详情见最新RomanVers
Merge Request: ? Created By: @Roman Accepted By: @Roman URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/74
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2781f7f874
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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
|
||||
private Animator M_Animator;
|
||||
void Start()
|
||||
{
|
||||
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
|
||||
//M_Animator = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -45,6 +47,7 @@ public class M_Player : MonoBehaviour
|
||||
Move();
|
||||
}
|
||||
|
||||
//调整投掷角度的函数
|
||||
private void AdjustTheAngle()
|
||||
{
|
||||
if(canAdjustTheAngle)//如果玩家正在调整角度
|
||||
@ -77,7 +80,7 @@ public class M_Player : MonoBehaviour
|
||||
inputDir = -1;
|
||||
faceDir = -1;
|
||||
}
|
||||
else inputDir = 0;
|
||||
else {inputDir = 0;}
|
||||
//修改面部朝向
|
||||
transform.localScale = new Vector3(
|
||||
Mathf.Abs(transform.localScale.x)*faceDir,
|
||||
@ -95,7 +98,15 @@ public class M_Player : MonoBehaviour
|
||||
);
|
||||
|
||||
}
|
||||
// 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)
|
||||
{
|
||||
if(context.started)//如果按下投掷键,表示可以开始控制角度了
|
||||
@ -108,9 +119,11 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
//监听修改投掷角度的函数
|
||||
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
|
||||
|
||||
//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");
|
||||
@ -133,6 +146,7 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
//监听交互按键的函数
|
||||
public void OnInteraction(InputAction.CallbackContext context)
|
||||
{
|
||||
if(context.started)
|
||||
@ -154,6 +168,7 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
//监听打电码的函数
|
||||
public void OnCoding(InputAction.CallbackContext context)
|
||||
{
|
||||
if(context.canceled)
|
||||
@ -173,6 +188,7 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
//使自身进入投掷状态的函数
|
||||
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
|
||||
@ -181,9 +197,11 @@ public class M_Player : MonoBehaviour
|
||||
//2.动画相关
|
||||
//
|
||||
}
|
||||
|
||||
//等待完善投掷系统
|
||||
public void QuitThrowingsState(){}
|
||||
|
||||
//绘制曲线的函数,非常🐂
|
||||
//绘制投掷曲线的函数,非常🐂
|
||||
public void DrawPath()
|
||||
{
|
||||
//
|
||||
@ -208,6 +226,5 @@ public class M_Player : MonoBehaviour
|
||||
line.SetPosition(i, segments[i]); //把算好的点传入线的点集
|
||||
}
|
||||
}
|
||||
//
|
||||
|
||||
}
|
||||
|
@ -2,7 +2,7 @@
|
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%TAG !u! tag:unity3d.com,2011:
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--- !u!1107 &-1116240413357958017
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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@ -11,17 +11,18 @@ AnimatorStateMachine:
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m_ChildStates:
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- serializedVersion: 1
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m_State: {fileID: 1259281646917324526}
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m_Position: {x: 30, y: 120, z: 0}
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m_EntryTransitions: []
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m_EntryTransitions:
|
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- {fileID: 351989570621910821}
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m_EntryPosition: {x: -60, y: 180, z: 0}
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m_EntryPosition: {x: -40, y: 190, z: 0}
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m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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m_DefaultState: {fileID: 1259281646917324526}
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@ -47,9 +48,23 @@ AnimatorController:
|
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m_IKPass: 0
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m_SyncedLayerAffectsTiming: 0
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m_Controller: {fileID: 9100000}
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--- !u!1109 &351989570621910821
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AnimatorTransition:
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name:
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m_IsExit: 0
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--- !u!1102 &1259281646917324526
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AnimatorState:
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serializedVersion: 5
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serializedVersion: 6
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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@ -75,7 +90,7 @@ AnimatorState:
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m_TimeParameter:
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--- !u!1102 &3926615483802031973
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AnimatorState:
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serializedVersion: 5
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serializedVersion: 6
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8
Assets/游戏内动画资源.meta
Normal file
8
Assets/游戏内动画资源.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/游戏内动画资源/AC.meta
Normal file
8
Assets/游戏内动画资源/AC.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 679b5ab020a850d40b3dc0a7ae556d0d
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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159
Assets/游戏内动画资源/AC/小孩(序章).controller
Normal file
159
Assets/游戏内动画资源/AC/小孩(序章).controller
Normal file
@ -0,0 +1,159 @@
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%YAML 1.1
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1102 &-8200817034425736061
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AnimatorState:
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serializedVersion: 6
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m_ObjectHideFlags: 1
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m_PrefabAsset: {fileID: 0}
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m_Name: "\u5F85\u673A"
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!91 &9100000
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AnimatorController:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 5
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- m_Name: IsWalking
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m_Type: 4
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m_Behaviours: []
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m_BlendingMode: 0
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m_SyncedLayerIndex: -1
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m_DefaultWeight: 0
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m_SyncedLayerAffectsTiming: 0
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m_Controller: {fileID: 9100000}
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--- !u!1101 &6955327852232728186
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AnimatorStateTransition:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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--- !u!1107 &7854166707549671423
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--- !u!1101 &7883594159301626064
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8
Assets/游戏内动画资源/AC/小孩(序章).controller.meta
Normal file
8
Assets/游戏内动画资源/AC/小孩(序章).controller.meta
Normal file
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8
Assets/游戏内动画资源/AM.meta
Normal file
8
Assets/游戏内动画资源/AM.meta
Normal file
@ -0,0 +1,8 @@
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assetBundleVariant:
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@ -21,10 +21,10 @@ EditorUserSettings:
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|
Loading…
x
Reference in New Issue
Block a user