任务:实装和完善部分音效,修复场景问题

1.实装死亡重开系统:
*:增加被航弹炸死的死法
*:增加被地雷炸死的死法
*:增加了被碉堡打死的死法
*:增加被夜间碉堡扫死的死法
*:增加被夜间巡逻的人打死的死法
*:增加被直升机打死的死法
2.修改碉堡警告UI颜色
3.编写开始游戏界面
4.编写感谢游玩界面
5.修复老兵牺牲动画的Bug

(*:第二关的炮火已经越来越好了,但是目前只有炮火,晚上肯定也会开枪吧?希望增加一些随机快速闪烁的光源表示晚上的枪。
xx:人声问题请待定,加上音乐后好像又不是很违和了
(*:碉堡警告音效系统做完了,但是人声感觉上非常奇怪,建议修改
(*:敌人被石头吸引系统实装完成,但是很突兀,建议还是不要出现语言了

接下来的任务:
*:试图做得更好
This commit is contained in:
Roman 2021-09-14 23:56:07 +08:00
parent 655fe9cb55
commit 00aaa37856
49 changed files with 8050 additions and 81 deletions

View File

@ -468,6 +468,104 @@ public class @Player : IInputActionCollection, IDisposable
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]
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@ -512,6 +610,11 @@ public class @Player : IInputActionCollection, IDisposable
// PlayerInMissionBook
m_PlayerInMissionBook = asset.FindActionMap("PlayerInMissionBook", throwIfNotFound: true);
m_PlayerInMissionBook_Quit = m_PlayerInMissionBook.FindAction("Quit", throwIfNotFound: true);
// PlayerInOP
m_PlayerInOP = asset.FindActionMap("PlayerInOP", throwIfNotFound: true);
m_PlayerInOP_Comfirm = m_PlayerInOP.FindAction("Comfirm", throwIfNotFound: true);
m_PlayerInOP_ChooseUpOne = m_PlayerInOP.FindAction("ChooseUpOne", throwIfNotFound: true);
m_PlayerInOP_ChooseDownOne = m_PlayerInOP.FindAction("ChooseDownOne", throwIfNotFound: true);
}
public void Dispose()
@ -795,6 +898,55 @@ public class @Player : IInputActionCollection, IDisposable
}
}
public PlayerInMissionBookActions @PlayerInMissionBook => new PlayerInMissionBookActions(this);
// PlayerInOP
private readonly InputActionMap m_PlayerInOP;
private IPlayerInOPActions m_PlayerInOPActionsCallbackInterface;
private readonly InputAction m_PlayerInOP_Comfirm;
private readonly InputAction m_PlayerInOP_ChooseUpOne;
private readonly InputAction m_PlayerInOP_ChooseDownOne;
public struct PlayerInOPActions
{
private @Player m_Wrapper;
public PlayerInOPActions(@Player wrapper) { m_Wrapper = wrapper; }
public InputAction @Comfirm => m_Wrapper.m_PlayerInOP_Comfirm;
public InputAction @ChooseUpOne => m_Wrapper.m_PlayerInOP_ChooseUpOne;
public InputAction @ChooseDownOne => m_Wrapper.m_PlayerInOP_ChooseDownOne;
public InputActionMap Get() { return m_Wrapper.m_PlayerInOP; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(PlayerInOPActions set) { return set.Get(); }
public void SetCallbacks(IPlayerInOPActions instance)
{
if (m_Wrapper.m_PlayerInOPActionsCallbackInterface != null)
{
@Comfirm.started -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnComfirm;
@Comfirm.performed -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnComfirm;
@Comfirm.canceled -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnComfirm;
@ChooseUpOne.started -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnChooseUpOne;
@ChooseUpOne.performed -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnChooseUpOne;
@ChooseUpOne.canceled -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnChooseUpOne;
@ChooseDownOne.started -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnChooseDownOne;
@ChooseDownOne.performed -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnChooseDownOne;
@ChooseDownOne.canceled -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnChooseDownOne;
}
m_Wrapper.m_PlayerInOPActionsCallbackInterface = instance;
if (instance != null)
{
@Comfirm.started += instance.OnComfirm;
@Comfirm.performed += instance.OnComfirm;
@Comfirm.canceled += instance.OnComfirm;
@ChooseUpOne.started += instance.OnChooseUpOne;
@ChooseUpOne.performed += instance.OnChooseUpOne;
@ChooseUpOne.canceled += instance.OnChooseUpOne;
@ChooseDownOne.started += instance.OnChooseDownOne;
@ChooseDownOne.performed += instance.OnChooseDownOne;
@ChooseDownOne.canceled += instance.OnChooseDownOne;
}
}
}
public PlayerInOPActions @PlayerInOP => new PlayerInOPActions(this);
private int m_PlayerSchemeIndex = -1;
public InputControlScheme PlayerScheme
{
@ -833,4 +985,10 @@ public class @Player : IInputActionCollection, IDisposable
{
void OnQuit(InputAction.CallbackContext context);
}
public interface IPlayerInOPActions
{
void OnComfirm(InputAction.CallbackContext context);
void OnChooseUpOne(InputAction.CallbackContext context);
void OnChooseDownOne(InputAction.CallbackContext context);
}
}

View File

@ -455,6 +455,104 @@
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View File

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View File

@ -5,6 +5,7 @@ using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Interactions;
using UnityEngine.UI;
using Cinemachine;
using UnityEngine.SceneManagement;
public class M_Player : MonoBehaviour
{
@ -46,6 +47,9 @@ public class M_Player : MonoBehaviour
public AudioClip pickSE;
[Tooltip("拖入丢东西的音效")]
public AudioClip throwSE;
[Tooltip("拖入死亡UI")]
public GameObject deadUI;
private bool isDead = false;//记录自己是不是死了
void Start()
{
@ -397,12 +401,7 @@ public class M_Player : MonoBehaviour
transform.localScale.z);//让玩家转身
}
public void YouAreShooting()
{
// 当玩家被射中时调用
M_Animator.SetBool("IsShootDead",true);
StartCoroutine("StopShootingAnimation");//此帧结束后关闭死亡动画条件
}
private IEnumerator StopShootingAnimation()
{
yield return new WaitForSeconds(0.1f);
@ -413,6 +412,38 @@ public class M_Player : MonoBehaviour
public void YouAreLosingCover(){isCovered = false;}
public bool AreYouCovered(){return isCovered;}
public void YouAreBoomingDead()
{
playerInput.SwitchCurrentActionMap("NullMap");
if(!isDead)M_Animator.SetBool("IsBoomDead",true);
deadUI.SetActive(true);
Invoke("Restart",3f);
Invoke("CancelDeadBool",0.1f);
isDead = true;
}
public void YouAreShootingDead()
{
// 当玩家被射中时调用
if(!isDead)M_Animator.SetBool("IsShootDead",true);
playerInput.SwitchCurrentActionMap("NullMap");
StartCoroutine("StopShootingAnimation");//此帧结束后关闭死亡动画条件
deadUI.SetActive(true);
Invoke("Restart",3f);
Invoke("CancelDeadBool",0.1f);
isDead = true;
}
private void Restart()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);//重载场景
}
private void CancelDeadBool()
{
M_Animator.SetBool("IsShootDead",false);
M_Animator.SetBool("IsBoomDead",false);
}
//绘制投掷曲线的函数,非常🐂
public void DrawPath()
{

62
Assets/Scripts/OP.cs Normal file
View File

@ -0,0 +1,62 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class OP : MonoBehaviour
{
//控制开始页面的脚本
// Start is called before the first frame update
public SpriteRenderer start;
public SpriteRenderer quit;
public Sprite startC;
public Sprite startN;
public Sprite quitC;
public Sprite quitN;
private bool nowChoose = true;//true代表选开始false代表选退出
public GameObject blackUI;
public AudioClip clip;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void OnChooseUpOne()
{
start.sprite = startC;
quit.sprite = quitN;
nowChoose = true;
}
public void OnChooseDownOne()
{
start.sprite = startN;
quit.sprite = quitC;
nowChoose = false;
}
public void OnComfirm()
{
if (nowChoose)//如果按了开始游戏
{
blackUI.SetActive(true);
Invoke("InToTheGame",2f);
FindObjectOfType<BGMPlayer>().ChangedTheBGM(clip);
}
else//如果按了退出游戏
{
Application.Quit();
}
}
public void InToTheGame()
{
SceneManager.LoadScene("序章-家中");
}
}

11
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View File

@ -100,6 +100,12 @@ public class AfterReparedTheMachine : Event
private void PlayGunAudio()
{
gunAudio.Play();
Invoke("GoToTheEnd",5f);
}
private void GoToTheEnd()
{
SceneManager.LoadScene("感谢游玩");
}
}

View File

@ -137,6 +137,7 @@ public class Blockhouse : MonoBehaviour
if(s.IsPlayerHere())
{
Debug.Log("玩家被击中!");
FindObjectOfType<M_Player>().YouAreShootingDead();
}
}
}

View File

@ -7,7 +7,6 @@ public class Cover : MonoBehaviour
// 掩体类,控制第二关中挡板
void OnTriggerEnter2D(Collider2D other)
{
Debug.Log("看到玩家了!");
//当玩家进入触发器,使玩家标记自身为掩护状态
if(other.gameObject.tag == "Player")
{

View File

@ -0,0 +1,31 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class EndMachine : Interactive
{
//控制游戏最后那个电报机的脚本
// Start is called before the first frame update
public AudioClip clip;
public GameObject blackUI;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public override void OnCall()
{
blackUI.SetActive(true);
FindObjectOfType<BGMPlayer>().ChangedTheBGM(clip);
Invoke("ReStart",2f);
}
private void ReStart(){SceneManager.LoadScene("开始游戏");}
}

View File

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View File

@ -8,6 +8,10 @@ public class Helicopter : MonoBehaviour
public bool canGo = false;//记录自己目前是否可以前进了,在事件中改变
[Tooltip("填入直升机追踪的速度")]
public float speed;
[Tooltip("拖入枪击音效")]
public AudioSource gunSound;
[Tooltip("拖入第二关的普通BGM死亡后得换回普通BGM")]
public AudioClip normalClip;
void Start()
{
@ -33,6 +37,9 @@ public class Helicopter : MonoBehaviour
if (other.tag == "Player")
{
Debug.Log("玩家被直升机发现,判定死亡");
other.GetComponent<M_Player>().YouAreShootingDead();
gunSound.Play();
FindObjectOfType<BGMPlayer>().ChangedTheBGM(normalClip);
//让直升机停下来
canGo = false;
}

View File

@ -39,6 +39,7 @@ public class Mine : MonoBehaviour
animator.SetBool("IsBoom",true);
boomAudio.Play();
cinemachineImpulseSource.GenerateImpulse();
other.GetComponent<M_Player>().YouAreBoomingDead();
break;
case "投掷物"://如果是投掷物,销毁投掷物和自己
Debug.Log("投掷物砸到地雷了");

View File

@ -14,6 +14,9 @@ public class NightBlockHouse : MonoBehaviour
private bool isShooting = false;//记录此时自己是否正在射击
[Tooltip("请拖入两灯游戏物体")]
public GameObject[] lights;
[Tooltip("拖入一个开枪音频")]
public AudioSource GunSound;
private bool hasPlayerGunSound = false;
void Start()
{
@ -80,6 +83,8 @@ public class NightBlockHouse : MonoBehaviour
if(s.IsPlayerHere())
{
Debug.Log("玩家被击中!");
FindObjectOfType<M_Player>().YouAreShootingDead();
if(GunSound != null && !hasPlayerGunSound){GunSound.Play();hasPlayerGunSound = true;}
}
}
}

View File

@ -33,6 +33,8 @@ public class Patrolman : MonoBehaviour
private AudioSource audioPlayer;
[Tooltip("拖入父级物体")]
public AudioSource interruptSEPlayer;
[Tooltip("拖入开枪音效")]
public AudioSource gunSound;
@ -177,7 +179,8 @@ public class Patrolman : MonoBehaviour
//开枪动画中调用,告诉玩家你被射死了
public void OnShoot()
{
//FindObjectOfType<M_Player>().YouAreShooting();
FindObjectOfType<M_Player>().YouAreShootingDead();
gunSound.Play();
}
void OnTriggerStay2D(Collider2D other)

View File

@ -124,6 +124,7 @@ public class Shell : MonoBehaviour
case "Player":
//玩家被炮弹击中
Debug.Log("玩家被炮弹击中");
other.GetComponent<M_Player>().YouAreBoomingDead();
break;
case "地面":
boomAudio.Play();
@ -171,9 +172,14 @@ public class Shell : MonoBehaviour
if(amISpecal) //如果自己是特殊炸弹,则要考虑触发目标的死亡动画
{
if(target!=null)target.SetBool("IsBoomDead",true);
Invoke("StopDeadAnimation",0.2f);
}
impulseSource.GenerateImpulse();
}
private void StopDeadAnimation()
{
target.SetBool("IsBoomDead",false);
}
}

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