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
This commit is contained in:
Roman 2022-04-06 10:05:29 +08:00
parent ab6cfd79a0
commit 659b5f431f
52 changed files with 15825 additions and 2921 deletions

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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AtkCollider : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag=="Player") {
collision.GetComponent<Player>().GetHurt(1, 0.5f,transform.position.x) ;
Debug.Log("ccc");
}
}
}

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@ -32,6 +32,9 @@ public class Fire : Interacter
Debug.Log("牛逼,烧起来了");
//ItemController.Instance.AddItem(fireStick);
//ChangeToLastWeapon();
UIWord.Instance.FireUI();
Invoke(nameof(ChangeWeapon),delayTime);//配合动画延迟换武器
Spark.SetActive(true);
}

View File

@ -5,9 +5,11 @@ using UnityEngine;
public class Item : MonoBehaviour
{
protected Vector3 oriPos;
protected bool isAtking = false;
virtual protected void Start() {
transform.SetParent(null);
oriPos=transform.position;
//Debug.Log(name+oriTrans.position);
@ -31,4 +33,14 @@ public class Item : MonoBehaviour
public Vector3 GetOriposition() {
return oriPos;
}
public void SetIsAtk(bool judge) {
isAtking = judge;
if(TryGetComponent<Collider2D>(out Collider2D collider))
collider.enabled=isAtking;
}
public bool GetIsAtk() {
return isAtking;
}
}

View File

@ -41,6 +41,7 @@ public class ItemController : UnitySingleton<ItemController>
/// </summary>
public void SetItem()
{
if(itemList[displayIndex]!=null)
player.weapon = itemList[displayIndex];
}

View File

@ -26,6 +26,7 @@ public class Player : PlayerControl
/// <summary>
/// 手持武器
/// </summary>
[ReadOnly]
[Header("手持武器")] [FoldoutGroup("子物体")]
public Item weapon;
@ -83,12 +84,14 @@ public class Player : PlayerControl
base.Start();
m_rigidbody = gameObject.GetComponent<Rigidbody2D>();
boneAnim = bone.gameObject.GetComponent<Animator>();
WeaponInit();
//WeaponInit();
}
//UPDATE
void Update()
{
//Debug.Log(weapon.name + " " + weapon.GetIsAtk());
//OnInputDetect();
Flip();
@ -151,10 +154,14 @@ public class Player : PlayerControl
default:
boneAnim.SetBool("Move",true);
break;
}
m_rigidbody.velocity = new Vector2(inputDir * speed, m_rigidbody.velocity.y); }
}
}
m_rigidbody.velocity = new Vector2(inputDir * speed, m_rigidbody.velocity.y); }
else
boneAnim.SetBool("Move", false);
}
@ -166,6 +173,10 @@ public class Player : PlayerControl
}
override protected void OnAtk() {
base.OnAtk();
AtkAnim();
weapon.SetIsAtk(true);
StopInput(1.2f);
}
override protected void OnJump() {
@ -196,9 +207,18 @@ public class Player : PlayerControl
//武器更换相关函数--------------------------------------------------
public void WeaponInPosition() {
GameObject chosenOne;
chosenOne = GameObject.Find(weapon.name);
if (chosenOne.TryGetComponent<Item>(out Item chosenWeapen))
chosenWeapen.InPosition(weaponTrans,weaponPos);
try
{
chosenOne = GameObject.Find(weapon.name);
if (chosenOne.TryGetComponent<Item>(out Item chosenWeapen))
chosenWeapen.InPosition(weaponTrans, weaponPos);
}
catch (System.Exception e)
{
e.ToString();
Debug.LogError("初始武器未绑定,若本关卡需要武器,请绑定,否则无视此信息" );
}
}
public void WeaponReturn()
@ -234,11 +254,13 @@ public class Player : PlayerControl
public void StopInput(float time) {
ToMap("Null");
Invoke(nameof(ResetInput), time);
}
void ResetInput() {
ToMap("Normal");
isHurting = false;
weapon.SetIsAtk(false);
}
//跳跃判定(有点怪 后面可能会改)
@ -284,4 +306,8 @@ public class Player : PlayerControl
{
boneAnim.SetTrigger("与火交互");
}
public void AtkAnim() {
boneAnim.SetTrigger("攻击");
}
}

View File

@ -49,6 +49,9 @@ public class Shu : Interacter
ChangesDuringIntertacting(rotateDuration);
player.TreeInteractAnim();
anim.SetTrigger("Fall");
UIWord.Instance.WoodUI();
//transform.DORotate(new Vector3(0, 0, -90), rotateDuration);
break;
default:

View File

@ -26,6 +26,7 @@ public class Stone : Interacter
{
player.StoneInteractAnim();//播动画
Debug.Log("玩家制作石斧头动画");
UIWord.Instance.StoneUI();
Invoke(nameof(ChangeWeapon), interactTime);//配合动画延迟换武器
}
else {

147
Assets/Scripts/乐/Tiger.cs Normal file
View File

@ -0,0 +1,147 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tiger : MonoBehaviour
{
Animator anim;
Player player;
Rigidbody2D rig;
public float dis;
public float speed;
public Vector2 bcakJumpVel;
public int dieCount;
SpriteRenderer[] childrenSp ;
public Color oriColor;
public Color hurtColor;
int count = 0;
void Start()
{
childrenSp = GetComponentsInChildren<SpriteRenderer>();
rig = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
player = FindObjectOfType<Player>(); ;
}
// Update is called once per frame
void Update()
{
if (anim.GetBool("老虎走动"))
if (Mathf.Abs(player.transform.position.x - transform.position.x) < dis)
{
anim.SetTrigger("老虎前扑");
anim.SetTrigger("老虎冲撞");
anim.SetBool("老虎走动", false);
}
}
private void FixedUpdate()
{
if (anim.GetBool("老虎走动"))
{
rig.velocity = new Vector2(speed, rig.velocity.y);
}
//else rig.velocity = Vector2.zero;
}
public void Behavior(string behaviorName)
{
try
{
//触发动画
anim.SetTrigger(behaviorName);
}
catch (System.Exception e)
{
e.ToString();
Debug.LogError("没有找到触发器" + behaviorName);
}
}
public void BackJump() {
rig.velocity = bcakJumpVel;
;
}
public void JudgeForward() {
if (Mathf.Abs(player.transform.position.x - transform.position.x) >= dis && !anim.GetBool("老虎走动"))
{
anim.SetBool("老虎走动", true);
}
else if (Mathf.Abs(player.transform.position.x - transform.position.x) < dis)
{ anim.SetTrigger("老虎冲撞");
anim.SetTrigger("老虎前扑");
anim.SetBool("老虎走动", false);
}
}
//重置所有trigger
public void ResetAllTrigger() {
rig.velocity = Vector2.zero;
AnimatorControllerParameter[] aps = anim.parameters;
for (int i = 0; i < aps.Length; i++)
{
AnimatorControllerParameter paramItem = aps[i];
if (paramItem.type == AnimatorControllerParameterType.Trigger)
{
string triggerName = paramItem.name;
bool isActive = anim.GetBool(triggerName);
if (isActive)
{
anim.ResetTrigger(triggerName);
}
}
}
}
public void Freeze() {
rig.velocity = Vector2.zero;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.TryGetComponent<Item>(out Item weapon)) {
Debug.Log(weapon.name + "" + weapon.GetIsAtk()+"打到老虎");
weapon.SetIsAtk(false);
count++;
ChangeColor();
Invoke("ResetColor",0.5f);
if (count >= dieCount) {
ResetAllTrigger();
Freeze();
anim.SetTrigger("老虎似了");
GetComponent<Collider2D>().enabled = false;
Debug.Log("老虎似了");
}
}
}
void ChangeColor() {
foreach (SpriteRenderer sp in childrenSp)
{
sp.color = hurtColor;
}
}
void ResetColor() {
foreach (SpriteRenderer sp in childrenSp)
{
sp.color = oriColor;
}
}
}

View File

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@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class TransSense : MonoBehaviour
{
public string nextScene;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
SceneManager.LoadSceneAsync(nextScene);
}
}

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@ -0,0 +1,33 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class UIWord : UnitySingleton<UIWord>
{
public GameObject tree;
public GameObject fire;
public GameObject stone;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void WoodUI() {
tree.SetActive(true);
}
public void FireUI() {
fire.SetActive(true);
}
public void StoneUI() {
stone.SetActive(true);
}
}

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