
1.推进流程化
(1.新增演出框架,具体结构如图
(2.使用时仅需要重写父类Stage的虚函数,请视情况决定是否用base
2.修改视差类,使其能够自动捕获主摄像机
3.编写开场的第一个演出
(1.命名为:HuangdiAsk
(2.触发对话:黄帝提需求
(3.留下空缺:黄帝手指左方(动画目前还没有)
4.编写玩家找到正确的绳结后的的演出
(1.命名为:HuangdiConfuse
(2.触发对话:黄帝疑惑
可以摸鱼吗😿
55 lines
1.3 KiB
C#
55 lines
1.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Sirenix.OdinInspector;
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/// <summary>
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/// 皇帝类,控制皇帝的行为,继承自可交互物体
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/// </summary>
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public class HuangDi : EntryTrigger
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{
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[SerializeField][EnumPaging]
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private KnotMediator.KnotType neededType = KnotMediator.KnotType.编成麻花的绳结;
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public enum HuangDiState
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{
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None,
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Ask,
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Answer,
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End
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}
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public HuangDiState state = HuangDiState.None;
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public override void OnCall()
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{
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if(state == HuangDiState.Ask)
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{
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if(KnotMediator.Instance.CheckKnotType(neededType))
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{
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Debug.Log("皇帝接受了绳结");
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state = HuangDiState.Answer;
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//触发结束演出
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FindObjectOfType<HuangdiConfused>().OnCall();
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}
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else
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{
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Debug.Log("皇帝拒绝了绳结");
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FindObjectOfType<HuangdiAsk>().OnCall();
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}
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}
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if(state == HuangDiState.None)
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{
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FindObjectOfType<HuangdiAsk>().OnCall();
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}
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}
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public void setNeededType(KnotMediator.KnotType type)
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{
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neededType = type;
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}
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}
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