8773e"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Jump"",
""type"": ""Button"",
""id"": ""abed25a0-995f-4034-84f5-d751e6bc0a7f"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Interact"",
""type"": ""Button"",
""id"": ""b014aa44-5a26-4e36-b7b0-2bf89fc8617c"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
},
{
""name"": ""LeftChange"",
""type"": ""Button"",
""id"": ""5e4b2241-fdf3-4717-9892-456eb07bff7d"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""RightChange"",
""type"": ""Button"",
""id"": ""25825820-ed63-4821-a570-98c0346d0114"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
{
""name"": ""Keyboard"",
""id"": ""dfa90ca2-5172-40a9-a51c-0302d90846b4"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""034d425f-6336-4c6d-a571-d5bc9a090686"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": ""Normal"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""d58eeeaf-86a4-4adc-acb8-c647c77cd7b4"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": ""Normal"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""GamePad"",
""id"": ""a4b44fd8-a2cb-4a05-ab0d-ac14de8d17b6"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""ca1377ed-502a-4c18-b5da-542b0ab2f78a"",
""path"": ""<Gamepad>/leftStick/left"",
""interactions"": """",
""processors"": """",
""groups"": ""Normal"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""be7d0a09-9192-417e-b737-ea3e160f4156"",
""path"": ""<Gamepad>/leftStick/right"",
""interactions"": """",
""processors"": """",
""groups"": ""Normal"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""74439205-ca18-4731-809e-9db029435012"",
""path"": ""<Keyboard>/j"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Atk"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""41256d78-e271-4ffe-a025-708f7f7dd055"",
Squashed commit of the following: commit 9dbb855441c5b777bca9808280c8600e78e2363a Author: lspdC <961907320@qq.com> Date: Wed Apr 6 00:41:10 2022 +0800 4.5 简单UI动画 完成老虎boss战 场景切换会导致武器切换bug,排查中 commit f29c5c2a4cec3f062bdd6bbfd9bbb365188023d0 Author: lspdC <961907320@qq.com> Date: Sun Apr 3 01:45:27 2022 +0800 4.2(已合并) 合并分支 commit aed35a5f956c1f4cce30bd86cdb40bd0773d0322 Author: lspdC <961907320@qq.com> Date: Sun Apr 3 01:36:12 2022 +0800 4.2(未合并) 1、调整老虎动画,可以在简单的逻辑下连贯播放 2、修正开局没有武器会报错的bug,第一关倒下的树的树叶可以遮挡玩家。 commit 4383c04279f5a4270a3abe3b9f4cf67b4d133965 Author: lspdC <961907320@qq.com> Date: Fri Apr 1 23:35:01 2022 +0800 4.1(合并后) 整合摄像机等 commit 48e7207d351cfdb9363db27c0f8c1aba91fc05d9 Author: lspdC <961907320@qq.com> Date: Fri Apr 1 23:19:50 2022 +0800 4.1(未合并) commit 6154ddfbb4db880c270f650d090b47263e388cfd Author: lspdC <961907320@qq.com> Date: Thu Mar 31 00:17:09 2022 +0800 3.30 更新落雷动画,修复手持武器位置 明天整合摄像头并最后校对第一关场景和元素的大小比例 commit 28b3246896099b84afc84a05e39b581facfacce2 Author: lspdC <961907320@qq.com> Date: Mon Mar 28 11:24:23 2022 +0800 3.28(修改了京力酱场景内的player 不会报错) commit 399d8d91d968ef2e4538fc22acf2e5c9089f95cf Author: lspdC <961907320@qq.com> Date: Sun Mar 27 19:27:24 2022 +0800 3.27 整合了移动,受伤,与树、火交互的动画 物体绑定位置和部分动画衔接还有待进一步调整。 commit 76c1cf529eee651619a9542b85a90bdfe8d0bed1 Author: lspdC <961907320@qq.com> Date: Sat Mar 26 19:18:13 2022 +0800 3.26 下载美术动画素材 进一步整合中(预计还要整合一段时间,houdini还没做喵) commit 3771f6a9c19e37e50f62e5e054f2aefd94af9965 Author: lspdC <961907320@qq.com> Date: Fri Mar 25 23:39:57 2022 +0800 3.25 合并分支 commit c9c9ab412170ffd32a12b0660858625856aa3244 Author: lspdC <961907320@qq.com> Date: Thu Mar 24 22:11:29 2022 +0800 3.24 完成除boss战以外交互,逐步整合美术素材 commit 2a2a11e8514ab67008c85b25b6703888f1ed8824 Author: lspdC <961907320@qq.com> Date: Tue Mar 22 22:15:12 2022 +0800 3.22 完成了跟踪雷击与玩家的碰撞判定,玩家的受击反馈 击碎石头那边还有bug,明天再改 commit db3134349aaabb0ba0aaa64e43851ee0d6812fa0 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:51:46 2022 +0800 3.21(和霄酱搅在一起了喵) commit d5836fec13668bd6a00ab8e9377f3959d86ab037 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:49:15 2022 +0800 3.21(未合并) 完成火焰,碎石交互,武器升级替换。 设置好打雷演出框架,自动追击的雷击框架,尚未加入碰撞判定。 commit 698339a63c5ad608945a2e5702b7b216c97245c3 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:28:11 2022 +0800 3.20 和京力交融之后的版本 commit 44c4946a717cd915dae1c92cb536031abf2f9343 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:24:29 2022 +0800 3.20 整理了树木交互,写了个具体互动物品的基类。 创建了火类,实现火焰交互示意(拿上木棍才能成功交互)。 commit 1b5d15c2d2c98a71d12a79c9443d9cf4c89c7f40 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 14:43:08 2022 +0800 sb coding # Conflicts: # Assets/Animate/Thunder/LightActing.anim # Assets/Animate/Tree/TreeByFrame.anim # Assets/Prefabs/着火.prefab # Assets/Prefabs/石刀.prefab # Assets/Prefabs/石斧.prefab # Assets/Prefabs/雷电将军.prefab # Assets/Scenes/乐/Sample1.unity # Assets/Scripts/乐/Fire.cs # Assets/Scripts/乐/Player.cs # Assets/Scripts/乐/Stone.cs # Assets/动画/cangjie 1.controller # Assets/动画/laohu.controller # Assets/动画/老虎冲撞.anim # Assets/动画/老虎前扑.anim # Assets/动画/老虎待机.anim # Assets/动画/老虎死亡.anim # Assets/动画/老虎走动.anim # Assets/预设/cangjie.prefab # Assets/预设/laohu.prefab # Logs/ApiUpdaterCheck.txt # UserSettings/EditorUserSettings.asset
2022-04-06 10:05:29 +08:00
""path"": ""<Gamepad>/buttonNorth"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Atk"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""d26afab9-340e-4c38-905f-576f82ce664c"",
""path"": ""<Gamepad>/buttonSouth"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""310e0ce7-9635-4c78-bf18-8b46b039dbb4"",
""path"": ""<Keyboard>/k"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""56e4c8f3-5f31-4e4c-b216-914499d0d7a8"",
""path"": ""<Keyboard>/f"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Interact"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""d38f2194-30e2-45a5-a803-89534727cf65"",
""path"": ""<Gamepad>/buttonWest"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Interact"",
""isComposite"": false,
""isPartOfComposite"": false
任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
},
{
""name"": """",
""id"": ""848dbb1f-2a82-4dc8-9673-c7f69bc2eaa5"",
""path"": ""<Keyboard>/q"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""LeftChange"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""d1bc2781-7f70-4170-93c3-c849ff56c3cf"",
""path"": ""<Gamepad>/dpad/left"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""LeftChange"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""bdd4c52b-c221-49d3-b467-201ebc18cb71"",
""path"": ""<Keyboard>/e"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""RightChange"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""257c9bb8-7e77-4e5c-9caf-97284fb0adbd"",
""path"": ""<Gamepad>/dpad/right"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""RightChange"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
{
""name"": ""Null"",
""id"": ""d35487bf-8b39-4ef8-932a-e057537f5cff"",
""actions"": [
{
""name"": ""New action"",
""type"": ""Button"",
""id"": ""8227df78-160c-4425-939a-fb42da1254ef"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
{
""name"": """",
""id"": ""522de362-9c2e-4df0-8a98-33364cf3737b"",
""path"": """",
""interactions"": """",
""processors"": """",
""groups"": ""Normal"",
""action"": ""New action"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": [
{
""name"": ""Normal"",
""bindingGroup"": ""Normal"",
""devices"": [
{
""devicePath"": ""<Gamepad>"",
""isOptional"": true,
""isOR"": false
},
{
""devicePath"": ""<Keyboard>"",
""isOptional"": true,
""isOR"": false
}
]
}
]
}");
// Normal
m_Normal = asset.FindActionMap("Normal", throwIfNotFound: true);
m_Normal_Move = m_Normal.FindAction("Move", throwIfNotFound: true);
m_Normal_Atk = m_Normal.FindAction("Atk", throwIfNotFound: true);
m_Normal_Jump = m_Normal.FindAction("Jump", throwIfNotFound: true);
m_Normal_Interact = m_Normal.FindAction("Interact", throwIfNotFound: true);
任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
m_Normal_LeftChange = m_Normal.FindAction("LeftChange", throwIfNotFound: true);
m_Normal_RightChange = m_Normal.FindAction("RightChange", throwIfNotFound: true);
// Null
m_Null = asset.FindActionMap("Null", throwIfNotFound: true);
m_Null_Newaction = m_Null.FindAction("New action", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Normal
private readonly InputActionMap m_Normal;
private INormalActions m_NormalActionsCallbackInterface;
private readonly InputAction m_Normal_Move;
private readonly InputAction m_Normal_Atk;
private readonly InputAction m_Normal_Jump;
private readonly InputAction m_Normal_Interact;
任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
private readonly InputAction m_Normal_LeftChange;
private readonly InputAction m_Normal_RightChange;
public struct NormalActions
{
private @PlayerC m_Wrapper;
public NormalActions(@PlayerC wrapper) { m_Wrapper = wrapper; }
public InputAction @Move => m_Wrapper.m_Normal_Move;
public InputAction @Atk => m_Wrapper.m_Normal_Atk;
public InputAction @Jump => m_Wrapper.m_Normal_Jump;
public InputAction @Interact => m_Wrapper.m_Normal_Interact;
任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
public InputAction @LeftChange => m_Wrapper.m_Normal_LeftChange;
public InputAction @RightChange => m_Wrapper.m_Normal_RightChange;
public InputActionMap Get() { return m_Wrapper.m_Normal; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(NormalActions set) { return set.Get(); }
public void SetCallbacks(INormalActions instance)
{
if (m_Wrapper.m_NormalActionsCallbackInterface != null)
{
@Move.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnMove;
@Move.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnMove;
@Move.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnMove;
@Atk.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnAtk;
@Atk.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnAtk;
@Atk.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnAtk;
@Jump.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnJump;
@Jump.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnJump;
@Jump.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnJump;
@Interact.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteract;
@Interact.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteract;
@Interact.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteract;
任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
@LeftChange.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnLeftChange;
@LeftChange.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnLeftChange;
@LeftChange.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnLeftChange;
@RightChange.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnRightChange;
@RightChange.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnRightChange;
@RightChange.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnRightChange;
}
m_Wrapper.m_NormalActionsCallbackInterface = instance;
if (instance != null)
{
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
@Atk.started += instance.OnAtk;
@Atk.performed += instance.OnAtk;
@Atk.canceled += instance.OnAtk;
@Jump.started += instance.OnJump;
@Jump.performed += instance.OnJump;
@Jump.canceled += instance.OnJump;
@Interact.started += instance.OnInteract;
@Interact.performed += instance.OnInteract;
@Interact.canceled += instance.OnInteract;
任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
@LeftChange.started += instance.OnLeftChange;
@LeftChange.performed += instance.OnLeftChange;
@LeftChange.canceled += instance.OnLeftChange;
@RightChange.started += instance.OnRightChange;
@RightChange.performed += instance.OnRightChange;
@RightChange.canceled += instance.OnRightChange;
}
}
}
public NormalActions @Normal => new NormalActions(this);
// Null
private readonly InputActionMap m_Null;
private INullActions m_NullActionsCallbackInterface;
private readonly InputAction m_Null_Newaction;
public struct NullActions
{
private @PlayerC m_Wrapper;
public NullActions(@PlayerC wrapper) { m_Wrapper = wrapper; }
public InputAction @Newaction => m_Wrapper.m_Null_Newaction;
public InputActionMap Get() { return m_Wrapper.m_Null; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(NullActions set) { return set.Get(); }
public void SetCallbacks(INullActions instance)
{
if (m_Wrapper.m_NullActionsCallbackInterface != null)
{
@Newaction.started -= m_Wrapper.m_NullActionsCallbackInterface.OnNewaction;
@Newaction.performed -= m_Wrapper.m_NullActionsCallbackInterface.OnNewaction;
@Newaction.canceled -= m_Wrapper.m_NullActionsCallbackInterface.OnNewaction;
}
m_Wrapper.m_NullActionsCallbackInterface = instance;
if (instance != null)
{
@Newaction.started += instance.OnNewaction;
@Newaction.performed += instance.OnNewaction;
@Newaction.canceled += instance.OnNewaction;
}
}
}
public NullActions @Null => new NullActions(this);
private int m_NormalSchemeIndex = -1;
public InputControlScheme NormalScheme
{
get
{
if (m_NormalSchemeIndex == -1) m_NormalSchemeIndex = asset.FindControlSchemeIndex("Normal");
return asset.controlSchemes[m_NormalSchemeIndex];
}
}
public interface INormalActions
{
void OnMove(InputAction.CallbackContext context);
void OnAtk(InputAction.CallbackContext context);
void OnJump(InputAction.CallbackContext context);
void OnInteract(InputAction.CallbackContext context);
任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
void OnLeftChange(InputAction.CallbackContext context);
void OnRightChange(InputAction.CallbackContext context);
}
public interface INullActions
{
void OnNewaction(InputAction.CallbackContext context);
}
}