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40 Commits

Author SHA1 Message Date
lspdC
66545e8d88 4.6
修改了切换场景BUG
补上了老虎死亡时uI动画
2022-04-06 12:54:54 +08:00
lspdC
9dbb855441 4.5
简单UI动画
完成老虎boss战
场景切换会导致武器切换bug,排查中
2022-04-06 00:41:10 +08:00
lspdC
f29c5c2a4c 4.2(已合并)
合并分支
2022-04-03 01:45:27 +08:00
lspdC
aed35a5f95 4.2(未合并)
1、调整老虎动画,可以在简单的逻辑下连贯播放
2、修正开局没有武器会报错的bug,第一关倒下的树的树叶可以遮挡玩家。
2022-04-03 01:36:12 +08:00
lspdC
4383c04279 4.1(合并后)
整合摄像机等
2022-04-01 23:35:01 +08:00
lspdC
48e7207d35 4.1(未合并) 2022-04-01 23:19:50 +08:00
lspdC
6154ddfbb4 3.30
更新落雷动画,修复手持武器位置
明天整合摄像头并最后校对第一关场景和元素的大小比例
2022-03-31 00:17:09 +08:00
lspdC
28b3246896 3.28(修改了京力酱场景内的player 不会报错) 2022-03-28 11:24:23 +08:00
lspdC
399d8d91d9 3.27
整合了移动,受伤,与树、火交互的动画
物体绑定位置和部分动画衔接还有待进一步调整。
2022-03-27 19:27:24 +08:00
lspdC
76c1cf529e 3.26
下载美术动画素材
进一步整合中(预计还要整合一段时间,houdini还没做喵)
2022-03-26 19:18:13 +08:00
lspdC
3771f6a9c1 3.25 合并分支 2022-03-25 23:39:57 +08:00
lspdC
c9c9ab4121 3.24
完成除boss战以外交互,逐步整合美术素材
2022-03-24 22:11:29 +08:00
lspdC
2a2a11e851 3.22
完成了跟踪雷击与玩家的碰撞判定,玩家的受击反馈
击碎石头那边还有bug,明天再改
2022-03-22 22:15:12 +08:00
lspdC
db3134349a 3.21(和霄酱搅在一起了喵) 2022-03-21 19:51:46 +08:00
lspdC
d5836fec13 3.21(未合并)
完成火焰,碎石交互,武器升级替换。
设置好打雷演出框架,自动追击的雷击框架,尚未加入碰撞判定。
2022-03-21 19:49:15 +08:00
lspdC
698339a63c 3.20 和京力交融之后的版本 2022-03-20 23:28:11 +08:00
lspdC
44c4946a71 3.20
整理了树木交互,写了个具体互动物品的基类。
创建了火类,实现火焰交互示意(拿上木棍才能成功交互)。
2022-03-20 23:24:29 +08:00
lspdC
1b5d15c2d2 sb coding 2022-03-20 14:43:08 +08:00
Roman
00e4c21a1c Merge branch '黄恺乐' of https://e.coding.net/gensokyogroup/CangJie/CangJie into Roman
# Conflicts:
#	Assets/Scenes/乐/Sample1.unity
#	Assets/Scenes/勍/InteractTest.unity
#	Assets/Scripts/乐/Item.cs
#	Assets/Scripts/乐/ItemController.cs
#	Assets/Scripts/乐/Player.cs
#	Assets/Scripts/乐/Shu.cs
#	Logs/ApiUpdaterCheck.txt
2022-03-19 23:30:20 +08:00
lspdC
733af40c3e 3.19
完成物品栏系统,实现简单对象池,完成树木交互,实现示意动画
2022-03-19 23:02:32 +08:00
Roman
32e1fd2d93 任务:编写场景1逻辑
1.完成对话系统框架
(1.系统结构见图
(2.使用方法为对ConversationController单例使用OnCall(Staring 对话名)
(3.需要自行编辑对话内容,填写AConversation组件的内容即可

果咩,我摸了五天,求职的压力实在是太大了😿😿
2022-03-19 22:52:00 +08:00
Roman
7db9125c45 Squashed commit of the following:
commit dbb026271fc709d07b36b271b11997919d15f3e0
Author: lspdC <961907320@qq.com>
Date:   Tue Mar 15 20:26:46 2022 +0800

    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)

commit c5cbe5ba76fcf20db855016ebfa33bb9ef79f390
Author: lspdC <961907320@qq.com>
Date:   Tue Mar 15 10:39:58 2022 +0800

    合并3.14分支

commit f3b7fd6631a3c3b87b17ac40b4542c2485103b46
Author: lspdC <961907320@qq.com>
Date:   Tue Mar 15 10:37:34 2022 +0800

    3.14进度(合并前)

# Conflicts:
#	UserSettings/EditorUserSettings.asset
2022-03-19 17:47:36 +08:00
lspdC
dbb026271f 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)
2022-03-15 20:26:46 +08:00
lspdC
c5cbe5ba76 合并3.14分支 2022-03-15 10:39:58 +08:00
lspdC
f3b7fd6631 3.14进度(合并前) 2022-03-15 10:37:34 +08:00
Roman
c20e4ffb17 任务:编写场景1逻辑
1.完善黄帝功能使其
(1.有函数可以提出需求,返回值为一种绳结类型

2.增加一些美术素材

3.搭建场景
(*.引入cinemaMachine
(1.增加cinemaMachine组件,使其跟随玩家
(2.布置地面碰撞盒
(3.放置空气墙
(4.放置三个不同种类的绳结
(5.放置黄帝
(6.粗略制作了一下视差

4.添加图层分层
(1.内含:远景、中景(不遮挡玩家,中景(遮挡玩家、近景、UI

任务:对接主程满足需求

1.给PlayerContoral加了一个切换操作状态的函数,目前有Normal和Null两种状态

我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-15 00:38:35 +08:00
Roman
11b7428164 合并了分支 2022-03-14 21:17:13 +08:00
lspdC
2675769e95 建了树类 删去不必要函数 对Player类进行少量修改 2022-03-14 12:50:06 +08:00
lspdC
53572ab941 合并3.13分支 2022-03-13 23:27:31 +08:00
Roman
b96029fd5e 任务:编写序章场景逻辑
1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。

2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。

3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个
(1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结
(2.当OnCall,把自己的类型发给中介者

4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。
(1.有一个枚举类型,内含三种绳结种类
(2.有一个枚举类型的变量,记录当前记录的是哪一个绳结
(3.当绳结发来信息,更新记录的当前绳结

5.添加新的按键监听,并增加PlayerControl的虚函数

6.编写黄帝类
(1.继承自可交互物体
(2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求
(3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应
(4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型

*记得给Player类的Interact函数加上Base

我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
lspdC
5c7c268092 合并3.12京力的修改 2022-03-12 21:22:17 +08:00
Roman
fa2911708d 合并了分支 2022-03-12 21:17:50 +08:00
Roman
876778ccb0 任务:编写底层逻辑,增加一些有用的工具类
1.新增单例模式单例类模板,可以广泛用在同时间只有一个存在在场景中的各种管理器
2.新增事件框架
3.新增状态模式的状态类和状态管理员类的类模板
4.新增进入式触发器
5.新增互动式触发器(涉及玩家类的更改,暂缓)
*.以上均为底层代码,目前无法测试,如果发现问题请联系开发者,如无必要,请勿修改

我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-12 21:14:07 +08:00
lspdC
34a4cf17f8 写了基本的2d控制器 完成基础的移动、跳跃、翻身、地面监测。基本参数已暴露。 2022-03-12 21:05:15 +08:00
Roman
d5c382fbca 合并了分支 2022-03-12 16:18:48 +08:00
lspdC
ccaf9413b8 sb coding 2022-03-12 16:10:31 +08:00
Roman
a454af8653 添加了Player脚本 2022-03-12 15:56:25 +08:00
Roman
68db9d5711 合并了分支 2022-03-12 14:54:57 +08:00
Roman
e10d588cf5 任务:编写操控地图
1.添加基本操作:移动、跳跃、交互和攻击的按键监听,编写好了父类,使用时只需要继承PlayerControl,然后重写里面的函数即可,注释和摘要齐全,如无必要请勿修改

我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-11 22:42:57 +08:00
Roman
c780a1948b 2022-03-10 22:55:13 +08:00
412 changed files with 239425 additions and 67 deletions

6
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.3.0
// from Assets/InputAssets/PlayerC.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public partial class @PlayerC : IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @PlayerC()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""PlayerC"",
""maps"": [
{
""name"": ""Normal"",
""id"": ""a9509238-4ac2-4968-9104-7e40d5ee5be8"",
""actions"": [
{
""name"": ""Move"",
""type"": ""Value"",
""id"": ""4850f4e1-f2c9-4d5c-bd75-a8673acfb61a"",
""expectedControlType"": ""Axis"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""Atk"",
""type"": ""Button"",
""id"": ""514296f3-ecfc-4870-85d4-dd364fe8773e"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Jump"",
""type"": ""Button"",
""id"": ""abed25a0-995f-4034-84f5-d751e6bc0a7f"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Interact"",
""type"": ""Button"",
""id"": ""b014aa44-5a26-4e36-b7b0-2bf89fc8617c"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""LeftChange"",
""type"": ""Button"",
""id"": ""5e4b2241-fdf3-4717-9892-456eb07bff7d"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""RightChange"",
""type"": ""Button"",
""id"": ""25825820-ed63-4821-a570-98c0346d0114"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
{
""name"": ""Keyboard"",
""id"": ""dfa90ca2-5172-40a9-a51c-0302d90846b4"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""034d425f-6336-4c6d-a571-d5bc9a090686"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": ""Normal"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""d58eeeaf-86a4-4adc-acb8-c647c77cd7b4"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": ""Normal"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""GamePad"",
""id"": ""a4b44fd8-a2cb-4a05-ab0d-ac14de8d17b6"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""ca1377ed-502a-4c18-b5da-542b0ab2f78a"",
""path"": ""<Gamepad>/leftStick/left"",
""interactions"": """",
""processors"": """",
""groups"": ""Normal"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""be7d0a09-9192-417e-b737-ea3e160f4156"",
""path"": ""<Gamepad>/leftStick/right"",
""interactions"": """",
""processors"": """",
""groups"": ""Normal"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""74439205-ca18-4731-809e-9db029435012"",
""path"": ""<Keyboard>/j"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Atk"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""41256d78-e271-4ffe-a025-708f7f7dd055"",
""path"": ""<Gamepad>/buttonNorth"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Atk"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""d26afab9-340e-4c38-905f-576f82ce664c"",
""path"": ""<Gamepad>/buttonSouth"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""310e0ce7-9635-4c78-bf18-8b46b039dbb4"",
""path"": ""<Keyboard>/k"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""56e4c8f3-5f31-4e4c-b216-914499d0d7a8"",
""path"": ""<Keyboard>/f"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Interact"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""d38f2194-30e2-45a5-a803-89534727cf65"",
""path"": ""<Gamepad>/buttonWest"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Interact"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
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""bindingGroup"": ""Normal"",
""devices"": [
{
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""isOptional"": true,
""isOR"": false
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{
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// Normal
m_Normal = asset.FindActionMap("Normal", throwIfNotFound: true);
m_Normal_Move = m_Normal.FindAction("Move", throwIfNotFound: true);
m_Normal_Atk = m_Normal.FindAction("Atk", throwIfNotFound: true);
m_Normal_Jump = m_Normal.FindAction("Jump", throwIfNotFound: true);
m_Normal_Interact = m_Normal.FindAction("Interact", throwIfNotFound: true);
m_Normal_LeftChange = m_Normal.FindAction("LeftChange", throwIfNotFound: true);
m_Normal_RightChange = m_Normal.FindAction("RightChange", throwIfNotFound: true);
// Null
m_Null = asset.FindActionMap("Null", throwIfNotFound: true);
m_Null_Newaction = m_Null.FindAction("New action", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Normal
private readonly InputActionMap m_Normal;
private INormalActions m_NormalActionsCallbackInterface;
private readonly InputAction m_Normal_Move;
private readonly InputAction m_Normal_Atk;
private readonly InputAction m_Normal_Jump;
private readonly InputAction m_Normal_Interact;
private readonly InputAction m_Normal_LeftChange;
private readonly InputAction m_Normal_RightChange;
public struct NormalActions
{
private @PlayerC m_Wrapper;
public NormalActions(@PlayerC wrapper) { m_Wrapper = wrapper; }
public InputAction @Move => m_Wrapper.m_Normal_Move;
public InputAction @Atk => m_Wrapper.m_Normal_Atk;
public InputAction @Jump => m_Wrapper.m_Normal_Jump;
public InputAction @Interact => m_Wrapper.m_Normal_Interact;
public InputAction @LeftChange => m_Wrapper.m_Normal_LeftChange;
public InputAction @RightChange => m_Wrapper.m_Normal_RightChange;
public InputActionMap Get() { return m_Wrapper.m_Normal; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(NormalActions set) { return set.Get(); }
public void SetCallbacks(INormalActions instance)
{
if (m_Wrapper.m_NormalActionsCallbackInterface != null)
{
@Move.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnMove;
@Move.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnMove;
@Move.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnMove;
@Atk.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnAtk;
@Atk.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnAtk;
@Atk.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnAtk;
@Jump.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnJump;
@Jump.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnJump;
@Jump.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnJump;
@Interact.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteract;
@Interact.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteract;
@Interact.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteract;
@LeftChange.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnLeftChange;
@LeftChange.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnLeftChange;
@LeftChange.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnLeftChange;
@RightChange.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnRightChange;
@RightChange.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnRightChange;
@RightChange.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnRightChange;
}
m_Wrapper.m_NormalActionsCallbackInterface = instance;
if (instance != null)
{
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
@Atk.started += instance.OnAtk;
@Atk.performed += instance.OnAtk;
@Atk.canceled += instance.OnAtk;
@Jump.started += instance.OnJump;
@Jump.performed += instance.OnJump;
@Jump.canceled += instance.OnJump;
@Interact.started += instance.OnInteract;
@Interact.performed += instance.OnInteract;
@Interact.canceled += instance.OnInteract;
@LeftChange.started += instance.OnLeftChange;
@LeftChange.performed += instance.OnLeftChange;
@LeftChange.canceled += instance.OnLeftChange;
@RightChange.started += instance.OnRightChange;
@RightChange.performed += instance.OnRightChange;
@RightChange.canceled += instance.OnRightChange;
}
}
}
public NormalActions @Normal => new NormalActions(this);
// Null
private readonly InputActionMap m_Null;
private INullActions m_NullActionsCallbackInterface;
private readonly InputAction m_Null_Newaction;
public struct NullActions
{
private @PlayerC m_Wrapper;
public NullActions(@PlayerC wrapper) { m_Wrapper = wrapper; }
public InputAction @Newaction => m_Wrapper.m_Null_Newaction;
public InputActionMap Get() { return m_Wrapper.m_Null; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(NullActions set) { return set.Get(); }
public void SetCallbacks(INullActions instance)
{
if (m_Wrapper.m_NullActionsCallbackInterface != null)
{
@Newaction.started -= m_Wrapper.m_NullActionsCallbackInterface.OnNewaction;
@Newaction.performed -= m_Wrapper.m_NullActionsCallbackInterface.OnNewaction;
@Newaction.canceled -= m_Wrapper.m_NullActionsCallbackInterface.OnNewaction;
}
m_Wrapper.m_NullActionsCallbackInterface = instance;
if (instance != null)
{
@Newaction.started += instance.OnNewaction;
@Newaction.performed += instance.OnNewaction;
@Newaction.canceled += instance.OnNewaction;
}
}
}
public NullActions @Null => new NullActions(this);
private int m_NormalSchemeIndex = -1;
public InputControlScheme NormalScheme
{
get
{
if (m_NormalSchemeIndex == -1) m_NormalSchemeIndex = asset.FindControlSchemeIndex("Normal");
return asset.controlSchemes[m_NormalSchemeIndex];
}
}
public interface INormalActions
{
void OnMove(InputAction.CallbackContext context);
void OnAtk(InputAction.CallbackContext context);
void OnJump(InputAction.CallbackContext context);
void OnInteract(InputAction.CallbackContext context);
void OnLeftChange(InputAction.CallbackContext context);
void OnRightChange(InputAction.CallbackContext context);
}
public interface INullActions
{
void OnNewaction(InputAction.CallbackContext context);
}
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{
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{
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{
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{
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{
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"devices": [
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AtkCollider : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag=="Player") {
collision.GetComponent<Player>().GetHurt(1, 0.5f,transform.position.x) ;
Debug.Log("ccc");
}
}
}

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Assets/Scripts/乐/Cam.cs Normal file
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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);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Fire : Interacter
{
public FireStick fireStick;
public GameObject Spark;
public float delayTime;
override protected void Start()
{
base.Start();
}
// Update is called once per frame
void Update()
{
}
public override void OnCall()
{
base.OnCall();
switch (interactState)
{
case 0:
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();
UIWord.Instance.FireUI();
Invoke(nameof(ChangeWeapon),delayTime);//配合动画延迟换武器
Spark.SetActive(true);
}
else
{ interactState = 0;
Debug.Log("没活了,烧不起来");
}
break;
default:
break;
}
}
void ChangeWeapon() {
ItemController.Instance.ReplaceItem(fireStick);
}
}

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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;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FireStick : Item
{
// Start is called before the first frame update
override protected void Start()
{
base.Start();
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HittenStone : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Interacter : Interactable
{
protected int interactState = 0;
protected bool interating = false;
override protected void Start()
{
base.Start();
}
protected void ResetInteracting()
{
interating = false;
player.ToMap("Normal");
}
protected virtual void ChangesDuringIntertacting(float time)
{
if (interating == false)
{
player.ToMap("Null");
interactState++;
interating = true;
Invoke(nameof(ResetInteracting), time);
}
}
public void ChangeToLastWeapon()
{
ItemController.Instance.ToLastestItem();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Item : MonoBehaviour
{
protected Vector3 oriPos;
protected bool isAtking = false;
virtual protected void Start() {
transform.SetParent(null);
oriPos=transform.position;
//Debug.Log(name+oriTrans.position);
}
virtual public void ReturnToOri() {
transform.SetParent(null);
transform.position = oriPos;
}
virtual public void InPosition(Transform targetTrans,Vector3 position) {
transform.SetParent(targetTrans);
//Debug.Log(name + targetTrans.name);
transform.localPosition = position;
transform.localRotation = Quaternion.identity;
}
protected virtual void Attack() {
}
public Vector3 GetOriposition() {
return oriPos;
}
public void SetIsAtk(bool judge) {
isAtking = judge;
if(TryGetComponent<Collider2D>(out Collider2D collider))
collider.enabled=isAtking;
}
public bool GetIsAtk() {
return isAtking;
}
}

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