任务:替换现有美术素材和动画、完善游戏的流程化
场景【第二关】 1.创建事件【当修完电报机】,包含以下流程 (*关闭玩家的操作地图 (1.给玩家若干反应时间,然后关闭修理电报机界面 (2.再过若干时间,镜头跟踪物改为敌人 (3.同时,敌人的targe改为玩家 (4.若干时间后,镜头跟踪物改为玩家 (5.若干短时间后,敌人的target改为普通巡逻点 (6.若干时间后,弹出对话【被发现了】 (7.对话结束后,弹出电报机界面,要求打【埋伏,无法返回】,同时,激活倒计时UI。 (8.倒计时结束后,激活黑幕UI,短时间后播放两声枪响 (9.游戏结束 *:创建对话:【被发现了】
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@ -165,7 +165,10 @@ public class M_Player : MonoBehaviour
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public void OnQuit(InputAction.CallbackContext context)
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{
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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
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if(context.started)
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{
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if(catched != null) catched.Quit();//如果按下退出按钮,则执行捕捉到物体的退出功能
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}
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}
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//如果正处于投掷状态,则退出投掷状态的监听函数
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87
Assets/Scripts/事件/AfterReparedTheMachine.cs
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87
Assets/Scripts/事件/AfterReparedTheMachine.cs
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@ -0,0 +1,87 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Fungus;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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using Cinemachine;
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public class AfterReparedTheMachine : Event
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{
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private RepairBench repairBench;
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private CinemachineVirtualCamera Vcamera;
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[Tooltip("请拖入巡逻敌人")]
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public Patrolman patrolman1;
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[Tooltip("请拖入巡逻敌人")]
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public Patrolman patrolman2;
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private M_Player player;
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[Tooltip("请拖入电报机UI界面")]
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public GameObject MachineUI;
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[Tooltip("请拖入倒计时UI")]
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public Text countDown;
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private int leftTime = 10;
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public GameObject blackUI;
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private Machine machine;
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void Start()
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{
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repairBench = FindObjectOfType<RepairBench>();
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Vcamera = FindObjectOfType<CinemachineVirtualCamera>();
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player = FindObjectOfType<M_Player>();
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machine = FindObjectOfType<Machine>();
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//OnCall();
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}
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//事件,当修完电报机
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public override void OnCall()
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{
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StartCoroutine("Process");
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}
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private IEnumerator Process()
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{
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//1.关闭玩家操作地图
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FindObjectOfType<PlayerInput>().
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SwitchCurrentActionMap("NullMap");
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//2.给玩家若干反应时间,然后关闭修理电报机界面
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yield return new WaitForSeconds(0f);
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repairBench.m_interface.SetActive(false);
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//3.再过若干时间,镜头跟踪物改为敌人
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yield return new WaitForSeconds(2f);
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Vcamera.Follow = patrolman1.transform;
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//4.同时,敌人的targe改为玩家
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patrolman1.ChangeTargetTo(player.transform);
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patrolman2.ChangeTargetTo(player.transform);
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patrolman1.GetComponent<Animator>().SetBool("IsRush",true);
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patrolman2.GetComponent<Animator>().SetBool("IsRush",true);
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//5.若干时间后,镜头跟踪物改为玩家
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yield return new WaitForSeconds(4f);
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Vcamera.Follow = player.transform;
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//6.若干短时间后,敌人的target改为普通巡逻点
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yield return new WaitForSeconds(1f);
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patrolman1.ChangeTargetTo(patrolman1.point1);
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patrolman2.ChangeTargetTo(patrolman1.point1);
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//7.若干时间后,弹出对话【被发现了】
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Flowchart.BroadcastFungusMessage("被发现了");
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}
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public void AfterChat()
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{
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machine.OnCall();
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player.catched = machine;
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MachineUI.SetActive(true);
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player.GetComponent<PlayerInput>().
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SwitchCurrentActionMap("PlayerInCoding");
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countDown.gameObject.SetActive(true);
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InvokeRepeating("CountDown",0,1);
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}
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private void CountDown()
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{
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countDown.text = "倒计时" + leftTime;
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leftTime--;
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if(leftTime == 0)
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{
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//当倒计时结束
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blackUI.SetActive(true);
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}
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}
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}
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Assets/Scripts/事件/AfterReparedTheMachine.cs.meta
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11
Assets/Scripts/事件/AfterReparedTheMachine.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 15b7dc39a21199340906ab8ee84780b5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -161,6 +161,11 @@ public class Patrolman : MonoBehaviour
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//在听觉范围中调用,移除一个监听中的投掷物
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public void RemoveAMissile(Missile missile){missiles.Remove(missile);}
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public void ChangeTargetTo(Transform newTarget)
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{
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target = newTarget;
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}
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private class AuditoryRange : MonoBehaviour
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@ -99,7 +99,7 @@ public class RepairBench : Interactive
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{
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//如果全都完成
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//关闭界面
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m_interface.SetActive(false);
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//m_interface.SetActive(false);
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//触发结束事件
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endEvent.OnCall();
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}
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