任务:搭建“序章-战场”的整体流程框架
1.创建可交互电报机这个逻辑物体 *.在所有脚本首行添加说明方便查看 2.编写假电报机类,因为这个电报机没有电报机功能,而是一个类似事件的物体。 3.使假电报机可以分清场景中电话线断裂和修复的情况,并对其做出不同反应。 4.没修完电报机的反馈等待策划,修完了的等待我明天编写场景的多态系统 5.均通过了程序简单测试,请各位尽快拉取寻找问题 下班,别摸了,兄弟们
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@ -4,6 +4,7 @@ using UnityEngine;
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public class BombingArea : MonoBehaviour
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{
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//这是轰炸区的脚本,控制轰炸区相关的所有逻辑💣
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// Start is called before the first frame update
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private bool bombing = false;//是否正在轰炸
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public GameObject shell;//炮弹游戏物体
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@ -5,6 +5,7 @@ using UnityEngine;
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public class BoomShader : MonoBehaviour
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{
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//这是控制炸弹爆炸后冲击波产生的脚本,是霄酱写的🤔
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public Material boomMaterial;//爆炸shader的材质
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private Vector2 boomPos;//爆炸坐标
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private bool isBoom = false;//是否爆炸
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@ -6,6 +6,7 @@ using Fungus;
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public class NormalInvestableItems : Interactive
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{
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// Start is called before the first frame update
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//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💬
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public string itemName;
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void Start()
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{
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@ -5,6 +5,7 @@ using UnityEngine;
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public class Sentence : MonoBehaviour
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{
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// Start is called before the first frame update
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//句子类,其对象是电报机中的一个句子
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[Tooltip("这个句子的内容是什么?")]
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public string content;
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[Tooltip("这个句子对应的数字序列是?")]
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@ -5,6 +5,7 @@ using UnityEngine;
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public class Event : MonoBehaviour
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{
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// Start is called before the first frame update
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//事件的基类
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void Start()
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{
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@ -5,6 +5,7 @@ using Fungus;
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public class WhenFinishFathersCode : Event
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{
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// Start is called before the first frame update
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//具体事件:当玩家打完了父亲教的电码
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void Start()
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{
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@ -4,6 +4,7 @@ using UnityEngine;
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public class AllLinesInfo : MonoBehaviour
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{
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//总线信息类,用来存储场景中电话线断裂的总体信息,
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// Start is called before the first frame update
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public int needCount;
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public int OKCount = 0;
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@ -17,4 +18,6 @@ public class AllLinesInfo : MonoBehaviour
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{
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}
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public bool AreYouOK(){return (needCount == OKCount);}//返回完成量是不是等于需求量
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}
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@ -4,6 +4,7 @@ using UnityEngine;
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public class IndexRecoder : MonoBehaviour
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{
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//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
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// Start is called before the first frame update
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[Tooltip("角色普通移动速度")]
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public float playerMoveSpeed;//角色普通移动速度
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38
Assets/Scripts/Item/AFakeMachine.cs
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38
Assets/Scripts/Item/AFakeMachine.cs
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@ -0,0 +1,38 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AFakeMachine : Interactive
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{
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// Start is called before the first frame update
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//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
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//继承可交互物体基类
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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public override void OnCall()
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{
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//当这个假的电报机被唤醒
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//1.检查总线
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AllLinesInfo info = FindObjectOfType<AllLinesInfo>();
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if(info.AreYouOK())
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{
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//若所有线路OK
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//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
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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");
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}
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else
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{
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//若还没OK,之后等策划编写新的内容
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Debug.Log("还有线路没有联通");
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}
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}
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}
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11
Assets/Scripts/Item/AFakeMachine.cs.meta
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11
Assets/Scripts/Item/AFakeMachine.cs.meta
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@ -6,6 +6,7 @@ using Fungus;
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public class Father : NormalInvestableItems
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{
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// Start is called before the first frame update
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//父亲类,控制父亲作为可对话对象那会儿的父亲
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void Start()
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{
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@ -5,6 +5,7 @@ using UnityEngine.UI;
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public class Machine : Interactive
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{
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//电报机类。控制电报机的信息和各种功能,非常关键🤖
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private Text codeTextView;//电码TextView,显示目前打了打码
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private IndexRecoder indexRecoder;//策划数值接口
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private AllLinesInfo linesChecker;//路线信息
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public class Mine : MonoBehaviour
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{
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//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🥔
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// Start is called before the first frame update
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void Start()
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{
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public class Missile : Interactive
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{
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//投掷物类,控制投掷。系统还十分不完善。
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// Start is called before the first frame update
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void Start()
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{
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public class Shell : MonoBehaviour
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{
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//炮弹类,控制轰炸区内的炮弹和炮弹的阴影🎇
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// Start is called before the first frame update
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public GameObject shadow;//阴影游戏物体
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private Transform ground;//地面的位置信息
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public class TelephoneLine : Interactive
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{
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//电话线类,控制每一处断裂的电话线
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// Start is called before the first frame update
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private float allNeedTime;
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private float hasReparedTime = 0f;
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@ -7,6 +7,7 @@ using UnityEngine;
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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
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注意 移动的背景一定要比不移动的面积大
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*/
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//视差类,霄酱写的🤔
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public class Parallax : MonoBehaviour
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{
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public class ScreenShader : MonoBehaviour
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{
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//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
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public Material material;
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private void OnRenderImage(RenderTexture source,RenderTexture destination){
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Graphics.Blit(source, destination, material);
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