任务:修改不合理之处
1.修改石头下落的速度 (1.老兵处投掷物堆 (2.石头被炸后处 (3.碉堡处 2.修改老兵牺牲事件的导弹生成位置 3.增大了导弹爆炸动画的大小 4.修改第一关关底震晕玩家的炸弹的位置 5.修正了地面枪光的方向
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m_Extent: {x: 0.855, y: 1.1198149, z: 0}
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m_UseBatching: 1
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m_AlwaysUpdate: 1
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@ -31573,7 +31653,7 @@ MonoBehaviour:
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m_BoneTransforms:
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- {fileID: 2934879650646324577}
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m_Bounds:
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m_Center: {x: 0.0008273721, y: -0.0022351146, z: 0}
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m_Center: {x: 0.00083500147, y: -0.0022346377, z: 0}
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m_Extent: {x: 0.6941651, y: 0.8818251, z: 0}
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m_UseBatching: 1
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m_AlwaysUpdate: 1
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@ -31758,7 +31838,7 @@ MonoBehaviour:
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m_BoneTransforms:
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- {fileID: 7089406931308197820}
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m_Bounds:
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m_Center: {x: -0.008464992, y: 0.000014662743, z: 0}
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m_Center: {x: -0.00849551, y: 0.00001513958, z: 0}
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m_Extent: {x: 0.55653495, y: 0.69665515, z: 0}
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m_UseBatching: 1
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m_AlwaysUpdate: 1
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@ -31829,7 +31909,7 @@ MonoBehaviour:
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m_BoneTransforms:
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- {fileID: 2360827735431813924}
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m_Bounds:
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m_Center: {x: -0.0004426241, y: 0.00431484, z: 0}
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m_Center: {x: -0.0004502535, y: 0.0043153167, z: 0}
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m_Extent: {x: 0.689565, y: 0.9506854, z: 0}
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m_UseBatching: 1
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m_AlwaysUpdate: 1
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@ -32456,7 +32536,7 @@ MonoBehaviour:
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m_BoneTransforms:
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- {fileID: 4718247844144699107}
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m_Bounds:
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m_Center: {x: 0.0019849539, y: -0.0000019073486, z: 0}
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m_Center: {x: 0.0019849539, y: 0, z: 0}
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m_Extent: {x: 0.57801485, y: 0.9349998, z: 0}
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m_AlwaysUpdate: 1
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@ -32494,7 +32574,7 @@ MonoBehaviour:
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m_BoneTransforms:
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- {fileID: 5215891186772959842}
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m_Bounds:
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m_Center: {x: -0.00000011920929, y: 0.0016960502, z: 0}
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@ -33247,7 +33327,7 @@ MonoBehaviour:
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m_BoneTransforms:
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- {fileID: 4586288761792830837}
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m_Bounds:
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m_Center: {x: 0.0021800995, y: 0.0000019073486, z: 0}
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m_UseBatching: 1
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m_AlwaysUpdate: 1
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@ -33451,7 +33531,7 @@ MonoBehaviour:
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m_BoneTransforms:
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- {fileID: 6675447233366868755}
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m_Bounds:
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m_Center: {x: -0.000027358532, y: 0.0006029606, z: 0}
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m_UseBatching: 1
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m_AlwaysUpdate: 1
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@ -33542,7 +33622,7 @@ MonoBehaviour:
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m_BoneTransforms:
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m_Center: {x: -0.004254937, y: 0.0007251501, z: 0}
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m_UseBatching: 1
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m_AlwaysUpdate: 1
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@ -33798,7 +33878,7 @@ MonoBehaviour:
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m_BoneTransforms:
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- {fileID: 3397380986102525386}
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m_Center: {x: 0.0013372898, y: 0.0000019073486, z: 0}
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@ -33869,7 +33949,7 @@ MonoBehaviour:
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m_BoneTransforms:
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@ -33905,7 +33985,7 @@ MonoBehaviour:
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m_BoneTransforms:
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m_Center: {x: 0.0017126799, y: -0.00012481213, z: 0}
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m_AlwaysUpdate: 1
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@ -345,7 +345,7 @@ public class M_Player : MonoBehaviour
|
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line.enabled = true;
|
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int segmentCount = 18;//定义点数
|
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line.positionCount = segmentCount;//传入点数
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float gravity=9.8f;//定义重力常量
|
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float gravity=9.8f*2;//定义重力常量
|
||||
Vector2 fireOffset = new Vector2(throwOffset.position.x - transform.position.x,
|
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throwOffset.position.y - transform.position.y);
|
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Vector2[] segments = new Vector2[segmentCount];//定义二维向量数组,用来存15个点的位置
|
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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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{
|
||||
@ -24,10 +24,11 @@ public class AfterCoding : Event
|
||||
//1.关闭电报机界面
|
||||
FindObjectOfType<Machine>().m_interface.SetActive(false);
|
||||
//2.在玩家旁边生成一颗导弹
|
||||
Shell thisShell = Instantiate(shell,new Vector3(119.539998f,5.96999979f,-4.01295185f),Quaternion.identity).
|
||||
Shell thisShell = Instantiate(shell,new Vector3(116.539998f,5.96999979f,-4.01295185f),Quaternion.identity).
|
||||
GetComponent<Shell>();
|
||||
thisShell.M_BombingArea = bombingArea;
|
||||
thisShell.YouAreSpecal();
|
||||
thisShell.target = FindObjectOfType<M_Player>().GetComponent<Animator>();
|
||||
//3.导弹爆炸后触发玩家死亡动画,这一段写在导弹类里面
|
||||
}
|
||||
//4.玩家被炸死开始执行后触发此段,镜头开始缓慢聚焦到主角
|
||||
|
@ -45,7 +45,7 @@ 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
|
||||
//*让老兵转个身防止牺牲后穿模
|
||||
FindObjectOfType<Veteran>().transform.localScale = new Vector3(
|
||||
//x
|
||||
FindObjectOfType<Veteran>().transform.localScale.x*-1,
|
||||
@ -57,12 +57,14 @@ public class VeteranSacrifice : Event
|
||||
//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
|
||||
Shell thisShell = Instantiate(shell,new Vector3(43.9799995f,10.01999998f,0),Quaternion.identity).
|
||||
Shell thisShell = Instantiate(shell,new Vector3(46.9799995f,10.01999998f,0),Quaternion.identity).
|
||||
GetComponent<Shell>();
|
||||
thisShell.M_BombingArea = bombingArea;
|
||||
thisShell.YouAreSpecal();
|
||||
//4.打开老兵的碰撞体,等待播放完毕老兵死亡动画
|
||||
FindObjectOfType<Veteran>().GetComponent<BoxCollider2D>().isTrigger = false;
|
||||
// //4.打开老兵的碰撞体,等待播放完毕老兵死亡动画
|
||||
// FindObjectOfType<Veteran>().GetComponent<BoxCollider2D>().isTrigger = false;
|
||||
//*修改:给炸弹的爆炸瞬间,在此给这个炸弹赋予Animator的值,然后在事件中触发对象的死亡动画
|
||||
thisShell.target = FindObjectOfType<Veteran>().GetComponentInChildren<Animator>();
|
||||
//5.若干秒后,使镜头返回主角,顺便让主角转个身
|
||||
yield return new WaitForSeconds(5f);
|
||||
FindObjectOfType<M_Player>().TurnAround();
|
||||
|
@ -70,12 +70,10 @@ 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;
|
||||
}
|
||||
}
|
||||
@ -100,6 +98,7 @@ public class Blockhouse : MonoBehaviour
|
||||
{
|
||||
if(isShooting)//如果在开火
|
||||
{
|
||||
blockHouseAudio.Stop();
|
||||
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)
|
||||
@ -109,6 +108,7 @@ public class Blockhouse : MonoBehaviour
|
||||
}
|
||||
else//如果没在开火
|
||||
{
|
||||
blockHouseAudio.Play();
|
||||
isShooting = true;//标记让它开火
|
||||
|
||||
//打开所有动画组件的开火动画
|
||||
|
@ -22,6 +22,7 @@ public class Shell : MonoBehaviour
|
||||
public float MaxShadowSize;
|
||||
[Tooltip("请填入阴影的最小值")]
|
||||
public float MinShadowSize;
|
||||
public Animator target;//如果是特殊炮弹,则有targe这个变量,当这个炮弹爆炸,触发目标的死亡动画
|
||||
|
||||
void Start()
|
||||
{
|
||||
@ -100,7 +101,7 @@ public class Shell : MonoBehaviour
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
//Debug.Log(other.name);
|
||||
//当玩家被炮弹击中
|
||||
//当炮弹爆炸,根据目标物体的tag分化
|
||||
switch (other.tag)
|
||||
{
|
||||
case "Player":
|
||||
@ -129,14 +130,23 @@ public class Shell : MonoBehaviour
|
||||
isDroping = false;
|
||||
other.transform.Find("老兵").GetComponent<Animator>().SetBool("IsBoomDead",true);//执行老兵被炸死动画
|
||||
break;
|
||||
case "电报机":
|
||||
// case "电报机":
|
||||
// animator.SetBool("IsBoom",true);
|
||||
// isDroping = false;//播放爆炸动画
|
||||
// FindObjectOfType<M_Player>().GetComponent<Animator>().
|
||||
// SetBool("IsBoomDead",true);//播放玩家被炸死动画
|
||||
// FindObjectOfType<AfterCoding>().OnDeadAnimation();
|
||||
// break;
|
||||
case "爆炸点":
|
||||
animator.SetBool("IsBoom",true);
|
||||
isDroping = false;//播放爆炸动画
|
||||
FindObjectOfType<M_Player>().GetComponent<Animator>().
|
||||
SetBool("IsBoomDead",true);//播放玩家被炸死动画
|
||||
FindObjectOfType<AfterCoding>().OnDeadAnimation();
|
||||
break;
|
||||
}
|
||||
if(amISpecal)
|
||||
{
|
||||
if(target!=null)target.SetBool("IsBoomDead",true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -28,7 +28,7 @@ public class Stone : MonoBehaviour
|
||||
MissileHeap heap = Instantiate(missile,
|
||||
down(transform.position),
|
||||
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;
|
||||
heap.srengthOfThrowing = 15;//修改生成投掷物堆的力度
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
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@ -15,7 +15,32 @@ AnimationClip:
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m_CompressedRotationCurves: []
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m_EulerCurves: []
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outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
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m_RotationOrder: 4
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path:
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m_FloatCurves: []
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m_PPtrCurves:
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- curve:
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@ -61,6 +86,13 @@ AnimationClip:
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customType: 23
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isPPtrCurve: 1
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@ -94,7 +126,91 @@ AnimationClip:
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@ -12,6 +12,7 @@ TagManager:
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- "\u7535\u8BDD\u7EBF"
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- "\u8001\u5175"
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- "\u7206\u70B8\u70B9"
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- Default
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- TransparentFX
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RecentlyUsedScenePath-8:
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RecentlyUsedScenePath-9:
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RecentlyUsedScenePath-7:
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RecentlyUsedScenePath-8:
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RecentlyUsedScenePath-9:
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UnityEditor.ShaderGraph.Blackboard:
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||||
flags: 0
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||||
|
Loading…
x
Reference in New Issue
Block a user