96 lines
3.6 KiB
C#
Raw Normal View History

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class IndexRecoder : MonoBehaviour
{
//策划接口类储存了所有易变的数值每一项都写了toolTip谁叫我是小棉袄呢❤对了电报的字典也写在这里
// Start is called before the first frame update
2021-07-08 19:52:46 +08:00
[Tooltip("角色普通移动速度")]
public float playerMoveSpeed;//角色普通移动速度
2021-07-08 19:52:46 +08:00
[Tooltip("角色跳跃力度")]
public float playerJumpSpeed;//角色跳跃力度
2021-07-08 19:52:46 +08:00
[Tooltip("角色跑步的时候,速度是普通状态的多少倍")]
public float runSpeedMultiple;//角色跑步的时候,速度是普通状态的多少倍
2021-07-08 19:52:46 +08:00
[Tooltip("判定输入为点还是横线的界限时间")]
public float dotRoLineTime;//判定输入为点还是横线的界限时间
2021-07-08 19:52:46 +08:00
public Dictionary<string, string> codeBook = new Dictionary<string, string>();//摩尔斯电码字典
[Tooltip("角色修复电话线需要多长时间")]
public float TelephoneNeedTime;//角色修复电话线需要多长时间
[Tooltip("炮弹生成的最小时间间隔")]
public float bombingAreaMinimumTimeInterval;
[Tooltip("炮弹生成的最大时间间隔")]
public float bombingAreaMaximumTimeInterval;
[Tooltip("生成炮弹位置离玩家的最大偏移量")]
public float bombingAreaMaxOffSetOfShell;
[Tooltip("生成炮弹的高度")]
public float bombingAreaShellHeight;
[Tooltip("炮弹的下落速度")]
public float shellSpeed;
[Tooltip("炮弹的下落时间")]
public float shellFallingTime;
[Tooltip("炮弹阴影的震动幅度")]
public float shellShadowRangeOfChange;
[Tooltip("炮弹阴影的Y值偏移")]
public float shellShadowPositionYOffSet;
[Tooltip("玩家投掷角度变化的速度")]
public float rateOfChangeOfThrowingAngle;
[Tooltip("抛出投掷物的力度")]
public float strengthOfThrowing;
[SerializeField][Tooltip("演出名称,这个不给你改,这个是我做多态用的,在这里只读")][ReadOnly]
public string stageName;
[Tooltip("CG的淡入淡出时间")]
public float CGFadeTime;
2021-07-08 19:52:46 +08:00
void Start()
{
GameObject.DontDestroyOnLoad(gameObject);
//开发者捷径
codeBook.Add("..--.","864246511");
codeBook.Add("--..-","02948");
//
codeBook.Add(".----","1");
codeBook.Add("..---","2");
codeBook.Add("...--","3");
codeBook.Add("....-","4");
codeBook.Add(".....","5");
codeBook.Add("-....","6");
codeBook.Add("--...","7");
codeBook.Add("---..","8");
codeBook.Add("----.","9");
codeBook.Add("-----","0");
stageName = "序章-家中-已打码";
}
// Update is called once per frame
void Update()
{
}
//修改演出名称的函数,在游戏流程推进的时候用
public void ChangeStageName(string newName){stageName = newName;}
//制造一个只读的变量,不要动这些
public class ReadOnlyAttribute : PropertyAttribute{}
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyDrawer : PropertyDrawer
{
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}
//
}