
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/LightAttack.anim # Assets/Animate/Tree/Tree.controller # Assets/Animate/Tree/TreeByFrame.anim # Assets/Prefabs/着火.prefab # Assets/Prefabs/石斧.prefab # Assets/Prefabs/雷电将军.prefab # Assets/Scenes/乐/Sample1.unity # Assets/Scenes/勍/InteractTest.unity # Assets/Scenes/勍/场景3.unity # Assets/Scripts/乐/Fire.cs # Assets/Scripts/乐/Player.cs # Assets/Scripts/乐/Shu.cs # Assets/Scripts/乐/Stone.cs # Assets/Scripts/乐/Thunder.cs # Logs/ApiUpdaterCheck.txt # UserSettings/EditorUserSettings.asset
Playmaker ============ Playmaker is a Finite State Machine plugin for Unity that allows developers to create games using a visual scripting methodology that does away with writing code in a manner similar to Fungus. The FSM allows the creation of various states and events for a given object that allows for the wuick and easy creation of object behaviours and AI for NPCs and enemies. By combining the Playmaker FSM with Fungus' ability to create engaging, character driven story based games, it is hoped that developers will be able to create games that combine the best features of both. Installation ============ 1. Download and install the Playmaker runtime unitypackage in your Unity project http://sites.fastspring.com/hutonggames/product/playmaker https://www.assetstore.unity3d.com/en/#!/content/368 2. Install the Fungus-PlayMaker.unitypackage in your Unity project. This file is located in the same folder as this text file. 3. Open the Fungus-PlayMaker/Scenes/Fungus Playmaker Example Scene for an example of how to use the Spine commands Usage ============ To write Playmaker variable values to Fungus Variables, use the Action Browser > ScriptControl > Write To Fungus command. To execute a block in a Fungus flowchart from , use the Action Browser > ScriptControl > Playmaker Execute Block command. To trigger a global state transition in Playmaker from Fungus, use the Playmaker > Global State Transition command. To read Fungus variable values into Playmaker Variables, use the Action Browser > ScriptControl > Receive Fungus Variable command. To write Fungus variable values from the inspector into Playmaker global variables, use the Playmaker > Write To Playmaker command.