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{fileID: 3118168874406839346, guid: a33f3ee35358b11469af30e9a746a630, type: 3} propertyPath: srengthOfThrowing value: 8 diff --git a/Assets/Scripts/事件/AHeapSpecialEvent.cs b/Assets/Scripts/事件/AHeapSpecialEvent.cs new file mode 100644 index 0000000..3dcaa40 --- /dev/null +++ b/Assets/Scripts/事件/AHeapSpecialEvent.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AHeapSpecialEvent : Event +{ + [Tooltip("拖入火把预制体,在触发事件时将其赋值给玩家,使玩家投掷出的是火把而不是石块")] + public GameObject fireObj; + [Tooltip("拖入普通石子的预制体,用来恢复玩家的投掷系统")] + public GameObject oldObj; + //投掷物堆的特殊事件,当这个投掷物堆是篝火时,在他被唤醒的瞬间,我们要对玩家做一些更改 + //当然,如果结束了投掷,记得关闭这些更改 + public override void OnCall() + { + //2.更换玩家投掷物预制体的指针,使其指向火把的预制体 + FindObjectOfType().missile = fireObj; + } + +} diff --git a/Assets/Scripts/事件/AHeapSpecialEvent.cs.meta b/Assets/Scripts/事件/AHeapSpecialEvent.cs.meta new file mode 100644 index 0000000..9e04975 --- /dev/null +++ b/Assets/Scripts/事件/AHeapSpecialEvent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0b8e39d2051853b43bc29648f518a5ef +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/事件/Chasing.cs b/Assets/Scripts/事件/Chasing.cs new file mode 100644 index 0000000..cd3a8c7 --- /dev/null +++ b/Assets/Scripts/事件/Chasing.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Chasing : Event +{ + //控制追逐战触发的事件代码 + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + public void OnTriggerEnter2D(Collider2D other) + { + if(other.tag == "Player") + { + + } + } +} diff --git a/Assets/Scripts/事件/Chasing.cs.meta b/Assets/Scripts/事件/Chasing.cs.meta new file mode 100644 index 0000000..980333a --- /dev/null +++ b/Assets/Scripts/事件/Chasing.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cfa2ffb3b85580f448955c25c3e86b29 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/事件/FirstHeapOnCall.cs b/Assets/Scripts/事件/FirstHeapOnCall.cs new file mode 100644 index 0000000..608d5ee --- /dev/null +++ b/Assets/Scripts/事件/FirstHeapOnCall.cs @@ -0,0 +1,13 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FirstHeapOnCall : Event +{ + [Tooltip("请拖入投掷系统的操作提示游戏物体")] + public GameObject OpInfo; + public override void OnCall() + { + OpInfo.SetActive(true); + } +} diff --git a/Assets/Scripts/事件/FirstHeapOnCall.cs.meta b/Assets/Scripts/事件/FirstHeapOnCall.cs.meta new file mode 100644 index 0000000..982d008 --- /dev/null +++ b/Assets/Scripts/事件/FirstHeapOnCall.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9ff1e2de47fab944482835a21920d0b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/事件/OperationsInfo.cs b/Assets/Scripts/事件/OperationsInfo.cs index 9ceb42b..63c81ba 100644 --- a/Assets/Scripts/事件/OperationsInfo.cs +++ b/Assets/Scripts/事件/OperationsInfo.cs @@ -5,15 +5,17 @@ using UnityEngine; public class OperationsInfo : MonoBehaviour { //操作说明类,当玩家进入触发器,显示图片,当离开触发器,关闭图片 - private bool isIn = false; - private SpriteRenderer spriteRenderer; + public bool isIn = false; + public SpriteRenderer spriteRenderer; [Tooltip("填入提示消隐和出现的速度")] public float speed; + [Tooltip("请输入此操作提示仅在哪一个多态中显示,若不填,则每一个多态都显示")] + public string showStageName; void Start() { spriteRenderer = GetComponent(); } - void Update() + void Update() { if(isIn && spriteRenderer.color.a < 1) { @@ -38,8 +40,10 @@ public class OperationsInfo : MonoBehaviour { if(other.tag == "Player") { + if(showStageName == "" //如果没有指定发挥作用的多态 + || showStageName.Equals(FindObjectOfType().stageName))//或者目前就是发挥作用的多态 //当玩家进入 - isIn = true; + isIn = true;//标记自身显示 } } void OnTriggerExit2D(Collider2D other) diff --git a/Assets/Scripts/信息相关/IndexRecoder.cs b/Assets/Scripts/信息相关/IndexRecoder.cs index 714c414..cd73bb6 100644 --- a/Assets/Scripts/信息相关/IndexRecoder.cs +++ b/Assets/Scripts/信息相关/IndexRecoder.cs @@ -65,7 +65,7 @@ public class IndexRecoder : MonoBehaviour codeBook.Add("----.","9"); codeBook.Add("-----","0"); - stageName = ""; + stageName = "序章-家中-未打码"; } // Update is called once per frame diff --git a/Assets/Scripts/具象物体/Bommer.cs b/Assets/Scripts/具象物体/Bommer.cs new file mode 100644 index 0000000..b0e79d5 --- /dev/null +++ b/Assets/Scripts/具象物体/Bommer.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Cinemachine; + +public class Bommer : MonoBehaviour +{ + //用来控制机枪手那里的炸弹的代码 + [Tooltip("想要炸弹被点燃后多长时间爆炸?")] + public float boomTime = 2f; + [Tooltip("拖入石子")] + public GameObject realMissile; + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + public void OnTriggerEnter2D(Collider2D other) + { + if(other.tag == "投掷物") + { + // Invoke("Boom",boomTime); + StartCoroutine("Boom"); + } + } + + private IEnumerator Boom() + { + yield return new WaitForSeconds(boomTime); + CinemachineImpulseSource impulseSource; + impulseSource = GetComponent(); + impulseSource.GenerateImpulse(); + //播放爆炸音效 + GetComponent().Play(); + //1.播放自身爆炸动画 + GetComponent().sortingLayerName = "front";//调整图层上前 + GetComponent().SetBool("IsBoom",true); + yield return new WaitForSeconds(0.3f); + //2.通知机枪手 + FindObjectOfType().BoomerHasBoom(); + + FindObjectOfType().missile = realMissile; + } + + //动画末尾调用 + public void DestroySelf() + { + GetComponent().color = new Color(1,1,1,0); + GetComponent().enabled = false; + } +} diff --git a/Assets/Scripts/具象物体/Bommer.cs.meta b/Assets/Scripts/具象物体/Bommer.cs.meta new file mode 100644 index 0000000..bd6a929 --- /dev/null +++ b/Assets/Scripts/具象物体/Bommer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 605130df4cc21804c801eb16be5e58ec +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/具象物体/MachineGunner.cs b/Assets/Scripts/具象物体/MachineGunner.cs index 294377a..3ca98f7 100644 --- a/Assets/Scripts/具象物体/MachineGunner.cs +++ b/Assets/Scripts/具象物体/MachineGunner.cs @@ -98,6 +98,32 @@ public class MachineGunner : MonoBehaviour } } + + //由于机枪手这里大改,必须重新写底层代码了。这里是炸弹引爆后的环节 + public void BoomerHasBoom() + { + gunLight.isFire = false; + gunnerAudio.Stop();//关闭音效 + hasBeHit = true;//标记自身已被击中 + //关闭开火动画 + gun.SetBool("IsFiring",false); + groundFireAnimation.SetBool("IsFiring",false); + groundFireAnimation2.SetBool("IsFiring",false); + gunFireAnimation.SetBool("IsFiring",false); + //播放死亡动画 + person.SetBool("IsDead",true); + //把上坑点2激活 + UpPoint2.SetActive(true); + //关闭自身碰撞体 + foreach(BoxCollider2D collider in GetComponents()) + { + collider.enabled = false; + } + //关闭挡枪石头的碰撞体 + stone.enabled = false; + //关闭投掷物堆的触发器 + heap.enabled = false; + } public bool AreYouOK(){return !hasBeHit;}//返回机枪手状态是否良好,如果被打,则返回状态不好 diff --git a/Assets/Scripts/具象物体/MissileHeap.cs b/Assets/Scripts/具象物体/MissileHeap.cs index 100a441..7f2bd15 100644 --- a/Assets/Scripts/具象物体/MissileHeap.cs +++ b/Assets/Scripts/具象物体/MissileHeap.cs @@ -6,10 +6,14 @@ public class MissileHeap : Interactive { [Tooltip("请填入此堆投掷物需要的投掷力度")] public float srengthOfThrowing; + [Tooltip("第一个投掷物堆需要显示按键提示,拖入这个事件")] + public Event OnCallEvent; public override void OnCall() { //通知玩家进入投掷状态 FindObjectOfType().EnterThrowingState(); FindObjectOfType().ChangeStrengthOfThrowingTo(srengthOfThrowing); + //如果有的话,触发一下触发事件 + if(OnCallEvent != null ) OnCallEvent.OnCall(); } } diff --git a/Assets/Scripts/具象物体/Stone.cs b/Assets/Scripts/具象物体/Stone.cs index 2884b13..255752f 100644 --- a/Assets/Scripts/具象物体/Stone.cs +++ b/Assets/Scripts/具象物体/Stone.cs @@ -8,6 +8,8 @@ public class Stone : MonoBehaviour [Tooltip("投掷物堆的游戏物体,请拖入预制体。石头被剧情杀炸毁后,将生成这样一个投掷物堆")] public GameObject missile; private delegate Vector3 Down(Vector3 pos); + [Tooltip("由此石块生成的投掷物堆需要一个触发时事件,在这里给其赋值")] + public Event heapOnCallEvent; //如果被特殊炮弹击中 @@ -29,6 +31,8 @@ public class Stone : MonoBehaviour 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 = 15;//修改生成投掷物堆的力度 + heap.OnCallEvent = heapOnCallEvent; + heap.gameObject.tag = "投掷物堆"; Destroy(gameObject); } } diff --git a/Assets/Scripts/抽象的东西/OpTipsOnHead.cs b/Assets/Scripts/抽象的东西/OpTipsOnHead.cs new file mode 100644 index 0000000..f6e007f --- /dev/null +++ b/Assets/Scripts/抽象的东西/OpTipsOnHead.cs @@ -0,0 +1,92 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class OpTipsOnHead : OperationsInfo +{ + private M_Player player; + private Transform point;//显示这个提示的点位,在玩家的头上。为了避免转向问题所以稍微绕了一点 + private IndexRecoder indexRecoder; + void Start() + { + player = FindObjectOfType(); + spriteRenderer = GetComponent(); + point = player.transform.Find("头顶提示点位"); + indexRecoder = FindObjectOfType(); + } + + void Update() + { + CheckPlayerCatchedAndRun(); + if(isIn && spriteRenderer.color.a < 1) + { + spriteRenderer.color = new Color( + //RBG不变 + spriteRenderer.color.r,spriteRenderer.color.g,spriteRenderer.color.b, + //a变大 + spriteRenderer.color.a + speed * Time.deltaTime + ); + } + if(!isIn && spriteRenderer.color.a > 0) + { + spriteRenderer.color = new Color( + //RBG不变 + spriteRenderer.color.r,spriteRenderer.color.g,spriteRenderer.color.b, + //a变小 + spriteRenderer.color.a - speed * Time.deltaTime + ); + } + + transform.position = point.position; + } + private void CheckPlayerCatchedAndRun() + { + 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