SAIMA/Assets/New Folder/人啊.prefab

1518 lines
43 KiB
Plaintext
Raw Normal View History

%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1 &732071823048636758
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1551415386313531370}
- component: {fileID: 352204013838931735}
- component: {fileID: 4841937446487633497}
m_Layer: 0
m_Name: "\u56FE\u5C42 2_3"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1551415386313531370
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 732071823048636758}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -0.425, y: 1.925, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 2291030504108078617}
m_RootOrder: 10
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &352204013838931735
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 732071823048636758}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 1
m_Sprite: {fileID: -8857645254009036740, guid: 3b4033d2348a2cb449d1a27b12b8f670, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1.57, y: 1.15}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &4841937446487633497
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 732071823048636758}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 57c008f954fe54a8bb972de1018a2cb8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_RootBone: {fileID: 71195372885482877}
m_BoneTransforms:
- {fileID: 71195372885482877}
m_Bounds:
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_Center: {x: -0.00018507242, y: 0.00172019, z: 0}
m_Extent: {x: 0.776155, y: 0.5691601, z: 0}
m_UseBatching: 1
m_AlwaysUpdate: 1
--- !u!1 &2324768266243309530
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3219357296809171570}
m_Layer: 0
m_Name: bone_1
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3219357296809171570
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2324768266243309530}
m_LocalRotation: {x: 0, y: 0, z: 0.6710053, w: 0.7414526}
m_LocalPosition: {x: -0.8789859, y: 2.0619247, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 4985117214529420154}
- {fileID: 71195372885482877}
- {fileID: 1141825283428001493}
m_Father: {fileID: 2291030504108078617}
m_RootOrder: 11
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &3114661540994365121
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 5752669839092151996}
- component: {fileID: 4398379476037669651}
- component: {fileID: 8022537306496860232}
m_Layer: 0
m_Name: "\u80F8"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &5752669839092151996
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3114661540994365121}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -0.485, y: 3.59, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 2291030504108078617}
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &4398379476037669651
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3114661540994365121}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 8
m_Sprite: {fileID: -1319130155463457701, guid: 3b4033d2348a2cb449d1a27b12b8f670, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1.41, y: 1.9}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &8022537306496860232
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3114661540994365121}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 57c008f954fe54a8bb972de1018a2cb8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_RootBone: {fileID: 4985117214529420154}
m_BoneTransforms:
- {fileID: 4985117214529420154}
m_Bounds:
m_Center: {x: -0.00040996075, y: 0.007240474, z: 0}
m_Extent: {x: 0.6981402, y: 0.9427601, z: 0}
m_UseBatching: 1
m_AlwaysUpdate: 1
--- !u!1 &3691817253011569053
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3963806242261111788}
m_Layer: 0
m_Name: bone_7
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3963806242261111788
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3691817253011569053}
m_LocalRotation: {x: 0, y: 0, z: 0.61875635, w: 0.785583}
m_LocalPosition: {x: 0.5968662, y: 0.000000115491304, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 9117889202030542723}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &3879710674375253124
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 7800426174789447822}
m_Layer: 0
m_Name: bone_4
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &7800426174789447822
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3879710674375253124}
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_LocalRotation: {x: 0, y: -0, z: -0.9004463, w: 0.43496728}
m_LocalPosition: {x: 0.85443604, y: -0.11792855, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 6964666523161058068}
m_Father: {fileID: 4985117214529420154}
m_RootOrder: 1
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &3883856911099638413
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4985117214529420154}
m_Layer: 0
m_Name: bone_2
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &4985117214529420154
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3883856911099638413}
m_LocalRotation: {x: 0, y: 0, z: -0.22587147, w: 0.97415715}
m_LocalPosition: {x: 0.9855932, y: 0.000000011933739, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 1254630201737825273}
- {fileID: 7800426174789447822}
- {fileID: 9117889202030542723}
m_Father: {fileID: 3219357296809171570}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &4014612231575383940
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6447960224973427762}
- component: {fileID: 4454656032908949879}
- component: {fileID: 6910574946705231007}
m_Layer: 0
m_Name: "\u5934"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &6447960224973427762
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4014612231575383940}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0.32499993, y: 4.655, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 2291030504108078617}
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &4454656032908949879
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4014612231575383940}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 9
m_Sprite: {fileID: 6725395854238200280, guid: 3b4033d2348a2cb449d1a27b12b8f670, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 0.97, y: 1.01}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &6910574946705231007
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4014612231575383940}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 57c008f954fe54a8bb972de1018a2cb8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_RootBone: {fileID: 1254630201737825273}
m_BoneTransforms:
- {fileID: 1254630201737825273}
m_Bounds:
m_Center: {x: -0.0006649792, y: 0.0011000037, z: 0}
m_Extent: {x: 0.48231512, y: 0.50262016, z: 0}
m_UseBatching: 1
m_AlwaysUpdate: 1
--- !u!1 &4201477671987755766
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 2879471135774672982}
- component: {fileID: 7768903124880569967}
- component: {fileID: 6976340831218355128}
m_Layer: 0
m_Name: "\u56FE\u5C42 3_3"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &2879471135774672982
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4201477671987755766}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -0.38, y: 0.845, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 2291030504108078617}
m_RootOrder: 9
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &7768903124880569967
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4201477671987755766}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 2
m_Sprite: {fileID: -8006331959079075805, guid: 3b4033d2348a2cb449d1a27b12b8f670, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1.42, y: 1.69}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &6976340831218355128
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4201477671987755766}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 57c008f954fe54a8bb972de1018a2cb8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_RootBone: {fileID: 3611613864923072977}
m_BoneTransforms:
- {fileID: 3611613864923072977}
m_Bounds:
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_Center: {x: -0.000049948692, y: -0.00078999996, z: 0}
m_Extent: {x: 0.70510006, y: 0.83928, z: 0}
m_UseBatching: 1
m_AlwaysUpdate: 1
--- !u!1 &4892953436698048767
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1141825283428001493}
m_Layer: 0
m_Name: bone_10
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1141825283428001493
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4892953436698048767}
m_LocalRotation: {x: 0, y: -0, z: -0.83883333, w: 0.54438835}
m_LocalPosition: {x: 0.048791632, y: 0.042786647, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 3435519444870175884}
m_Father: {fileID: 3219357296809171570}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &5195027621502174166
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3435519444870175884}
m_Layer: 0
m_Name: bone_11
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3435519444870175884
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5195027621502174166}
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_LocalRotation: {x: 0, y: 0, z: -0.8068548, w: 0.5907499}
m_LocalPosition: {x: 1.2772324, y: 0.0000003081594, z: 0}
m_LocalScale: {x: 0.9999999, y: 0.9999999, z: 1}
m_Children: []
m_Father: {fileID: 1141825283428001493}
m_RootOrder: 0
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &5224253197253543846
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4400105978450977273}
- component: {fileID: 6751511567952709409}
- component: {fileID: 2023032979030080396}
m_Layer: 0
m_Name: "\u56FE\u5C42 2_1"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &4400105978450977273
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5224253197253543846}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -0.425, y: 1.925, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 2291030504108078617}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &6751511567952709409
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5224253197253543846}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 10
m_Sprite: {fileID: -8921592328757775495, guid: 3b4033d2348a2cb449d1a27b12b8f670, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1.57, y: 1.15}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &2023032979030080396
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5224253197253543846}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 57c008f954fe54a8bb972de1018a2cb8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_RootBone: {fileID: 1141825283428001493}
m_BoneTransforms:
- {fileID: 1141825283428001493}
m_Bounds:
m_Center: {x: 0.00035053492, y: -0.001079917, z: 0}
m_Extent: {x: 0.7763801, y: 0.57392, z: 0}
m_UseBatching: 1
m_AlwaysUpdate: 1
--- !u!1 &5283127036198560489
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6964666523161058068}
m_Layer: 0
m_Name: bone_5
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &6964666523161058068
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5283127036198560489}
m_LocalRotation: {x: 0, y: 0, z: 0.63804173, w: 0.77000177}
m_LocalPosition: {x: 0.6251803, y: 0.00000019421279, z: 0}
m_LocalScale: {x: 0.99999976, y: 0.99999976, z: 1}
m_Children: []
m_Father: {fileID: 7800426174789447822}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &5475110716148461370
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 71195372885482877}
m_Layer: 0
m_Name: bone_8
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &71195372885482877
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5475110716148461370}
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_LocalRotation: {x: 0, y: -0, z: -0.8374311, w: 0.54654306}
m_LocalPosition: {x: 0.04954257, y: 0.035280325, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 3611613864923072977}
m_Father: {fileID: 3219357296809171570}
m_RootOrder: 1
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &5527814547122011720
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3037394003752433185}
- component: {fileID: 2279284221787440297}
- component: {fileID: 2040070626673135087}
m_Layer: 0
m_Name: "\u56FE\u5C42 3_1"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3037394003752433185
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5527814547122011720}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -0.38, y: 0.845, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 2291030504108078617}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &2279284221787440297
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5527814547122011720}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 11
m_Sprite: {fileID: 6189097099486767022, guid: 3b4033d2348a2cb449d1a27b12b8f670, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1.42, y: 1.69}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &2040070626673135087
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5527814547122011720}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 57c008f954fe54a8bb972de1018a2cb8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_RootBone: {fileID: 3435519444870175884}
m_BoneTransforms:
- {fileID: 3435519444870175884}
m_Bounds:
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_Center: {x: -0.0007599592, y: -0.0014349818, z: 0}
m_Extent: {x: 0.7058102, y: 0.8387252, z: 0}
m_UseBatching: 1
m_AlwaysUpdate: 1
--- !u!1 &6149805179577662044
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3883245930767741584}
- component: {fileID: 6595232718023198008}
- component: {fileID: 5162127068961733166}
m_Layer: 0
m_Name: "\u56FE\u5C42 3_2"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3883245930767741584
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6149805179577662044}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0.46500003, y: 3.185, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 2291030504108078617}
m_RootOrder: 7
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &6595232718023198008
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6149805179577662044}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 5
m_Sprite: {fileID: -7088857903195185723, guid: 3b4033d2348a2cb449d1a27b12b8f670, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1.25, y: 0.43}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &5162127068961733166
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6149805179577662044}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 57c008f954fe54a8bb972de1018a2cb8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_RootBone: {fileID: 3963806242261111788}
m_BoneTransforms:
- {fileID: 3963806242261111788}
m_Bounds:
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_Center: {x: 0.0045498013, y: 0.004925251, z: 0}
m_Extent: {x: 0.62045014, y: 0.21007508, z: 0}
m_UseBatching: 1
m_AlwaysUpdate: 1
--- !u!1 &6255862672327117897
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 7033660869141628044}
- component: {fileID: 2884894704928831013}
- component: {fileID: 1885596994500178835}
m_Layer: 0
m_Name: "\u56FE\u5C42 2_2"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &7033660869141628044
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6255862672327117897}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -0.14499998, y: 3.465, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 2291030504108078617}
m_RootOrder: 8
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &2884894704928831013
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6255862672327117897}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 4
m_Sprite: {fileID: 6468843955630407563, guid: 3b4033d2348a2cb449d1a27b12b8f670, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 0.59, y: 0.97}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &1885596994500178835
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6255862672327117897}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 57c008f954fe54a8bb972de1018a2cb8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_RootBone: {fileID: 9117889202030542723}
m_BoneTransforms:
- {fileID: 9117889202030542723}
m_Bounds:
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_Center: {x: 0.00032499433, y: -0.0013444424, z: 0}
m_Extent: {x: 0.29216486, y: 0.47949493, z: 0}
m_UseBatching: 1
m_AlwaysUpdate: 1
--- !u!1 &6341361452781082161
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 9117889202030542723}
m_Layer: 0
m_Name: bone_6
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &9117889202030542723
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6341361452781082161}
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_LocalRotation: {x: 0, y: -0, z: -0.89669675, w: 0.44264543}
m_LocalPosition: {x: 0.84802103, y: -0.121904515, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 3963806242261111788}
m_Father: {fileID: 4985117214529420154}
m_RootOrder: 2
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &6871177380209087572
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1254630201737825273}
m_Layer: 0
m_Name: bone_3
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1254630201737825273
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6871177380209087572}
m_LocalRotation: {x: 0, y: 0, z: -0.08219418, w: 0.9966164}
m_LocalPosition: {x: 1.4737588, y: 0.00000028021867, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 4985117214529420154}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &7343341259706352423
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 318539431359005334}
- component: {fileID: 5915205120259013599}
- component: {fileID: 3069646728185228351}
m_Layer: 0
m_Name: "\u56FE\u5C42 2"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &318539431359005334
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7343341259706352423}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -0.14499998, y: 3.465, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 2291030504108078617}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &5915205120259013599
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7343341259706352423}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 13
m_Sprite: {fileID: 7968032786698820954, guid: 3b4033d2348a2cb449d1a27b12b8f670, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 0.59, y: 0.97}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &3069646728185228351
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7343341259706352423}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 57c008f954fe54a8bb972de1018a2cb8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_RootBone: {fileID: 7800426174789447822}
m_BoneTransforms:
- {fileID: 7800426174789447822}
m_Bounds:
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_Center: {x: -0.00033006072, y: 0.0008905232, z: 0}
m_Extent: {x: 0.29242998, y: 0.47792014, z: 0}
m_UseBatching: 1
m_AlwaysUpdate: 1
--- !u!1 &7803424139135389034
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4596071662631739165}
- component: {fileID: 5529131822571764902}
- component: {fileID: 4617664532751405694}
m_Layer: 0
m_Name: "\u8EAB"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &4596071662631739165
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7803424139135389034}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -0.73, y: 2.67, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 2291030504108078617}
m_RootOrder: 6
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &5529131822571764902
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7803424139135389034}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 7
m_Sprite: {fileID: 6976256117933564154, guid: 3b4033d2348a2cb449d1a27b12b8f670, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1, y: 1.66}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &4617664532751405694
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7803424139135389034}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 57c008f954fe54a8bb972de1018a2cb8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_RootBone: {fileID: 3219357296809171570}
m_BoneTransforms:
- {fileID: 3219357296809171570}
m_Bounds:
m_Center: {x: -0.0018750131, y: 0.0013751388, z: 0}
m_Extent: {x: 0.4980551, y: 0.826815, z: 0}
m_UseBatching: 1
m_AlwaysUpdate: 1
--- !u!1 &8369606145024512326
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 7037795414651828671}
- component: {fileID: 7850974261913986775}
- component: {fileID: 524201043992441054}
m_Layer: 0
m_Name: "\u56FE\u5C42 3"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &7037795414651828671
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8369606145024512326}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0.46500003, y: 3.185, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 2291030504108078617}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &7850974261913986775
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8369606145024512326}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 14
m_Sprite: {fileID: 2376697400070427834, guid: 3b4033d2348a2cb449d1a27b12b8f670, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1.25, y: 0.43}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &524201043992441054
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8369606145024512326}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 57c008f954fe54a8bb972de1018a2cb8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_RootBone: {fileID: 6964666523161058068}
m_BoneTransforms:
- {fileID: 6964666523161058068}
m_Bounds:
Squashed commit of the following: commit 9559cc8882161192a43be22670a8ff69db1ea13a Author: Roman <1325980292@qq.com> Date: Sat Aug 27 19:22:38 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 效果不好 DONE 4.实装人马分离音效 DONE *.补充实装人降落到马上的音效 DONE 5.实装创烂障碍物音效 DONE 6.实装圣火点燃音效 DONE 7.实装马磕磕碰碰音效 DONE 8.实装马似音效 DONE 9.实装马着地音效 DONE 10.实装马起跳音效 DONE 11.实装马蹄点地音效 效果不好 DONE 任务:实装特效 1.实装后处理 DONE 2.实装日夜更替 DONE 3.实装树叶飘落 DONE 4.实装圣火粒子 效果不好 DONE 5.实装破碎灰尘 效果不好 DONE 6.实装马蹄灰尘 DONE 7.实装红黑闪特效 DONE 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 已修复 DONE 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 DONE 4.策划要在点燃圣火时镜头放大,体现标题感 URP相机不太好做 ABANDON 5.人的死亡动画逻辑之前没做 DONE 任务:测试并修复Bug DONE 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 已修复 DONE 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 DONE 3.跑步动画和跑步音效完全对不上 加快跑步动画 DONE 4.原爆破给力范围太大,会导致旧的碎片也被波及 已修复 DONE commit cab00851df5e4da70b981c564888c53d86de1f95 Author: Roman <1325980292@qq.com> Date: Sat Aug 27 02:51:21 2022 +0800 短学期Log 任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。 commit 3f0c9dd791c66e7222d6dbb72d8b762b73f06aed Merge: e6888a7 bc74426 Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:13:00 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/EditorUserSettings.asset # UserSettings/Layouts/CurrentMaximizeLayout.dwlt # UserSettings/Layouts/default-2021.dwlt commit e6888a748dc7188bd3c2f7ce4bceade7402f8cec Author: Roman <1325980292@qq.com> Date: Fri Aug 26 18:11:05 2022 +0800 任务:编写教程和开始场景 分析:分为五个阶段,每个阶段一屏宽。前四个阶段是教程阶段,分别仅放一种障碍(第一个无障碍)和提示,提示参照茶杯头教程关。 每个阶段间有明显间断、镜头固定,但当马通过该阶段的障碍后,镜头右移一个阶段。马不能倒退,相机左侧有空气墙。 到达最终阶段后,按流程点燃圣火进入游戏 设计: 1.搭建核心场景,放置障碍物。 DONE 2.设计教程及开始场景管理器 (1.控制相机,使马每通过一个阶段,相机运动到记录的位置 DONE (2.给相机左侧添加空气墙 DONE (3.管理器要明确记录此时玩家处于哪个阶段 DONE (4.当玩家进入点燃圣火触发器,切断操控,等待动画结束或者一些信号,触发从右向左的渐变黑幕遮挡全屏,随后转场到新场景。 DONE 至此,基本逻辑完成,需要补充大量细节、替换大量美术素材。 修复问题: 1.人马分离障碍连续出现可能导致致命问题,修复使其不能连续出现 DONE 2.GamePlay中,远处的山需要补充运动逻辑 DONE commit 5d922db6142634cdd20aa7801c0b3c1c4994360c Author: Roman <1325980292@qq.com> Date: Wed Aug 24 17:59:05 2022 +0800 任务:制作人物动画逻辑 1.当人物处于Normal时,重复播放骑在马上的动画 2.当人物被射出,播放一次跳上动画,之后停在最后一帧,等待落到平台上。 3.当人物进入Walk态,开始重复播放跑步动画。 4.当人物开始降落,触发一次跳下动画,停在最后一帧 5.当Recover结束,状态恢复为Normal,重回到骑在马上动画 DONE commit d1fe07492af5ce6ea736ef738eb3e38170a08066 Merge: 436eaf0 5e10767 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:42:58 2022 +0800 Merge branch 'Saipo' of https://e.coding.net/gensokyogroup/saima/SAIMA into Roman # Conflicts: # UserSettings/Layouts/default-2021.dwlt commit 436eaf01046248372e887eb8276f38e021915790 Author: Roman <1325980292@qq.com> Date: Wed Aug 24 10:40:51 2022 +0800 为了拉取的提交,少量修改
2022-08-27 21:30:16 +08:00
m_Center: {x: 0.004090011, y: 0.0023100674, z: 0}
m_Extent: {x: 0.6209099, y: 0.20951995, z: 0}
m_UseBatching: 1
m_AlwaysUpdate: 1
--- !u!1 &8570262817812391550
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3611613864923072977}
m_Layer: 0
m_Name: bone_9
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3611613864923072977
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8570262817812391550}
m_LocalRotation: {x: 0, y: 0, z: -0.79962534, w: 0.6004993}
m_LocalPosition: {x: 1.273505, y: 0.00000018587112, z: 0}
m_LocalScale: {x: 0.9999999, y: 0.9999999, z: 1}
m_Children: []
m_Father: {fileID: 71195372885482877}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &8737431140179654392
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 2291030504108078617}
m_Layer: 0
m_Name: "\u4EBA\u554A"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &2291030504108078617
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8737431140179654392}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -4.44, y: -2.04, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 7037795414651828671}
- {fileID: 318539431359005334}
- {fileID: 3037394003752433185}
- {fileID: 4400105978450977273}
- {fileID: 6447960224973427762}
- {fileID: 5752669839092151996}
- {fileID: 4596071662631739165}
- {fileID: 3883245930767741584}
- {fileID: 7033660869141628044}
- {fileID: 2879471135774672982}
- {fileID: 1551415386313531370}
- {fileID: 3219357296809171570}
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}