Merge branch '黄恺乐' of https://e.coding.net/gensokyogroup/CangJie/CangJie into Roman
# Conflicts: # Assets/Scenes/乐/Sample1.unity # Assets/Scenes/勍/InteractTest.unity # Assets/Scripts/乐/Item.cs # Assets/Scripts/乐/ItemController.cs # Assets/Scripts/乐/Player.cs # Assets/Scripts/乐/Shu.cs # Logs/ApiUpdaterCheck.txt
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PrefabInstance:
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--- !u!1 &1658378286
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -1054,6 +1409,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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m_Children:
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- {fileID: 1374474099}
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- {fileID: 1374474099}
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- {fileID: 74015223}
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -1072,6 +1428,7 @@ MonoBehaviour:
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inputDir: 0
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inputDir: 0
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groundCheck: {fileID: 1374474099}
|
groundCheck: {fileID: 1374474099}
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weapon: {fileID: 873183836}
|
weapon: {fileID: 873183836}
|
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|
weaponPos: {x: 1, y: 0, z: 0}
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isRight: 1
|
isRight: 1
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isGround: 0
|
isGround: 0
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speed: 5
|
speed: 5
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||||||
|
@ -4,26 +4,31 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class Item : MonoBehaviour
|
public class Item : MonoBehaviour
|
||||||
{
|
{
|
||||||
protected Transform oriTrans;
|
protected Vector3 oriPos;
|
||||||
|
|
||||||
virtual protected void Start() {
|
virtual protected void Start() {
|
||||||
|
|
||||||
transform.SetParent(null);
|
transform.SetParent(null);
|
||||||
oriTrans=transform;
|
oriPos=transform.position;
|
||||||
|
//Debug.Log(name+oriTrans.position);
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual public void ReturnToOri() {
|
virtual public void ReturnToOri() {
|
||||||
transform.SetParent(null);
|
transform.SetParent(null);
|
||||||
transform.position = oriTrans.position;
|
transform.position = oriPos;
|
||||||
}
|
}
|
||||||
virtual public void InPosition(Transform tragetTrans) {
|
virtual public void InPosition(Transform targetTrans,Vector3 position) {
|
||||||
transform.SetParent(transform);
|
transform.SetParent(targetTrans);
|
||||||
transform.localPosition = Vector3.zero;
|
Debug.Log(name + targetTrans.name);
|
||||||
|
transform.localPosition = position;
|
||||||
|
transform.localRotation = Quaternion.identity;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void Attack() {
|
protected virtual void Attack() {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Vector3 GetOriposition() {
|
||||||
|
return oriPos;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -65,4 +65,12 @@ public class ItemController : UnitySingleton<ItemController>
|
|||||||
displayIndex = (displayIndex + 1)%itemList.Count;
|
displayIndex = (displayIndex + 1)%itemList.Count;
|
||||||
Display();
|
Display();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ToLastestItem() {
|
||||||
|
player.WeaponReturn();
|
||||||
|
Destroy(displayItem.gameObject);
|
||||||
|
displayIndex = itemList.Count-1;
|
||||||
|
Display();
|
||||||
|
player.WeaponInPosition();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -24,6 +24,11 @@ public class Player : PlayerControl
|
|||||||
[Header("手持武器")] [FoldoutGroup("子物体")]
|
[Header("手持武器")] [FoldoutGroup("子物体")]
|
||||||
public Item weapon;
|
public Item weapon;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 武器生成位置(需要绑在骨骼上)
|
||||||
|
/// </summary>
|
||||||
|
[Header("武器生成位置(需要绑在骨骼上)")][FoldoutGroup("子物体")]
|
||||||
|
public Vector3 weaponPos;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 角色朝向(向右为1)
|
/// 角色朝向(向右为1)
|
||||||
@ -61,7 +66,7 @@ public class Player : PlayerControl
|
|||||||
{
|
{
|
||||||
base.Start();
|
base.Start();
|
||||||
m_rigidbody = gameObject.GetComponent<Rigidbody2D>();
|
m_rigidbody = gameObject.GetComponent<Rigidbody2D>();
|
||||||
|
WeaponInit();
|
||||||
}
|
}
|
||||||
|
|
||||||
//UPDATE
|
//UPDATE
|
||||||
@ -156,23 +161,32 @@ public class Player : PlayerControl
|
|||||||
|
|
||||||
protected override void OnRightChange()
|
protected override void OnRightChange()
|
||||||
{
|
{
|
||||||
|
WeaponReturn();
|
||||||
ItemController.Instance.RightChangeItem();
|
ItemController.Instance.RightChangeItem();
|
||||||
|
WeaponInPosition();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void WeaponInPosition() {
|
public void WeaponInPosition() {
|
||||||
GameObject chosenOne;
|
GameObject chosenOne;
|
||||||
chosenOne = GameObject.Find(weapon.name);
|
chosenOne = GameObject.Find(weapon.name);
|
||||||
if (chosenOne.TryGetComponent<Item>(out Item chosenWeapen))
|
if (chosenOne.TryGetComponent<Item>(out Item chosenWeapen))
|
||||||
chosenWeapen.InPosition(weapon.transform);
|
chosenWeapen.InPosition(transform,weaponPos);
|
||||||
}
|
}
|
||||||
|
|
||||||
void WeaponReturn()
|
public void WeaponReturn()
|
||||||
{
|
{
|
||||||
GameObject chosenOne;
|
GameObject chosenOne;
|
||||||
chosenOne = GameObject.Find(weapon.name);
|
chosenOne = GameObject.Find(weapon.name);
|
||||||
if (chosenOne.TryGetComponent<Item>(out Item chosenWeapen))
|
if (chosenOne.TryGetComponent<Item>(out Item chosenWeapon))
|
||||||
chosenWeapen.ReturnToOri();
|
{
|
||||||
|
//Debug.Log(chosenOne.name + chosenWeapon.GetOriposition());
|
||||||
|
chosenWeapon.ReturnToOri(); }
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void WeaponInit() {
|
||||||
|
WeaponInPosition();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -5,6 +5,8 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class Shu : Interactable
|
public class Shu : Interactable
|
||||||
{
|
{
|
||||||
|
Animator anim;
|
||||||
|
|
||||||
int interactState = 0;
|
int interactState = 0;
|
||||||
public float rotateDuration=0.5f;
|
public float rotateDuration=0.5f;
|
||||||
SpriteRenderer m_spr;
|
SpriteRenderer m_spr;
|
||||||
@ -18,6 +20,7 @@ public class Shu : Interactable
|
|||||||
{
|
{
|
||||||
base.Start();
|
base.Start();
|
||||||
m_spr = GetComponent<SpriteRenderer>();
|
m_spr = GetComponent<SpriteRenderer>();
|
||||||
|
anim = GetComponent<Animator>();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
@ -30,14 +33,22 @@ public class Shu : Interactable
|
|||||||
{
|
{
|
||||||
|
|
||||||
switch (interactState) {
|
switch (interactState) {
|
||||||
case 0:
|
//交互的第一阶段,掉落树枝
|
||||||
|
case 0:
|
||||||
|
ChangesDuringIntertacting(1f);
|
||||||
|
//树抖两下
|
||||||
|
anim.SetTrigger("Shake");
|
||||||
ItemController.Instance.AddItem(Stick1);
|
ItemController.Instance.AddItem(Stick1);
|
||||||
ItemController.Instance.AddItem(Stick2);
|
ItemController.Instance.AddItem(Stick2);
|
||||||
ChangesDuringIntertacting();
|
|
||||||
|
//ItemController.Instance.ToLastestItem();
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
//交互的第二阶段,推倒树木
|
||||||
case 1:
|
case 1:
|
||||||
transform.DORotate(new Vector3(0, 0, -90), rotateDuration);
|
ChangesDuringIntertacting(rotateDuration);
|
||||||
ChangesDuringIntertacting();
|
anim.SetTrigger("Fall");
|
||||||
|
//transform.DORotate(new Vector3(0, 0, -90), rotateDuration);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
@ -50,13 +61,13 @@ public class Shu : Interactable
|
|||||||
CancleEvent();
|
CancleEvent();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ChangesDuringIntertacting()
|
void ChangesDuringIntertacting(float Time)
|
||||||
{
|
{
|
||||||
if (interating==false) {
|
if (interating==false) {
|
||||||
player.ToMap("Null");
|
player.ToMap("Null");
|
||||||
interactState++;
|
interactState++;
|
||||||
interating = true;
|
interating = true;
|
||||||
Invoke(nameof(ResetInteracting), rotateDuration);}
|
Invoke(nameof(ResetInteracting), Time);}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void CancleEvent()
|
public override void CancleEvent()
|
||||||
@ -64,4 +75,8 @@ public class Shu : Interactable
|
|||||||
player.ToMap("Normal");
|
player.ToMap("Normal");
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ChangeToLastWeapon() {
|
||||||
|
ItemController.Instance.ToLastestItem();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -82,3 +82,23 @@ C# parse time : -1ms
|
|||||||
candidates check time : -1ms
|
candidates check time : -1ms
|
||||||
console write time : -1ms
|
console write time : -1ms
|
||||||
|
|
||||||
|
[api-updater (non-obsolete-error-filter)] 2022/3/19 20:45:48 : Starting D:/unity/2019.3.2f1/2020.3.30f1c1/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
|
||||||
|
[api-updater (non-obsolete-error-filter)]
|
||||||
|
----------------------------------
|
||||||
|
jit/startup time : 822.9418ms
|
||||||
|
moved types parse time: 55ms
|
||||||
|
candidates parse time : 1ms
|
||||||
|
C# parse time : -1ms
|
||||||
|
candidates check time : -1ms
|
||||||
|
console write time : -1ms
|
||||||
|
|
||||||
|
[api-updater (non-obsolete-error-filter)] 2022/3/19 20:58:59 : Starting D:/unity/2019.3.2f1/2020.3.30f1c1/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
|
||||||
|
[api-updater (non-obsolete-error-filter)]
|
||||||
|
----------------------------------
|
||||||
|
jit/startup time : 85.0254ms
|
||||||
|
moved types parse time: 51ms
|
||||||
|
candidates parse time : 1ms
|
||||||
|
C# parse time : -1ms
|
||||||
|
candidates check time : -1ms
|
||||||
|
console write time : -1ms
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user