合并SAIPOVersion

This commit is contained in:
Roman 2021-09-07 22:20:19 +08:00
parent ad91c19473
commit 1edf4301cf
42 changed files with 16680 additions and 174 deletions

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@ -0,0 +1,26 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BoomLight : MonoBehaviour
{
public GameObject light;
// Start is called before the first frame update
void Start()
{
Invoke("DesLight",0.1f);
}
// Update is called once per frame
void Update()
{
}
public void DesLight()
{
Destroy(light);
}
}

View File

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@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunLight : MonoBehaviour
{
private bool upLight = true;
public GameObject light;
// Start is called before the first frame update
void Start()
{
InvokeRepeating("ChangeLight",1f,0.05f);
}
// Update is called once per frame
void Update()
{
}
void ChangeLight()
{
if (upLight)
{
light.SetActive(upLight);
upLight = false;
}
else
{
light.SetActive(upLight);
upLight = true;
}
}
public void Gundead()
{
CancelInvoke();
light.SetActive(false);
}
}

View File

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Assets/Scripts/KeepOut.cs Normal file
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@ -0,0 +1,47 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KeepOut : MonoBehaviour
{
public List<GameObject> playerLayer;//获得所有玩家的图层 没办法 我只会这么写了 屎山代码
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D other)
{
//当玩家进入这个遮挡区域 把图层换为遮光的图层
if (other.tag == "Player")
{
for (int i = 0; i < playerLayer.Count; i++)
{
playerLayer[i].GetComponent<SpriteRenderer>().sortingLayerName = "player遮光";
}
}
}
private void OnTriggerExit2D(Collider2D other)
{
//当玩家出去这个遮挡区域 把图层换回去
if (other.tag == "Player")
{
for (int i = 0; i < playerLayer.Count; i++)
{
playerLayer[i].GetComponent<SpriteRenderer>().sortingLayerName = "player";
}
}
}
}

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@ -0,0 +1,77 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Weiva Parallax
/// 2D 视差效果
/// 本组件背景视差效果是根据背景对象的世界坐标z值来计算。默认参数中的背景数组第一个元素为最远平面
/// 既与摄像机同步的平面该对象之间的背景根据z值进行视差计算。也可以单独设置参数 synZ 强制设置最
/// 远平面。大于最远平面的 z 值将会反超摄像机移动。
/// weivain@qq.com
/// www.weiva.com
/// </summary>
public class WVParallax : MonoBehaviour {
[Header("背景图片对象Element 0 为与摄像机同步的背景层")]
public Transform[] backgrounds;
// 主摄像机
private Transform cam;
// 上一帧摄像机的位置
private Vector3 previousCamPos;
// 摄像机同步背景层的 z 值
[Header("摄像机同步背景层Z值若0为背景层0")]
public float synZ=0f;
[Header("偏移x系数")]
public float parallaxScaleX=1f;
[Header("偏移y系数")]
public float parallaxScaleY=1f;
public bool canParallax = true;
// 初始化
void Start ()
{
cam = Camera.main.transform;
// 上一帧摄像机的位置
previousCamPos = cam.position;
if(synZ == 0 && null != backgrounds[0])
{
synZ = backgrounds[0].position.z;
}
if(synZ == 0)
{
synZ = 100f;
}
}
// 每一帧执行
void Update ()
{
if (canParallax)
{
// 获得摄像机和上一帧的偏移值
float parallax = previousCamPos.x - cam.position.x;
//摄像机偏移矢量
Vector3 camMove = cam.position - previousCamPos;
camMove.x *= parallaxScaleX;
camMove.y *= parallaxScaleY;
//同步背景
for (int i = 0; i < backgrounds.Length; i++)
{
if (null == backgrounds[i]) continue;
Vector3 targetToMove = backgrounds[i].position + camMove * (backgrounds[i].position.z / synZ);
backgrounds[i].position = targetToMove;
}
// 更新上一帧摄像机的位置
previousCamPos = cam.position;
}
}
}

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@ -23,6 +23,8 @@ public class AfterReparedTheMachine : Event
private int leftTime = 10;
public GameObject blackUI;
private Machine machine;
public WVParallax parallax;
void Start()
{
repairBench = FindObjectOfType<RepairBench>();
@ -39,6 +41,7 @@ public class AfterReparedTheMachine : Event
private IEnumerator Process()
{
parallax.canParallax = false;
//1.关闭玩家操作地图
FindObjectOfType<PlayerInput>().
SwitchCurrentActionMap("NullMap");

View File

@ -21,6 +21,8 @@ public class VeteranSacrifice : Event
public BombingArea bombingArea;
private bool hasBeenOnCall;//记录事件是否被触发的变量
public WVParallax parallax;
void Start()
@ -43,6 +45,7 @@ public class VeteranSacrifice : Event
}
public IEnumerator SelfOnCall()
{
parallax.canParallax = false;
//1.关闭玩家操作地图
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
//*让老兵转个身防止牺牲后穿模
@ -75,6 +78,7 @@ public class VeteranSacrifice : Event
FindObjectOfType<Veteran>().GetComponent<BoxCollider2D>().isTrigger = true;
//9.标记自己已经被触发过
hasBeenOnCall = true;
parallax.canParallax = true;
}
void OnTriggerEnter2D(Collider2D other)

View File

@ -19,6 +19,8 @@ public class MachineGunner : MonoBehaviour
[Tooltip("请拖入挡墙石头的碰撞体")]
public PolygonCollider2D stone;//
public GunLight gunLight;//枪口的光闪烁控制脚本
void Start()
{
@ -68,6 +70,7 @@ public class MachineGunner : MonoBehaviour
{
if(other.gameObject.tag == "投掷物")
{
gunLight.Gundead();
gunnerAudio.Stop();//关闭音效
hasBeHit = true;//标记自身已被击中
//关闭开火动画

View File

@ -23,7 +23,9 @@ public class Shell : MonoBehaviour
[Tooltip("请填入阴影的最小值")]
public float MinShadowSize;
public Animator target;//如果是特殊炮弹则有targe这个变量当这个炮弹爆炸触发目标的死亡动画
public AudioSource boomAudio;//航弹爆炸音效
public GameObject boomLight;//航弹爆炸光效
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();
@ -109,6 +111,8 @@ public class Shell : MonoBehaviour
Debug.Log("玩家被炮弹击中");
break;
case "地面":
boomAudio.Play();
boomLight.SetActive(true);
//Destroy(m_shadow.gameObject);
//Destroy(gameObject);
Instantiate(boomObj, new Vector2(transform.position.x, transform.position.y),Quaternion.identity);
@ -119,6 +123,8 @@ public class Shell : MonoBehaviour
case "石头":
// Destroy(m_shadow.gameObject);
// Destroy(gameObject);//摧毁炮弹
boomAudio.Play();
boomLight.SetActive(true);
animator.SetBool("IsBoom",true);
//Destroy(m_shadow.gameObject);
isDroping = false;
@ -127,6 +133,8 @@ public class Shell : MonoBehaviour
break;
case "老兵":
animator.SetBool("IsBoom",true);
boomAudio.Play();
boomLight.SetActive(true);
isDroping = false;
other.transform.Find("老兵").GetComponent<Animator>().SetBool("IsBoomDead",true);//执行老兵被炸死动画
break;
@ -138,6 +146,8 @@ public class Shell : MonoBehaviour
// FindObjectOfType<AfterCoding>().OnDeadAnimation();
// break;
case "爆炸点":
boomAudio.Play();
boomLight.SetActive(true);
animator.SetBool("IsBoom",true);
isDroping = false;//播放爆炸动画
FindObjectOfType<AfterCoding>().OnDeadAnimation();

44
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