任务:替换现有美术素材和动画、完善游戏的流程化

*:合并了SAIPOVersion
场景【第二关】
1.放置巡逻类敌人
*制作AC【巡逻敌人】
2.完善巡逻类敌人,具有以下特性:
(1.普通巡逻时,执行走路动画
(2.监测到玩家时,执行开枪动画
(3.给动画添加事件,开枪瞬间播放玩家死亡动画
(4.当听到石头声音,执行听见动画
(5.结束后让敌人冲向石头落地处
(6.到达石头落地处后,执行检查动画
(7.检查动画结束后,返回步行状态继续巡逻
3.布置了投掷物堆
4.布置了挡板,具有以下特性:
(1.当玩家位于挡板后,标记自身被遮挡,不会被敌人发现
(2.当玩家离开挡板后,标记自身未被遮挡,会被敌人发现
(3.修改敌人逻辑,当发现挡板后的玩家,无事发生,而当发现无遮挡的玩家,执行开枪和玩家死亡动画
5.解决了玩家转身后无法投掷的问题
6.放置了两个敌人
7.放置了两个挡板
8.布置营地
9.给桌子加上修理电报机系统
10.替换修理电报机界面UI美术素材
11.提高了修理台的转速
This commit is contained in:
Roman 2021-09-03 16:03:44 +08:00
parent 3476256694
commit 6c935a7d3f
58 changed files with 31290 additions and 115 deletions

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@ -19,7 +19,8 @@ public class M_Player : MonoBehaviour
public Interactive catched;//所捕捉到的可交互对象
private bool throwingState = false;//记录当前是否在投掷状态
private PlayerInput playerInput;//自身输入组件,用来切换操控地图
private bool canAdjustTheAngle = false;//记录此时自己是否能调整投掷角度
private bool canAdjustTheAngle = false;//记录此时自己是否能调整投掷角
[SerializeField]
private float throwingAngle = 45f;//记录投掷的角度.默认是45°
private float throwingAngleDir;//记录此时投掷角度变化的速度,包括大小和方向,-1~1表示
[Tooltip("投掷物的预制体")]
@ -28,6 +29,8 @@ public class M_Player : MonoBehaviour
public Transform throwOffset;//记录一下抛出点的位置
private Animator M_Animator;
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
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数
@ -137,6 +140,8 @@ public class M_Player : MonoBehaviour
Mathf.Abs(transform.localScale.x)*faceDir,
transform.localScale.y,
transform.localScale.z);
if(faceDir == -1)throwingAngle = 46f;
else throwingAngle = 45f;
}
//监听投掷按键的函数
@ -248,12 +253,14 @@ public class M_Player : MonoBehaviour
{
if(context.started)
{
machineAudio.Play();
//如果刚按下打码把电报机UI图片的把手替换成按下的
catched.ChangeHandleTo(true);
}
if(context.canceled)
{
machineAudio.Stop();
//如果刚松开打码把电报机UI图片的把手换成松开的
catched.ChangeHandleTo(false);
//根据按下期间时长发送打出来的码给电报机
@ -287,7 +294,8 @@ public class M_Player : MonoBehaviour
{
throwingState = false;//改变自身标记
playerInput.SwitchCurrentActionMap("PlayerNormal");//修改自身操控地图
throwingAngle = 45f;//恢复投掷角度到45°
if(faceDir == 1) throwingAngle = 45f;//恢复投掷角度到45°
else throwingAngle = 46f;
canAdjustTheAngle = false;//可修改角度标记改为false
GetComponent<LineRenderer>().enabled = false;//别画线了
//关闭动画条件
@ -310,6 +318,22 @@ public class M_Player : MonoBehaviour
transform.localScale.z);//让玩家转身
}
public void YouAreShooting()
{
// 当玩家被射中时调用
M_Animator.SetBool("IsShootDead",true);
StartCoroutine("StopShootingAnimation");//此帧结束后关闭死亡动画条件
}
private IEnumerator StopShootingAnimation()
{
yield return new WaitForSeconds(0.1f);
M_Animator.SetBool("IsShootDead",false);
}
public void YouAreCovered(){isCovered = true;}
public void YouAreLosingCover(){isCovered = false;}
public bool AreYouCovered(){return isCovered;}
//绘制投掷曲线的函数,非常🐂
public void DrawPath()
{

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@ -15,7 +15,7 @@ public class AfterCoding : Event
public GameObject BlackUI;
void Start()
{
OnCall();
//OnCall();
}
public override void OnCall()
{

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@ -14,7 +14,6 @@ public class InitStage2 : MonoBehaviour
private IEnumerator OpenReadyMachine()
{
yield return new WaitForSeconds(0.1f);
Debug.Log("打开损坏电报机的碰撞体");
FindObjectOfType<AReadyMachine>().GetComponent<BoxCollider2D>().enabled = true;//打开损坏电报机的碰撞体
}

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@ -26,6 +26,8 @@ public class Blockhouse : MonoBehaviour
[Tooltip("请填入提前时间,即在警告后多少时间开枪")]
public float advanceTime;
public AudioSource blockHouseAudio;//获取音频对象
void Start()
{
shootingAreas = new ShootingArea[transform.childCount];
@ -68,10 +70,12 @@ public class Blockhouse : MonoBehaviour
{
if(!isShooting)
{
blockHouseAudio.Stop();//取消播放
warningUI.sprite = done;
}
else
{
blockHouseAudio.Play();//开始播放
warningUI.sprite = ready;
}
}

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@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cover : MonoBehaviour
{
// 掩体类,控制第二关中挡板
void OnTriggerEnter2D(Collider2D other)
{
Debug.Log("看到玩家了!");
//当玩家进入触发器,使玩家标记自身为掩护状态
if(other.gameObject.tag == "Player")
{
other.GetComponent<M_Player>().YouAreCovered();
}
}
void OnTriggerExit2D(Collider2D other)
{
//当玩家进入触发器,使玩家标记自身为掩护状态
if(other.gameObject.tag == "Player")
{
other.GetComponent<M_Player>().YouAreLosingCover();
}
}
}

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@ -15,6 +15,8 @@ public class MachineGunner : MonoBehaviour
[Tooltip("请拖入第二个上坑点的游戏物体,将在敌人被击晕后激活这个上坑点")]
public GameObject UpPoint2;
public AudioSource gunnerAudio;//获取机枪音效
void Start()
{
@ -64,6 +66,7 @@ public class MachineGunner : MonoBehaviour
{
if(other.gameObject.tag == "投掷物")
{
gunnerAudio.Stop();//关闭音效
hasBeHit = true;//标记自身已被击中
//关闭开火动画
gun.SetBool("IsFiring",false);

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@ -6,6 +6,8 @@ public class Mine : MonoBehaviour
{
//地雷系统的地雷类,因为系统还十分不完善,所以没有什么内容🥔
private Animator animator;
public AudioSource boomAudio;//地雷爆炸音效
// Start is called before the first frame update
void Start()
{
@ -32,11 +34,13 @@ public class Mine : MonoBehaviour
case "Player"://如果是玩家,后续填写死亡
Debug.Log("玩家踩到地雷了");
animator.SetBool("IsBoom",true);
boomAudio.Play();
break;
case "投掷物"://如果是投掷物,销毁投掷物和自己
Debug.Log("投掷物砸到地雷了");
Destroy(other.gameObject);
animator.SetBool("IsBoom",true);
boomAudio.Play();
break;
}
}

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@ -6,6 +6,7 @@ public class Missile : MonoBehaviour
{
//投掷物类,用来控制投掷物
// Start is called before the first frame update
[SerializeField]
private bool amINoisy = false;//记录自己是否落地发出声音的变量
private bool amIBeenChecked = false;//记录自己是否已经被敌人检查过
private Rigidbody2D m_rigidbody;
@ -35,7 +36,8 @@ public class Missile : MonoBehaviour
//同时,摧毁自身的刚体组件,阻止其滚动
Destroy(GetComponent<Rigidbody2D>());
//再摧毁自身碰撞体
Destroy(GetComponent<CapsuleCollider2D>());
//Destroy(GetComponent<CapsuleCollider2D>());
GetComponent<CapsuleCollider2D>().isTrigger = true;
}
}

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@ -18,12 +18,14 @@ public class Patrolman : MonoBehaviour
[SerializeField][ReadOnly]
private float speed;//记录此刻瞬间的速度,不包含方向
private float velocity;//速度,正值代表向右,用来判断面部朝向
[SerializeField]
private Transform target;//当前目标位置
private bool isInterrupt = false;//记录目前是否被石头落地的声音所吸引
private float PVelocity = -1f;//记录上一帧的速度,默认上一帧往右走
private Transform auditoryRange;//听觉范围子物体
[SerializeField][ReadOnly]
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;
// Start is called before the first frame update
void Start()
@ -33,6 +35,8 @@ public class Patrolman : MonoBehaviour
auditoryRange = transform.Find("听觉范围");//找到子物体听觉范围
auditoryRange.gameObject.AddComponent<AuditoryRange>();//给子物体听觉范围填上碰撞监测代码
missiles = new List<Missile>();//初始化投掷物列表
animator = GetComponent<Animator>();
animator.SetBool("IsWalk",true);
}
// Update is called once per frame
@ -46,8 +50,10 @@ public class Patrolman : MonoBehaviour
{
foreach(Missile missile in missiles)
{
//Debug.Log(missile.AMINoisy());
if(missile.AMINoisy() && !missile.AmIBeenChecked())//如果投掷物在发声、且没有被检查过
{
Debug.Log("听见了");
//将目标位置设定为落点
target = missile.transform;
//更改速度为跑步速度
@ -56,10 +62,22 @@ public class Patrolman : MonoBehaviour
missile.YouAreChecked();
isInterrupt = true;
PVelocity = 0;
//执行听见动画
animator.SetBool("IsListen",true);
StartCoroutine("StopListen");//取消听见动画条件
}
}
}
private IEnumerator StopListen()
{
yield return new WaitForSeconds(0.1f);
animator.SetBool("IsListen",false);
animator.SetBool("IsRush",true);//开启跑步条件
animator.SetBool("IsWalk",true);//关闭走路条件
}
//朝目标移动函数
private void Move()
{
@ -69,6 +87,7 @@ public class Patrolman : MonoBehaviour
velocity *= speed;//给速度赋以大小
//判断是否到达巡逻点或者落点
//Debug.Log(velocity*PVelocity);
if(velocity*PVelocity < 0)//速度相乘得负数,说明方向发生改变
{
//如果计算速度发生改变,且不是因为被石头打断,说明经过了巡逻点,此时更换目标点为另一个
@ -84,6 +103,12 @@ public class Patrolman : MonoBehaviour
else target = point1;
Debug.Log("投掷物触发转向");
isInterrupt = false;
//动画
animator.SetBool("IsCheck",true);
animator.SetBool("IsWalk",true);
animator.SetBool("IsRush",false);
StartCoroutine("StopCheckAnimation");
}
}
@ -91,26 +116,44 @@ public class Patrolman : MonoBehaviour
if(velocity > 0) transform.rotation = Quaternion.Euler(0,0,0);
else transform.rotation = Quaternion.Euler(0,180f,0);
//移动
transform.position = new Vector3(
//x
transform.position.x +//自身此刻位置 加上
velocity * //构造好的速度乘以
Time.deltaTime,//使其与时间无关
// //移动(改用动画移动)
// transform.position = new Vector3(
// //x
// transform.position.x +//自身此刻位置 加上
// velocity * //构造好的速度乘以
// Time.deltaTime,//使其与时间无关
//y和z不变
transform.position.y,
transform.position.z
);
// //y和z不变
// transform.position.y,
// transform.position.z
// );
//更新PVelocity
PVelocity = velocity;
}
void OnTriggerEnter2D(Collider2D other)
private IEnumerator StopCheckAnimation()
{
if(other.gameObject.tag == "Player") Debug.Log("玩家进入了监测区");
yield return new WaitForSeconds(0.1f);
animator.SetBool("IsCheck",false);
}
//开枪动画中调用,告诉玩家你被射死了
public void OnShoot()
{
FindObjectOfType<M_Player>().YouAreShooting();
}
void OnTriggerStay2D(Collider2D other)
{
if(other.gameObject.tag == "Player")
{
if(!other.GetComponent<M_Player>().AreYouCovered())
{
animator.SetBool("IsFire",true);
}
}
}
//在听觉范围中调用,加入一个监听中的投掷物

View File

@ -125,7 +125,7 @@ public class Shell : MonoBehaviour
case "老兵":
animator.SetBool("IsBoom",true);
isDroping = false;
other.transform.Find("老兵").GetComponent<Animator>().SetBool("IsBoomingDead",true);//执行老兵被炸死动画
other.transform.Find("老兵").GetComponent<Animator>().SetBool("IsBoomDead",true);//执行老兵被炸死动画
break;
case "电报机":
animator.SetBool("IsBoom",true);

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@ -462,6 +466,32 @@ AnimatorState:
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AnimatorController:
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@ -476,55 +506,61 @@ AnimatorController:
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@ -666,6 +702,31 @@ AnimatorState:
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View File

@ -55,6 +55,9 @@ TagManager:
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uniqueID: 840293209
locked: 0
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uniqueID: 4143298193
locked: 0
- name: front
uniqueID: 2192700093
locked: 0

View File

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