
commit 66545e8d88f6d1c6c341217722ed596fdc47615b Author: lspdC <961907320@qq.com> Date: Wed Apr 6 12:54:54 2022 +0800 4.6 修改了切换场景BUG 补上了老虎死亡时uI动画 commit 9dbb855441c5b777bca9808280c8600e78e2363a Author: lspdC <961907320@qq.com> Date: Wed Apr 6 00:41:10 2022 +0800 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 commit f29c5c2a4cec3f062bdd6bbfd9bbb365188023d0 Author: lspdC <961907320@qq.com> Date: Sun Apr 3 01:45:27 2022 +0800 4.2(已合并) 合并分支 commit aed35a5f956c1f4cce30bd86cdb40bd0773d0322 Author: lspdC <961907320@qq.com> Date: Sun Apr 3 01:36:12 2022 +0800 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。 commit 4383c04279f5a4270a3abe3b9f4cf67b4d133965 Author: lspdC <961907320@qq.com> Date: Fri Apr 1 23:35:01 2022 +0800 4.1(合并后) 整合摄像机等 commit 48e7207d351cfdb9363db27c0f8c1aba91fc05d9 Author: lspdC <961907320@qq.com> Date: Fri Apr 1 23:19:50 2022 +0800 4.1(未合并) commit 6154ddfbb4db880c270f650d090b47263e388cfd Author: lspdC <961907320@qq.com> Date: Thu Mar 31 00:17:09 2022 +0800 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 commit 28b3246896099b84afc84a05e39b581facfacce2 Author: lspdC <961907320@qq.com> Date: Mon Mar 28 11:24:23 2022 +0800 3.28(修改了京力酱场景内的player 不会报错) commit 399d8d91d968ef2e4538fc22acf2e5c9089f95cf Author: lspdC <961907320@qq.com> Date: Sun Mar 27 19:27:24 2022 +0800 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。 commit 76c1cf529eee651619a9542b85a90bdfe8d0bed1 Author: lspdC <961907320@qq.com> Date: Sat Mar 26 19:18:13 2022 +0800 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) commit 3771f6a9c19e37e50f62e5e054f2aefd94af9965 Author: lspdC <961907320@qq.com> Date: Fri Mar 25 23:39:57 2022 +0800 3.25 合并分支 commit c9c9ab412170ffd32a12b0660858625856aa3244 Author: lspdC <961907320@qq.com> Date: Thu Mar 24 22:11:29 2022 +0800 3.24 完成除boss战以外交互,逐步整合美术素材 commit 2a2a11e8514ab67008c85b25b6703888f1ed8824 Author: lspdC <961907320@qq.com> Date: Tue Mar 22 22:15:12 2022 +0800 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 commit db3134349aaabb0ba0aaa64e43851ee0d6812fa0 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:51:46 2022 +0800 3.21(和霄酱搅在一起了喵) commit d5836fec13668bd6a00ab8e9377f3959d86ab037 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:49:15 2022 +0800 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。 commit 698339a63c5ad608945a2e5702b7b216c97245c3 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:28:11 2022 +0800 3.20 和京力交融之后的版本 commit 44c4946a717cd915dae1c92cb536031abf2f9343 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:24:29 2022 +0800 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)。 commit 1b5d15c2d2c98a71d12a79c9443d9cf4c89c7f40 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 14:43:08 2022 +0800 sb coding # Conflicts: # Assets/Scenes/乐/Sample1.unity # Assets/Scenes/乐/Sample2.unity # Assets/Scripts/乐/Player.cs # Assets/Scripts/乐/Tiger.cs # Assets/Scripts/乐/TransSense.cs # Assets/Scripts/乐/UIWord.cs # Assets/Scripts/勍/角色/PlayerControl.cs # UserSettings/EditorUserSettings.asset
149 lines
3.6 KiB
C#
149 lines
3.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Tiger : MonoBehaviour
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{
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Animator anim;
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Player player;
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Rigidbody2D rig;
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public float dis;
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public float speed;
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public Vector2 bcakJumpVel;
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public int dieCount;
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SpriteRenderer[] childrenSp ;
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public Color oriColor;
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public Color hurtColor;
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int count = 0;
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void Start()
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{
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childrenSp = GetComponentsInChildren<SpriteRenderer>();
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rig = GetComponent<Rigidbody2D>();
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anim = GetComponent<Animator>();
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player = FindObjectOfType<Player>(); ;
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}
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// Update is called once per frame
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void Update()
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{
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if (anim.GetBool("老虎走动"))
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if (Mathf.Abs(player.transform.position.x - transform.position.x) < dis)
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{
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anim.SetTrigger("老虎前扑");
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anim.SetTrigger("老虎冲撞");
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anim.SetBool("老虎走动", false);
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}
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}
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private void FixedUpdate()
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{
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if (anim.GetBool("老虎走动"))
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{
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rig.velocity = new Vector2(speed, rig.velocity.y);
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}
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//else rig.velocity = Vector2.zero;
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}
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public void Behavior(string behaviorName)
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{
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try
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{
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//触发动画
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anim.SetTrigger(behaviorName);
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}
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catch (System.Exception e)
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{
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e.ToString();
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Debug.LogError("没有找到触发器" + behaviorName);
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}
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}
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public void BackJump() {
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rig.velocity = bcakJumpVel;
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;
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}
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public void JudgeForward() {
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if (Mathf.Abs(player.transform.position.x - transform.position.x) >= dis && !anim.GetBool("老虎走动"))
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{
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anim.SetBool("老虎走动", true);
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}
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else if (Mathf.Abs(player.transform.position.x - transform.position.x) < dis)
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{ anim.SetTrigger("老虎冲撞");
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anim.SetTrigger("老虎前扑");
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anim.SetBool("老虎走动", false);
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}
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}
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//重置所有trigger
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public void ResetAllTrigger() {
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rig.velocity = Vector2.zero;
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AnimatorControllerParameter[] aps = anim.parameters;
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for (int i = 0; i < aps.Length; i++)
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{
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AnimatorControllerParameter paramItem = aps[i];
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if (paramItem.type == AnimatorControllerParameterType.Trigger)
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{
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string triggerName = paramItem.name;
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bool isActive = anim.GetBool(triggerName);
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if (isActive)
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{
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anim.ResetTrigger(triggerName);
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}
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}
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}
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}
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public void Freeze() {
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rig.velocity = Vector2.zero;
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.TryGetComponent<Item>(out Item weapon)) {
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Debug.Log(weapon.name + "" + weapon.GetIsAtk()+"打到老虎");
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weapon.SetIsAtk(false);
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count++;
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ChangeColor();
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Invoke("ResetColor",0.5f);
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if (count >= dieCount) {
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ResetAllTrigger();
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Freeze();
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anim.SetTrigger("老虎似了");
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GetComponent<Collider2D>().enabled = false;
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UIWord.Instance.TigerUI();
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Debug.Log("老虎似了");
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}
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}
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}
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void ChangeColor() {
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foreach (SpriteRenderer sp in childrenSp)
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{
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sp.color = hurtColor;
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}
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}
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void ResetColor() {
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foreach (SpriteRenderer sp in childrenSp)
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{
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sp.color = oriColor;
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}
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}
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}
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