合并了分支
1.序章-家中 1)加入了后处理volume对象,添加了Bloom,轻微暗角与重新映射动态范围 2.序章-战场 1)加入了后处理volume对象,与一些色调色轮调整 2)(建议这个场景也加入爆炸声和屏幕震动,因为背景也有炮弹,现在太平静了) 3.第一关 1)加入了后处理volume对象,与一些色调色轮调整 2)修复了枪光的bug 4.第二关 1)加入了后处理volume对象,与一些色调色轮调整 2)加入了背景的炮火效果 3)加入了解决的两声枪响 5.在music effects文件夹里加入了不合适的音效的替代
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walkSEs:
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ReapareTelephoneLineSE: {fileID: 8300000, guid: a5c5ddaef3d4a6145a38180977237d7b, type: 3}
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upHoleSE: {fileID: 8300000, guid: 2339e6668ec63b147b36f840df292bb3, type: 3}
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dropHoleSE: {fileID: 8300000, guid: 61dfc74a8bd7df24a9a01c2dfbac866b, type: 3}
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pickSE: {fileID: 8300000, guid: 76bdef1d772006d4294cf2a754b80a83, type: 3}
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throwSE: {fileID: 8300000, guid: 748d6296585c4ec4797c87e569e6969b, type: 3}
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m_ActionName: PlayerInMissionBook/Quit[/Keyboard/k]
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m_NeverAutoSwitchControlSchemes: 1
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m_DefaultControlScheme:
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m_DefaultActionMap: PlayerNormal
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@ -907,6 +921,110 @@ Rigidbody2D:
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m_SleepingMode: 1
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -5,7 +5,7 @@ using UnityEngine;
|
||||
|
||||
public class BoomLight : MonoBehaviour
|
||||
{
|
||||
public GameObject light;
|
||||
public GameObject m_light;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
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@ -21,6 +21,6 @@ public class BoomLight : MonoBehaviour
|
||||
|
||||
public void DesLight()
|
||||
{
|
||||
Destroy(light);
|
||||
Destroy(m_light);
|
||||
}
|
||||
}
|
||||
|
@ -16,7 +16,8 @@ public class GunLight : MonoBehaviour
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
InvokeRepeating("ChangeLight",1f,0.05f);
|
||||
if(isFire)
|
||||
InvokeRepeating("ChangeLight",1f,0.05f);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
|
@ -31,8 +31,22 @@ 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;
|
||||
[Tooltip("请拖入走路音效")]
|
||||
public AudioClip[] walkSEs;
|
||||
[Tooltip("请拖入跑步音效")]
|
||||
public AudioClip[] RunSEs;
|
||||
private AudioSource audioPlayer;
|
||||
[Tooltip("拖入修复电报线的音效")]
|
||||
public AudioClip ReapareTelephoneLineSE;
|
||||
[Tooltip("拖入爬出坑的音效")]
|
||||
public AudioClip upHoleSE;
|
||||
[Tooltip("拖入掉入坑的音效")]
|
||||
public AudioClip dropHoleSE;
|
||||
[Tooltip("拖入捡东西的音效")]
|
||||
public AudioClip pickSE;
|
||||
[Tooltip("拖入丢东西的音效")]
|
||||
public AudioClip throwSE;
|
||||
|
||||
void Start()
|
||||
{
|
||||
indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数
|
||||
@ -44,6 +58,8 @@ public class M_Player : MonoBehaviour
|
||||
//为了解决warming,最后阶段请删除,到那时应该不会再有警告
|
||||
if(inputDir == 0){}
|
||||
//
|
||||
|
||||
audioPlayer = GetComponent<AudioSource>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -52,14 +68,20 @@ public class M_Player : MonoBehaviour
|
||||
AdjustTheAngle();
|
||||
}
|
||||
|
||||
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
|
||||
// }
|
||||
//动画中调用,播放捡拾东西的音效
|
||||
public void OnPickSE()
|
||||
{
|
||||
audioPlayer.clip = pickSE;
|
||||
audioPlayer.volume = 0.8f;
|
||||
audioPlayer.Play();
|
||||
}
|
||||
//动画中调用,播放丢出东西的音效
|
||||
public void OnThrowSE()
|
||||
{
|
||||
audioPlayer.clip = throwSE;
|
||||
audioPlayer.volume = 0.8f;
|
||||
audioPlayer.Play();
|
||||
}
|
||||
|
||||
//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;}
|
||||
@ -152,27 +174,24 @@ public class M_Player : MonoBehaviour
|
||||
else throwingAngle = 45f;
|
||||
}
|
||||
|
||||
private int shouldBePlayedRunSEID = 0;
|
||||
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>();
|
||||
//跑步动画中脚着地触发
|
||||
audioPlayer.clip = RunSEs[shouldBePlayedRunSEID % RunSEs.Length];
|
||||
audioPlayer.volume = 0.2f;
|
||||
audioPlayer.Play();
|
||||
shouldBePlayedRunSEID++;
|
||||
|
||||
}
|
||||
public class DestoryYourSelfComponent:MonoBehaviour
|
||||
private int shouldBePlayedWalkSEID = 0;
|
||||
public void OnWalkFootTouched()
|
||||
{
|
||||
void Start()
|
||||
{
|
||||
Invoke("DestoryYourSelf",0.5f);
|
||||
}
|
||||
public void DestoryYourSelf()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
//走路动画中脚着地触发
|
||||
audioPlayer.clip = walkSEs[shouldBePlayedWalkSEID % walkSEs.Length];
|
||||
audioPlayer.volume = 0.2f;
|
||||
audioPlayer.Play();
|
||||
shouldBePlayedWalkSEID++;
|
||||
}
|
||||
|
||||
//监听投掷按键的函数
|
||||
@ -261,6 +280,11 @@ public class M_Player : MonoBehaviour
|
||||
//获取其电话线组件,如果其未修好,则执行修理动画
|
||||
if(!catched.GetComponent<TelephoneLine>().HasTheBePrepared())
|
||||
M_Animator.SetBool("IsReparing", true);
|
||||
//播放修复电话线音效
|
||||
audioPlayer.clip = ReapareTelephoneLineSE;
|
||||
audioPlayer.volume = 0.8f;
|
||||
audioPlayer.loop = true;
|
||||
audioPlayer.Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -268,11 +292,14 @@ public class M_Player : MonoBehaviour
|
||||
if(context.canceled)
|
||||
{
|
||||
//可交互对象电话线比较特殊,需要额外检测按钮松开的瞬间
|
||||
if(catched != null)
|
||||
if(catched != null && catched.tag == "电话线")
|
||||
{
|
||||
catched.StopRepareTheTelephoneLine();
|
||||
//如果捕捉对象是电话线,停止修电话线动画
|
||||
if(catched.tag == "电话线") M_Animator.SetBool("IsReparing", false);
|
||||
//停止修复电话线音效
|
||||
audioPlayer.Stop();
|
||||
audioPlayer.loop = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -315,6 +342,22 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
//动画内调用,当玩家掉下坑后,主要用来播放音效
|
||||
public void OnDropTheHole()
|
||||
{
|
||||
audioPlayer.volume = 0.8f;
|
||||
audioPlayer.clip = dropHoleSE;
|
||||
audioPlayer.Play();
|
||||
}
|
||||
//动画内调用,当玩家爬上坑后,主要用来播放音效
|
||||
public void OnOutTheHole()
|
||||
{
|
||||
audioPlayer.volume = 0.8f;
|
||||
audioPlayer.clip = upHoleSE;
|
||||
audioPlayer.Play();
|
||||
}
|
||||
|
||||
|
||||
//使自身进入投掷状态的函数
|
||||
public void EnterThrowingState()
|
||||
{
|
||||
|
@ -85,6 +85,7 @@ public class AfterReparedTheMachine : Event
|
||||
{
|
||||
//当倒计时结束
|
||||
blackUI.SetActive(true);
|
||||
Invoke("PlayGunAudio",1.5f);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -13,7 +13,7 @@ public class CallASpecialShell : Event
|
||||
public override void OnCall()
|
||||
{
|
||||
//当事件触发,生成一个特殊的炮弹
|
||||
Shell thisShell = Instantiate(shell,new Vector3(17.64f,9.23999977f,0f),Quaternion.identity).
|
||||
Shell thisShell = Instantiate(shell,new Vector3(17.64f,13.23999977f,0f),Quaternion.identity).
|
||||
GetComponent<Shell>();
|
||||
thisShell.M_BombingArea = bombingArea;
|
||||
thisShell.YouAreSpecal();//告诉这枚炮弹,它是特殊的
|
||||
|
@ -38,6 +38,8 @@ public class Missile : MonoBehaviour
|
||||
//再摧毁自身碰撞体
|
||||
//Destroy(GetComponent<CapsuleCollider2D>());
|
||||
GetComponent<CapsuleCollider2D>().isTrigger = true;
|
||||
//播放着地音效
|
||||
GetComponent<AudioSource>().Play();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -18,6 +18,8 @@ public class MissionBook : Interactive
|
||||
bookUI.SetActive(true);//当被唤醒,直接显示任务书的UI
|
||||
//随后关闭玩家操控地图
|
||||
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("PlayerInMissionBook");
|
||||
//播放音效
|
||||
GetComponent<AudioSource>().Play();
|
||||
}
|
||||
public override void Quit()
|
||||
{
|
||||
|
@ -26,6 +26,11 @@ public class Patrolman : MonoBehaviour
|
||||
[SerializeField]
|
||||
private List<Missile> missiles;//投掷物列表,巡逻者会自动往搜索听觉范围内的投掷物
|
||||
private Animator animator;
|
||||
public AudioClip[] RunSEs;
|
||||
public AudioClip[] walkSEs;
|
||||
private AudioSource audioPlayer;
|
||||
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
@ -37,6 +42,7 @@ public class Patrolman : MonoBehaviour
|
||||
missiles = new List<Missile>();//初始化投掷物列表
|
||||
animator = GetComponent<Animator>();
|
||||
animator.SetBool("IsWalk",true);
|
||||
audioPlayer = GetComponent<AudioSource>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -46,6 +52,27 @@ public class Patrolman : MonoBehaviour
|
||||
CheckMissiles();//检查是否有投掷物落地
|
||||
}
|
||||
|
||||
private int shouldBePlayedWalkSEID = 0;
|
||||
public void OnWalkFootTouched()
|
||||
{
|
||||
//走路动画中脚着地触发
|
||||
audioPlayer.clip = walkSEs[shouldBePlayedWalkSEID % walkSEs.Length];
|
||||
audioPlayer.volume = 0.2f;
|
||||
audioPlayer.Play();
|
||||
shouldBePlayedWalkSEID++;
|
||||
}
|
||||
private int shouldBePlayedRunSEID = 0;
|
||||
public void OnRunFootTouched()
|
||||
{
|
||||
//跑步动画中脚着地触发
|
||||
audioPlayer.clip = RunSEs[shouldBePlayedRunSEID % RunSEs.Length];
|
||||
audioPlayer.volume = 0.2f;
|
||||
audioPlayer.Play();
|
||||
shouldBePlayedRunSEID++;
|
||||
|
||||
}
|
||||
|
||||
|
||||
private void CheckMissiles()
|
||||
{
|
||||
foreach(Missile missile in missiles)
|
||||
|
@ -28,6 +28,7 @@ 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>();
|
||||
@ -101,6 +102,16 @@ public class Shell : MonoBehaviour
|
||||
public void DestroySelf()
|
||||
{
|
||||
//动画中调用,爆炸动画结束后删除自身和阴影
|
||||
//由于音效需要,等炮弹动画结束后两秒才销毁物体
|
||||
Invoke("DestoryInvoke",2f);
|
||||
//销毁前还会存在一段时间。所以要关闭自身的触发器和图片
|
||||
GetComponent<BoxCollider2D>().enabled = false;
|
||||
GetComponent<SpriteRenderer>().enabled = false;
|
||||
//还得把灯关了
|
||||
boomLight.SetActive(false);
|
||||
}
|
||||
private void DestoryInvoke()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
|
38
Assets/Scripts/抽象的东西/BackBoom.cs
Normal file
38
Assets/Scripts/抽象的东西/BackBoom.cs
Normal file
@ -0,0 +1,38 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class BackBoom : MonoBehaviour
|
||||
{
|
||||
public Transform left;
|
||||
|
||||
public Transform right;
|
||||
public Transform up;
|
||||
|
||||
public Transform down;
|
||||
|
||||
public GameObject boomLight;
|
||||
|
||||
public List<GameObject> BoomList;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
InvokeRepeating("AddLight",1f,0.2f);
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void AddLight()
|
||||
{
|
||||
Vector2 pos = new Vector2(Random.Range(left.position.x,right.position.x),Random.Range(up.position.y,down.position.y));
|
||||
Instantiate(boomLight, pos, Quaternion.identity);
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/抽象的东西/BackBoom.cs.meta
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Assets/Scripts/抽象的东西/BackBoomController.cs
Normal file
27
Assets/Scripts/抽象的东西/BackBoomController.cs
Normal file
@ -0,0 +1,27 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Experimental.Rendering.Universal;
|
||||
|
||||
public class BackBoomController : MonoBehaviour
|
||||
{
|
||||
|
||||
public Light2D BoomLight;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void DesLight()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
11
Assets/Scripts/抽象的东西/BackBoomController.cs.meta
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76
Assets/Shader/FirstScenes.asset
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76
Assets/Shader/FirstScenes.asset
Normal file
@ -0,0 +1,76 @@
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Assets/Shader/IntroHome.asset
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169
Assets/Shader/IntroHome.asset
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@ -0,0 +1,169 @@
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Assets/音效/电报.mp3
Normal file
BIN
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Normal file
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Normal file
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Assets/音效/走&跑.meta
Normal file
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Normal file
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Assets/音效/走&跑/跑步.wav
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22
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Assets/音效/走&跑/跑步1.mp3
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BIN
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Normal file
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Assets/音效/走&跑/跑步1.mp3.meta
Normal file
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Assets/音效/走&跑/跑步2.mp3
Normal file
BIN
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Normal file
Binary file not shown.
22
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Normal file
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Normal file
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Assets/音效/跳坑落地.wav
Normal file
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Normal file
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Normal file
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Loading…
x
Reference in New Issue
Block a user