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ItemController.Instance.ReplaceItem(fireStick); + Invoke(nameof(ChangeWeapon),delayTime);//配合动画延迟换武器 + Spark.SetActive(true); } else { interactState = 0; @@ -42,4 +46,7 @@ public class Fire : Interacter } } + void ChangeWeapon() { + ItemController.Instance.ReplaceItem(fireStick); + } } diff --git a/Assets/Scripts/乐/FireDir.cs b/Assets/Scripts/乐/FireDir.cs new file mode 100644 index 0000000..920d95f --- /dev/null +++ b/Assets/Scripts/乐/FireDir.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FireDir : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + transform.eulerAngles = Vector3.zero; + } +} diff --git a/Assets/Scripts/乐/FireDir.cs.meta b/Assets/Scripts/乐/FireDir.cs.meta new file mode 100644 index 0000000..7406643 --- /dev/null +++ b/Assets/Scripts/乐/FireDir.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e3212449af0acfc4c8cc44c64580c1cf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/乐/Player.cs b/Assets/Scripts/乐/Player.cs index 9ac56aa..2afc947 100644 --- a/Assets/Scripts/乐/Player.cs +++ b/Assets/Scripts/乐/Player.cs @@ -12,6 +12,11 @@ public class Player : PlayerControl /// Rigidbody2D m_rigidbody; + [Header("骨骼")] + [FoldoutGroup("子物体")] + public GameObject bone; + Animator boneAnim; + /// /// 脚底位置子物体 /// @@ -27,7 +32,12 @@ public class Player : PlayerControl /// /// 武器生成位置(需要绑在骨骼上) /// - [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; /// @@ -72,14 +82,20 @@ public class Player : PlayerControl { base.Start(); m_rigidbody = gameObject.GetComponent(); + boneAnim = bone.gameObject.GetComponent(); 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 } } + /* /// /// 检测是否停止摇杆输入 /// void OnInputDetect() { if (inputDir == 0&&isHurting==false) Freeze(); - } + }*/ + /// /// 强制静止 /// @@ -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(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 +265,23 @@ 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"); + } + + public void StoneInteractAnim() + { + boneAnim.SetTrigger("与火交互"); + } +} diff --git a/Assets/Scripts/乐/Shu.cs b/Assets/Scripts/乐/Shu.cs index e17d793..fa84e90 100644 --- a/Assets/Scripts/乐/Shu.cs +++ b/Assets/Scripts/乐/Shu.cs @@ -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; diff --git a/Assets/Scripts/乐/Stone.cs b/Assets/Scripts/乐/Stone.cs index 95ab244..7b89374 100644 --- a/Assets/Scripts/乐/Stone.cs +++ b/Assets/Scripts/乐/Stone.cs @@ -24,8 +24,9 @@ public class Stone : Interacter ChangesDuringIntertacting(interactTime); if (player.weapon.name == "石刀") { + player.StoneInteractAnim();//播动画 Debug.Log("玩家制作石斧头动画"); - ItemController.Instance.ReplaceItem(axe); + Invoke(nameof(ChangeWeapon), interactTime);//配合动画延迟换武器 } else { Debug.Log("拿错物品"); @@ -37,4 +38,9 @@ public class Stone : Interacter } } + void ChangeWeapon() + { + ItemController.Instance.ReplaceItem(axe); + } + } diff --git a/Assets/Scripts/乐/Thunder.cs b/Assets/Scripts/乐/Thunder.cs index 97faa08..9c30ebc 100644 --- a/Assets/Scripts/乐/Thunder.cs +++ b/Assets/Scripts/乐/Thunder.cs @@ -10,10 +10,12 @@ public class Thunder : MonoBehaviour bool haveInteracted = false; + Animator anim; void Start() { anim = GetComponent(); + } void Update() @@ -39,5 +41,6 @@ public class Thunder : MonoBehaviour } public void ResetPlayerInput() { player.ToMap("Normal"); + } } diff --git a/Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta b/Assets/动画.meta similarity index 67% rename from Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta rename to Assets/动画.meta index 1eadf09..ff72e4e 100644 --- a/Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta +++ b/Assets/动画.meta @@ -1,5 +1,6 @@ fileFormatVersion: 2 -guid: f597f19f656ba56eae4f6a3a7cc528f4 +guid: 380744d6a1f85194fb089ca787ccf7f4 +folderAsset: yes DefaultImporter: externalObjects: {} userData: diff --git a/Assets/动画/cangjie 1.controller b/Assets/动画/cangjie 1.controller new file mode 100644 index 0000000..e2ac9ec --- /dev/null +++ b/Assets/动画/cangjie 1.controller @@ -0,0 +1,527 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1102 &-8370624700981571467 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: "\u4ED3\u9889\u9760\u6811\u4F11\u606F\u5230\u8D77\u8EAB" + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: [] + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 7400000, guid: 22cb39840aa52824087aff49844f9856, type: 2} + m_Tag: + m_SpeedParameter: + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: +--- !u!1102 &-7966286138933205966 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: "\u4ED3\u9889\u53D7\u51FB" + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: + - 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