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a/Assets/Scripts/BoomLight.cs b/Assets/Scripts/BoomLight.cs new file mode 100644 index 0000000..2477eb1 --- /dev/null +++ b/Assets/Scripts/BoomLight.cs @@ -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); + } +} diff --git a/Assets/Scripts/BoomLight.cs.meta b/Assets/Scripts/BoomLight.cs.meta new file mode 100644 index 0000000..0be6cf1 --- /dev/null +++ b/Assets/Scripts/BoomLight.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c71937b25bc4c9f47b99f30dc0693f01 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GunLight.cs b/Assets/Scripts/GunLight.cs new file mode 100644 index 0000000..53cd035 --- /dev/null +++ b/Assets/Scripts/GunLight.cs @@ -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); + } +} diff --git a/Assets/Scripts/GunLight.cs.meta b/Assets/Scripts/GunLight.cs.meta new file mode 100644 index 0000000..a542310 --- /dev/null +++ b/Assets/Scripts/GunLight.cs.meta @@ -0,0 +1,11 @@ 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+ 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().sortingLayerName = "player"; + } + } + } + + +} diff --git a/Assets/Scripts/KeepOut.cs.meta b/Assets/Scripts/KeepOut.cs.meta new file mode 100644 index 0000000..c4a1a43 --- /dev/null +++ b/Assets/Scripts/KeepOut.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 643bb3fa9a499b541bb4e29144bc8143 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/WVParallax.cs b/Assets/Scripts/WVParallax.cs new file mode 100644 index 0000000..2380eab --- /dev/null +++ b/Assets/Scripts/WVParallax.cs @@ -0,0 +1,77 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +/// +/// 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 +/// +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; + } + } +} diff --git a/Assets/Scripts/WVParallax.cs.meta b/Assets/Scripts/WVParallax.cs.meta new file mode 100644 index 0000000..f3309cf --- /dev/null +++ b/Assets/Scripts/WVParallax.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 91489a29f6bc6c441a9bfb6aaeae25c5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/事件/AfterReparedTheMachine.cs b/Assets/Scripts/事件/AfterReparedTheMachine.cs index 840fdf6..f92166c 100644 --- a/Assets/Scripts/事件/AfterReparedTheMachine.cs +++ b/Assets/Scripts/事件/AfterReparedTheMachine.cs @@ -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(); @@ -39,6 +41,7 @@ public class AfterReparedTheMachine : Event private IEnumerator Process() { + parallax.canParallax = false; //1.关闭玩家操作地图 FindObjectOfType(). SwitchCurrentActionMap("NullMap"); diff --git a/Assets/Scripts/事件/VeteranSacrifice.cs b/Assets/Scripts/事件/VeteranSacrifice.cs index 044865e..8dd06a3 100644 --- a/Assets/Scripts/事件/VeteranSacrifice.cs +++ b/Assets/Scripts/事件/VeteranSacrifice.cs @@ -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().SwitchCurrentActionMap("NullMap"); //*让老兵转个身防止牺牲后穿模 @@ -75,6 +78,7 @@ public class VeteranSacrifice : Event FindObjectOfType().GetComponent().isTrigger = true; //9.标记自己已经被触发过 hasBeenOnCall = true; + parallax.canParallax = true; } void OnTriggerEnter2D(Collider2D other) diff --git a/Assets/Scripts/具象物体/MachineGunner.cs b/Assets/Scripts/具象物体/MachineGunner.cs index b041bad..d1335a1 100644 --- a/Assets/Scripts/具象物体/MachineGunner.cs +++ b/Assets/Scripts/具象物体/MachineGunner.cs @@ -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 diff --git a/Assets/Scripts/具象物体/Shell.cs b/Assets/Scripts/具象物体/Shell.cs index 35b6ea4..c66d050 100644 --- a/Assets/Scripts/具象物体/Shell.cs +++ b/Assets/Scripts/具象物体/Shell.cs @@ -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 - 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