任务:搭建第一关的框架
场景【第一关】
1.布置投掷物堆
2.完善投掷系统,使得投掷完一次后退出投掷状态,需要重新在堆里拾取
3.安排了两个地雷
4.给投掷状态安排了一个退出功能,如果你和投掷物堆互动了,但是突然不想丢了,可以按K或者手柄B键退出投掷状态。需要状态动画。
5.设计固定的敌人,使其可以监测前方一片区域,当区域中有玩家,进入射击状态。
6.保存【机枪手】为预制体,目前,若玩家进入监测区,则变红,被击中后变绿,且不再变红。
下班。目前面对机枪手,视野非常受限,明天我会研究cinemamachine的用法。我明天将完成第一关的搭建。只剩8天了……加油吧。🙏
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@ -4,6 +4,7 @@ using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Interactions;
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using UnityEngine.UI;
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||||
using Cinemachine;
|
||||
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public class M_Player : MonoBehaviour
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{
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@ -12,7 +13,6 @@ public class M_Player : MonoBehaviour
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private Vector2 velocity;//逻辑速度,通过计算获得,最后加在理论速度上
|
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private Rigidbody2D m_rigidbody;//自身刚体组件
|
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private int inputDir;//输入方向方向,-1\0\1
|
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//public GameObject bullet;//子弹预制体
|
||||
private int faceDir;//面部朝向,-1、1
|
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private float runSpeedMultiple = 1f;//速度倍率,在按下和释放跑步后被修改
|
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[Tooltip("所捕捉到的可交互对象,不要手动赋值,这个会自己捕捉")]
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@ -37,7 +37,6 @@ public class M_Player : MonoBehaviour
|
||||
|
||||
//为了解决warming,最后阶段请删除,到那时应该不会再有警告
|
||||
if(inputDir == 0){}
|
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if(throwingState){}
|
||||
//
|
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}
|
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@ -47,15 +46,12 @@ public class M_Player : MonoBehaviour
|
||||
AdjustTheAngle();
|
||||
}
|
||||
|
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void FixedUpdate()
|
||||
{
|
||||
Move();
|
||||
}
|
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void FixedUpdate(){}
|
||||
|
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//调整投掷角度的函数
|
||||
private void AdjustTheAngle()
|
||||
{
|
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if(canAdjustTheAngle)//如果玩家正在调整角度
|
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if(canAdjustTheAngle)//如果玩家能调整角度
|
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{
|
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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
|
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@ -95,23 +91,6 @@ public class M_Player : MonoBehaviour
|
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transform.localScale.z);
|
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}
|
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private void Move()
|
||||
{
|
||||
// //指定水平方向的速度
|
||||
// m_rigidbody.velocity = new Vector2(indexRecoder.playerMoveSpeed* //记录文件中的玩家速度乘以
|
||||
// inputDir*//输入的方向乘以
|
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// runSpeedMultiple,//速度的倍率,对付跑步时候的需要
|
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// m_rigidbody.velocity.y//y轴的速度不变
|
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// );
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}
|
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// void OnAnimatorMove()//Unity的回调函数,这样做能解决模型无法转向的问题,每帧调用一次
|
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// {
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// m_rigidbody.MovePosition(m_rigidbody.position + faceDir*M_Animator.deltaPosition.magnitude*Vector2.right);
|
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// Debug.Log(M_Animator.deltaPosition.magnitude);
|
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// //m_RigidBody.MoveRotation(m_Rotation);//当物体有物理组件rigidbody的时候,再修改位置和旋转信息就不要用transfrom了,用刚体自带的Move等方法
|
||||
// }
|
||||
|
||||
|
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//监听投掷按键的函数
|
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public void OnThrow(InputAction.CallbackContext context)
|
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{
|
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@ -121,7 +100,7 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
if(context.canceled)//如果是刚松开投掷键,表示要丢东西了
|
||||
{
|
||||
Throw();
|
||||
if(throwingState)Throw();//如果处于投掷阶段,则触发丢
|
||||
}
|
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}
|
||||
|
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@ -130,6 +109,9 @@ public class M_Player : MonoBehaviour
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if(context.started) catched.Quit();//如果按下退出按钮,则执行捕捉到物体的退出功能
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}
|
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|
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//如果正处于投掷状态,则退出投掷状态的监听函数
|
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public void OnThrowQuit(InputAction.CallbackContext context){if(throwingState)QuitThrowingsState();}
|
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|
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//监听修改投掷角度的函数
|
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public void OnAdjustTheAngle(InputAction.CallbackContext context)
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{throwingAngleDir = context.ReadValue<float>();}//把收到的轴的值交给角度变化的大小和方向
|
||||
@ -137,11 +119,15 @@ public class M_Player : MonoBehaviour
|
||||
//控制投掷相关的具体函数
|
||||
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>();
|
||||
Rigidbody2D rigidbodyOfMissile = //并且获得这个投掷物身上的刚体组件
|
||||
Instantiate(missile,throwOffset.position,Quaternion.identity).GetComponent<Rigidbody2D>();//生成一个投掷物
|
||||
|
||||
//给这个投掷物赋予速度,由目前的角度决定
|
||||
rigidbodyOfMissile.velocity = new Vector2(indexRecoder.strengthOfThrowing*Mathf.Cos(throwingAngle),
|
||||
indexRecoder.strengthOfThrowing*Mathf.Sin(throwingAngle));
|
||||
|
||||
//扔完后退出投掷状态并且重置相关参数
|
||||
QuitThrowingsState();
|
||||
}
|
||||
|
||||
//进入跑步状态的控制代码
|
||||
@ -210,13 +196,22 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
|
||||
//等待完善投掷系统
|
||||
public void QuitThrowingsState(){}
|
||||
public void QuitThrowingsState()
|
||||
{
|
||||
throwingState = false;//改变自身标记
|
||||
playerInput.SwitchCurrentActionMap("PlayerNormal");//修改自身操控地图
|
||||
throwingAngle = 45f;//恢复投掷角度到45°
|
||||
canAdjustTheAngle = false;//可修改角度标记改为false
|
||||
GetComponent<LineRenderer>().enabled = false;//别画线了
|
||||
|
||||
}
|
||||
|
||||
//绘制投掷曲线的函数,非常🐂
|
||||
public void DrawPath()
|
||||
{
|
||||
//
|
||||
LineRenderer line = GetComponent<LineRenderer>();//获取组件
|
||||
line.enabled = true;
|
||||
int segmentCount = 15;//定义点数
|
||||
line.positionCount = segmentCount;//传入点数
|
||||
float gravity=9.8f;//定义重力常量
|
||||
|
48
Assets/Scripts/具象物体/MachineGunner.cs
Normal file
48
Assets/Scripts/具象物体/MachineGunner.cs
Normal file
@ -0,0 +1,48 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MachineGunner : MonoBehaviour
|
||||
{
|
||||
//机枪手类,控制检测前方一片区域的敌人
|
||||
// Start is called before the first frame update
|
||||
private bool hasBeHit = false;//是否已被打中
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//触发器是敌人的前方监测区域,当玩家进入检测区域,机枪手进入射击状态,目前用变红表示
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player" && !hasBeHit)//同时需要满足未被击中这个条件
|
||||
{
|
||||
GetComponent<SpriteRenderer>().color = Color.red;
|
||||
}
|
||||
}
|
||||
//当玩家退出检测区域,停止射击状态,变为通常状态,现在用白色表示
|
||||
void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
GetComponent<SpriteRenderer>().color = Color.white;
|
||||
}
|
||||
}
|
||||
//碰撞体是机枪手自身的碰撞体,如果被投掷物砸中,则陷入昏迷状态,目前用绿色表示
|
||||
void OnCollisionEnter2D(Collision2D other)
|
||||
{
|
||||
if(other.gameObject.tag == "投掷物")
|
||||
{
|
||||
hasBeHit = true;//标记自身已被击中
|
||||
GetComponent<SpriteRenderer>().color = Color.green;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
11
Assets/Scripts/具象物体/MachineGunner.cs.meta
Normal file
11
Assets/Scripts/具象物体/MachineGunner.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: e5cdd99633c75ab4293d9cc2cc869bd1
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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RecentlyUsedScenePath-9:
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value: 22424703114646680e0b0227036cd8dcda93c0caa9cdf57e38271427fb
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|
Loading…
x
Reference in New Issue
Block a user