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b/Assets/Scripts/AbstractItem/BombingArea.cs @@ -4,6 +4,7 @@ using UnityEngine; public class BombingArea : MonoBehaviour { + //这是轰炸区的脚本,控制轰炸区相关的所有逻辑💣 // 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 diff --git a/Assets/Scripts/AbstractItem/BoomShader.cs b/Assets/Scripts/AbstractItem/BoomShader.cs index a53137f..4d76255 100644 --- a/Assets/Scripts/AbstractItem/BoomShader.cs +++ b/Assets/Scripts/AbstractItem/BoomShader.cs @@ -5,6 +5,7 @@ using UnityEngine; public class BoomShader : MonoBehaviour { + //这是控制炸弹爆炸后冲击波产生的脚本,是霄酱写的🤔 public Material boomMaterial;//爆炸shader的材质 private Vector2 boomPos;//爆炸坐标 private bool isBoom = false;//是否爆炸 diff --git a/Assets/Scripts/AbstractItem/NormalInvestableItems.cs b/Assets/Scripts/AbstractItem/NormalInvestableItems.cs index 4194126..0359892 100644 --- a/Assets/Scripts/AbstractItem/NormalInvestableItems.cs +++ b/Assets/Scripts/AbstractItem/NormalInvestableItems.cs @@ -6,6 +6,7 @@ using Fungus; public class NormalInvestableItems : Interactive { // Start is called before the first frame update + //普通可调查对象的类,用在按F可以触发调查对话的对象上💬 public string itemName; void Start() { diff --git a/Assets/Scripts/AbstractItem/Sentence.cs b/Assets/Scripts/AbstractItem/Sentence.cs index ded9adb..0790783 100644 --- a/Assets/Scripts/AbstractItem/Sentence.cs +++ b/Assets/Scripts/AbstractItem/Sentence.cs @@ -5,6 +5,7 @@ using UnityEngine; public class Sentence : MonoBehaviour { // Start is called before the first frame update + //句子类,其对象是电报机中的一个句子 [Tooltip("这个句子的内容是什么?")] public string content; [Tooltip("这个句子对应的数字序列是?")] diff --git a/Assets/Scripts/Event/Event.cs b/Assets/Scripts/Event/Event.cs index c9eb984..36f153d 100644 --- a/Assets/Scripts/Event/Event.cs +++ b/Assets/Scripts/Event/Event.cs @@ -5,6 +5,7 @@ using UnityEngine; public class Event : MonoBehaviour { // Start is called before the first frame update + //事件的基类 void Start() { diff --git a/Assets/Scripts/Event/WhenFinishFathersCode.cs b/Assets/Scripts/Event/WhenFinishFathersCode.cs index 35dd20a..d3cf297 100644 --- a/Assets/Scripts/Event/WhenFinishFathersCode.cs +++ b/Assets/Scripts/Event/WhenFinishFathersCode.cs @@ -5,6 +5,7 @@ using Fungus; public class WhenFinishFathersCode : Event { // Start is called before the first frame update + //具体事件:当玩家打完了父亲教的电码 void Start() { diff --git a/Assets/Scripts/GameInfo/AllLinesInfo.cs b/Assets/Scripts/GameInfo/AllLinesInfo.cs index 2cad8b2..f107ed7 100644 --- a/Assets/Scripts/GameInfo/AllLinesInfo.cs +++ b/Assets/Scripts/GameInfo/AllLinesInfo.cs @@ -4,6 +4,7 @@ using UnityEngine; 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 public int needCount; public int OKCount = 0; @@ -17,4 +18,6 @@ public class AllLinesInfo : MonoBehaviour { } + + public bool AreYouOK(){return (needCount == OKCount);}//返回完成量是不是等于需求量 } diff --git a/Assets/Scripts/GameInfo/IndexRecoder.cs b/Assets/Scripts/GameInfo/IndexRecoder.cs index 96c1e82..60ec998 100644 --- a/Assets/Scripts/GameInfo/IndexRecoder.cs +++ b/Assets/Scripts/GameInfo/IndexRecoder.cs @@ -4,6 +4,7 @@ using UnityEngine; public class IndexRecoder : MonoBehaviour { + //策划接口类,储存了所有易变的数值,每一项都写了toolTip,谁叫我是小棉袄呢❤对了,电报的字典也写在这里 // 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 diff --git a/Assets/Scripts/Item/AFakeMachine.cs b/Assets/Scripts/Item/AFakeMachine.cs new file mode 100644 index 0000000..e3c962c --- /dev/null +++ b/Assets/Scripts/Item/AFakeMachine.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AFakeMachine : Interactive +{ + // Start is called before the first frame update + //一个假的电报机类,因为“序章-战场”中的电报机不需要实际打码功能,为了方便我这里单独写一些代码 + //继承可交互物体基类 + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + public override void OnCall() + { + //当这个假的电报机被唤醒 + //1.检查总线 + AllLinesInfo info = FindObjectOfType(); + if(info.AreYouOK()) + { + //若所有线路OK + //转到场景“序章-家中”,给记录员发信息,让“序章-家中”表现为正确状态 + Debug.Log("转到场景“序章-家中”,给记录员发信息,让“序章-家中”表现为正确状态"); + } + else + { + //若还没OK,之后等策划编写新的内容 + Debug.Log("还有线路没有联通"); + } + } +} diff --git a/Assets/Scripts/Item/AFakeMachine.cs.meta b/Assets/Scripts/Item/AFakeMachine.cs.meta new file mode 100644 index 0000000..ab141e5 --- /dev/null +++ b/Assets/Scripts/Item/AFakeMachine.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 27090778fe68b5140902d9ef8f5d3802 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Item/Father.cs b/Assets/Scripts/Item/Father.cs index 7b501c5..d3d22fa 100644 --- a/Assets/Scripts/Item/Father.cs +++ b/Assets/Scripts/Item/Father.cs @@ -6,6 +6,7 @@ using Fungus; public class Father : NormalInvestableItems { // Start is called before the first frame update + //父亲类,控制父亲作为可对话对象那会儿的父亲 void Start() { diff --git a/Assets/Scripts/Item/Machine.cs b/Assets/Scripts/Item/Machine.cs index 07c09da..86896d8 100644 --- a/Assets/Scripts/Item/Machine.cs +++ b/Assets/Scripts/Item/Machine.cs @@ -5,6 +5,7 @@ using UnityEngine.UI; public class Machine : Interactive { + //电报机类。控制电报机的信息和各种功能,非常关键🤖 private Text codeTextView;//电码TextView,显示目前打了打码 private IndexRecoder indexRecoder;//策划数值接口 private AllLinesInfo linesChecker;//路线信息 diff --git a/Assets/Scripts/Item/Mine.cs b/Assets/Scripts/Item/Mine.cs index e55e61b..3142557 100644 --- a/Assets/Scripts/Item/Mine.cs +++ b/Assets/Scripts/Item/Mine.cs @@ -4,6 +4,7 @@ using UnityEngine; public class Mine : MonoBehaviour { + //地雷系统的地雷类,因为系统还十分不完善,所以没有什么内容🥔 // Start is called before the first frame update void Start() { diff --git a/Assets/Scripts/Item/Missile.cs b/Assets/Scripts/Item/Missile.cs index b2aba50..9f5760c 100644 --- a/Assets/Scripts/Item/Missile.cs +++ b/Assets/Scripts/Item/Missile.cs @@ -4,6 +4,7 @@ using UnityEngine; public class Missile : Interactive { + //投掷物类,控制投掷。系统还十分不完善。 // Start is called before the first frame update void Start() { diff --git a/Assets/Scripts/Item/Shell.cs b/Assets/Scripts/Item/Shell.cs index 0e1530a..344c230 100644 --- a/Assets/Scripts/Item/Shell.cs +++ b/Assets/Scripts/Item/Shell.cs @@ -4,6 +4,7 @@ using UnityEngine; public class Shell : MonoBehaviour { + //炮弹类,控制轰炸区内的炮弹和炮弹的阴影🎇 // 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 diff --git a/Assets/Scripts/Item/TelephoneLine.cs b/Assets/Scripts/Item/TelephoneLine.cs index c9003a8..0393fe3 100644 --- a/Assets/Scripts/Item/TelephoneLine.cs +++ b/Assets/Scripts/Item/TelephoneLine.cs @@ -5,6 +5,7 @@ using UnityEngine.UI; public class TelephoneLine : Interactive { + //电话线类,控制每一处断裂的电话线 // Start is called before the first frame update private float allNeedTime; private float hasReparedTime = 0f; diff --git a/Assets/Scripts/Parallax.cs b/Assets/Scripts/Parallax.cs index fa8ab48..29bd4a1 100644 --- a/Assets/Scripts/Parallax.cs +++ b/Assets/Scripts/Parallax.cs @@ -7,6 +7,7 @@ using UnityEngine; 使用方式:将类挂载到需要视差的背景上,将主摄像机赋值给Cam,调节视差率即可 注意 移动的背景一定要比不移动的面积大 */ +//视差类,霄酱写的🤔 public class Parallax : MonoBehaviour { diff --git a/Assets/Scripts/ScreenShader.cs b/Assets/Scripts/ScreenShader.cs index e6f395e..09fe39c 100644 --- a/Assets/Scripts/ScreenShader.cs +++ b/Assets/Scripts/ScreenShader.cs @@ -4,6 +4,7 @@ using UnityEngine; public class ScreenShader : MonoBehaviour { + //大概是镜子的反射类?妈的这样写谁看得懂?操你妈 F U C K Y O U public Material material; private void OnRenderImage(RenderTexture source,RenderTexture destination){ Graphics.Blit(source, destination, material); diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index dfe8cf2..71f5cc4 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -21,10 +21,10 @@ EditorUserSettings: value: 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