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
This commit is contained in:
SAIPO 2021-09-09 22:08:49 +08:00
parent 2fe9b0c020
commit 6bd74c6c0c
84 changed files with 4730 additions and 977 deletions

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throwingAngle: 45
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m_ActionName: PlayerInMissionBook/Quit[/Keyboard/k]
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m_DefaultControlScheme:
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@ -907,6 +921,110 @@ Rigidbody2D:
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@ -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()
{
@ -21,6 +21,6 @@ public class BoomLight : MonoBehaviour
public void DesLight()
{
Destroy(light);
Destroy(m_light);
}
}

View File

@ -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

View File

@ -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()
{

View File

@ -85,6 +85,7 @@ public class AfterReparedTheMachine : Event
{
//当倒计时结束
blackUI.SetActive(true);
Invoke("PlayGunAudio",1.5f);
}
}

View File

@ -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

View File

@ -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();
}
}

View File

@ -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()
{

View File

@ -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)

View File

@ -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);
}

View 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);
}
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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);
}
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