任务:?

1.替换第一关碉堡的枪光动画
2.给第一关场景物体分类,分为【有交互性】【无交互性】两种。
3.制作AC【碉堡枪光】
4.制作AM【碉堡枪光】
(*:还是很像火焰,建议修改
5.导入动画包,修改待机动画
6.导入动画包,修改走路和跑动动画
(*:修复电报线动画仍然存在问题,序章战场中父亲修复电线手部仍然异常
7.修改轰炸炮弹的大小为原来的1.8倍
8.使脚部的灰尘粒子系统仅在跑步的时候触发
(*:效果很差,建议修改
9.炸弹爆炸时添加镜头震动
10.优化了跑步时的粒子系统,包含以下内容:
(1.使粒子会受重力而下坠
(2.有一个斜向上的初速度
(3.0.5秒后自动销毁生成的粒子系统
(4.当跑步中脚着地的瞬间才会生成一个
(*:粒子图还需要更换,现在的太丑了
This commit is contained in:
Roman 2021-09-08 00:55:58 +08:00
parent 1edf4301cf
commit 51f3e28c6d
25 changed files with 14964 additions and 6149 deletions

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@ -31,6 +31,8 @@ public class M_Player : MonoBehaviour
private float strengthOfThrowing;//投掷力度,每次和投掷物堆交互,都会更新这个数值
public AudioSource machineAudio;
private bool isCovered = false;//记录自身现在是否被掩护,挡板中使用
[Tooltip("请拖入跑步时的脚上的粒子系统")]
public GameObject runFootsDust;
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数
@ -140,9 +142,38 @@ public class M_Player : MonoBehaviour
Mathf.Abs(transform.localScale.x)*faceDir,
transform.localScale.y,
transform.localScale.z);
// //修改灰尘朝向
// runFootsDust.transform.localScale = new Vector3(
// Mathf.Abs(runFootsDust.transform.localScale.x)*faceDir,
// runFootsDust.transform.localScale.y,
// runFootsDust.transform.localScale.z);
//转身时修改默认投掷角度
if(faceDir == -1)throwingAngle = 46f;
else throwingAngle = 45f;
}
public void OnRunFootTouched()
{
Debug.Log("执行了动画事件");
//动画中调用,当跑步中的主角脚着地时
GameObject theDust = Instantiate(runFootsDust,
new Vector3(transform.position.x,
transform.position.y ,
transform.position.z),
Quaternion.identity);
theDust.AddComponent<DestoryYourSelfComponent>();
}
public class DestoryYourSelfComponent:MonoBehaviour
{
void Start()
{
Invoke("DestoryYourSelf",0.5f);
}
public void DestoryYourSelf()
{
Destroy(gameObject);
}
}
//监听投掷按键的函数
public void OnThrow(InputAction.CallbackContext context)
@ -204,11 +235,13 @@ public class M_Player : MonoBehaviour
{
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
// runFootsDust.SetActive(true);//播放脚上灰尘粒子特效
}
else if(context.canceled)//如果刚松开跑步键
{
runSpeedMultiple = 1f;//恢复本地速度倍率为1
M_Animator.SetBool("IsRunning",false);//关闭跑步动画
// runFootsDust.SetActive(false);//关闭脚上灰尘粒子特效
}
}

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@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
public class Shell : MonoBehaviour
{
@ -26,6 +27,7 @@ public class Shell : MonoBehaviour
public AudioSource boomAudio;//航弹爆炸音效
public GameObject boomLight;//航弹爆炸光效
private CinemachineImpulseSource impulseSource;//镜头震动呼出者
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();
@ -46,6 +48,8 @@ public class Shell : MonoBehaviour
Invoke("DestroySelf",10f);
animator = GetComponent<Animator>();
impulseSource = GetComponent<CinemachineImpulseSource>();
}
// Update is called once per frame
@ -153,10 +157,11 @@ public class Shell : MonoBehaviour
FindObjectOfType<AfterCoding>().OnDeadAnimation();
break;
}
if(amISpecal)
if(amISpecal) //如果自己是特殊炸弹,则要考虑触发目标的死亡动画
{
if(target!=null)target.SetBool("IsBoomDead",true);
}
impulseSource.GenerateImpulse();
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