3.20 和京力交融之后的版本

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lspdC 2022-03-20 23:28:11 +08:00
parent 44c4946a71
commit 698339a63c
20 changed files with 1026 additions and 117 deletions

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@ -2547,7 +2800,7 @@ Transform:
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View File

@ -9,27 +9,42 @@ using Sirenix.OdinInspector;
public class HuangDi : EntryTrigger
{
[SerializeField][EnumPaging]
private KnotMediator.KnotType neededType = KnotMediator.KnotType.None;
[Header("是否已经完成了对话")]
public bool hasFinishTheConversation = false;
private KnotMediator.KnotType neededType = KnotMediator.KnotType.;
public enum HuangDiState
{
None,
Ask,
Answer,
End
}
public HuangDiState state = HuangDiState.None;
public override void OnCall()
{
if(hasFinishTheConversation){
if(state == HuangDiState.Ask)
{
if(KnotMediator.Instance.CheckKnotType(neededType))
{
Debug.Log("皇帝接受了绳结");
state = HuangDiState.Answer;
//触发结束演出
FindObjectOfType<HuangdiConfused>().OnCall();
}
else
{
Debug.Log("皇帝拒绝了绳结");
FindObjectOfType<HuangdiAsk>().OnCall();
}
}
else
if(state == HuangDiState.None)
{
ConversationController.Instance.OnCall("1");
FindObjectOfType<HuangdiAsk>().OnCall();
}
}
public void setNeededType(KnotMediator.KnotType type)

View File

@ -14,7 +14,7 @@ using Cinemachine;
public class Parallax : MonoBehaviour
{
public Transform Cam;//视差摄像机
private Transform Cam;//视差摄像机
[Header("代表水平方向上、随着相机运动的倍率。")]
public float moveRate;//视差率
[Header("有时候视差起点会被不可抗力污染,当场景的东西位置乱了,就手动处理一下这个值吧")]
@ -22,6 +22,7 @@ public class Parallax : MonoBehaviour
// Start is called before the first frame update
void Start()
{
Cam = GameObject.FindGameObjectWithTag("MainCamera").transform;
//startPoint = transform.position.x;//获取当前起点位置
//startPoint = transform.localPosition.x;//获取当前起点位置
}
@ -30,8 +31,9 @@ public class Parallax : MonoBehaviour
{
if(Cam == null)
{
Debug.LogError("视差摄像机未赋值,把主摄像机赋值给Cam就行");
return;
Cam = GameObject.FindGameObjectWithTag("MainCamera").transform;
//Debug.LogError("视差摄像机未赋值,把主摄像机赋值给Cam就行");
//return;
}
//每帧更新位置
//transform.position = new Vector2(startPoint + Cam.position.x * moveRate, transform.position.y);

View File

@ -121,10 +121,12 @@ public class AConversation : MonoBehaviour
}
/// <summary>
/// 对话结束时触发,已有内容,会恢复玩家的操作权限
/// 对话结束时触发 会恢复玩家的操作权限
/// </summary>
public virtual void OnEnd()
{
//不在演出中时,恢复玩家的操作权限
if(!ConversationController.Instance.CheckStage())
player.ToMap("Normal");
}

View File

@ -18,6 +18,7 @@ public class ConversationController : UnitySingleton<ConversationController>
{
if (conversation.conversationName == name)
{
Debug.Log("找到对话:" + name);
conversation.OnCall();
//改变玩家地图至Null
FindObjectOfType<Player>().ToMap("Null");
@ -27,4 +28,20 @@ public class ConversationController : UnitySingleton<ConversationController>
//如果没找到,则报错
Debug.LogError("没有找到名为" + name + "的对话");
}
/// <summary>
/// 如果正在演出,是不可以还给玩家操作权限的,出此下策,记录此时是否在演出
/// </summary>
/// <returns></returns>
public bool CheckStage(){
Stage[] stageList = FindObjectsOfType<Stage>();
foreach (Stage stage in stageList)
{
if (stage.isPlaying)
{
return true;
}
}
return false;
}
}

View File

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@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 演出,黄帝之问
/// </summary>
public class HuangdiAsk : Stage
{
protected override IEnumerator Main()
{
//触发对话:黄帝提需求
ConversationController.Instance.OnCall("黄帝提需求");
//等待对话结束
yield return new WaitForSeconds(3f);
//黄帝手指左方,但是目前没有动画
//标记黄帝状态为Ask
FindObjectOfType<HuangDi>().state = HuangDi.HuangDiState.Ask;
//结束
yield return base.Main();
}
}

View File

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@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HuangdiConfused : Stage
{
protected override IEnumerator Main()
{
Debug.Log("黄帝疑惑");
//触发对话:黄帝疑惑
ConversationController.Instance.OnCall("黄帝疑惑");
//等待对话结束
yield return new WaitForSeconds(9f);
//标记黄帝状态为End
FindObjectOfType<HuangDi>().state = HuangDi.HuangDiState.End;
//结束
yield return base.Main();
}
}

View File

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@ -0,0 +1,64 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
/// <summary>
/// 演出父类,所有演出均需要继承此类
/// </summary>
public class Stage : MonoBehaviour
{
/// <summary>
/// 是否正在演出
/// </summary>
[ReadOnly]
public bool isPlaying = false;
protected Player player;
/// <summary>
/// 外界调用唯一入口
/// </summary>
[ContextMenu("Play")]
public void OnCall()
{
//初始化
Init();
//开始Main的协程
StartCoroutine(Main());
}
/// <summary>
/// 默认的初始化会找到玩家并清除玩家的操作地图请按需求base
/// </summary>
protected virtual void Init()
{
//找到玩家
player = FindObjectOfType<Player>();
//清除玩家的操作地图
player.ToMap("Null");
isPlaying = true;
}
/// <summary>
/// 主体演出内容,base中包含触发结束事件重写请在主体尾部base
/// </summary>
protected virtual IEnumerator Main()
{
yield return new WaitForEndOfFrame();
OnEnd();
}
/// <summary>
/// 结束事件默认结束后恢复玩家的操作地图请按需求base
/// </summary>
protected virtual void OnEnd()
{
//恢复玩家的操作地图
player.ToMap("Normal");
isPlaying = false;
}
}

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