Accept Merge Request #44: (RomanVersion -> master)

Merge Request: 基本完成投掷框架

Created By: @Roman
Accepted By: @Roman
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/44
This commit is contained in:
Roman 2021-07-23 01:22:24 +08:00
commit 1555869116
10 changed files with 905 additions and 22 deletions

View File

@ -185,6 +185,175 @@ public class @Player : IInputActionCollection, IDisposable
""isPartOfComposite"": false
}
]
},
{
""name"": ""NullMap"",
""id"": ""c4624120-51ed-40d4-859d-23407e1af549"",
""actions"": [
{
""name"": ""New action"",
""type"": ""Button"",
""id"": ""beabb251-6f14-495d-9364-88119e0f9bf0"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
}
],
""bindings"": [
{
""name"": """",
""id"": ""ae26865a-51e7-44ff-aea5-7c92da228cef"",
""path"": """",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""New action"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
{
""name"": ""PlayerInThrowing"",
""id"": ""ce68185c-0387-41f3-b3e6-fa39ba2919e5"",
""actions"": [
{
""name"": ""Quit"",
""type"": ""Button"",
""id"": ""078b3370-2cb6-4574-9156-0146ae814573"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
},
{
""name"": ""Throw"",
""type"": ""Button"",
""id"": ""6bab4454-55d6-409c-9736-d1640a407628"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
},
{
""name"": ""AdjustTheAngle"",
""type"": ""Value"",
""id"": ""fddd4068-5ae8-4c1a-8498-4c8c30327f57"",
""expectedControlType"": ""Axis"",
""processors"": """",
""interactions"": """"
}
],
""bindings"": [
{
""name"": """",
""id"": ""4c3ccd32-0010-4273-951a-4280201b6418"",
""path"": ""<Gamepad>/buttonEast"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Quit"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""e28bf435-0e2c-4e22-887e-66dc54eb99c2"",
""path"": ""<Keyboard>/k"",
""interactions"": """",
""processors"": """",
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""action"": ""Quit"",
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{
""name"": """",
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""path"": ""<Keyboard>/shift"",
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},
{
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""path"": ""<Gamepad>/rightTrigger"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Throw"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": ""1D Axis"",
""id"": ""ea410c6c-a556-403c-8a68-002f5b70e7c0"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""AdjustTheAngle"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""96e2ca69-cab5-4c52-8bf7-8e3e98800a2f"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""AdjustTheAngle"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""c016c203-a320-411b-9ec1-2dadd19d628a"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""AdjustTheAngle"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""1D Axis"",
""id"": ""85e86d8c-ef51-4e91-9833-416f07830ef7"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""AdjustTheAngle"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""dbde76be-6fa4-4ffa-b56c-889e98ce208a"",
""path"": ""<Gamepad>/leftStick/down"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""AdjustTheAngle"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""b0d81269-947f-44bf-9dc6-4f11746d6eb2"",
""path"": ""<Gamepad>/leftStick/up"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""AdjustTheAngle"",
""isComposite"": false,
""isPartOfComposite"": true
}
]
}
],
""controlSchemes"": [
@ -212,6 +381,14 @@ public class @Player : IInputActionCollection, IDisposable
m_PlayerNormal_Run = m_PlayerNormal.FindAction("Run", throwIfNotFound: true);
m_PlayerNormal_Interaction = m_PlayerNormal.FindAction("Interaction", throwIfNotFound: true);
m_PlayerNormal_Coding = m_PlayerNormal.FindAction("Coding", throwIfNotFound: true);
// NullMap
m_NullMap = asset.FindActionMap("NullMap", throwIfNotFound: true);
m_NullMap_Newaction = m_NullMap.FindAction("New action", throwIfNotFound: true);
// PlayerInThrowing
m_PlayerInThrowing = asset.FindActionMap("PlayerInThrowing", throwIfNotFound: true);
m_PlayerInThrowing_Quit = m_PlayerInThrowing.FindAction("Quit", throwIfNotFound: true);
m_PlayerInThrowing_Throw = m_PlayerInThrowing.FindAction("Throw", throwIfNotFound: true);
m_PlayerInThrowing_AdjustTheAngle = m_PlayerInThrowing.FindAction("AdjustTheAngle", throwIfNotFound: true);
}
public void Dispose()
@ -314,6 +491,88 @@ public class @Player : IInputActionCollection, IDisposable
}
}
public PlayerNormalActions @PlayerNormal => new PlayerNormalActions(this);
// NullMap
private readonly InputActionMap m_NullMap;
private INullMapActions m_NullMapActionsCallbackInterface;
private readonly InputAction m_NullMap_Newaction;
public struct NullMapActions
{
private @Player m_Wrapper;
public NullMapActions(@Player wrapper) { m_Wrapper = wrapper; }
public InputAction @Newaction => m_Wrapper.m_NullMap_Newaction;
public InputActionMap Get() { return m_Wrapper.m_NullMap; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(NullMapActions set) { return set.Get(); }
public void SetCallbacks(INullMapActions instance)
{
if (m_Wrapper.m_NullMapActionsCallbackInterface != null)
{
@Newaction.started -= m_Wrapper.m_NullMapActionsCallbackInterface.OnNewaction;
@Newaction.performed -= m_Wrapper.m_NullMapActionsCallbackInterface.OnNewaction;
@Newaction.canceled -= m_Wrapper.m_NullMapActionsCallbackInterface.OnNewaction;
}
m_Wrapper.m_NullMapActionsCallbackInterface = instance;
if (instance != null)
{
@Newaction.started += instance.OnNewaction;
@Newaction.performed += instance.OnNewaction;
@Newaction.canceled += instance.OnNewaction;
}
}
}
public NullMapActions @NullMap => new NullMapActions(this);
// PlayerInThrowing
private readonly InputActionMap m_PlayerInThrowing;
private IPlayerInThrowingActions m_PlayerInThrowingActionsCallbackInterface;
private readonly InputAction m_PlayerInThrowing_Quit;
private readonly InputAction m_PlayerInThrowing_Throw;
private readonly InputAction m_PlayerInThrowing_AdjustTheAngle;
public struct PlayerInThrowingActions
{
private @Player m_Wrapper;
public PlayerInThrowingActions(@Player wrapper) { m_Wrapper = wrapper; }
public InputAction @Quit => m_Wrapper.m_PlayerInThrowing_Quit;
public InputAction @Throw => m_Wrapper.m_PlayerInThrowing_Throw;
public InputAction @AdjustTheAngle => m_Wrapper.m_PlayerInThrowing_AdjustTheAngle;
public InputActionMap Get() { return m_Wrapper.m_PlayerInThrowing; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(PlayerInThrowingActions set) { return set.Get(); }
public void SetCallbacks(IPlayerInThrowingActions instance)
{
if (m_Wrapper.m_PlayerInThrowingActionsCallbackInterface != null)
{
@Quit.started -= m_Wrapper.m_PlayerInThrowingActionsCallbackInterface.OnQuit;
@Quit.performed -= m_Wrapper.m_PlayerInThrowingActionsCallbackInterface.OnQuit;
@Quit.canceled -= m_Wrapper.m_PlayerInThrowingActionsCallbackInterface.OnQuit;
@Throw.started -= m_Wrapper.m_PlayerInThrowingActionsCallbackInterface.OnThrow;
@Throw.performed -= m_Wrapper.m_PlayerInThrowingActionsCallbackInterface.OnThrow;
@Throw.canceled -= m_Wrapper.m_PlayerInThrowingActionsCallbackInterface.OnThrow;
@AdjustTheAngle.started -= m_Wrapper.m_PlayerInThrowingActionsCallbackInterface.OnAdjustTheAngle;
@AdjustTheAngle.performed -= m_Wrapper.m_PlayerInThrowingActionsCallbackInterface.OnAdjustTheAngle;
@AdjustTheAngle.canceled -= m_Wrapper.m_PlayerInThrowingActionsCallbackInterface.OnAdjustTheAngle;
}
m_Wrapper.m_PlayerInThrowingActionsCallbackInterface = instance;
if (instance != null)
{
@Quit.started += instance.OnQuit;
@Quit.performed += instance.OnQuit;
@Quit.canceled += instance.OnQuit;
@Throw.started += instance.OnThrow;
@Throw.performed += instance.OnThrow;
@Throw.canceled += instance.OnThrow;
@AdjustTheAngle.started += instance.OnAdjustTheAngle;
@AdjustTheAngle.performed += instance.OnAdjustTheAngle;
@AdjustTheAngle.canceled += instance.OnAdjustTheAngle;
}
}
}
public PlayerInThrowingActions @PlayerInThrowing => new PlayerInThrowingActions(this);
private int m_PlayerSchemeIndex = -1;
public InputControlScheme PlayerScheme
{
@ -330,4 +589,14 @@ public class @Player : IInputActionCollection, IDisposable
void OnInteraction(InputAction.CallbackContext context);
void OnCoding(InputAction.CallbackContext context);
}
public interface INullMapActions
{
void OnNewaction(InputAction.CallbackContext context);
}
public interface IPlayerInThrowingActions
{
void OnQuit(InputAction.CallbackContext context);
void OnThrow(InputAction.CallbackContext context);
void OnAdjustTheAngle(InputAction.CallbackContext context);
}
}

View File

@ -172,6 +172,175 @@
"isPartOfComposite": false
}
]
},
{
"name": "NullMap",
"id": "c4624120-51ed-40d4-859d-23407e1af549",
"actions": [
{
"name": "New action",
"type": "Button",
"id": "beabb251-6f14-495d-9364-88119e0f9bf0",
"expectedControlType": "Button",
"processors": "",
"interactions": ""
}
],
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"name": "",
"id": "ae26865a-51e7-44ff-aea5-7c92da228cef",
"path": "",
"interactions": "",
"processors": "",
"groups": "",
"action": "New action",
"isComposite": false,
"isPartOfComposite": false
}
]
},
{
"name": "PlayerInThrowing",
"id": "ce68185c-0387-41f3-b3e6-fa39ba2919e5",
"actions": [
{
"name": "Quit",
"type": "Button",
"id": "078b3370-2cb6-4574-9156-0146ae814573",
"expectedControlType": "Button",
"processors": "",
"interactions": ""
},
{
"name": "Throw",
"type": "Button",
"id": "6bab4454-55d6-409c-9736-d1640a407628",
"expectedControlType": "Button",
"processors": "",
"interactions": ""
},
{
"name": "AdjustTheAngle",
"type": "Value",
"id": "fddd4068-5ae8-4c1a-8498-4c8c30327f57",
"expectedControlType": "Axis",
"processors": "",
"interactions": ""
}
],
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{
"name": "",
"id": "4c3ccd32-0010-4273-951a-4280201b6418",
"path": "<Gamepad>/buttonEast",
"interactions": "",
"processors": "",
"groups": "Player",
"action": "Quit",
"isComposite": false,
"isPartOfComposite": false
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"interactions": "",
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"groups": "Player",
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{
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"groups": "Player",
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"interactions": "",
"processors": "",
"groups": "Player",
"action": "Throw",
"isComposite": false,
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{
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"groups": "",
"action": "AdjustTheAngle",
"isComposite": true,
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{
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"id": "96e2ca69-cab5-4c52-8bf7-8e3e98800a2f",
"path": "<Keyboard>/s",
"interactions": "",
"processors": "",
"groups": "Player",
"action": "AdjustTheAngle",
"isComposite": false,
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{
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"path": "<Keyboard>/w",
"interactions": "",
"processors": "",
"groups": "Player",
"action": "AdjustTheAngle",
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{
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"id": "dbde76be-6fa4-4ffa-b56c-889e98ce208a",
"path": "<Gamepad>/leftStick/down",
"interactions": "",
"processors": "",
"groups": "Player",
"action": "AdjustTheAngle",
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"isPartOfComposite": true
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{
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"interactions": "",
"processors": "",
"groups": "Player",
"action": "AdjustTheAngle",
"isComposite": false,
"isPartOfComposite": true
}
]
}
],
"controlSchemes": [

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@ -4758,6 +4943,8 @@ MonoBehaviour:
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@ -4894,6 +5081,46 @@ MonoBehaviour:
m_CallState: 2
m_ActionId: f7af9390-5dad-4c80-a4a7-83d8314f8e88
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m_ActionId: 078b3370-2cb6-4574-9156-0146ae814573
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m_DefaultActionMap: PlayerNormal
@ -4960,7 +5187,8 @@ Transform:
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strengthOfThrowing: 5
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View File

@ -32,7 +32,10 @@ public class IndexRecoder : MonoBehaviour
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;
void Start()
{

View File

@ -15,21 +15,29 @@ public class M_Player : MonoBehaviour
//public GameObject bullet;//子弹预制体
private int faceDir;//面部朝向,-1、1
private float runSpeedMultiple = 1f;//速度倍率,在按下和释放跑步后被修改
[Tooltip("所捕捉到的可交互对象,不要手动赋值,这个会自己捕捉")]
public Interactive catched;//所捕捉到的可交互对象
private bool throwingState = false;//记录当前是否在投掷状态
private PlayerInput playerInput;//自身输入组件,用来切换操控地图
private bool canAdjustTheAngle = false;//记录此时自己是否能调整投掷角度
private float throwingAngle = 45f;//记录投掷的角度.默认是45°
private float throwingAngleDir;//记录此时投掷角度变化的速度,包括大小和方向,-1~1表示
[Tooltip("投掷物的预制体")]
public GameObject missile;//投掷物的预制体
[Tooltip("投掷物抛出点")]
public Transform throwOffset;//记录一下抛出点的位置
void Start()
{
//获取数值记录组件,方便策划修改暴露参数
indexRecoder = FindObjectOfType<IndexRecoder>();
//获取自身刚体组件
m_rigidbody = GetComponent<Rigidbody2D>();
//默认面部朝右
faceDir = 1;
indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数
m_rigidbody = GetComponent<Rigidbody2D>();//获取自身刚体组件
faceDir = 1;//默认面部朝右
playerInput = GetComponent<PlayerInput>(); //获取自身输入组件
}
// Update is called once per frame
void Update()
{
AdjustTheAngle();
}
void FixedUpdate()
@ -37,6 +45,21 @@ public class M_Player : MonoBehaviour
Move();
}
private void AdjustTheAngle()
{
if(canAdjustTheAngle)//如果玩家正在调整角度
{
throwingAngle += throwingAngleDir//则让现在的抛出角度加上变化的速度
* indexRecoder.rateOfChangeOfThrowingAngle//乘以变化的速率
* Time.deltaTime;//使其与时间无关
Debug.DrawLine(transform.position,
new Vector3(transform.position.x + 100*Mathf.Cos(throwingAngle),
transform.position.y + 100*Mathf.Sin(throwingAngle),
transform.position.z),
Color.red);
}
}
//当水平轴有输入
public void OnMoveHorizons(InputAction.CallbackContext context)
{
@ -61,12 +84,6 @@ public class M_Player : MonoBehaviour
transform.localScale.z);
}
public void OnFire()
{
// GameObject temp = Instantiate(bullet,m_rigidbody.position,Quaternion.identity);
// temp.GetComponent<Bullet>().SetDir(faceDir);
}
private void Move()
{
//指定水平方向的速度
@ -78,12 +95,31 @@ public class M_Player : MonoBehaviour
}
private void OnJump()
public void OnThrow(InputAction.CallbackContext context)
{
//跳的时候给一个垂直向上的速度
m_rigidbody.velocity = new Vector2(0,indexRecoder.playerJumpSpeed);
if(context.started)//如果按下投掷键,表示可以开始控制角度了
{
canAdjustTheAngle = true;
}
if(context.canceled)//如果是刚松开投掷键,表示要丢东西了
{
Throw();
}
}
public void OnAdjustTheAngle(InputAction.CallbackContext context)
{throwingAngleDir = context.ReadValue<float>();}//把收到的轴的值交给角度变化的大小和方向
private void Throw()
{
Debug.Log("我投出手上拿着的东西了");
Rigidbody2D rigidbodyOfMissile =
Instantiate(missile,throwOffset.position,Quaternion.identity).GetComponent<Rigidbody2D>();
rigidbodyOfMissile.velocity = new Vector2(indexRecoder.strengthOfThrowing*Mathf.Cos(throwingAngle),
indexRecoder.strengthOfThrowing*Mathf.Sin(throwingAngle));
}
//进入跑步状态的控制代码
public void OnRun(InputAction.CallbackContext context)
{
if(context.started)//如果刚按下跑步键
@ -136,5 +172,14 @@ public class M_Player : MonoBehaviour
}
}
public void EnterThrowingState()
{
throwingState = true;//修改自身记录状态变量,表示正式进入投掷状态
//1.切换操控地图
playerInput.SwitchCurrentActionMap("PlayerInThrowing");
//2.动画相关
//
}
public void QuitThrowingsState(){}
}

26
Assets/Scripts/Missile.cs Normal file
View File

@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Missile : Interactive
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public override void OnCall()
{
//当投掷物被触发交互
//1.通知玩家进入投掷状态
FindObjectOfType<M_Player>().EnterThrowingState();
//2.后续物理相关修改
//
}
}

View File

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