From 1e887f13a6edeb5415b74f6df3e690bc19d6ff5b Mon Sep 17 00:00:00 2001 From: Roman <1325980292@qq.com> Date: Thu, 19 Aug 2021 01:13:01 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BB=BB=E5=8A=A1=EF=BC=9A=E6=90=AD=E5=BB=BA?= =?UTF-8?q?=E7=AC=AC=E4=B8=80=E5=85=B3=E7=9A=84=E6=A1=86=E6=9E=B6=20?= =?UTF-8?q?=E5=9C=BA=E6=99=AF=E3=80=90=E7=AC=AC=E4=B8=80=E5=85=B3=E3=80=91?= =?UTF-8?q?=201.=E5=B8=83=E7=BD=AE=E6=8A=95=E6=8E=B7=E7=89=A9=E5=A0=86=202?= =?UTF-8?q?.=E5=AE=8C=E5=96=84=E6=8A=95=E6=8E=B7=E7=B3=BB=E7=BB=9F?= =?UTF-8?q?=EF=BC=8C=E4=BD=BF=E5=BE=97=E6=8A=95=E6=8E=B7=E5=AE=8C=E4=B8=80?= =?UTF-8?q?=E6=AC=A1=E5=90=8E=E9=80=80=E5=87=BA=E6=8A=95=E6=8E=B7=E7=8A=B6?= =?UTF-8?q?=E6=80=81=EF=BC=8C=E9=9C=80=E8=A6=81=E9=87=8D=E6=96=B0=E5=9C=A8?= =?UTF-8?q?=E5=A0=86=E9=87=8C=E6=8B=BE=E5=8F=96=203.=E5=AE=89=E6=8E=92?= =?UTF-8?q?=E4=BA=86=E4=B8=A4=E4=B8=AA=E5=9C=B0=E9=9B=B7=204.=E7=BB=99?= =?UTF-8?q?=E6=8A=95=E6=8E=B7=E7=8A=B6=E6=80=81=E5=AE=89=E6=8E=92=E4=BA=86?= =?UTF-8?q?=E4=B8=80=E4=B8=AA=E9=80=80=E5=87=BA=E5=8A=9F=E8=83=BD=EF=BC=8C?= =?UTF-8?q?=E5=A6=82=E6=9E=9C=E4=BD=A0=E5=92=8C=E6=8A=95=E6=8E=B7=E7=89=A9?= =?UTF-8?q?=E5=A0=86=E4=BA=92=E5=8A=A8=E4=BA=86=EF=BC=8C=E4=BD=86=E6=98=AF?= =?UTF-8?q?=E7=AA=81=E7=84=B6=E4=B8=8D=E6=83=B3=E4=B8=A2=E4=BA=86=EF=BC=8C?= =?UTF-8?q?=E5=8F=AF=E4=BB=A5=E6=8C=89K=E6=88=96=E8=80=85=E6=89=8B?= =?UTF-8?q?=E6=9F=84B=E9=94=AE=E9=80=80=E5=87=BA=E6=8A=95=E6=8E=B7?= =?UTF-8?q?=E7=8A=B6=E6=80=81=E3=80=82=E9=9C=80=E8=A6=81=E7=8A=B6=E6=80=81?= =?UTF-8?q?=E5=8A=A8=E7=94=BB=E3=80=82=205.=E8=AE=BE=E8=AE=A1=E5=9B=BA?= =?UTF-8?q?=E5=AE=9A=E7=9A=84=E6=95=8C=E4=BA=BA=EF=BC=8C=E4=BD=BF=E5=85=B6?= =?UTF-8?q?=E5=8F=AF=E4=BB=A5=E7=9B=91=E6=B5=8B=E5=89=8D=E6=96=B9=E4=B8=80?= =?UTF-8?q?=E7=89=87=E5=8C=BA=E5=9F=9F=EF=BC=8C=E5=BD=93=E5=8C=BA=E5=9F=9F?= =?UTF-8?q?=E4=B8=AD=E6=9C=89=E7=8E=A9=E5=AE=B6=EF=BC=8C=E8=BF=9B=E5=85=A5?= =?UTF-8?q?=E5=B0=84=E5=87=BB=E7=8A=B6=E6=80=81=E3=80=82=206.=E4=BF=9D?= =?UTF-8?q?=E5=AD=98=E3=80=90=E6=9C=BA=E6=9E=AA=E6=89=8B=E3=80=91=E4=B8=BA?= =?UTF-8?q?=E9=A2=84=E5=88=B6=E4=BD=93=EF=BC=8C=E7=9B=AE=E5=89=8D=EF=BC=8C?= =?UTF-8?q?=E8=8B=A5=E7=8E=A9=E5=AE=B6=E8=BF=9B=E5=85=A5=E7=9B=91=E6=B5=8B?= =?UTF-8?q?=E5=8C=BA=EF=BC=8C=E5=88=99=E5=8F=98=E7=BA=A2=EF=BC=8C=E8=A2=AB?= =?UTF-8?q?=E5=87=BB=E4=B8=AD=E5=90=8E=E5=8F=98=E7=BB=BF=EF=BC=8C=E4=B8=94?= =?UTF-8?q?=E4=B8=8D=E5=86=8D=E5=8F=98=E7=BA=A2=E3=80=82?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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。🙏 --- .../Effects/Wave/Attack_Wave/AWM0.mat | 2 +- Assets/Prefabs/敌人.meta | 8 + Assets/Prefabs/敌人/机枪手.prefab | 151 ++++++ Assets/Prefabs/敌人/机枪手.prefab.meta | 7 + Assets/Scenes/各种系统测试与陈列.unity | 184 +++++++- Assets/Scenes/第一关.unity | 442 +++++++++++++++++- Assets/Scripts/M_Player.cs | 53 +-- Assets/Scripts/具象物体/MachineGunner.cs | 48 ++ Assets/Scripts/具象物体/MachineGunner.cs.meta | 11 + UserSettings/EditorUserSettings.asset | 4 +- 10 files changed, 858 insertions(+), 52 deletions(-) create mode 100644 Assets/Prefabs/敌人.meta create mode 100644 Assets/Prefabs/敌人/机枪手.prefab create mode 100644 Assets/Prefabs/敌人/机枪手.prefab.meta create mode 100644 Assets/Scripts/具象物体/MachineGunner.cs create mode 100644 Assets/Scripts/具象物体/MachineGunner.cs.meta diff --git a/Assets/MyPostProcess/Effects/Wave/Attack_Wave/AWM0.mat b/Assets/MyPostProcess/Effects/Wave/Attack_Wave/AWM0.mat index 6d28161..0c32080 100644 --- a/Assets/MyPostProcess/Effects/Wave/Attack_Wave/AWM0.mat +++ b/Assets/MyPostProcess/Effects/Wave/Attack_Wave/AWM0.mat @@ -44,6 +44,6 @@ Material: - 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//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")] @@ -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){} - if(throwingState){} // } @@ -47,15 +46,12 @@ public class M_Player : MonoBehaviour AdjustTheAngle(); } - void FixedUpdate() - { - Move(); - } + void FixedUpdate(){} //调整投掷角度的函数 private void AdjustTheAngle() { - if(canAdjustTheAngle)//如果玩家正在调整角度 + if(canAdjustTheAngle)//如果玩家能调整角度 { 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 @@ -95,23 +91,6 @@ public class M_Player : MonoBehaviour transform.localScale.z); } - 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 - // runSpeedMultiple,//速度的倍率,对付跑步时候的需要 - // m_rigidbody.velocity.y//y轴的速度不变 - // ); - } - // 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 - // { - // m_rigidbody.MovePosition(m_rigidbody.position + faceDir*M_Animator.deltaPosition.magnitude*Vector2.right); - // Debug.Log(M_Animator.deltaPosition.magnitude); - // //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 - // } - - //监听投掷按键的函数 public void OnThrow(InputAction.CallbackContext context) { @@ -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 } } @@ -130,6 +109,9 @@ public class M_Player : MonoBehaviour 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 } + //如果正处于投掷状态,则退出投掷状态的监听函数 + public void OnThrowQuit(InputAction.CallbackContext context){if(throwingState)QuitThrowingsState();} + //监听修改投掷角度的函数 public void OnAdjustTheAngle(InputAction.CallbackContext context) {throwingAngleDir = context.ReadValue();}//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 rigidbodyOfMissile = //并且获得这个投掷物身上的刚体组件 + Instantiate(missile,throwOffset.position,Quaternion.identity).GetComponent();//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().enabled = false;//别画线了 + + } //绘制投掷曲线的函数,非常🐂 public void DrawPath() { // LineRenderer line = GetComponent();//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 diff --git a/Assets/Scripts/具象物体/MachineGunner.cs b/Assets/Scripts/具象物体/MachineGunner.cs new file mode 100644 index 0000000..112f87c --- /dev/null +++ b/Assets/Scripts/具象物体/MachineGunner.cs @@ -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().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().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().color = Color.green; + } + } + + +} diff --git a/Assets/Scripts/具象物体/MachineGunner.cs.meta b/Assets/Scripts/具象物体/MachineGunner.cs.meta new file mode 100644 index 0000000..b991db8 --- /dev/null +++ b/Assets/Scripts/具象物体/MachineGunner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e5cdd99633c75ab4293d9cc2cc869bd1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 0d6f91b..5c649bd 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -27,10 +27,10 @@ EditorUserSettings: value: 22424703114646680e0b0227036cdacaf990d3ea61ade8e6a9f1d07df7ee3d2cfb flags: 0 RecentlyUsedScenePath-7: - 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