
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/Animate/Thunder/LightActing.anim # Assets/Animate/Tree/TreeByFrame.anim # Assets/Prefabs/着火.prefab # Assets/Prefabs/石刀.prefab # Assets/Prefabs/石斧.prefab # Assets/Prefabs/雷电将军.prefab # Assets/Scenes/乐/Sample1.unity # Assets/Scripts/乐/Fire.cs # Assets/Scripts/乐/Player.cs # Assets/Scripts/乐/Stone.cs # Assets/动画/cangjie 1.controller # Assets/动画/laohu.controller # Assets/动画/老虎冲撞.anim # Assets/动画/老虎前扑.anim # Assets/动画/老虎待机.anim # Assets/动画/老虎死亡.anim # Assets/动画/老虎走动.anim # Assets/预设/cangjie.prefab # Assets/预设/laohu.prefab # Logs/ApiUpdaterCheck.txt # UserSettings/EditorUserSettings.asset
90 lines
2.1 KiB
C#
90 lines
2.1 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 ItemController : UnitySingleton<ItemController>
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{
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int displayIndex=0;
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Item displayItem;
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public List<Item> itemList = new List<Item>();
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Player player;
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void Start()
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{
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player = FindObjectOfType<Player>();
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Display();
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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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}
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//添加物品
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public void AddItem(Item item) {
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itemList.Add(item);
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}
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/// <summary>
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/// 用于Player获取物品
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/// </summary>
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public Item GetItem() {
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return itemList[displayIndex];
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}
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/// <summary>
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/// 用于强制改变Player的物品
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/// </summary>
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public void SetItem()
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{
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if(itemList[displayIndex]!=null)
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player.weapon = itemList[displayIndex];
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}
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/// <summary>
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/// 展示正在使用的物品
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/// </summary>
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public void Display() {
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SetItem();
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displayItem = Instantiate(itemList[displayIndex],Vector3.zero,Quaternion.identity,transform);
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displayItem.transform.localPosition = Vector3.zero;
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}
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public void LeftChangeItem() {
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player.WeaponReturn();
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Destroy(displayItem.gameObject);
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displayIndex = (displayIndex - 1 + itemList.Count)%itemList.Count;
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Display();
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player.WeaponInPosition();
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}
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public void RightChangeItem()
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{
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player.WeaponReturn();
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Destroy(displayItem.gameObject);
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displayIndex = (displayIndex + 1)%itemList.Count;
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Display();
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player.WeaponInPosition();
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}
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public void ToLastestItem() {
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player.WeaponReturn();
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Destroy(displayItem.gameObject);
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displayIndex = itemList.Count-1;
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Display();
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player.WeaponInPosition();
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}
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public void ReplaceItem(Item newItem) {
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player.WeaponReturn();
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Destroy(displayItem.gameObject);
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itemList[displayIndex] = newItem;
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Display();
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player.WeaponInPosition();
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}
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}
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