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propertyPath: m_Name value: "\u6295\u63B7\u7269\u5806 (1)" objectReference: {fileID: 0} + - target: {fileID: 3118168874406839345, guid: a33f3ee35358b11469af30e9a746a630, type: 3} + propertyPath: m_TagString + value: "\u6295\u63B7\u7269\u5806" + objectReference: {fileID: 0} - target: {fileID: 3118168874406839346, guid: a33f3ee35358b11469af30e9a746a630, type: 3} propertyPath: srengthOfThrowing value: 8 diff --git a/Assets/Scripts/M_Player.cs b/Assets/Scripts/M_Player.cs index 2914fc4..66026fb 100644 --- a/Assets/Scripts/M_Player.cs +++ b/Assets/Scripts/M_Player.cs @@ -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); } diff --git a/Assets/Scripts/Shake.cs b/Assets/Scripts/Shake.cs new file mode 100644 index 0000000..63622e2 --- /dev/null +++ b/Assets/Scripts/Shake.cs @@ -0,0 +1,39 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Shake : MonoBehaviour +{ + + + public float shakeAmount = 0.05f; //振幅 + public bool is_shake; + Vector3 first_pos; + + private void Start() + { + first_pos = this.transform.localPosition; + } + + public void StartShake() + { + //if (is_shake) return; + is_shake = true; + } + + public void Update() + { + if (!is_shake) return; + Vector3 pos = first_pos + Random.insideUnitSphere * shakeAmount; + pos.y = transform.localPosition.y; + transform.localPosition = pos; + } + + public void EndShake() + { + is_shake = false; + first_pos.y = transform.localPosition.y; + transform.localPosition = first_pos; + } + +} \ No newline at end of file diff --git a/Assets/Scripts/Shake.cs.meta b/Assets/Scripts/Shake.cs.meta new file mode 100644 index 0000000..20ea3e7 --- /dev/null +++ b/Assets/Scripts/Shake.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d80a3e3469191664c9c5dbaf68995cbf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/事件/AHeapSpecialEvent.cs b/Assets/Scripts/事件/AHeapSpecialEvent.cs new file mode 100644 index 0000000..3dcaa40 --- /dev/null +++ b/Assets/Scripts/事件/AHeapSpecialEvent.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AHeapSpecialEvent : Event +{ + [Tooltip("拖入火把预制体,在触发事件时将其赋值给玩家,使玩家投掷出的是火把而不是石块")] + public GameObject fireObj; + [Tooltip("拖入普通石子的预制体,用来恢复玩家的投掷系统")] + public GameObject oldObj; + //投掷物堆的特殊事件,当这个投掷物堆是篝火时,在他被唤醒的瞬间,我们要对玩家做一些更改 + //当然,如果结束了投掷,记得关闭这些更改 + public override void OnCall() + { + //2.更换玩家投掷物预制体的指针,使其指向火把的预制体 + FindObjectOfType().missile = fireObj; + } + +} diff --git a/Assets/Scripts/事件/AHeapSpecialEvent.cs.meta b/Assets/Scripts/事件/AHeapSpecialEvent.cs.meta new file mode 100644 index 0000000..9e04975 --- /dev/null +++ b/Assets/Scripts/事件/AHeapSpecialEvent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0b8e39d2051853b43bc29648f518a5ef +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/事件/AfterCoding.cs b/Assets/Scripts/事件/AfterCoding.cs index 1460baf..bced9d5 100644 --- a/Assets/Scripts/事件/AfterCoding.cs +++ b/Assets/Scripts/事件/AfterCoding.cs @@ -13,6 +13,8 @@ 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(); @@ -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().ChangedTheBGM(clip); yield return new WaitForSeconds(2f);//两秒后,转移场景 SceneManager.LoadScene("第二关"); } diff --git a/Assets/Scripts/事件/Chasing.cs b/Assets/Scripts/事件/Chasing.cs new file mode 100644 index 0000000..cd3a8c7 --- /dev/null +++ b/Assets/Scripts/事件/Chasing.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Chasing : Event +{ + //控制追逐战触发的事件代码 + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + public void OnTriggerEnter2D(Collider2D other) + { + if(other.tag == "Player") + { + + } + } +} diff --git a/Assets/Scripts/事件/Chasing.cs.meta b/Assets/Scripts/事件/Chasing.cs.meta new file mode 100644 index 0000000..980333a --- /dev/null +++ b/Assets/Scripts/事件/Chasing.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cfa2ffb3b85580f448955c25c3e86b29 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/事件/FirstHeapOnCall.cs b/Assets/Scripts/事件/FirstHeapOnCall.cs new file mode 100644 index 0000000..608d5ee --- /dev/null +++ b/Assets/Scripts/事件/FirstHeapOnCall.cs @@ -0,0 +1,13 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FirstHeapOnCall : Event +{ + [Tooltip("请拖入投掷系统的操作提示游戏物体")] + public GameObject OpInfo; + public override void OnCall() + { + OpInfo.SetActive(true); + } +} diff --git a/Assets/Scripts/事件/FirstHeapOnCall.cs.meta b/Assets/Scripts/事件/FirstHeapOnCall.cs.meta new file mode 100644 index 0000000..982d008 --- /dev/null +++ b/Assets/Scripts/事件/FirstHeapOnCall.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9ff1e2de47fab944482835a21920d0b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/事件/OperationsInfo.cs b/Assets/Scripts/事件/OperationsInfo.cs new file mode 100644 index 0000000..63c81ba --- /dev/null +++ b/Assets/Scripts/事件/OperationsInfo.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class OperationsInfo : MonoBehaviour +{ + //操作说明类,当玩家进入触发器,显示图片,当离开触发器,关闭图片 + public bool isIn = false; + public SpriteRenderer spriteRenderer; + [Tooltip("填入提示消隐和出现的速度")] + public float speed; + [Tooltip("请输入此操作提示仅在哪一个多态中显示,若不填,则每一个多态都显示")] + public string showStageName; + void Start() + { + spriteRenderer = GetComponent(); + } + void Update() + { + if(isIn && spriteRenderer.color.a < 1) + { + spriteRenderer.color = new Color( + //RBG不变 + spriteRenderer.color.r,spriteRenderer.color.g,spriteRenderer.color.b, + //a变大 + spriteRenderer.color.a + speed * Time.deltaTime + ); + } + if(!isIn && spriteRenderer.color.a > 0) + { + spriteRenderer.color = new Color( + //RBG不变 + spriteRenderer.color.r,spriteRenderer.color.g,spriteRenderer.color.b, + //a变小 + spriteRenderer.color.a - speed * Time.deltaTime + ); + } + } + void OnTriggerEnter2D(Collider2D other) + { + if(other.tag == "Player") + { + if(showStageName == "" //如果没有指定发挥作用的多态 + || showStageName.Equals(FindObjectOfType().stageName))//或者目前就是发挥作用的多态 + //当玩家进入 + isIn = true;//标记自身显示 + } + } + void OnTriggerExit2D(Collider2D other) + { + if(other.tag == "Player") + { + //当玩家退出 + isIn = false; + } + } +} diff --git a/Assets/Scripts/事件/OperationsInfo.cs.meta b/Assets/Scripts/事件/OperationsInfo.cs.meta new file mode 100644 index 0000000..dc427f7 --- /dev/null +++ b/Assets/Scripts/事件/OperationsInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5e78d9b42910bcd43ac0b5d132ec13d2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/事件/VeteranSacrifice.cs b/Assets/Scripts/事件/VeteranSacrifice.cs index 3d4e903..6067fa2 100644 --- a/Assets/Scripts/事件/VeteranSacrifice.cs +++ b/Assets/Scripts/事件/VeteranSacrifice.cs @@ -78,8 +78,9 @@ public class VeteranSacrifice : Event target = origin; //7.恢复玩家操作地图 FindObjectOfType().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().GetComponent().isTrigger = true; + FindObjectOfType().isDead = true; //9.标记自己已经被触发过 hasBeenOnCall = true; parallax.canParallax = true; diff --git a/Assets/Scripts/事件/WhenTheCodeAndConversationAreCompleted.cs b/Assets/Scripts/事件/WhenTheCodeAndConversationAreCompleted.cs index 6b4f8ae..8831339 100644 --- a/Assets/Scripts/事件/WhenTheCodeAndConversationAreCompleted.cs +++ b/Assets/Scripts/事件/WhenTheCodeAndConversationAreCompleted.cs @@ -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(); @@ -24,6 +26,7 @@ public class WhenTheCodeAndConversationAreCompleted : Event public override void OnCall() { blackUI.SetActive(true); + FindObjectOfType().ChangedTheBGM(clip); Invoke("LoadScene",indexRecoder.blackUITime); } diff --git a/Assets/Scripts/信息相关/IndexRecoder.cs b/Assets/Scripts/信息相关/IndexRecoder.cs index 714c414..cd73bb6 100644 --- a/Assets/Scripts/信息相关/IndexRecoder.cs +++ b/Assets/Scripts/信息相关/IndexRecoder.cs @@ -65,7 +65,7 @@ public class IndexRecoder : MonoBehaviour codeBook.Add("----.","9"); codeBook.Add("-----","0"); - stageName = ""; + stageName = "序章-家中-未打码"; } // Update is called once per frame diff --git a/Assets/Scripts/具象物体/AFakeMachine.cs b/Assets/Scripts/具象物体/AFakeMachine.cs index 9437047..66da3a8 100644 --- a/Assets/Scripts/具象物体/AFakeMachine.cs +++ b/Assets/Scripts/具象物体/AFakeMachine.cs @@ -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().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().SwitchCurrentActionMap("NullMap"); + Flowchart.BroadcastFungusMessage("没修完呢"); + } } diff --git a/Assets/Scripts/具象物体/Blockhouse.cs b/Assets/Scripts/具象物体/Blockhouse.cs index b119cd8..40ac450 100644 --- a/Assets/Scripts/具象物体/Blockhouse.cs +++ b/Assets/Scripts/具象物体/Blockhouse.cs @@ -78,7 +78,7 @@ public class Blockhouse : MonoBehaviour warningUI.sprite = done; //播放警告音效 audioPlayer.clip = warningSounds[(int)Random.Range(0,warningSounds.Length)]; - audioPlayer.volume = 0.8f; + audioPlayer.volume = 0.5f; audioPlayer.Play(); } else diff --git a/Assets/Scripts/具象物体/Bommer.cs b/Assets/Scripts/具象物体/Bommer.cs new file mode 100644 index 0000000..b0e79d5 --- /dev/null +++ b/Assets/Scripts/具象物体/Bommer.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Cinemachine; + +public class Bommer : MonoBehaviour +{ + //用来控制机枪手那里的炸弹的代码 + [Tooltip("想要炸弹被点燃后多长时间爆炸?")] + public float boomTime = 2f; + [Tooltip("拖入石子")] + public GameObject realMissile; + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + public void OnTriggerEnter2D(Collider2D other) + { + if(other.tag == "投掷物") + { + // Invoke("Boom",boomTime); + StartCoroutine("Boom"); + } + } + + private IEnumerator Boom() + { + yield return new WaitForSeconds(boomTime); + CinemachineImpulseSource impulseSource; + impulseSource = GetComponent(); + impulseSource.GenerateImpulse(); + //播放爆炸音效 + GetComponent().Play(); + //1.播放自身爆炸动画 + GetComponent().sortingLayerName = "front";//调整图层上前 + GetComponent().SetBool("IsBoom",true); + yield return new WaitForSeconds(0.3f); + //2.通知机枪手 + FindObjectOfType().BoomerHasBoom(); + + FindObjectOfType().missile = realMissile; + } + + //动画末尾调用 + public void DestroySelf() + { + GetComponent().color = new Color(1,1,1,0); + GetComponent().enabled = false; + } +} diff --git a/Assets/Scripts/具象物体/Bommer.cs.meta b/Assets/Scripts/具象物体/Bommer.cs.meta new file mode 100644 index 0000000..bd6a929 --- /dev/null +++ b/Assets/Scripts/具象物体/Bommer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 605130df4cc21804c801eb16be5e58ec +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/具象物体/Door.cs b/Assets/Scripts/具象物体/Door.cs index 07d4e6c..ec3ba78 100644 --- a/Assets/Scripts/具象物体/Door.cs +++ b/Assets/Scripts/具象物体/Door.cs @@ -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().ChangedTheBGM(clip); Invoke("LoadScenen",FindObjectOfType().blackUITime); } else diff --git a/Assets/Scripts/具象物体/Machine.cs b/Assets/Scripts/具象物体/Machine.cs index 67c57f9..b69e1d8 100644 --- a/Assets/Scripts/具象物体/Machine.cs +++ b/Assets/Scripts/具象物体/Machine.cs @@ -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().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。 diff --git a/Assets/Scripts/具象物体/MachineGunner.cs b/Assets/Scripts/具象物体/MachineGunner.cs index d617b8a..b785e6c 100644 --- a/Assets/Scripts/具象物体/MachineGunner.cs +++ b/Assets/Scripts/具象物体/MachineGunner.cs @@ -20,6 +20,10 @@ 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; + + public Shake shake; void Start() @@ -45,6 +49,7 @@ public class MachineGunner : MonoBehaviour //GetComponent().color = Color.red; //播放开火动画 gunnerAudio.Play(); + shake.is_shake = true; gunLight.isFire = true; person.SetBool("IsFiring",true); gun.SetBool("IsFiring",true); @@ -72,6 +77,7 @@ public class MachineGunner : MonoBehaviour { if(other.gameObject.tag == "投掷物") { + shake.is_shake = false;//控制石堆震动 gunLight.isFire = false; gunnerAudio.Stop();//关闭音效 hasBeHit = true;//标记自身已被击中 @@ -91,8 +97,38 @@ 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; + } } + + //由于机枪手这里大改,必须重新写底层代码了。这里是炸弹引爆后的环节 + public void BoomerHasBoom() + { + gunLight.isFire = false; + shake.is_shake = false;//控制石堆震动 + gunnerAudio.Stop();//关闭音效 + hasBeHit = true;//标记自身已被击中 + //关闭开火动画 + gun.SetBool("IsFiring",false); + groundFireAnimation.SetBool("IsFiring",false); + groundFireAnimation2.SetBool("IsFiring",false); + gunFireAnimation.SetBool("IsFiring",false); + //播放死亡动画 + person.SetBool("IsDead",true); + //把上坑点2激活 + UpPoint2.SetActive(true); + //关闭自身碰撞体 + foreach(BoxCollider2D collider in GetComponents()) + { + collider.enabled = false; + } + //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; + } public bool AreYouOK(){return !hasBeHit;}//返回机枪手状态是否良好,如果被打,则返回状态不好 diff --git a/Assets/Scripts/具象物体/Mine.cs b/Assets/Scripts/具象物体/Mine.cs index f453d4b..fca21d5 100644 --- a/Assets/Scripts/具象物体/Mine.cs +++ b/Assets/Scripts/具象物体/Mine.cs @@ -1,6 +1,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using Cinemachine; public class Mine : MonoBehaviour { @@ -8,10 +9,12 @@ public class Mine : MonoBehaviour private Animator animator; public AudioSource boomAudio;//地雷爆炸音效 + private CinemachineImpulseSource cinemachineImpulseSource; // Start is called before the first frame update void Start() { animator = GetComponent(); + cinemachineImpulseSource = GetComponent(); } // Update is called once per frame @@ -35,13 +38,16 @@ public class Mine : MonoBehaviour Debug.Log("玩家踩到地雷了"); animator.SetBool("IsBoom",true); boomAudio.Play(); + cinemachineImpulseSource.GenerateImpulse(); 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"); Destroy(other.gameObject); animator.SetBool("IsBoom",true); boomAudio.Play(); + cinemachineImpulseSource.GenerateImpulse(); break; } + } } diff --git a/Assets/Scripts/具象物体/MissileHeap.cs b/Assets/Scripts/具象物体/MissileHeap.cs index 100a441..7f2bd15 100644 --- a/Assets/Scripts/具象物体/MissileHeap.cs +++ b/Assets/Scripts/具象物体/MissileHeap.cs @@ -6,10 +6,14 @@ public class MissileHeap : Interactive { [Tooltip("请填入此堆投掷物需要的投掷力度")] public float srengthOfThrowing; + [Tooltip("第一个投掷物堆需要显示按键提示,拖入这个事件")] + public Event OnCallEvent; public override void OnCall() { //通知玩家进入投掷状态 FindObjectOfType().EnterThrowingState(); FindObjectOfType().ChangeStrengthOfThrowingTo(srengthOfThrowing); + //如果有的话,触发一下触发事件 + if(OnCallEvent != null ) OnCallEvent.OnCall(); } } diff --git a/Assets/Scripts/具象物体/Stone.cs b/Assets/Scripts/具象物体/Stone.cs index 2884b13..255752f 100644 --- a/Assets/Scripts/具象物体/Stone.cs +++ b/Assets/Scripts/具象物体/Stone.cs @@ -8,6 +8,8 @@ public class Stone : MonoBehaviour [Tooltip("投掷物堆的游戏物体,请拖入预制体。石头被剧情杀炸毁后,将生成这样一个投掷物堆")] public GameObject missile; private delegate Vector3 Down(Vector3 pos); + [Tooltip("由此石块生成的投掷物堆需要一个触发时事件,在这里给其赋值")] + public Event heapOnCallEvent; //如果被特殊炮弹击中 @@ -29,6 +31,8 @@ public class Stone : MonoBehaviour down(transform.position), Quaternion.identity).GetComponent();//原地生成投掷物堆,并获取其投掷物堆控制组件 heap.srengthOfThrowing = 15;//修改生成投掷物堆的力度 + heap.OnCallEvent = heapOnCallEvent; + heap.gameObject.tag = "投掷物堆"; Destroy(gameObject); } } diff --git a/Assets/Scripts/具象物体/Veteran.cs b/Assets/Scripts/具象物体/Veteran.cs index f0eeea6..dc4676c 100644 --- a/Assets/Scripts/具象物体/Veteran.cs +++ b/Assets/Scripts/具象物体/Veteran.cs @@ -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(); @@ -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().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().SwitchCurrentActionMap("NullMap"); + Flowchart.BroadcastFungusMessage("你还挺有能耐"); + } + else//若已经牺牲 + { + FindObjectOfType().SwitchCurrentActionMap("NullMap"); + Flowchart.BroadcastFungusMessage("同志安息"); + } + } } diff --git a/Assets/Scripts/抽象的东西/BGMPlayer.cs b/Assets/Scripts/抽象的东西/BGMPlayer.cs new file mode 100644 index 0000000..c95ba80 --- /dev/null +++ b/Assets/Scripts/抽象的东西/BGMPlayer.cs @@ -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(); + defulatVolume = audioPlayer.volume; + if(FindObjectsOfType().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; + } +} diff --git a/Assets/Scripts/抽象的东西/BGMPlayer.cs.meta b/Assets/Scripts/抽象的东西/BGMPlayer.cs.meta new file mode 100644 index 0000000..1d9a96b --- /dev/null +++ b/Assets/Scripts/抽象的东西/BGMPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5abcc5e22bfdfe946a436b653015ecc8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/抽象的东西/OpTipsOnHead.cs b/Assets/Scripts/抽象的东西/OpTipsOnHead.cs new file mode 100644 index 0000000..f6e007f --- /dev/null +++ b/Assets/Scripts/抽象的东西/OpTipsOnHead.cs @@ -0,0 +1,92 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class OpTipsOnHead : OperationsInfo +{ + private M_Player player; + private Transform point;//显示这个提示的点位,在玩家的头上。为了避免转向问题所以稍微绕了一点 + private IndexRecoder indexRecoder; + void Start() + { + player = FindObjectOfType(); + spriteRenderer = GetComponent(); + point = player.transform.Find("头顶提示点位"); + indexRecoder = FindObjectOfType(); + } + + void Update() + { + CheckPlayerCatchedAndRun(); + if(isIn && spriteRenderer.color.a < 1) + { + spriteRenderer.color = new Color( + //RBG不变 + spriteRenderer.color.r,spriteRenderer.color.g,spriteRenderer.color.b, + //a变大 + spriteRenderer.color.a + speed * Time.deltaTime + ); + } + if(!isIn && spriteRenderer.color.a > 0) + { + spriteRenderer.color = new Color( + //RBG不变 + spriteRenderer.color.r,spriteRenderer.color.g,spriteRenderer.color.b, + //a变小 + spriteRenderer.color.a - speed * Time.deltaTime + ); + } + + transform.position = point.position; + } + private void CheckPlayerCatchedAndRun() + { + if(player.catched != null) + { + switch(player.catched.gameObject.tag) + { + case "门": + if(indexRecoder.stageName == "开门演出" || indexRecoder.stageName == "准备出发") + isIn = true; + break; + case "镜子": + if(indexRecoder.stageName != "准备出发") + isIn = true; + break; + case "水缸": + isIn = true; + break; + case "父亲": + isIn = true; + break; + case "电话线": + TelephoneLine telephoneLine = (TelephoneLine)player.catched; + if(!telephoneLine.HasTheBePrepared()) + { + isIn = true; + } + else + isIn = false; + break; + case "电报机": + isIn = true; + break; + case "地图": + isIn = true; + break; + case "任务书": + isIn = true; + break; + case "投掷物堆": + isIn = true; + 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userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/音乐/高铭 - 无助.mp3 b/Assets/音乐/高铭 - 无助.mp3 new file mode 100644 index 0000000..8d10208 Binary files /dev/null and b/Assets/音乐/高铭 - 无助.mp3 differ diff --git a/Assets/音乐/高铭 - 无助.mp3.meta b/Assets/音乐/高铭 - 无助.mp3.meta new file mode 100644 index 0000000..971977b --- /dev/null +++ b/Assets/音乐/高铭 - 无助.mp3.meta @@ -0,0 +1,22 @@ +fileFormatVersion: 2 +guid: 7c272ac1b16fce34db9cef8ecf2407f8 +AudioImporter: + externalObjects: {} + serializedVersion: 6 + defaultSettings: + loadType: 0 + sampleRateSetting: 0 + sampleRateOverride: 44100 + compressionFormat: 1 + quality: 1 + conversionMode: 0 + platformSettingOverrides: {} + forceToMono: 0 + normalize: 1 + preloadAudioData: 1 + loadInBackground: 0 + ambisonic: 0 + 3D: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/音乐/高铭 - 无法挣脱.mp3 b/Assets/音乐/高铭 - 无法挣脱.mp3 new file mode 100644 index 0000000..ac03325 Binary files /dev/null and b/Assets/音乐/高铭 - 无法挣脱.mp3 differ diff --git a/Assets/音乐/高铭 - 无法挣脱.mp3.meta b/Assets/音乐/高铭 - 无法挣脱.mp3.meta new file mode 100644 index 0000000..fc82d16 --- /dev/null +++ b/Assets/音乐/高铭 - 无法挣脱.mp3.meta @@ -0,0 +1,22 @@ +fileFormatVersion: 2 +guid: b88895df6483af843a716e3d4913e6b0 +AudioImporter: + externalObjects: {} + serializedVersion: 6 + defaultSettings: + loadType: 0 + sampleRateSetting: 0 + sampleRateOverride: 44100 + compressionFormat: 1 + quality: 1 + conversionMode: 0 + platformSettingOverrides: {} + forceToMono: 0 + normalize: 1 + preloadAudioData: 1 + loadInBackground: 0 + ambisonic: 0 + 3D: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Logs/ApiUpdaterCheck.txt b/Logs/ApiUpdaterCheck.txt index 1283ff2..3636ed1 100644 --- a/Logs/ApiUpdaterCheck.txt +++ b/Logs/ApiUpdaterCheck.txt @@ -538,3 +538,13 @@ C# parse time : 723ms candidates check time : 30ms console write time : 0ms +[api-updater (non-obsolete-error-filter)] 2021/9/12 16:42:08 : Starting D:/unity3.7/Unity/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe +[api-updater (non-obsolete-error-filter)] +---------------------------------- +jit/startup time : 655.7105ms +moved types parse time: 49ms +candidates parse time : 1ms +C# parse time : -1ms +candidates check time : -1ms +console write time : -1ms + diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 26a5497..3383e40 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -13,6 +13,13 @@ TagManager: - "\u8001\u5175" - "\u7535\u62A5\u673A" - "\u7206\u70B8\u70B9" + - "\u95E8" + - "\u955C\u5B50" + - "\u6C34\u7F38" + - "\u7236\u4EB2" + - "\u5730\u56FE" + - "\u4EFB\u52A1\u4E66" + - "\u6295\u63B7\u7269\u5806" layers: - Default - TransparentFX diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 0235313..e94d399 100644 --- a/UserSettings/EditorUserSettings.asset +++ 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