任务:实装和完善部分音效,修复场景问题

1.实装玩家回头查看老兵出发对话的情节
2.降低了打开电报机音效的音量
3.更换第二段CG,实现淡入淡出效果
4.当玩家还没修完电话线就和电报机互动,触发对话【没修完呢】
5.将新的出字音效实装到每一个场景
6.解决如果玩家投掷过快会导致无法退出投掷状态的Bug
7.实装大部分BGM
8.给序章战场的假电报机也加上没连完线的对话
9.新增开发者捷径,如果输入。。--。直接判定打完全部句子

(*:建议把碉堡发令员的指挥做成动态的
(*: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。
(*目前碉堡音效出现和消失得十分突然,建议在首尾稍微加一些淡入淡出效果
(*:建议把倒地后的机枪手也加上调查对话

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:
1.实装按键引导
2.更换投掷物堆系统为火堆系统
3.实装第二关最后追逐关卡
4.制作开始界面
5.制作Thanks 4 Play

能看到效果的努力,这回有动力了吧?加油吧
This commit is contained in:
Roman 2021-09-12 02:19:08 +08:00
parent ddce26a870
commit 01a670fb19
29 changed files with 1454 additions and 94 deletions

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View File

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@ -381,7 +381,7 @@ public class M_Player : MonoBehaviour
M_Animator.SetBool("throwingState",false);
M_Animator.SetBool("ReadyToThrow",false);
//为了解决问题需要到下一帧关闭丢出动画指令
yield return new WaitForEndOfFrame();
yield return new WaitForSeconds(1f);
M_Animator.SetBool("NowThrow",false);
}

View File

@ -13,9 +13,11 @@ public class AfterCoding : Event
public BombingArea bombingArea;
[Tooltip("请拖入黑幕")]
public GameObject BlackUI;
[Tooltip("请拖第二关BGM")]
public AudioClip clip;
void Start()
{
OnCall();
//OnCall();
}
public override void OnCall()
{
@ -48,6 +50,7 @@ public class AfterCoding : Event
yield return new WaitForSeconds(1.1f + 3f);//炸死动画1.1秒 + 3秒留给玩家反应
//黑屏一张铺满的黑色UI显示
BlackUI.SetActive(true);
FindObjectOfType<BGMPlayer>().ChangedTheBGM(clip);
yield return new WaitForSeconds(2f);//两秒后,转移场景
SceneManager.LoadScene("第二关");
}

View File

@ -78,8 +78,9 @@ public class VeteranSacrifice : Event
target = origin;
//7.恢复玩家操作地图
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("PlayerNormal");
//8.关闭老兵碰撞体方便玩家回头查看
//8.打开老兵触发器方便玩家回头查看
FindObjectOfType<Veteran>().GetComponent<BoxCollider2D>().isTrigger = true;
FindObjectOfType<Veteran>().isDead = true;
//9.标记自己已经被触发过
hasBeenOnCall = true;
parallax.canParallax = true;

View File

@ -10,6 +10,8 @@ public class WhenTheCodeAndConversationAreCompleted : Event
[Tooltip("请拖入黑幕游戏物体")]
public GameObject blackUI;
private IndexRecoder indexRecoder;
[Tooltip("请拖入序章-战场的BGM")]
public AudioClip clip;
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();
@ -24,6 +26,7 @@ public class WhenTheCodeAndConversationAreCompleted : Event
public override void OnCall()
{
blackUI.SetActive(true);
FindObjectOfType<BGMPlayer>().ChangedTheBGM(clip);
Invoke("LoadScene",indexRecoder.blackUITime);
}

View File

@ -65,7 +65,7 @@ public class IndexRecoder : MonoBehaviour
codeBook.Add("----.","9");
codeBook.Add("-----","0");
stageName = "";
stageName = "准备出发";
}
// Update is called once per frame

View File

@ -2,6 +2,8 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using Fungus;
using UnityEngine.InputSystem;
public class AFakeMachine : Interactive
{
@ -11,6 +13,8 @@ public class AFakeMachine : Interactive
public AudioSource onAudio;
[Tooltip("拖入黑幕游戏物体")]
public GameObject blackUI;
[Tooltip("请拖入序章家中前两幕的背景音乐")]
public AudioClip clip;
void Start()
{
@ -35,12 +39,16 @@ public class AFakeMachine : Interactive
indexRecoder.ChangeStageName("序章-家中-已打码");
onAudio.Play();
blackUI.SetActive(true);
FindObjectOfType<BGMPlayer>().ChangedTheBGM(clip);
Invoke("loadSceneHome",indexRecoder.blackUITime);
}
else
{
//若还没OK之后等策划编写新的内容
Debug.Log("还有线路没有联通");
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
Flowchart.BroadcastFungusMessage("没修完呢");
}
}

View File

@ -10,6 +10,8 @@ public class Door : Interactive
//可交互对象:门的控制类
[Tooltip("拖入黑幕")]
public GameObject blackUI;
[Tooltip("拖入第一关的BGM")]
public AudioClip clip;
public override void OnCall()
{
//在开门演出的多态当门被唤醒显示CG
@ -27,6 +29,7 @@ public class Door : Interactive
// //加载第一关场景
// SceneManager.LoadScene("第一关");
blackUI.SetActive(true);
FindObjectOfType<BGMPlayer>().ChangedTheBGM(clip);
Invoke("LoadScenen",FindObjectOfType<IndexRecoder>().blackUITime);
}
else

View File

@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.InputSystem;
using Fungus;
public class Machine : Interactive
{
@ -62,7 +63,9 @@ public class Machine : Interactive
}
else
{
Debug.Log("还有线路没通");
//如果还有线路没通,弹出对话【没修完呢】
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
Flowchart.BroadcastFungusMessage("没修完呢");
}
}
@ -169,6 +172,10 @@ public class Machine : Interactive
}
Debug.Log("翻译的结果是:"+result);
tempTranslateResult = result;
//开发者捷径,如果翻译结果为"..--.","864246511",直接判定为打完所有句子
if(result == "864246511") OnAllSentenceClear();
//
}
//清除检查者函数。从自身Codeing函数调用每次有新字符输入的时候就调用。

View File

@ -20,6 +20,8 @@ public class MachineGunner : MonoBehaviour
public PolygonCollider2D stone;//
public GunLight gunLight;//枪口的光闪烁控制脚本
[Tooltip("拖入老兵旁边的投掷物堆")]
public BoxCollider2D heap;
void Start()
@ -91,6 +93,9 @@ public class MachineGunner : MonoBehaviour
}
//关闭挡枪石头的碰撞体
stone.enabled = false;
//关闭投掷物堆的触发器
heap.enabled = false;
}
}

View File

@ -9,6 +9,7 @@ public class Veteran : Interactive
//控制老兵的类
private MachineGunner gunner;
private bool hasCalledChat1 = false;//记录自己是否已经呼叫过对话1即【你想送命
public bool isDead = false;//记录自己是否已经牺牲
void Start()
{
gunner = FindObjectOfType<MachineGunner>();
@ -51,9 +52,18 @@ public class Veteran : Interactive
public override void OnCall()
{
//如果能运行到这里,说明敌人已经被击晕了,直接触发对话【你还挺有能耐】
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
Flowchart.BroadcastFungusMessage("你还挺有能耐");
if(!isDead)//如果还没牺牲,触发对话【你还挺有能耐】
{
//如果能运行到这里,说明敌人已经被击晕了,直接触发对话【你还挺有能耐】
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
Flowchart.BroadcastFungusMessage("你还挺有能耐");
}
else//若已经牺牲
{
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
Flowchart.BroadcastFungusMessage("同志安息");
}
}
}

View File

@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BGMPlayer : MonoBehaviour
{
// Start is called before the first frame update
private AudioSource audioPlayer;
private bool isSlowlyStopTheClip;
[Tooltip("请填入BGM切换时淡出原BGM的速度")]
public float fadeSpeed;
private AudioClip newBGM;
private float defulatVolume;
void Start()
{
DontDestroyOnLoad(gameObject);
audioPlayer = GetComponent<AudioSource>();
defulatVolume = audioPlayer.volume;
if(FindObjectsOfType<BGMPlayer>().Length > 1) Destroy(gameObject);
}
// Update is called once per frame
void Update()
{
if(isSlowlyStopTheClip)
{
audioPlayer.volume -= fadeSpeed*Time.deltaTime;
if(audioPlayer.volume.Equals(0f))
{
isSlowlyStopTheClip = false;
audioPlayer.clip = newBGM;
audioPlayer.volume = defulatVolume;
audioPlayer.Play();
}
}
}
public void ChangedTheBGM(AudioClip newBGM)
{
isSlowlyStopTheClip = true;
this.newBGM = newBGM;
}
}

View File

@ -0,0 +1,11 @@
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MonoImporter:
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@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 4c39142a4822aea4fad7555b49f8681f
VideoClipImporter:
externalObjects: {}
serializedVersion: 2
frameRange: 0
startFrame: -1
endFrame: -1
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8
Assets/音乐.meta Normal file
View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: ce5d400b76e7321438ec39e5b56bd9e8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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View File

@ -0,0 +1,22 @@
fileFormatVersion: 2
guid: cabb95da73b9ce1489c8a3f20ab66215
AudioImporter:
externalObjects: {}
serializedVersion: 6
defaultSettings:
loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
platformSettingOverrides: {}
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@ -0,0 +1,22 @@
fileFormatVersion: 2
guid: 7f2888e01f36fda4db0112982c205369
AudioImporter:
externalObjects: {}
serializedVersion: 6
defaultSettings:
loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
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conversionMode: 0
platformSettingOverrides: {}
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@ -0,0 +1,22 @@
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guid: 7c272ac1b16fce34db9cef8ecf2407f8
AudioImporter:
externalObjects: {}
serializedVersion: 6
defaultSettings:
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sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
platformSettingOverrides: {}
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normalize: 1
preloadAudioData: 1
loadInBackground: 0
ambisonic: 0
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userData:
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@ -0,0 +1,22 @@
fileFormatVersion: 2
guid: b88895df6483af843a716e3d4913e6b0
AudioImporter:
externalObjects: {}
serializedVersion: 6
defaultSettings:
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sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
platformSettingOverrides: {}
forceToMono: 0
normalize: 1
preloadAudioData: 1
loadInBackground: 0
ambisonic: 0
3D: 1
userData:
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View File

@ -9,17 +9,17 @@ EditorUserSettings:
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