任务:替换现有美术素材和动画、完善游戏的流程化

*导入了麒哥动画包7
场景【序章-家中】
1.替换他老爹坐着的素材,并赋予动画
2.修复无论哪一个多态都可以跟门互动的Bug
3.老爹离家后,摧毁电报机
4.修正多态初始设置的角色位置,解决刚开场景时角色会有一小段下坠的问题
5.修复玩家触发对话时还能移动的问题
6.创建对话【开门演出开幕】,并使其在场景多态初始化时触发

场景【序章-战场】
1.给老爹加上跑动的动画
2.给老爹加上下坑和上坑动画
3.使得修电话线的进圆形进度UI会跟随玩家
4.调整导弹阴影高度
This commit is contained in:
Roman 2021-08-27 01:47:46 +08:00
parent 72c6877945
commit 380b3ef38a
83 changed files with 116689 additions and 567 deletions

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View File

@ -48,6 +48,31 @@ public class M_Player : MonoBehaviour
void FixedUpdate(){} void FixedUpdate(){}
// 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
// {
// //Debug.Log(playerAnimator.deltaPosition.magnitude);
// m_rigidbody.MovePosition(m_rigidbody.position + (Vector2)(M_Animator.deltaPosition));
// //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
// }
//返回面部朝向的函数,在上下坑点调用,用来判断是否执行上下坑动画
public int ReturnFaceDir(){return faceDir;}
//播放上坑动画
public void PlayUpAnimation(){M_Animator.SetBool("IsUp",true);}
//播放下坑动画的函数,在下坑点调用
public void PlayDownAnimation(){M_Animator.SetBool("IsDown",true);}
//关闭下坑条件在动画中添加Event来执行避免下坑动画重复执行
public void StopIsDown(){M_Animator.SetBool("IsDown",false);}
//给自生刚体一个向上的速度不然无法解决动画上坑y轴被重力控制的问题
public void GiveAUpForce(){m_rigidbody.velocity = new Vector2(0,6);}
//关闭上坑条件,避免重复触发
public void StopIsUp(){M_Animator.SetBool("IsUp",false);}
//调整投掷角度的函数 //调整投掷角度的函数
private void AdjustTheAngle() private void AdjustTheAngle()
{ {
@ -142,10 +167,12 @@ public class M_Player : MonoBehaviour
if(context.started)//如果刚按下跑步键 if(context.started)//如果刚按下跑步键
{ {
runSpeedMultiple = indexRecoder.runSpeedMultiple;//把本地的速度倍率变成数值记录器中的倍率 runSpeedMultiple = indexRecoder.runSpeedMultiple;//把本地的速度倍率变成数值记录器中的倍率
M_Animator.SetBool("IsRunning",true);//播放跑步动画
} }
else if(context.canceled)//如果刚松开跑步键 else if(context.canceled)//如果刚松开跑步键
{ {
runSpeedMultiple = 1f;//恢复本地速度倍率为1 runSpeedMultiple = 1f;//恢复本地速度倍率为1
M_Animator.SetBool("IsRunning",false);//关闭跑步动画
} }
} }

View File

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Fungus; using Fungus;
using UnityEngine.InputSystem;
public class AfterRecollection : Event public class AfterRecollection : Event
{ {
@ -12,8 +13,10 @@ public class AfterRecollection : Event
//Vector3(18.8199997,0.0599999987,0) //Vector3(18.8199997,0.0599999987,0)
//Vector3(19.2399998,0.0599999987,0) //Vector3(19.2399998,0.0599999987,0)
//1.改变玩家的位置到父亲身边 //1.改变玩家的位置到父亲身边
FindObjectOfType<M_Player>().transform.position = new Vector3(9.30000019f,0.936617672f,0); FindObjectOfType<M_Player>().transform.position = new Vector3(9.30000019f,0.685016334f,0);
//2.触发对话【回忆之后的对话】 //2.触发对话【回忆之后的对话】
Flowchart.BroadcastFungusMessage("回忆之后的对话"); Flowchart.BroadcastFungusMessage("回忆之后的对话");
//3.更改玩家操作地图未空
FindObjectOfType<M_Player>().GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
} }
} }

View File

@ -1,6 +1,8 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Fungus;
using UnityEngine.InputSystem;
public class OpenDoorStage : Event public class OpenDoorStage : Event
{ {
@ -10,7 +12,7 @@ public class OpenDoorStage : Event
Debug.Log("正在启动多态【开门演出】"); Debug.Log("正在启动多态【开门演出】");
M_Player player = FindObjectOfType<M_Player>();//找到玩家 M_Player player = FindObjectOfType<M_Player>();//找到玩家
player.transform.position = new Vector3(12.8999996f,0.936617672f,0);//改变玩家位置 player.transform.position = new Vector3(12.8999996f,0.685016334f,0);//改变玩家位置
player.transform.localScale = new Vector3( player.transform.localScale = new Vector3(
Mathf.Abs(transform.localScale.x)*-1, Mathf.Abs(transform.localScale.x)*-1,
@ -22,6 +24,12 @@ public class OpenDoorStage : Event
watertank.GetComponentInChildren<NormalInvestableItems>().itemName = "父亲离开后的水缸"; watertank.GetComponentInChildren<NormalInvestableItems>().itemName = "父亲离开后的水缸";
Destroy(FindObjectOfType<Father>().gameObject);//摧毁父亲这个游戏物体 Destroy(FindObjectOfType<Father>().gameObject);//摧毁父亲这个游戏物体
Destroy(GameObject.Find("电报机"));//摧毁电报机这个游戏物体
//设置玩家操作地图为空
player.GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
//呼出开门演出开幕对话
Flowchart.BroadcastFungusMessage("开门演出开幕");
} }
} }

View File

@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class RecoverMapToNormal : Event
{
//事件,恢复玩家操作地图到普通
public override void OnCall()
{
FindObjectOfType<M_Player>().GetComponent<PlayerInput>().SwitchCurrentActionMap("PlayerNormal");
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4324cb24768857b4aa1e1d692e6c3797
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View File

@ -63,7 +63,7 @@ public class IndexRecoder : MonoBehaviour
codeBook.Add("----.","9"); codeBook.Add("----.","9");
codeBook.Add("-----","0"); codeBook.Add("-----","0");
stageName = "序章-家中-已打码"; stageName = "开门演出";
} }
// Update is called once per frame // Update is called once per frame

View File

@ -7,8 +7,11 @@ public class Door : Interactive
//可交互对象:门的控制类 //可交互对象:门的控制类
public override void OnCall() public override void OnCall()
{ {
//当门被唤醒显示CG //在开门演出的多态当门被唤醒显示CG
if(FindObjectOfType<IndexRecoder>().stageName == "开门演出")
{
CGAdministrator administrator = FindObjectOfType<CGAdministrator>(); CGAdministrator administrator = FindObjectOfType<CGAdministrator>();
administrator.CallACG("暂用-战友"); administrator.CallACG("暂用-战友");
} }
}
} }

View File

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Fungus; using Fungus;
using UnityEngine.InputSystem;
public class Father : NormalInvestableItems public class Father : NormalInvestableItems
{ {
@ -22,6 +23,8 @@ public class Father : NormalInvestableItems
{ {
//Debug.Log("我触发了和父亲的对话"); //Debug.Log("我触发了和父亲的对话");
Flowchart.BroadcastFungusMessage("与父亲对话"); Flowchart.BroadcastFungusMessage("与父亲对话");
//关闭玩家的操作地图
FindObjectOfType<M_Player>().GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
} }
public void OnTalkToSonEnd() public void OnTalkToSonEnd()

View File

@ -56,7 +56,8 @@ public class TelephoneLine : Interactive
//象征着按下交互键了,如果这个还没被修好,即刻开始修复电话线 //象征着按下交互键了,如果这个还没被修好,即刻开始修复电话线
if(!isRepared) if(!isRepared)
{ {
m_interface.SetActive(true); m_interface.SetActive(true);//打开UI
m_interface.transform.position = Camera.main.WorldToScreenPoint(transform.position);
StartRepareTheTelephoneLine(); StartRepareTheTelephoneLine();
} }
} }

View File

@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DownOrUpPoint : MonoBehaviour
{
//下坑点的控制代码,当触发器监测到玩家进入触发器且下坑方向匹配,则发信给玩家、让其执行下坑动画
[Tooltip("请填入这个点触发所需要的面部朝向1代表右-1代表左")]
public int dir;
[Tooltip("请填入这个点的类型是上坑还是下坑1代表上-1代表下")]
public int type;
void OnTriggerStay2D(Collider2D other)
{
if(other.tag == "Player" && other.GetComponent<M_Player>().ReturnFaceDir() == dir)
{
//当玩家触发触发器,并且方向和记录方向一致
if(type == -1)
other.GetComponent<M_Player>().PlayDownAnimation();
if(type == 1)
other.GetComponent<M_Player>().PlayUpAnimation();
}
}
}

View File

@ -0,0 +1,11 @@
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serializedVersion: 2
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View File

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Fungus; using Fungus;
using UnityEngine.InputSystem;
public class NormalInvestableItems : Interactive public class NormalInvestableItems : Interactive
{ {
@ -22,5 +23,7 @@ public class NormalInvestableItems : Interactive
{ {
Debug.Log("我触发了"+ gameObject.name +"的对话"); Debug.Log("我触发了"+ gameObject.name +"的对话");
Flowchart.BroadcastFungusMessage("谈论" + itemName); Flowchart.BroadcastFungusMessage("谈论" + itemName);
//修改玩家操作地图为空,解决玩家在对话时还能移动的问题
FindObjectOfType<M_Player>().GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
} }
} }

659
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