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diff --git a/Assets/Plugins/Fungus/Integrations/Playmaker/Fungus-PlayMaker.unitypackage.meta b/Assets/Scenes/动画展示.unity.meta
similarity index 74%
rename from Assets/Plugins/Fungus/Integrations/Playmaker/Fungus-PlayMaker.unitypackage.meta
rename to Assets/Scenes/动画展示.unity.meta
index e474937..c1e3c88 100644
--- a/Assets/Plugins/Fungus/Integrations/Playmaker/Fungus-PlayMaker.unitypackage.meta
+++ b/Assets/Scenes/动画展示.unity.meta
@@ -1,5 +1,5 @@
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diff --git a/Assets/Scripts/乐/Cam.cs b/Assets/Scripts/乐/Cam.cs
new file mode 100644
index 0000000..1d6dc62
--- /dev/null
+++ b/Assets/Scripts/乐/Cam.cs
@@ -0,0 +1,19 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Cam : MonoBehaviour
+{
+ public Player player;
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ gameObject.transform.position = new Vector3(player.transform.position.x, gameObject.transform.position.y,gameObject.transform.position.z);
+ }
+}
diff --git a/Assets/Scripts/乐/Cam.cs.meta b/Assets/Scripts/乐/Cam.cs.meta
new file mode 100644
index 0000000..ffd8eb9
--- /dev/null
+++ b/Assets/Scripts/乐/Cam.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 72ff3269b294cb0488d44a4bc6fc6939
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Assets/Scripts/乐/Fire.cs b/Assets/Scripts/乐/Fire.cs
index d23fdec..1ff2f73 100644
--- a/Assets/Scripts/乐/Fire.cs
+++ b/Assets/Scripts/乐/Fire.cs
@@ -5,6 +5,8 @@ using UnityEngine;
public class Fire : Interacter
{
public FireStick fireStick;
+ public GameObject Spark;
+ public float delayTime;
override protected void Start()
{
base.Start();
@@ -26,10 +28,12 @@ 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
{ 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:
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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
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diff --git a/Assets/动画/cangjie 1.controller b/Assets/动画/cangjie 1.controller
new file mode 100644
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+++ b/Assets/动画/cangjie 1.controller
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diff --git a/Assets/预设/yufu.prefab.meta b/Assets/预设/yufu.prefab.meta
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diff --git a/Logs/ApiUpdaterCheck.txt b/Logs/ApiUpdaterCheck.txt
index 983ac30..53bb8fd 100644
--- a/Logs/ApiUpdaterCheck.txt
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@@ -152,3 +152,13 @@ C# parse time : -1ms
candidates check time : -1ms
console write time : -1ms
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+[api-updater (non-obsolete-error-filter)]
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diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset
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