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。
This commit is contained in:
lspdC 2022-03-27 19:27:24 +08:00
parent 76c1cf529e
commit 399d8d91d9
12 changed files with 1133 additions and 371 deletions

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@ -3755,8 +4495,10 @@ MonoBehaviour:
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weaponTrans: {fileID: 0}
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isGround: 0
@ -3810,6 +4552,11 @@ BoxCollider2D:
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View File

@ -6,6 +6,7 @@ public class Fire : Interacter
{
public FireStick fireStick;
public GameObject Spark;
public float delayTime;
override protected void Start()
{
base.Start();
@ -27,10 +28,11 @@ public class Fire : Interacter
ChangesDuringIntertacting(1f);
if (player.weapon.name == "火把")
{
player.FireInteractAnim();//播动画
Debug.Log("牛逼,烧起来了");
//ItemController.Instance.AddItem(fireStick);
//ChangeToLastWeapon();
ItemController.Instance.ReplaceItem(fireStick);
Invoke(nameof(ChangeWeapon),delayTime);//配合动画延迟换武器
Spark.SetActive(true);
}
else
@ -44,4 +46,7 @@ public class Fire : Interacter
}
}
void ChangeWeapon() {
ItemController.Instance.ReplaceItem(fireStick);
}
}

View File

@ -12,6 +12,11 @@ public class Player : PlayerControl
/// </summary>
Rigidbody2D m_rigidbody;
[Header("骨骼")]
[FoldoutGroup("子物体")]
public GameObject bone;
Animator boneAnim;
/// <summary>
/// 脚底位置子物体
/// </summary>
@ -27,7 +32,12 @@ public class Player : PlayerControl
/// <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")]
[Header("武器生成位置(需要绑在骨骼上)")]
[FoldoutGroup("子物体")]
public Transform weaponTrans;
[Header("武器生成位置偏移")]
[FoldoutGroup("子物体")]
public Vector3 weaponPos;
/// <summary>
@ -72,14 +82,20 @@ public class Player : PlayerControl
{
base.Start();
m_rigidbody = gameObject.GetComponent<Rigidbody2D>();
boneAnim = bone.gameObject.GetComponent<Animator>();
WeaponInit();
}
//UPDATE
void Update()
{
OnInputDetect();
//OnInputDetect();
Flip();
/*
if (inputDir!=0 && boneAnim.GetBool("Move")==false)
boneAnim.SetBool("Move", true);
*/
}
void FixedUpdate() {
@ -109,13 +125,15 @@ public class Player : PlayerControl
}
}
/*
/// <summary>
/// 检测是否停止摇杆输入
/// </summary>
void OnInputDetect() {
if (inputDir == 0&&isHurting==false)
Freeze();
}
}*/
/// <summary>
/// 强制静止
/// </summary>
@ -125,7 +143,16 @@ public class Player : PlayerControl
void Moving() {
if (isHurting == false)
{ m_rigidbody.velocity = new Vector2(inputDir * speed, m_rigidbody.velocity.y); }
{
switch (inputDir) {
case 0:
boneAnim.SetBool("Move",false);
break;
default:
boneAnim.SetBool("Move",true);
break;
}
m_rigidbody.velocity = new Vector2(inputDir * speed, m_rigidbody.velocity.y); }
}
@ -171,7 +198,7 @@ public class Player : PlayerControl
GameObject chosenOne;
chosenOne = GameObject.Find(weapon.name);
if (chosenOne.TryGetComponent<Item>(out Item chosenWeapen))
chosenWeapen.InPosition(transform,weaponPos);
chosenWeapen.InPosition(weaponTrans,weaponPos);
}
public void WeaponReturn()
@ -192,7 +219,9 @@ public class Player : PlayerControl
//受到攻击
public void GetHurt(int count,float time,float hitter_x) {
isHurting = true;
StopInput(time);
StopInput(time);
//播动画
HurtInteractAnim();
if ((hitter_x - transform.position.x)*isRight< 0) {
forceFlip = true;
Flip();
@ -236,4 +265,18 @@ public class Player : PlayerControl
else Debug.Log("Not Ground");
}
}
//-----------------------------------动画控制-----------------------------------
public void TreeInteractAnim() {
boneAnim.SetTrigger("与树交互");
}
public void FireInteractAnim()
{
boneAnim.SetTrigger("与火交互");
}
public void HurtInteractAnim() {
boneAnim.SetTrigger("受伤");
}
}

View File

@ -6,7 +6,7 @@ using UnityEngine;
public class Shu : Interacter
{
Animator anim;
public float rotateDuration=0.5f;
SpriteRenderer m_spr;
@ -47,6 +47,7 @@ public class Shu : Interacter
//交互的第二阶段,推倒树木
case 1:
ChangesDuringIntertacting(rotateDuration);
player.TreeInteractAnim();
anim.SetTrigger("Fall");
//transform.DORotate(new Vector3(0, 0, -90), rotateDuration);
break;

View File

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@ -52,6 +53,31 @@ AnimatorState:
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@ -78,6 +104,31 @@ AnimatorState:
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@ -160,7 +215,8 @@ AnimatorState:
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@ -184,7 +240,31 @@ AnimatorController:
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m_Name: cangjie 1
serializedVersion: 5
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m_DefaultBool: 0
m_Controller: {fileID: 0}
m_AnimatorLayers:
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m_Name: Base Layer
@ -208,7 +288,8 @@ AnimatorState:
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@ -250,6 +331,78 @@ AnimatorState:
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@ -260,7 +413,8 @@ AnimatorState:
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@ -302,3 +456,72 @@ AnimatorState:
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@ -1308,7 +1308,7 @@ AnimationClip:
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m_LoopTime: 0
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View File

@ -1344,7 +1344,7 @@ AnimationClip:
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View File

@ -708,67 +708,6 @@ AnimationClip:
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m_RotationOrder: 4
path: bone_1
- curve:
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