任务:替换现有美术素材和动画、完善游戏的流程化

场景【第一关】
1.使得事件【老兵牺牲】只会被触发一次
2.调节层数,解决角色手穿模的问题
3.放置碉堡美术素材
4.使碉堡开枪的时候地面上出现枪光
5.制作AC【挡板枪光】
6.制作AM【挡板枪光】
7.适配挡板枪光动画,使碉堡开枪的时候挡板出现枪光动画。
8.制作UI层,碉堡警告,其具有功能:
(1.当玩家进入警戒区,UI层以卷轴方式卷开
(2.当碉堡开火的前若干秒,让UI层的图片挥手表示进攻
(3.攻击结束后,替换UI层图片为预备态
(4.当玩家离开警戒区,以出现时同样的方式卷回UI层
9.布置好了第一关碉堡处的地雷和投掷物
10.调整了地雷的层数,使得其爆炸动画能够遮挡玩家
11.控制了摄像机的移动范围
12.更新了电报机界面
13.解决了通过爆炸产生的投掷物堆投掷无力的问题
14.解决了老兵牺牲后的穿模问题
15.更新对话框样式
16.更新对话头像
17.更新机枪手监测范围,使玩家落入坑中后才开始开枪
18.(暂无)添加事件【打完电码后】,包含以下内容:
(1.关闭电报机界面
(2.在玩家周围生成一颗导弹
(3.导弹炸不到玩家,但是仍触发玩家被炸死的动画,表示被震晕
(4.逐渐聚焦到玩家,若干时间后突然屏幕全黑
(5.转移到场景【第二关】
This commit is contained in:
Roman 2021-09-02 22:06:12 +08:00
parent f65f199aee
commit 93808cc53b
23 changed files with 4049 additions and 921 deletions

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@ -44,6 +44,6 @@ Material:
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m_BuildTextureStacks: []

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@ -19,6 +19,7 @@ public class VeteranSacrifice : Event
public GameObject shell;
[Tooltip("召唤的炮弹需要知道自己属于哪个轰炸区,请拖入其轰炸区")]
public BombingArea bombingArea;
private bool hasBeenOnCall;//记录事件是否被触发的变量
@ -44,6 +45,15 @@ public class VeteranSacrifice : Event
{
//1.关闭玩家操作地图
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
//*让老兵转个身放置牺牲后穿模
FindObjectOfType<Veteran>().transform.localScale = new Vector3(
//x
FindObjectOfType<Veteran>().transform.localScale.x*-1,
//y
FindObjectOfType<Veteran>().transform.localScale.y,
//z
FindObjectOfType<Veteran>().transform.localScale.z
);
//2.移动相机至老兵位置
target = new Vector3(-19.8600006f,-0.600000024f,-10f)*3;
//3.召唤一颗导弹在老兵头顶
@ -61,6 +71,8 @@ public class VeteranSacrifice : Event
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("PlayerNormal");
//8.关闭老兵碰撞体方便玩家回头查看
FindObjectOfType<Veteran>().GetComponent<BoxCollider2D>().isTrigger = true;
//9.标记自己已经被触发过
hasBeenOnCall = true;
}
void OnTriggerEnter2D(Collider2D other)
@ -68,7 +80,7 @@ public class VeteranSacrifice : Event
if(other.tag == "Player")
{
//当玩家进入事件范围内
StartCoroutine("SelfOnCall");
if(!hasBeenOnCall)StartCoroutine("SelfOnCall");
}
}
}

View File

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Blockhouse : MonoBehaviour
{
@ -10,6 +11,20 @@ public class Blockhouse : MonoBehaviour
public float firingInterval;
private ShootingArea[] shootingAreas;
private bool isShooting;//记录此时自己是否正在射击
[Tooltip("需要因为碉堡开火触发开火动画的都拖进来")]
public Animator[] fireAnimations;
[Tooltip("请拖入碉堡警告UI")]
public Image warningUI;
[Tooltip("拖入准备图片")]
public Sprite ready;
[Tooltip("拖入挥旗图片")]
public Sprite done;
private bool isStartedToShowUI = false;//记录自己是否正在准备启动警告UI
private bool isCencledToShowUI = false;//记录自己是否正在准备关闭警告UI
[Tooltip("请填入UI出现的速度")]
public float speed;
[Tooltip("请填入提前时间,即在警告后多少时间开枪")]
public float advanceTime;
void Start()
{
@ -24,7 +39,15 @@ public class Blockhouse : MonoBehaviour
void Update()
{
if(isShooting) Shooting();
if(isShooting) Shooting();//如果正在射击,每帧检查射击区
if(isStartedToShowUI && warningUI.fillAmount < 1)//如果正在启动UI每帧加一点fill直到加满
{
warningUI.fillAmount += speed*Time.deltaTime;
}
if(isCencledToShowUI && warningUI.fillAmount > 0)//如果正在关闭UI每帧减一点fill直到清空
{
warningUI.fillAmount -= speed*Time.deltaTime;
}
}
void OnTriggerEnter2D(Collider2D other)
@ -33,13 +56,23 @@ public class Blockhouse : MonoBehaviour
{
//当玩家进入监视区,开始每隔时间进行扫射
InvokeRepeating("ShootOrStopShoot",firingInterval,firingInterval);
//启动警告UI
isCencledToShowUI = false;
isStartedToShowUI = true;
//每隔一定时间进行警告即替换UI图片
InvokeRepeating("ReplaceWarningUIImage",firingInterval - advanceTime,firingInterval);
}
}
//
foreach(ShootingArea s in shootingAreas)
{
s.GetComponent<SpriteRenderer>().color = Color.yellow;
}
//
void ReplaceWarningUIImage()
{
if(!isShooting)
{
warningUI.sprite = done;
}
else
{
warningUI.sprite = ready;
}
}
@ -49,13 +82,10 @@ public class Blockhouse : MonoBehaviour
{
//当玩家退出监视区取消扫射的Invoke
CancelInvoke("ShootOrStopShoot");
//
foreach(ShootingArea s in shootingAreas)
{
s.GetComponent<SpriteRenderer>().color = Color.white;
}
//
CancelInvoke("ReplaceWarningUIImage");
isCencledToShowUI = true;
isStartedToShowUI = false;
warningUI.sprite = ready;
}
@ -64,27 +94,24 @@ public class Blockhouse : MonoBehaviour
//定时触发,反正就是更改射击状态,射到不射或者不射到射
private void ShootOrStopShoot()
{
if(isShooting)
if(isShooting)//如果在开火
{
isShooting = false;
//
foreach(ShootingArea s in shootingAreas)
isShooting = false;//别让它开了
//关闭所有动画组件的开火动画
foreach(Animator fire in fireAnimations)
{
s.GetComponent<SpriteRenderer>().color = Color.yellow;
fire.SetBool("IsFiring",false);
}
//
}
else
else//如果没在开火
{
isShooting = true;
isShooting = true;//标记让它开火
//
foreach(ShootingArea s in shootingAreas)
//打开所有动画组件的开火动画
foreach(Animator fire in fireAnimations)
{
s.GetComponent<SpriteRenderer>().color = Color.red;
fire.SetBool("IsFiring",true);
}
//
}
}
//正在射击的时候触发,每帧检测是否被击中

View File

@ -25,9 +25,10 @@ public class Stone : MonoBehaviour
pos.z
);
};
Instantiate(missile,
MissileHeap heap = Instantiate(missile,
down(transform.position),
Quaternion.identity);//原地生成投掷物堆
Quaternion.identity).GetComponent<MissileHeap>();//原地生成投掷物堆,并获取其投掷物堆控制组件
heap.srengthOfThrowing = 10;
Destroy(gameObject);
}
}

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