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m_EnabledAudioTracks: 01 + m_DirectAudioMutes: 00 + m_ControlledAudioTrackCount: 1 + m_PlayOnAwake: 1 + m_SkipOnDrop: 1 + m_Looping: 0 + m_WaitForFirstFrame: 1 + m_FrameReadyEventEnabled: 0 + m_VideoShaders: [] --- !u!1 &1801910673 GameObject: m_ObjectHideFlags: 0 @@ -2475,7 +3395,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1801910673} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: -21.72, y: -1.85, z: 0} + m_LocalPosition: {x: -25.56, y: -2.37, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: - {fileID: 39548311} @@ -2592,7 +3512,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2049596583} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: -13.98476, y: -0.98, z: 0} + m_LocalPosition: {x: -13.983922, y: -0.98, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 771707216} diff --git a/Assets/Scripts/勍/事件型工具/EntryTrigger.cs b/Assets/Scripts/勍/事件型工具/EntryTrigger.cs index 3e9fff8..5746701 100644 --- a/Assets/Scripts/勍/事件型工具/EntryTrigger.cs +++ b/Assets/Scripts/勍/事件型工具/EntryTrigger.cs @@ -8,6 +8,8 @@ using UnityEngine; public class EntryTrigger : Event { private Collider2D m_collider; + public Event m_event; + public Stage m_stage; void Start() { @@ -28,4 +30,13 @@ public class EntryTrigger : Event //如果玩家进入碰撞盒则触发事件 if(other.TryGetComponent(out Player player)) OnCall(); } + + public override void OnCall() + { + //如果链接了事件或者演出,则执行 + if(m_event != null) m_event.OnCall(); + if(m_stage != null) m_stage.OnCall(); + //如果二者都为null,则报告 + if(m_event == null && m_stage == null) Debug.Log(this.GetType() + gameObject.name + "没有链接事件或者演出,你确定吗?"); + } } diff --git a/Assets/Scripts/勍/对话框架/AConversation.cs b/Assets/Scripts/勍/对话框架/AConversation.cs index 266f3f7..26982b1 100644 --- a/Assets/Scripts/勍/对话框架/AConversation.cs +++ b/Assets/Scripts/勍/对话框架/AConversation.cs @@ -23,6 +23,7 @@ public class AConversation : MonoBehaviour public Transform P2Pos; [Header("对话框到说话者中心的偏移量")] public Vector2 offset = new Vector2(3.5f, 2.5f); + public bool end = false; @@ -125,6 +126,7 @@ public class AConversation : MonoBehaviour /// public virtual void OnEnd() { + end = true; //不在演出中时,恢复玩家的操作权限 if(!ConversationController.Instance.CheckStage()) player.ToMap("Normal"); diff --git a/Assets/Scripts/勍/对话框架/ConversationController.cs b/Assets/Scripts/勍/对话框架/ConversationController.cs index 12cdc36..f222d3f 100644 --- a/Assets/Scripts/勍/对话框架/ConversationController.cs +++ b/Assets/Scripts/勍/对话框架/ConversationController.cs @@ -5,6 +5,7 @@ using UnityEngine; public class ConversationController : UnitySingleton { private AConversation[] conversationList; + public AConversation currentConversation; void Start() { @@ -19,6 +20,7 @@ public class ConversationController : UnitySingleton if (conversation.conversationName == name) { Debug.Log("找到对话:" + name); + currentConversation = conversation; conversation.OnCall(); //改变玩家地图至Null FindObjectOfType().ToMap("Null"); diff --git a/Assets/Scripts/勍/播片系统/CGAdministrator.cs b/Assets/Scripts/勍/播片系统/CGAdministrator.cs index d65e39b..6bb85ac 100644 --- a/Assets/Scripts/勍/播片系统/CGAdministrator.cs +++ b/Assets/Scripts/勍/播片系统/CGAdministrator.cs @@ -1,94 +1,77 @@ -// using System.Collections; -// using System.Collections.Generic; -// using UnityEngine; -// using UnityEngine.UI; -// using UnityEditor; -// using UnityEngine.Video; -// using UnityEngine.InputSystem; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEditor; +using UnityEngine.Video; +using UnityEngine.InputSystem; -// public class CGAdministrator : MonoBehaviour -// { -// // Start is called before the first frame update -// //CG管理员相关代码 +public class CGAdministrator : UnitySingleton +{ + // Start is called before the first frame update + //CG管理员相关代码 -// private RawImage rawImage; -// [Tooltip("记录这个场景中的所有CG,要加的话直接扩容数组,并往新的CG里面加内容")][SerializeField] -// private ACG[] CGs; -// private IndexRecoder indexRecoder; -// private ACG playingCG;//正在播放的CG,因为invoke无法传参而存在 -// void Start() -// { -// rawImage = GetComponent(); -// indexRecoder = FindObjectOfType(); -// rawImage.CrossFadeAlpha(0,0,true);//为了淡入显示,必须先把它的阿尔法值降到0,对吧? - -// //好像可以让它自己找到所有CG -// CGs = new ACG[transform.childCount]; -// for(int i = 0; i < transform.childCount; i++) -// { -// CGs[i] = transform.GetChild(i).GetComponent(); -// } -// // - -// // -// //CallACG("暂用"); -// // -// } - -// // Update is called once per frame -// void Update() -// { -// } + private RawImage rawImage; + [Tooltip("记录这个场景中的所有CG,要加的话直接扩容数组,并往新的CG里面加内容")][SerializeField] + private ACG[] CGs; + private ACG playingCG;//正在播放的CG,因为invoke无法传参而存在 + void Start() + { + rawImage = GetComponent(); + rawImage.CrossFadeAlpha(0,0,true);//为了淡入显示,必须先把它的阿尔法值降到0,对吧? + //把rawImage的颜色的透明度变为0 + //rawImage.color = new Color(rawImage.color.r, rawImage.color.g, rawImage.color.b, 1); + -// //外部呼叫CG用,传入你要调用的CG名 -// public void CallACG(string CGName) -// { -// //当外面叫了一个CG,传入CG名 -// foreach(ACG CG in CGs) -// { -// //找到这个CG -// if(CG.CGName.Equals(CGName)) -// { -// Debug.Log("正在显示CG:"+CG.name); -// rawImage.texture = CG.texture;//把CG的内容装载上 -// rawImage.CrossFadeAlpha(1,indexRecoder.CGFadeTime,true);//淡入显示CG -// playingCG = CG; -// try -// { -// CG.GetComponent().Play();//开始播放这个CG -// FindObjectOfType().SwitchCurrentActionMap("NullMap");//使玩家无法操作 -// } -// catch(System.NullReferenceException) -// { -// Debug.Log("播放CG失败,看看赋值对不对"); -// } -// Invoke("StopIt",CG.time); -// } -// } -// } + //好像可以让它自己找到所有CG + CGs = new ACG[transform.childCount]; + for(int i = 0; i < transform.childCount; i++) + { + CGs[i] = transform.GetChild(i).GetComponent(); + } + // -// //改变标记,使管理员意识到CG该停了 -// private void StopIt(){rawImage.CrossFadeAlpha(0f,indexRecoder.CGFadeTime,true);//淡出CG -// playingCG.OnEnded();}//告诉这个CG它结束了,然后触发它的结束事件 + // + //CallACG("鸟"); + // + } -// // //制造一个只读的变量,不要动这些 -// // public class ReadOnlyAttribute : PropertyAttribute{} -// // [CustomPropertyDrawer(typeof(ReadOnlyAttribute))] -// // public class ReadOnlyDrawer : PropertyDrawer -// // { -// // public override float GetPropertyHeight(SerializedProperty property, GUIContent label) -// // { -// // return EditorGUI.GetPropertyHeight(property, label, true); -// // } -// // public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) -// // { -// // GUI.enabled = false; -// // EditorGUI.PropertyField(position, property, label, true); -// // GUI.enabled = true; -// // } -// // } -// // // + //外部呼叫CG用,传入你要调用的CG名 + public void CallACG(string CGName) + { + //当外面叫了一个CG,传入CG名 + foreach(ACG CG in CGs) + { + //找到这个CG + if(CG.CGName.Equals(CGName)) + { + Debug.Log("正在显示CG:"+CG.name); + rawImage.texture = CG.texture;//把CG的内容装载上 + rawImage.CrossFadeAlpha(1,1f,true);//淡入显示CG + playingCG = CG; + try + { + CG.GetComponent().Play();//开始播放这个CG + //FindObjectOfType().SwitchCurrentActionMap("NullMap");//使玩家无法操作 + } + catch(System.NullReferenceException) + { + Debug.Log("播放CG失败,看看赋值对不对"); + } + Invoke("StopIt",CG.time); + } + } + } -// } + //改变标记,使管理员意识到CG该停了 + private void StopIt(){rawImage.CrossFadeAlpha(0f,1f,true);//淡出CG + playingCG.OnEnded();}//告诉这个CG它结束了,然后触发它的结束事件 + + public float GetPlayingCGTime() + { + return playingCG.time; + } + +} diff --git a/Assets/Scripts/勍/演出/FengHuang.cs b/Assets/Scripts/勍/演出/FengHuang.cs new file mode 100644 index 0000000..8e89173 --- /dev/null +++ b/Assets/Scripts/勍/演出/FengHuang.cs @@ -0,0 +1,52 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using DG.Tweening; + +public class FengHuang : Stage +{ + public GameObject yufu; + protected override IEnumerator Main() + { + //呼出CG + CGAdministrator.Instance.CallACG("鸟"); + //等待CG结束 + yield return new WaitForSeconds(CGAdministrator.Instance.GetPlayingCGTime()); + //再等待一秒 + yield return new WaitForSeconds(1); + //淡入显示叶片 + SpriteRenderer leaf = GameObject.Find("树叶").GetComponent(); + leaf.DOFade(1, 1); + //等待一秒 + yield return new WaitForSeconds(1); + //激活渔夫 + yufu.SetActive(true); + //等待一秒后淡出树叶 + yield return new WaitForSeconds(1); + leaf.DOFade(0, 1); + //等待一秒 + yield return new WaitForSeconds(1); + //触发对话“渔夫之指引” + ConversationController.Instance.OnCall("渔夫之指引"); + //等到对话结束 + yield return new WaitUntil(() => ConversationController.Instance.currentConversation.end); + //渐隐渔夫 + SpriteRenderer[] renderers = yufu.GetComponentsInChildren(); + foreach (SpriteRenderer renderer in renderers) + { + renderer.DOFade(0, 1); + } + //一秒后删除渔夫 + yield return new WaitForSeconds(1); + Destroy(yufu); + //结束 + yield return base.Main(); + } + + protected override void OnEnd() + { + base.OnEnd(); + //删除自己和父物体 + Destroy(transform.parent.gameObject); + } +} diff --git a/Assets/Scripts/勍/演出/FengHuang.cs.meta b/Assets/Scripts/勍/演出/FengHuang.cs.meta new file mode 100644 index 0000000..42ad306 --- /dev/null +++ b/Assets/Scripts/勍/演出/FengHuang.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0452ca03894ec814a820bde0997076e7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/勍/演出/Stage.cs b/Assets/Scripts/勍/演出/Stage.cs index eebe20f..91c5951 100644 --- a/Assets/Scripts/勍/演出/Stage.cs +++ b/Assets/Scripts/勍/演出/Stage.cs @@ -21,6 +21,7 @@ public class Stage : MonoBehaviour [ContextMenu("Play")] public void OnCall() { + Debug.Log("演出" + gameObject.name + "开始"); //初始化 Init(); //开始Main的协程 diff --git a/Assets/Scripts/勍/绳结/KnotMediator.cs b/Assets/Scripts/勍/绳结/KnotMediator.cs index d6ff789..21b05df 100644 --- a/Assets/Scripts/勍/绳结/KnotMediator.cs +++ b/Assets/Scripts/勍/绳结/KnotMediator.cs @@ -22,9 +22,20 @@ public class KnotMediator : UnitySingleton [Header("当前记录的绳结类型")][SerializeField][EnumPaging] private KnotType currentKnotType; + private Player player; + + void Start(){ + player = FindObjectOfType(); + } + + public void RecordKnotType(KnotType knotType) { currentKnotType = knotType; + //让仓颉做出查看绳结的动作 + player.StopInputTo(2f); + player.Behavior("查看绳结"); + } /// diff --git a/Assets/Scripts/勍/角色/PlayerControl.cs b/Assets/Scripts/勍/角色/PlayerControl.cs index 0003aea..0b677ef 100644 --- a/Assets/Scripts/勍/角色/PlayerControl.cs +++ b/Assets/Scripts/勍/角色/PlayerControl.cs @@ -150,4 +150,20 @@ public class PlayerControl : MonoBehaviour } } + + + /// + /// 接下来的time后,都无视输入事件 + /// + public void StopInputTo(float time) + { + ToMap("Null"); + StartCoroutine(RecoverInput(time)); + } + + private IEnumerator RecoverInput(float time) + { + yield return new WaitForSeconds(time); + ToMap("Normal"); + } } diff --git a/Assets/动画/cangjie 1.controller b/Assets/动画/cangjie 1.controller index e2ac9ec..0d19728 100644 --- a/Assets/动画/cangjie 1.controller +++ b/Assets/动画/cangjie 1.controller @@ -171,6 +171,7 @@ AnimatorStateMachine: - {fileID: -5953479891427718110} - {fileID: 5947422655733057457} - {fileID: 3330679229323852168} + - {fileID: 2419438947098571967} m_EntryTransitions: [] m_StateMachineTransitions: {} m_StateMachineBehaviours: [] @@ -189,7 +190,8 @@ AnimatorState: m_Name: "\u4ED3\u9889\u67E5\u770B\u7EF3\u7ED3" m_Speed: 1 m_CycleOffset: 0 - m_Transitions: [] + m_Transitions: + - {fileID: -3078475898699272913} m_StateMachineBehaviours: [] m_Position: {x: 50, y: 50, z: 0} m_IKOnFeet: 0 @@ -205,6 +207,28 @@ AnimatorState: m_MirrorParameter: m_CycleOffsetParameter: m_TimeParameter: +--- !u!1101 &-3078475898699272913 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: [] + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: 0} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 1 + serializedVersion: 3 + m_TransitionDuration: 0.25 + m_TransitionOffset: 0 + m_ExitTime: 0.8 + m_HasExitTime: 1 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 --- !u!1102 &-1622693631265719714 AnimatorState: serializedVersion: 6 @@ -246,25 +270,31 @@ AnimatorController: m_DefaultFloat: 0 m_DefaultInt: 0 m_DefaultBool: 0 - m_Controller: {fileID: 9100000} + m_Controller: {fileID: 0} - m_Name: Move m_Type: 4 m_DefaultFloat: 0 m_DefaultInt: 0 m_DefaultBool: 0 - m_Controller: {fileID: 9100000} + m_Controller: {fileID: 0} - m_Name: "\u4E0E\u706B\u4EA4\u4E92" m_Type: 9 m_DefaultFloat: 0 m_DefaultInt: 0 m_DefaultBool: 0 - m_Controller: {fileID: 9100000} + m_Controller: {fileID: 0} - m_Name: "\u53D7\u4F24" m_Type: 9 m_DefaultFloat: 0 m_DefaultInt: 0 m_DefaultBool: 0 - m_Controller: {fileID: 9100000} + m_Controller: {fileID: 0} + - m_Name: "\u67E5\u770B\u7EF3\u7ED3" + m_Type: 9 + m_DefaultFloat: 0 + m_DefaultInt: 0 + m_DefaultBool: 0 + m_Controller: {fileID: 0} m_AnimatorLayers: - serializedVersion: 5 m_Name: Base Layer @@ -331,6 +361,31 @@ AnimatorState: m_MirrorParameter: m_CycleOffsetParameter: m_TimeParameter: +--- !u!1101 &2419438947098571967 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: + - m_ConditionMode: 1 + m_ConditionEvent: "\u67E5\u770B\u7EF3\u7ED3" + m_EventTreshold: 0 + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: -5411793311571772822} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0.25 + m_TransitionOffset: 0 + m_ExitTime: 0.75 + m_HasExitTime: 0 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 --- !u!1101 &3330679229323852168 AnimatorStateTransition: m_ObjectHideFlags: 1 diff --git a/Assets/动画/yufu 1.controller b/Assets/动画/yufu 1.controller index f1b9ad7..609081c 100644 --- a/Assets/动画/yufu 1.controller +++ b/Assets/动画/yufu 1.controller @@ -59,16 +59,16 @@ AnimatorStateMachine: m_ChildStates: - serializedVersion: 1 m_State: {fileID: -961979011199463194} - m_Position: {x: 200, y: 0, z: 0} + m_Position: {x: 290, y: 30, z: 0} - serializedVersion: 1 m_State: {fileID: 7159605451625161076} - m_Position: {x: 235, y: 65, z: 0} + m_Position: {x: 460, y: 100, z: 0} m_ChildStateMachines: [] m_AnyStateTransitions: [] m_EntryTransitions: [] m_StateMachineTransitions: {} m_StateMachineBehaviours: [] - m_AnyStatePosition: {x: 50, y: 20, z: 0} + m_AnyStatePosition: {x: 280, y: 190, z: 0} m_EntryPosition: {x: 50, y: 120, z: 0} m_ExitPosition: {x: 800, y: 120, z: 0} m_ParentStateMachinePosition: {x: 800, y: 20, z: 0} diff --git a/Assets/动画/仓颉查看绳结.anim b/Assets/动画/仓颉查看绳结.anim index 8fef480..0b55ff9 100644 --- a/Assets/动画/仓颉查看绳结.anim +++ b/Assets/动画/仓颉查看绳结.anim @@ -163,6 +163,15 @@ AnimationClip: weightedMode: 0 inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} + - serializedVersion: 3 + time: 1.5166667 + value: {x: 0, y: 0, z: -32.842} + inSlope: {x: 0, y: 0, z: 0} + outSlope: {x: 0, y: 0, z: 0} + tangentMode: 0 + 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