任务:替换现有美术素材和动画、完善游戏的流程化

场景【序章-家中】
1.修改对话角色参数【父亲】的名字改为父亲
2.修改对话角色参数【主角】的名字为“我”
场景【序章-战场】
1.使导弹生成与远处,无伤害判定
2.修改导弹生成高度,避免其露出个头来
3.修改父亲骨骼,目前其手部存在问题
场景【第一关】
1.调整图层解决遮挡问题
2.修改导弹生成高度,避免其露出个头来
3.增加导弹出现频率
场景【第二关】
1.注释了死亡
2.调节了角色图层
This commit is contained in:
Roman 2021-09-03 19:39:55 +08:00
parent 24df8c59fb
commit 964c70d0d8
10 changed files with 221 additions and 121 deletions

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@ -7,7 +7,7 @@ public class AllLinesInfo : MonoBehaviour
{
//总线信息类,用来存储场景中电话线断裂的总体信息,
// Start is called before the first frame update
[ReadOnly][SerializeField]
[SerializeField]
private int needCount;
public int OKCount = 0;
void Start()
@ -23,22 +23,22 @@ public class AllLinesInfo : MonoBehaviour
public bool AreYouOK(){return (needCount == OKCount);}//返回完成量是不是等于需求量
//制造一个只读的变量,不要动这些
public class ReadOnlyAttribute : PropertyAttribute{}
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyDrawer : PropertyDrawer
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@ -38,7 +38,7 @@ public class IndexRecoder : MonoBehaviour
public float rateOfChangeOfThrowingAngle;
[Tooltip("抛出投掷物的力度")]
public float strengthOfThrowing;
[SerializeField][Tooltip("演出名称,这个不给你改,这个是我做多态用的,在这里只读")][ReadOnly]
[SerializeField][Tooltip("演出名称,这个不给你改,这个是我做多态用的,在这里只读")]
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[Tooltip("CG的淡入淡出时间")]
public float CGFadeTime;
@ -76,22 +76,22 @@ public class IndexRecoder : MonoBehaviour
public void ChangeStageName(string newName){stageName = newName;}
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@ -15,7 +15,7 @@ public class Patrolman : MonoBehaviour
public float walkSpeed;
[Tooltip("听见响动,冲锋时的速度")]
public float rushSpeed;
[SerializeField][ReadOnly]
[SerializeField]
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]
@ -23,7 +23,7 @@ public class Patrolman : MonoBehaviour
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]
[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;
@ -189,22 +189,22 @@ public class Patrolman : MonoBehaviour
}
}
//制造一个只读的变量,不要动这些
public class ReadOnlyAttribute : PropertyAttribute{}
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@ -11,7 +11,7 @@ public class TelephoneLine : Interactive
private float allNeedTime;
private float hasReparedTime = 0f;
private bool isReparing = false;
[SerializeField][ReadOnly]
[SerializeField]
private bool isRepared = false;
IndexRecoder indexRecoder;
private float process = 0f;
@ -86,22 +86,22 @@ public class TelephoneLine : Interactive
public bool HasTheBePrepared(){return isRepared;}
//制造一个只读的变量,不要动这些
public class ReadOnlyAttribute : PropertyAttribute{}
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@ -11,7 +11,7 @@ public class CGAdministrator : MonoBehaviour
//CG管理员相关代码
private RawImage rawImage;
[Tooltip("记录这个场景中的所有CG要加的话直接扩容数组并往新的CG里面加内容")][SerializeField][ReadOnly]
[Tooltip("记录这个场景中的所有CG要加的话直接扩容数组并往新的CG里面加内容")][SerializeField]
private ACG[] CGs;
private IndexRecoder indexRecoder;
private ACG playingCG;//正在播放的CG因为invoke无法传参而存在
@ -70,23 +70,23 @@ public class CGAdministrator : MonoBehaviour
private void StopIt(){rawImage.CrossFadeAlpha(0f,indexRecoder.CGFadeTime,true);//淡出CG
playingCG.OnEnded();}//告诉这个CG它结束了然后触发它的结束事件
//制造一个只读的变量,不要动这些
public class ReadOnlyAttribute : PropertyAttribute{}
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
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{
return EditorGUI.GetPropertyHeight(property, label, true);
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// //制造一个只读的变量,不要动这些
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// [CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
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// {
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