CangJie/Assets/InputAssets/PlayerC.inputactions

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{
"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",
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"groups": "Normal",
"action": "New action",
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}
]
}
],
"controlSchemes": [
{
"name": "Normal",
"bindingGroup": "Normal",
"devices": [
{
"devicePath": "<Gamepad>",
"isOptional": true,
"isOR": false
},
{
"devicePath": "<Keyboard>",
"isOptional": true,
"isOR": false
}
]
}
]
}