From 97834b7e7e92d75988c62d3f3a89ed40a7f4f6f2 Mon Sep 17 00:00:00 2001 From: Roman <1325980292@qq.com> Date: Mon, 6 Sep 2021 23:24:37 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BB=BB=E5=8A=A1=EF=BC=9A=E4=BF=AE=E6=94=B9?= =?UTF-8?q?=E4=B8=8D=E5=90=88=E7=90=86=E4=B9=8B=E5=A4=84=201.=E4=BF=AE?= =?UTF-8?q?=E6=94=B9=E7=9F=B3=E5=A4=B4=E4=B8=8B=E8=90=BD=E7=9A=84=E9=80=9F?= =?UTF-8?q?=E5=BA=A6=20=EF=BC=881.=E8=80=81=E5=85=B5=E5=A4=84=E6=8A=95?= =?UTF-8?q?=E6=8E=B7=E7=89=A9=E5=A0=86=20=EF=BC=882.=E7=9F=B3=E5=A4=B4?= =?UTF-8?q?=E8=A2=AB=E7=82=B8=E5=90=8E=E5=A4=84=20=EF=BC=883.=E7=A2=89?= =?UTF-8?q?=E5=A0=A1=E5=A4=84=202.=E4=BF=AE=E6=94=B9=E8=80=81=E5=85=B5?= =?UTF-8?q?=E7=89=BA=E7=89=B2=E4=BA=8B=E4=BB=B6=E7=9A=84=E5=AF=BC=E5=BC=B9?= =?UTF-8?q?=E7=94=9F=E6=88=90=E4=BD=8D=E7=BD=AE=203.=E5=A2=9E=E5=A4=A7?= =?UTF-8?q?=E4=BA=86=E5=AF=BC=E5=BC=B9=E7=88=86=E7=82=B8=E5=8A=A8=E7=94=BB?= =?UTF-8?q?=E7=9A=84=E5=A4=A7=E5=B0=8F=204.=E4=BF=AE=E6=94=B9=E7=AC=AC?= =?UTF-8?q?=E4=B8=80=E5=85=B3=E5=85=B3=E5=BA=95=E9=9C=87=E6=99=95=E7=8E=A9?= =?UTF-8?q?=E5=AE=B6=E7=9A=84=E7=82=B8=E5=BC=B9=E7=9A=84=E4=BD=8D=E7=BD=AE?= =?UTF-8?q?=205.=E4=BF=AE=E6=AD=A3=E4=BA=86=E5=9C=B0=E9=9D=A2=E6=9E=AA?= =?UTF-8?q?=E5=85=89=E7=9A=84=E6=96=B9=E5=90=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Effects/Wave/Attack_Wave/AWM0.mat | 2 +- Assets/Prefabs/投掷系统/投掷物.prefab | 3 +- Assets/Scenes/第一关.unity | 160 +++++++++++++----- Assets/Scripts/M_Player.cs | 2 +- Assets/Scripts/事件/AfterCoding.cs | 5 +- Assets/Scripts/事件/VeteranSacrifice.cs | 10 +- Assets/Scripts/具象物体/Blockhouse.cs | 4 +- Assets/Scripts/具象物体/Shell.cs | 18 +- Assets/Scripts/具象物体/Stone.cs | 2 +- .../游戏内动画资源/AM/逐帧动画/导弹爆炸.anim | 120 ++++++++++++- ProjectSettings/TagManager.asset | 1 + UserSettings/EditorUserSettings.asset | 16 +- 12 files changed, 277 insertions(+), 66 deletions(-) diff --git a/Assets/MyPostProcess/Effects/Wave/Attack_Wave/AWM0.mat b/Assets/MyPostProcess/Effects/Wave/Attack_Wave/AWM0.mat index f720c97..bd5732e 100644 --- a/Assets/MyPostProcess/Effects/Wave/Attack_Wave/AWM0.mat +++ b/Assets/MyPostProcess/Effects/Wave/Attack_Wave/AWM0.mat @@ -44,6 +44,6 @@ Material: - 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{fileID: 5215891186772959842} m_Bounds: - m_Center: {x: 0.003039956, y: -0.0026350021, z: 0} + m_Center: {x: 0.0030246973, y: -0.0026342869, z: 0} m_Extent: {x: 0.9919598, y: 1.2031548, z: 0} m_UseBatching: 1 m_AlwaysUpdate: 1 @@ -33905,7 +33985,7 @@ MonoBehaviour: m_BoneTransforms: - {fileID: 8339351226288312874} m_Bounds: - m_Center: {x: 0.0017126799, y: -0.00012481213, z: 0} + m_Center: {x: 0.0016897917, y: -0.00012528896, z: 0} m_Extent: {x: 1.0732954, y: 1.2652456, z: 0} m_UseBatching: 1 m_AlwaysUpdate: 1 diff --git a/Assets/Scripts/M_Player.cs b/Assets/Scripts/M_Player.cs index af229fd..b680c8b 100644 --- a/Assets/Scripts/M_Player.cs +++ b/Assets/Scripts/M_Player.cs @@ -345,7 +345,7 @@ public class M_Player : MonoBehaviour line.enabled = true; int segmentCount = 18;//定义点数 line.positionCount = segmentCount;//传入点数 - float gravity=9.8f;//定义重力常量 + float gravity=9.8f*2;//定义重力常量 Vector2 fireOffset = new Vector2(throwOffset.position.x - transform.position.x, throwOffset.position.y - transform.position.y); Vector2[] segments = new Vector2[segmentCount];//定义二维向量数组,用来存15个点的位置 diff --git a/Assets/Scripts/事件/AfterCoding.cs b/Assets/Scripts/事件/AfterCoding.cs index cfc2a74..1460baf 100644 --- a/Assets/Scripts/事件/AfterCoding.cs +++ b/Assets/Scripts/事件/AfterCoding.cs @@ -15,7 +15,7 @@ public class AfterCoding : Event public GameObject BlackUI; void Start() { - //OnCall(); + OnCall(); } public override void OnCall() { @@ -24,10 +24,11 @@ public class AfterCoding : Event //1.关闭电报机界面 FindObjectOfType().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(); thisShell.M_BombingArea = bombingArea; thisShell.YouAreSpecal(); + thisShell.target = FindObjectOfType().GetComponent(); //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 diff --git a/Assets/Scripts/事件/VeteranSacrifice.cs b/Assets/Scripts/事件/VeteranSacrifice.cs index 85a892a..044865e 100644 --- a/Assets/Scripts/事件/VeteranSacrifice.cs +++ b/Assets/Scripts/事件/VeteranSacrifice.cs @@ -45,7 +45,7 @@ public class VeteranSacrifice : Event { //1.关闭玩家操作地图 FindObjectOfType().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().transform.localScale = new Vector3( //x FindObjectOfType().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(); 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().GetComponent().isTrigger = false; + // //4.打开老兵的碰撞体,等待播放完毕老兵死亡动画 + // FindObjectOfType().GetComponent().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().GetComponentInChildren(); //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().TurnAround(); diff --git a/Assets/Scripts/具象物体/Blockhouse.cs b/Assets/Scripts/具象物体/Blockhouse.cs index cd1f1bd..df412d6 100644 --- a/Assets/Scripts/具象物体/Blockhouse.cs +++ b/Assets/Scripts/具象物体/Blockhouse.cs @@ -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 diff --git a/Assets/Scripts/具象物体/Shell.cs b/Assets/Scripts/具象物体/Shell.cs index 6a225a9..35b6ea4 100644 --- a/Assets/Scripts/具象物体/Shell.cs +++ b/Assets/Scripts/具象物体/Shell.cs @@ -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().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().GetComponent(). + // SetBool("IsBoomDead",true);//播放玩家被炸死动画 + // FindObjectOfType().OnDeadAnimation(); + // break; + case "爆炸点": animator.SetBool("IsBoom",true); isDroping = false;//播放爆炸动画 - FindObjectOfType().GetComponent(). - SetBool("IsBoomDead",true);//播放玩家被炸死动画 FindObjectOfType().OnDeadAnimation(); break; } + if(amISpecal) + { + if(target!=null)target.SetBool("IsBoomDead",true); + } } diff --git a/Assets/Scripts/具象物体/Stone.cs b/Assets/Scripts/具象物体/Stone.cs index 973f9b7..2884b13 100644 --- a/Assets/Scripts/具象物体/Stone.cs +++ b/Assets/Scripts/具象物体/Stone.cs @@ -28,7 +28,7 @@ public class Stone : MonoBehaviour MissileHeap heap = Instantiate(missile, down(transform.position), Quaternion.identity).GetComponent();//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); } } diff --git a/Assets/游戏内动画资源/AM/逐帧动画/导弹爆炸.anim b/Assets/游戏内动画资源/AM/逐帧动画/导弹爆炸.anim index d25d853..7e018f9 100644 --- a/Assets/游戏内动画资源/AM/逐帧动画/导弹爆炸.anim +++ b/Assets/游戏内动画资源/AM/逐帧动画/导弹爆炸.anim @@ -15,7 +15,32 @@ AnimationClip: m_CompressedRotationCurves: [] m_EulerCurves: [] m_PositionCurves: [] - m_ScaleCurves: [] + m_ScaleCurves: + - curve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: {x: 2, y: 2, z: 2} + inSlope: {x: 0, y: 0, z: 0} + outSlope: {x: 0, y: 0, z: 0} + tangentMode: 0 + weightedMode: 0 + inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} + outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} + - serializedVersion: 3 + time: 0.81666666 + value: {x: 2, y: 2, z: 2} + inSlope: {x: 0, y: 0, z: 0} + outSlope: {x: 0, y: 0, z: 0} + tangentMode: 0 + weightedMode: 0 + inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} + outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + path: m_FloatCurves: [] m_PPtrCurves: - curve: @@ -61,6 +86,13 @@ AnimationClip: typeID: 212 customType: 23 isPPtrCurve: 1 + - serializedVersion: 2 + path: 0 + attribute: 3 + script: {fileID: 0} + typeID: 4 + customType: 0 + isPPtrCurve: 0 pptrCurveMapping: - {fileID: 21300000, guid: 0192dfd6e3d693c4885fde6d578a7e4e, type: 3} - {fileID: 21300000, guid: dd3f5c2814e614744a3c553ed12c4324, type: 3} @@ -94,7 +126,91 @@ AnimationClip: m_KeepOriginalPositionXZ: 0 m_HeightFromFeet: 0 m_Mirror: 0 - m_EditorCurves: [] + m_EditorCurves: + - curve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 2 + inSlope: 0 + outSlope: 0 + tangentMode: 136 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 0.81666666 + value: 2 + inSlope: 0 + outSlope: 0 + tangentMode: 136 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + attribute: m_LocalScale.x + path: + classID: 4 + script: {fileID: 0} + - curve: + serializedVersion: 2 + m_Curve: + - 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"\u7535\u8BDD\u7EBF" - "\u8001\u5175" - "\u7535\u62A5\u673A" + - "\u7206\u70B8\u70B9" layers: - Default - TransparentFX diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 86b11a7..2e72e92 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -18,23 +18,23 @@ EditorUserSettings: value: 22424703114646680e0b0227036cdae0f290dfc7abfbfdb7f6d69be60968fbcd663fd8601ed2bad4ce4cfa320d2a18 flags: 0 RecentlyUsedScenePath-4: - value: 22424703114646680e0b0227036cdacaf990d3ea61aecec8a8d5c77df7ee3d2cfb + value: 22424703114646680e0b0227036cdae0f290dfc7abfbfdb7f6d69be60968fbcd663fd8601ed2bad4ce4cfa320d2a18 flags: 0 RecentlyUsedScenePath-5: value: 22424703114646680e0b0227036cdae0f290dfc7abfbfdb7f6d69be60968fbcd663fd8601ed2bad4ce4cfa320d2a18 flags: 0 RecentlyUsedScenePath-6: - value: 22424703114646680e0b0227036cd8dcda93c0caa9cdf57e38271427fb - flags: 0 - RecentlyUsedScenePath-7: - value: 22424703114646680e0b0227036cdae0f290dfc7abfbfdb7f6d69be60968fbcd663fd8601ed2bad4ce4cfa320d2a18 - 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