1.添加轰炸功能

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Roman 2021-07-08 19:52:46 +08:00
parent 51182131c1
commit 847dbe100c
14 changed files with 615 additions and 25 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BombingArea : MonoBehaviour
{
// Start is called before the first frame update
private bool bombing = false;//是否正在轰炸
public GameObject shell;//炮弹游戏物体
private float minimumTimeInterval;
private float maximumTimeInterval;//生成炮弹的最小和最大时间间隔
private float maxOffSetOfShell;//生成炮弹离玩家的最大偏移量
private float leftTime = 0f;
private IndexRecoder indexRecoder;
private M_Player player;
private float shellHeight;
void Start()
{
Init();
}
// Update is called once per frame
void Update()
{
if(bombing) Bomb();
}
private void Init()
{
indexRecoder = FindObjectOfType<IndexRecoder>();
minimumTimeInterval = indexRecoder.bombingAreaMinimumTimeInterval;
maximumTimeInterval = indexRecoder.bombingAreaMaximumTimeInterval;
maxOffSetOfShell = indexRecoder.bombingAreaMaxOffSetOfShell;
shellHeight = indexRecoder.bombingAreaShellHeight;
player = FindObjectOfType<M_Player>();
}
private void Bomb()
{
if(leftTime <= 0f)
{
Instantiate(shell,//生成炮弹
player.transform.position + //以玩家位置
new Vector3(Random.Range(-maxOffSetOfShell,maximumTimeInterval),//加上水平方向的偏移量
shellHeight,0),//竖直方向给高度
Quaternion.identity);
leftTime = Random.Range(minimumTimeInterval,maximumTimeInterval);
}
else leftTime -= Time.deltaTime;
}
void OnTriggerEnter2D(Collider2D other)
{
if(other.tag == "Player")//当玩家进入轰炸区
{
bombing = true;
}
}
void OnTriggerExit2D(Collider2D other)
{
if(other.tag == "Player")//当玩家退出轰炸区
{
bombing = false;
}
}
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@ -22,4 +22,13 @@ public class Father : NormalInvestableItems
Debug.Log("我触发了和父亲的对话");
Flowchart.BroadcastFungusMessage("与父亲对话");
}
public void OnTalkToSonEnd()
{
Debug.Log("对话结束,打开电报机页面");
m_interface.SetActive(true);
M_Player player = FindObjectOfType<M_Player>();
player.catched = m_interface.GetComponent<Machine>();
m_interface.GetComponent<Machine>().OnCall();
}
}

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@ -5,14 +5,35 @@ using UnityEngine;
public class IndexRecoder : MonoBehaviour
{
// Start is called before the first frame update
[Tooltip("角色普通移动速度")]
public float playerMoveSpeed;//角色普通移动速度
[Tooltip("角色跳跃力度")]
public float playerJumpSpeed;//角色跳跃力度
public float bulletSpeed;//子弹速度
[Tooltip("角色跑步的时候,速度是普通状态的多少倍")]
public float runSpeedMultiple;//角色跑步的时候,速度是普通状态的多少倍
[Tooltip("判定输入为点还是横线的界限时间")]
public float dotRoLineTime;//判定输入为点还是横线的界限时间
public Dictionary<string, string> codeBook = new Dictionary<string, string>();
public float TelephoneNeedTime;
public Dictionary<string, string> codeBook = new Dictionary<string, string>();//摩尔斯电码字典
[Tooltip("角色修复电话线需要多长时间")]
public float TelephoneNeedTime;//角色修复电话线需要多长时间
[Tooltip("炮弹生成的最小时间间隔")]
public float bombingAreaMinimumTimeInterval;
[Tooltip("炮弹生成的最大时间间隔")]
public float bombingAreaMaximumTimeInterval;
[Tooltip("生成炮弹位置离玩家的最大偏移量")]
public float bombingAreaMaxOffSetOfShell;
[Tooltip("生成炮弹的高度")]
public float bombingAreaShellHeight;
[Tooltip("炮弹的下落速度")]
public float shellSpeed;
[Tooltip("炮弹的下落时间")]
public float shellFallingTime;
[Tooltip("炮弹阴影的震动幅度")]
public float shellShadowRangeOfChange;
[Tooltip("炮弹阴影的Y值偏移")]
public float shellShadowPositionYOffSet;
void Start()
{
GameObject.DontDestroyOnLoad(gameObject);

71
Assets/Scripts/Shell.cs Normal file
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@ -0,0 +1,71 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shell : MonoBehaviour
{
// Start is called before the first frame update
public GameObject shadow;//阴影游戏物体
private Transform ground;//地面的位置信息
private float shellSpeed;//炮弹速度
private IndexRecoder indexRecoder;
private float fallingTime;
private bool isDroping = false;
private Transform m_shadow;
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();
shellSpeed = indexRecoder.shellSpeed;
fallingTime = indexRecoder.shellFallingTime;
ground = GameObject.FindWithTag("地面").transform;
m_shadow = Instantiate(shadow,//生成一片阴影
new Vector3(transform.position.x,//在这枚炮弹的X
ground.transform.position.y + //地面的Y
indexRecoder.shellShadowPositionYOffSet,//加上偏移量
0),
Quaternion.identity)
.transform;
Invoke("Drop",fallingTime);
}
// Update is called once per frame
void Update()
{
ShadowShock();
if(isDroping)
{
transform.position -= new Vector3(0,shellSpeed*Time.deltaTime,0);
}
}
private void ShadowShock()
{
m_shadow.transform.localScale = new Vector3(m_shadow.localScale.x +
Random.Range(-indexRecoder.shellShadowRangeOfChange,
indexRecoder.shellShadowRangeOfChange),
m_shadow.localScale.y,
m_shadow.localScale.z);
}
private void Drop()
{
isDroping = true;
}
void OnTriggerEnter2D(Collider2D other)
{
Debug.Log(other.name);
//当玩家被炮弹击中
switch (other.tag)
{
case "Player":
//玩家被炮弹击中
break;
case "地面":
Destroy(m_shadow.gameObject);
Destroy(gameObject);
break;
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f52e8e7ae8128004eba1db328b38a417
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -9,7 +9,7 @@ public class TelephoneLine : Interactive
private float allNeedTime;
private float hasReparedTime = 0f;
private bool isReparing = false;
private bool isRepared = false;
public bool isRepared = false;
IndexRecoder indexRecoder;
private float process = 0f;

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@ -5,6 +5,7 @@ TagManager:
serializedVersion: 2
tags:
- "\u8FDB\u5EA6\u6761"
- "\u5730\u9762"
layers:
- Default
- TransparentFX

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