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
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47
Assets/勍/脚本/BlackController.cs
Normal file
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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using DG.Tweening;
|
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|
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public class BlackController : UnitySingleton<BlackController>
|
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{
|
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public float moveDuration = 0.5f;
|
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public float waitDuration = 0.5f;
|
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public bool AllBlack = false;
|
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|
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private void Start() {
|
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DontDestroyOnLoad(transform.parent.gameObject);
|
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}
|
||||
|
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private void Update() {
|
||||
transform.parent.transform.position = Camera.main.transform.position + new Vector3(0,0,1f);
|
||||
}
|
||||
//呼出从左到右的黑幕
|
||||
public void Trans(){
|
||||
StartCoroutine(ComeInCoroutine());
|
||||
}
|
||||
|
||||
private IEnumerator ComeInCoroutine(){
|
||||
//移动黑幕遮住屏幕
|
||||
transform.DOLocalMoveX(0f, moveDuration);
|
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//等待移动结束,并等待预留的加载时间
|
||||
yield return new WaitForSeconds(moveDuration);
|
||||
|
||||
AllBlack = true;
|
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yield return new WaitForSeconds(waitDuration);
|
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|
||||
|
||||
//此时屏幕全黑,并已等待完加载时间
|
||||
//揭开黑幕
|
||||
AllBlack = false;
|
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transform.DOLocalMoveX(-170f, moveDuration);
|
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|
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//等待黑幕运动结束
|
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yield return new WaitForSeconds(moveDuration);
|
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|
||||
//恢复黑幕位置
|
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|
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|
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}
|
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}
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112
Assets/勍/脚本/CameraControllerInStart.cs
Normal file
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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using DG.Tweening;
|
||||
using Sirenix.OdinInspector;
|
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|
||||
/// <summary>
|
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/// 主要用于控制教程场景下,相机的阶段性移动
|
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/// </summary>
|
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public class CameraControllerInStart : UnitySingleton<CameraControllerInStart>
|
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{
|
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public enum State{None, Walk, Jump, Speed, Break, Statr}
|
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[FoldoutGroup("信息显示")][Title("此时处于状态")][EnumPaging]
|
||||
public State state = State.Walk;
|
||||
[FoldoutGroup("基本参数")][Title("相机在阶段间运动需要的时间")]
|
||||
public float cameraMoveDuration;
|
||||
|
||||
/// <summary>
|
||||
/// 阶段,包含本阶段的所有信息
|
||||
/// </summary>
|
||||
public struct Step{
|
||||
/// <summary>
|
||||
/// 本阶段的名字
|
||||
/// </summary>
|
||||
public State name;
|
||||
|
||||
/// <summary>
|
||||
/// 本阶段下,相机应该在哪个位置
|
||||
/// </summary>
|
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public Vector3 pos;
|
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}
|
||||
|
||||
private class StepListener : MonoBehaviour
|
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{
|
||||
public Step step;
|
||||
private void OnTriggerEnter2D(Collider2D other) {
|
||||
if(other.TryGetComponent<Person>(out var person)){
|
||||
//当检测到人进入,并且此时相机正处于本状态,触发相机的移动到下一个Step
|
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if(CameraControllerInStart.Instance.state == step.name && person.state == Person.PersonState.Normal){
|
||||
CameraControllerInStart.Instance.MoveToTheStep(step.name);
|
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}
|
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}
|
||||
}
|
||||
}
|
||||
|
||||
private Step[] steps;
|
||||
private void Start() {
|
||||
//初始化5个阶段的信息
|
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steps = new Step[5];
|
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//遍历子物体,根据名称初始化Step信息
|
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for (int i = 0; i < transform.childCount; i++) {
|
||||
Transform child = transform.GetChild(i);
|
||||
child.gameObject.AddComponent<StepListener>();
|
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if (child.name == "Walk") {
|
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steps[0].name = State.Walk;
|
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steps[0].pos = child.position;
|
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child.GetComponent<StepListener>().step = steps[0];
|
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}
|
||||
else if (child.name == "Jump") {
|
||||
steps[1].name = State.Jump;
|
||||
steps[1].pos = child.position;
|
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child.GetComponent<StepListener>().step = steps[1];
|
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}
|
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else if (child.name == "Speed") {
|
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steps[2].name = State.Speed;
|
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steps[2].pos = child.position;
|
||||
child.GetComponent<StepListener>().step = steps[2];
|
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}
|
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else if (child.name == "Break") {
|
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steps[3].name = State.Break;
|
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steps[3].pos = child.position;
|
||||
child.GetComponent<StepListener>().step = steps[3];
|
||||
}
|
||||
else if (child.name == "Start") {
|
||||
steps[4].name = State.Statr;
|
||||
steps[4].pos = child.position;
|
||||
child.GetComponent<StepListener>().step = steps[4];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 相机运动到指定阶段的位置
|
||||
/// </summary>
|
||||
/// <param name="state">下一个阶段</param>
|
||||
public void MoveToTheStep(State state){
|
||||
Step step = State2Step(state);
|
||||
Camera.main.transform.DOMoveX(step.pos.x + 40f, cameraMoveDuration);
|
||||
this.state = ++step.name;
|
||||
}
|
||||
|
||||
private Step State2Step(State state){
|
||||
switch (state) {
|
||||
case State.Walk:
|
||||
return steps[0];
|
||||
case State.Jump:
|
||||
return steps[1];
|
||||
case State.Speed:
|
||||
return steps[2];
|
||||
case State.Break:
|
||||
return steps[3];
|
||||
case State.Statr:
|
||||
return steps[4];
|
||||
default:
|
||||
return steps[0];
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
Assets/勍/脚本/CameraControllerInStart.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
|
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guid: 6cb34a6655721df4ab124d708f8b814c
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -15,6 +15,11 @@ public class CameraManager : MonoBehaviour
|
||||
|
||||
|
||||
private Transform killWall;
|
||||
private Transform mountain1;
|
||||
private Transform mountain2;
|
||||
|
||||
public float mountain1Speed = 0.5f;
|
||||
public float mountain2Speed = 0.8f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
@ -26,13 +31,25 @@ public class CameraManager : MonoBehaviour
|
||||
|
||||
void Update() {
|
||||
//向右移动镜头
|
||||
Move();
|
||||
Move();
|
||||
//移动远山
|
||||
MoveMountain();
|
||||
}
|
||||
|
||||
private void MoveMountain(){
|
||||
mountain1.Translate(Vector3.left * mountain1Speed * Time.deltaTime);
|
||||
mountain2.Translate(Vector3.left * mountain2Speed * Time.deltaTime);
|
||||
if(mountain1.localPosition.x < -140) mountain1.localPosition = new Vector3(140, -6.8f, 1);
|
||||
if(mountain2.localPosition.x < -140) mountain2.localPosition = new Vector3(140, -6.8f, 1);
|
||||
}
|
||||
|
||||
public void Death(GameController.Death deathInfo)
|
||||
{
|
||||
//相机不再运动
|
||||
speed = 0;
|
||||
//远景不再运动
|
||||
mountain1Speed = 0;
|
||||
mountain2Speed = 0;
|
||||
}
|
||||
|
||||
void CreatSth()
|
||||
@ -45,6 +62,8 @@ public class CameraManager : MonoBehaviour
|
||||
killWall = transform.Find("KillWall");
|
||||
//killWall = GameObject.Find("KillWall").transform;
|
||||
if(killWall == null) Debug.LogError("没找到KillWall,请检查相机是否有叫此名字的子物体");
|
||||
mountain1 = transform.Find("远景1");
|
||||
mountain2 = transform.Find("远景2");
|
||||
}
|
||||
|
||||
void InitSth(){}
|
||||
|
31
Assets/勍/脚本/FireController.cs
Normal file
@ -0,0 +1,31 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/// <summary>
|
||||
/// 圣火点燃开始游戏的流程管理
|
||||
/// </summary>
|
||||
public class FireController : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter2D(Collider2D other) {
|
||||
if(other.TryGetComponent<Person>(out var person)) {
|
||||
//当人进入点燃圣火触发器
|
||||
StartCoroutine(LightFireCoroutine());
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator LightFireCoroutine(){
|
||||
yield return new WaitForEndOfFrame();
|
||||
//由于圣火动画还没有,暂时空着
|
||||
//
|
||||
//此时圣火已点燃,标题已显示
|
||||
|
||||
//呼出黑块从右向左的动画
|
||||
BlackController.Instance.Trans();
|
||||
//直到黑幕全黑
|
||||
yield return new WaitUntil(() => {return BlackController.Instance.AllBlack;});
|
||||
//开始跳转到下一个场景
|
||||
SceneManager.LoadScene("0813中期提交");
|
||||
}
|
||||
}
|
11
Assets/勍/脚本/FireController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
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|
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|
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icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -248,10 +248,10 @@ public class Horse : MonoBehaviour
|
||||
/// </summary>
|
||||
private Vector2 previousInputBackVector;
|
||||
|
||||
/// <summary>
|
||||
/// 一段时间内的变化总量
|
||||
/// </summary>
|
||||
private float chargeCount = 0;
|
||||
// /// <summary>
|
||||
// /// 一段时间内的变化总量
|
||||
// /// </summary>
|
||||
// private float chargeCount = 0;
|
||||
|
||||
|
||||
/// <summary>
|
||||
@ -370,6 +370,20 @@ public class Horse : MonoBehaviour
|
||||
MoveHorseHead();
|
||||
//让马尾根据马刚体速度运动
|
||||
MoveHorseTail();
|
||||
// //防止马翻
|
||||
// Debug.Log(transform.eulerAngles.z);
|
||||
// if(transform.eulerAngles.z > 30 && transform.eulerAngles.z < 330)
|
||||
// {
|
||||
// //看是离45度还是315度更近
|
||||
// if(Mathf.Abs(transform.eulerAngles.z - 30) < Mathf.Abs(transform.eulerAngles.z - 330))
|
||||
// {
|
||||
// transform.eulerAngles = new Vector3(0, 0, 30);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// transform.eulerAngles = new Vector3(0, 0, 330);
|
||||
// }
|
||||
// }
|
||||
|
||||
}
|
||||
//更新一些数据
|
||||
|
@ -9,7 +9,7 @@ public enum ObstacleType { low, high, breakable, humanHorseBreak }
|
||||
/// </summary>
|
||||
public class Obstacle : MonoBehaviour
|
||||
{
|
||||
protected ObstacleType obstacleType;
|
||||
public ObstacleType obstacleType;
|
||||
|
||||
virtual protected void Start() {
|
||||
InitSth();
|
||||
|
@ -13,6 +13,7 @@ public class ObstacleManager : UnitySingleton<ObstacleManager>
|
||||
public Transform obstacleCreatPostion;
|
||||
|
||||
private Horse horse;
|
||||
private Obstacle lastObstacle;
|
||||
|
||||
void Start()
|
||||
{
|
||||
@ -34,12 +35,17 @@ public class ObstacleManager : UnitySingleton<ObstacleManager>
|
||||
obstacle = obstacles[1];
|
||||
else if(randomT < 0.75f)
|
||||
obstacle = obstacles[2];
|
||||
else
|
||||
else if(lastObstacle != null && lastObstacle.obstacleType != ObstacleType.humanHorseBreak)
|
||||
obstacle = obstacles[3];
|
||||
else{
|
||||
StartCoroutine(CreatAObstacle());
|
||||
yield break;
|
||||
}
|
||||
Vector3 xz = obstacleCreatPostion.position;
|
||||
Vector3 pos = new Vector3(xz.x,obstacle.transform.position.y,xz.z);
|
||||
GameObject.Instantiate(obstacle, pos, Quaternion.identity);
|
||||
yield return new WaitForSeconds(creatObstaclesTimeInterval);
|
||||
if(horse.IsHorseStillAlive()) StartCoroutine(CreatAObstacle());
|
||||
lastObstacle = obstacle.GetComponent<Obstacle>();
|
||||
}
|
||||
}
|
||||
|
@ -6,7 +6,7 @@ EditorBuildSettings:
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|
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@ -61,11 +61,11 @@ MonoBehaviour:
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@ -76,10 +76,10 @@ MonoBehaviour:
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@ -88,7 +88,7 @@ MonoBehaviour:
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