1、初步完成武器栏 树木交互

2、尝试用对象池实现手持武器切换(还未完成)
3、在一些简单的继承问题上对京力的部分代码进行修改(集中在Interactable类中)
This commit is contained in:
lspdC 2022-03-15 20:26:46 +08:00
parent c5cbe5ba76
commit dbb026271f
51 changed files with 2238 additions and 99 deletions

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value: 0
objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.y
value: 0
objectReference: {fileID: 0}
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value: 0
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- target: {fileID: 1936023874439208078, guid: a74564a767dc70240816885b2afad328, type: 3}
propertyPath: m_Name
value: "\u706B\u628A"
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: a74564a767dc70240816885b2afad328, type: 3}
--- !u!1 &1374474098
GameObject:
m_ObjectHideFlags: 0
@ -821,7 +1050,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1658378286}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalPosition: {x: -2.79, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 1374474099}
@ -841,7 +1070,8 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
inputDir: 0
GroundCheck: {fileID: 1374474099}
groundCheck: {fileID: 1374474099}
weapon: {fileID: 873183836}
isRight: 1
isGround: 0
speed: 5

View File

@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Item : MonoBehaviour
{
protected Transform oriTrans;
virtual protected void Start() {
transform.SetParent(null);
oriTrans=transform;
}
virtual public void ReturnToOri() {
transform.SetParent(null);
transform.position = oriTrans.position;
}
virtual public void InPosition(Transform tragetTrans) {
transform.SetParent(transform);
transform.localPosition = Vector3.zero;
}
protected virtual void Attack() {
}
}

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@ -0,0 +1,68 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemController : UnitySingleton<ItemController>
{
int displayIndex=0;
Item displayItem;
public List<Item> itemList = new List<Item>();
Player player;
void Start()
{
player = FindObjectOfType<Player>();
Display();
}
// Update is called once per frame
void Update()
{
}
//添加物品
public void AddItem(Item item) {
itemList.Add(item);
}
/// <summary>
/// 用于Player获取物品
/// </summary>
public Item GetItem() {
return itemList[displayIndex];
}
/// <summary>
/// 用于强制改变Player的物品
/// </summary>
public void SetItem()
{
player.weapon = itemList[displayIndex];
}
/// <summary>
/// 展示正在使用的物品
/// </summary>
public void Display() {
SetItem();
displayItem = Instantiate(itemList[displayIndex],Vector3.zero,Quaternion.identity,transform);
displayItem.transform.localPosition = Vector3.zero;
}
public void LeftChangeItem() {
Destroy(displayItem.gameObject);
displayIndex = (displayIndex - 1 + itemList.Count)%itemList.Count;
Display();
}
public void RightChangeItem()
{
Destroy(displayItem.gameObject);
displayIndex = (displayIndex + 1)%itemList.Count;
Display();
}
}

View File

@ -0,0 +1,11 @@
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@ -8,47 +8,54 @@ using DG.Tweening;
public class Player : PlayerControl
{
/// <summary>
/// 玩家刚体组件喵
/// 玩家刚体组件喵
/// </summary>
Rigidbody2D m_rigidbody;
/// <summary>
/// 脚底位置子物体
/// 脚底位置子物体
/// </summary>
[Header("脚底位置")] [FoldoutGroup("子物体")]
public Transform GroundCheck;
[Header("脚底位置")] [FoldoutGroup("子物体")]
public Transform groundCheck;
/// <summary>
/// 角色朝向向右为1
/// 手持武器
/// </summary>
[ReadOnly] [Header("朝向监测")]
[Header("手持武器")] [FoldoutGroup("子物体")]
public Item weapon;
/// <summary>
/// 角色朝向向右为1
/// </summary>
[ReadOnly] [Header("朝向监测")]
public int isRight = 1;
/// <summary>
/// 角色是否落地
/// 角色是否落地
/// </summary>
[ReadOnly]
[Header("落地监测")]
[Header("落地监测")]
public bool isGround = false;
[Header("行走速度")][FoldoutGroup("角色操作数据")]
[Header("行走速度")][FoldoutGroup("角色操作数据")]
public float speed;
[Header("跳跃力量")][FoldoutGroup("角色操作数据")]
[Header("跳跃力量")][FoldoutGroup("角色操作数据")]
public float jumpForce;
/// <summary>
/// 角色翻面时长
/// 角色翻面时长
/// </summary>
[Header("角色翻面所需时长")]
[Header("角色翻面所需时长")]
public float flipDuration = 0.1f;
/// <summary>
/// 玩家初始化喵
/// 玩家初始化喵
/// </summary>
override protected void Start()
{
@ -69,7 +76,7 @@ public class Player : PlayerControl
}
/// <summary>
/// 翻面函数
/// 翻面函数
/// </summary>
void Flip()
{
@ -79,7 +86,7 @@ public class Player : PlayerControl
//transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
//transform.DOScale(new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z),0.1f);
//分情况定值翻转 可以规避在旋转动画未结束时再次翻转的造成的起始角度不同从而影响目标角度误差的问题
//分情况定值翻转 可以规避在旋转动画未结束时再次翻转的造成的起始角度不同从而影响目标角度误差的问题
switch (isRight) {
case 1:
transform.DORotate(new Vector3(0, 0, 0), flipDuration);
@ -87,27 +94,35 @@ public class Player : PlayerControl
case -1:
transform.DORotate(new Vector3(0,180,0), flipDuration);
break;
}
}
}
}
}
/// <summary>
/// 检测是否停止摇杆输入
/// 检测是否停止摇杆输入
/// </summary>
void OnInputDetect() {
if (inputDir == 0)
Freeze();
}
/// <summary>
/// 强制静止
/// 强制静止
/// </summary>
void Freeze() {
m_rigidbody.velocity = new Vector2(0,m_rigidbody.velocity.y);
}
void Moving() {
m_rigidbody.velocity = new Vector2(inputDir * speed, m_rigidbody.velocity.y);
}
/// <param name="ctx"></param>
override protected void OnMove(InputAction.CallbackContext ctx)
{
@ -116,6 +131,7 @@ public class Player : PlayerControl
}
override protected void OnAtk() {
base.OnAtk();
}
override protected void OnJump() {
base.OnJump();
@ -130,25 +146,53 @@ public class Player : PlayerControl
}
void Moving() {
m_rigidbody.velocity = new Vector2(inputDir * speed, m_rigidbody.velocity.y);
protected override void OnLeftChange()
{
WeaponReturn();
ItemController.Instance.LeftChangeItem();
WeaponInPosition();
}
private void OnCollisionEnter2D(Collision2D collision)//当有物体碰上
protected override void OnRightChange()
{
//创到地面时触发一次
ItemController.Instance.RightChangeItem();
}
void WeaponInPosition() {
GameObject chosenOne;
chosenOne = GameObject.Find(weapon.name);
if (chosenOne.TryGetComponent<Item>(out Item chosenWeapen))
chosenWeapen.InPosition(weapon.transform);
}
void WeaponReturn()
{
GameObject chosenOne;
chosenOne = GameObject.Find(weapon.name);
if (chosenOne.TryGetComponent<Item>(out Item chosenWeapen))
chosenWeapen.ReturnToOri();
}
private void OnCollisionEnter2D(Collision2D collision)//当有物体碰上
{
//创到地面时触发一次
if (collision.transform.CompareTag("Ground"))
{
//向脚底发射一条短射线
//向脚底发射一条短射线
Ray2D ray = new Ray2D(
GroundCheck.position,
groundCheck.position,
Vector2.down
);
Debug.DrawRay(ray.origin, ray.direction, Color.red, 10f);
//获取射线的碰撞结果
//获取射线的碰撞结果
RaycastHit2D hit2D;
hit2D = Physics2D.Raycast(ray.origin, ray.direction, 0.001f);
//如果射线有结果并且射线创到的是地面,才表示着地了
//如果射线有结果并且射线创到的是地面,才表示着地了
if (hit2D && hit2D.collider.transform.CompareTag("Ground"))
{
isGround = true;

67
Assets/Scripts/乐/Shu.cs Normal file
View File

@ -0,0 +1,67 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shu : Interactable
{
int interactState = 0;
public float rotateDuration=0.5f;
SpriteRenderer m_spr;
public Sprite sprite_Mu;
bool interating = false;
public Item Stick1;
public Item Stick2;
override protected void Start()
{
base.Start();
m_spr = GetComponent<SpriteRenderer>();
}
// Update is called once per frame
void Update()
{
}
public override void OnCall()
{
switch (interactState) {
case 0:
ItemController.Instance.AddItem(Stick1);
ItemController.Instance.AddItem(Stick2);
ChangesDuringIntertacting();
break;
case 1:
transform.DORotate(new Vector3(0, 0, -90), rotateDuration);
ChangesDuringIntertacting();
break;
default:
break;
}
}
void ResetInteracting() {
interating = false;
CancleEvent();
}
void ChangesDuringIntertacting()
{
if (interating==false) {
player.ToMap("Null");
interactState++;
interating = true;
Invoke(nameof(ResetInteracting), rotateDuration);}
}
public override void CancleEvent()
{
player.ToMap("Normal");
}
}

View File

@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Stick :Item
{
// Start is called before the first frame update
protected override void Start()
{
base.Start();
}
// Update is called once per frame
void Update()
{
}
protected override void Attack()
{
base.Attack();
}
}

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@ -1,42 +0,0 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tree : Interactable
{
int interactState = 0;
public float rotateDuration=0.5f;
SpriteRenderer m_spr;
public Sprite sprite_Mu;
void Start()
{
m_spr = GetComponent<SpriteRenderer>();
}
// Update is called once per frame
void Update()
{
}
public override void OnCall()
{
switch (interactState) {
case 0:
transform.DORotate(new Vector3(0, 0, -90), rotateDuration);
interactState++;
break;
case 1:
m_spr.sprite = sprite_Mu;
interactState++;
break;
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break;
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View File

@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -7,7 +8,9 @@ using UnityEngine;
/// </summary>
public class Interactable : Event
{
void Start()
protected Player player;
protected virtual void Start()
{
//检查触发器
if (GetComponent<Collider2D>() == null)
@ -25,7 +28,13 @@ public class Interactable : Event
if (other.TryGetComponent<PlayerInteract>(out PlayerInteract playerInteract))
{
playerInteract.SetCatched(this);
}
if (other.TryGetComponent<Player>(out Player player))
{
this.player = player;
}
}
void OnTriggerExit2D(Collider2D other)
@ -35,4 +44,9 @@ public class Interactable : Event
playerInteract.CancleCatched(this);
}
}
internal void OnTriggerEnter2D()
{
throw new NotImplementedException();
}
}

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buildTarget: DefaultTexturePlatform
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physicsShape: []
bones: []
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View File

@ -72,3 +72,13 @@ C# parse time : -1ms
candidates check time : -1ms
console write time : -1ms
[api-updater (non-obsolete-error-filter)] 2022/3/15 11:16:23 : Starting D:/unity/2019.3.2f1/2020.3.30f1c1/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
[api-updater (non-obsolete-error-filter)]
----------------------------------
jit/startup time : 847.0362ms
moved types parse time: 53ms
candidates parse time : 1ms
C# parse time : -1ms
candidates check time : -1ms
console write time : -1ms