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1 + itemList.Count)%itemList.Count; + Display(); + } + public void RightChangeItem() + { + Destroy(displayItem.gameObject); + displayIndex = (displayIndex + 1)%itemList.Count; + Display(); + } +} diff --git a/Assets/Scripts/乐/ItemController.cs.meta b/Assets/Scripts/乐/ItemController.cs.meta new file mode 100644 index 0000000..e3b7113 --- /dev/null +++ b/Assets/Scripts/乐/ItemController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 29f9bcadc4b03344885086261210b120 +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 a608cab..b1ad8f0 100644 --- a/Assets/Scripts/乐/Player.cs +++ b/Assets/Scripts/乐/Player.cs @@ -8,47 +8,54 @@ using DG.Tweening; public class Player : PlayerControl { /// - /// Ҹ + /// 玩家刚体组件喵 /// Rigidbody2D m_rigidbody; /// - /// ŵλ + /// 脚底位置子物体 /// - [Header("ŵλ")] [FoldoutGroup("")] - public Transform GroundCheck; + [Header("脚底位置")] [FoldoutGroup("子物体")] + public Transform groundCheck; /// - /// ɫΪ1 + /// 手持武器 /// - [ReadOnly] [Header("")] + [Header("手持武器")] [FoldoutGroup("子物体")] + public Item weapon; + + + /// + /// 角色朝向(向右为1) + /// + [ReadOnly] [Header("朝向监测")] public int isRight = 1; /// - /// ɫǷ + /// 角色是否落地 /// [ReadOnly] - [Header("ؼ")] + [Header("落地监测")] public bool isGround = false; - [Header("ٶ")][FoldoutGroup("ɫ")] + [Header("行走速度")][FoldoutGroup("角色操作数据")] public float speed; - [Header("Ծ")][FoldoutGroup("ɫ")] + [Header("跳跃力量")][FoldoutGroup("角色操作数据")] public float jumpForce; /// - /// ɫʱ + /// 角色翻面时长 /// - [Header("ɫʱ")] + [Header("角色翻面所需时长")] public float flipDuration = 0.1f; /// - /// ҳʼ + /// 玩家初始化喵 /// override protected void Start() { @@ -69,7 +76,7 @@ public class Player : PlayerControl } /// - /// 溯 + /// 翻面函数 /// 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); - //ֵת ԹתδʱٴηתɵʼǶȲͬӶӰĿǶ + //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; - } - - - } - + } + } } /// - /// Ƿֹͣҡ + /// 检测是否停止摇杆输入 /// void OnInputDetect() { if (inputDir == 0) Freeze(); } /// - /// ǿƾֹ + /// 强制静止 /// 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); + } + + + + + + + + /// 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)// + protected override void OnRightChange() { - //ʱһ + ItemController.Instance.RightChangeItem(); + } + + + void WeaponInPosition() { + GameObject chosenOne; + chosenOne = GameObject.Find(weapon.name); + if (chosenOne.TryGetComponent(out Item chosenWeapen)) + chosenWeapen.InPosition(weapon.transform); + } + + void WeaponReturn() + { + GameObject chosenOne; + chosenOne = GameObject.Find(weapon.name); + if (chosenOne.TryGetComponent(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")) { - //ŵ׷һ + //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); - //ȡߵײ + //获取射线的碰撞结果 RaycastHit2D hit2D; hit2D = Physics2D.Raycast(ray.origin, ray.direction, 0.001f); - //нߴǵ,űʾŵ + //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; diff --git a/Assets/Scripts/乐/Shu.cs b/Assets/Scripts/乐/Shu.cs new file mode 100644 index 0000000..1fa5f10 --- /dev/null +++ b/Assets/Scripts/乐/Shu.cs @@ -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(); + } + + // 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"); + + } +} diff --git a/Assets/Scripts/乐/Tree.cs.meta b/Assets/Scripts/乐/Shu.cs.meta similarity index 100% rename from Assets/Scripts/乐/Tree.cs.meta rename to Assets/Scripts/乐/Shu.cs.meta diff --git a/Assets/Scripts/乐/Stick.cs b/Assets/Scripts/乐/Stick.cs new file mode 100644 index 0000000..167723d --- /dev/null +++ b/Assets/Scripts/乐/Stick.cs @@ -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(); + } +} diff --git a/Assets/Scripts/乐/Stick.cs.meta b/Assets/Scripts/乐/Stick.cs.meta new file mode 100644 index 0000000..5b47001 --- /dev/null +++ b/Assets/Scripts/乐/Stick.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 38942215688709940aa75b20394fe4f5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/乐/Tree.cs b/Assets/Scripts/乐/Tree.cs deleted file mode 100644 index b6de203..0000000 --- a/Assets/Scripts/乐/Tree.cs +++ /dev/null @@ -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(); - } - - // 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; - default: - break; - } - - - - - } -} diff --git a/Assets/Scripts/勍/Interactable.cs b/Assets/Scripts/勍/Interactable.cs index c317f85..9b89ca6 100644 --- a/Assets/Scripts/勍/Interactable.cs +++ b/Assets/Scripts/勍/Interactable.cs @@ -1,3 +1,4 @@ +using System; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -7,7 +8,9 @@ using UnityEngine; /// public class Interactable : Event { - void Start() + + protected Player player; + protected virtual void Start() { //检查触发器 if (GetComponent() == null) @@ -25,7 +28,13 @@ public class Interactable : Event if (other.TryGetComponent(out PlayerInteract playerInteract)) { playerInteract.SetCatched(this); + } + if (other.TryGetComponent(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(); + } } diff --git a/Assets/Plugins/Fungus/Integrations/Spine/Fungus-Spine.unitypackage.meta b/Assets/美术素材/杂项.meta similarity index 67% rename from Assets/Plugins/Fungus/Integrations/Spine/Fungus-Spine.unitypackage.meta rename to Assets/美术素材/杂项.meta index eebd079..32f1773 100644 --- a/Assets/Plugins/Fungus/Integrations/Spine/Fungus-Spine.unitypackage.meta +++ b/Assets/美术素材/杂项.meta @@ -1,5 +1,6 @@ fileFormatVersion: 2 -guid: fd02c799f3f5c4c83b2fc26c105a3821 +guid: 5859259546e18dd4ba0dea2a9de51cfc +folderAsset: yes DefaultImporter: externalObjects: {} userData: diff --git a/Assets/美术素材/杂项/大木头.png b/Assets/美术素材/杂项/大木头.png new file mode 100644 index 0000000..11108ab Binary files /dev/null and b/Assets/美术素材/杂项/大木头.png differ diff --git a/Assets/美术素材/杂项/大木头.png.meta b/Assets/美术素材/杂项/大木头.png.meta new file mode 100644 index 0000000..186340e --- /dev/null +++ b/Assets/美术素材/杂项/大木头.png.meta @@ -0,0 +1,96 @@ +fileFormatVersion: 2 +guid: a3f0028dad18e9e4cbea3032a15d1af1 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - 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