合并分支

修改:
1.优化了一下背景枪火光,减小了虚的部分,目前用灯光来做只能做到这种效果,但是用贴图做会显得飘在上面一样。
2.更改了出字的音效,敲击键盘的声音
3.已经渲染好了新的第二段cg,加入了淡入淡出效果
4.修改了第一关的漂浮烟雾,使其...更加顺眼
5.更改了撕纸的音效

建议:
1.序章的多态似乎有些问题,过完序章战场后还是第一个状态的家里
2.被石头吸引的音效建议在语音之前加上一声 嗯? 可能会顺滑一些
3.在玩家还没修好电话线时与电报机交互,建议加入对话 “电报机没有反应,还有没有修好的地方吧。”
This commit is contained in:
SAIPO 2021-09-11 22:39:46 +08:00
parent 4e37998e72
commit ba072882fa
35 changed files with 1652 additions and 294 deletions

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View File

@ -7,9 +7,12 @@ public class WhenTheCodeAndConversationAreCompleted : Event
{
// Start is called before the first frame update
//事件,当在序章中完成教学并且完成和父亲的第二段对话后
[Tooltip("请拖入黑幕游戏物体")]
public GameObject blackUI;
private IndexRecoder indexRecoder;
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();
}
// Update is called once per frame
@ -20,8 +23,15 @@ public class WhenTheCodeAndConversationAreCompleted : Event
public override void OnCall()
{
IndexRecoder indexRecoder = FindObjectOfType<IndexRecoder>();
blackUI.SetActive(true);
Invoke("LoadScene",indexRecoder.blackUITime);
}
private void LoadScene()
{
indexRecoder.ChangeStageName("序章-战场");
SceneManager.LoadScene("序章-战场");
}
}

View File

@ -42,6 +42,8 @@ public class IndexRecoder : MonoBehaviour
public string stageName;
[Tooltip("CG的淡入淡出时间")]
public float CGFadeTime;
[Tooltip("该项决定所有黑幕的持续时间")]
public float blackUITime;
void Start()
{

View File

@ -9,6 +9,8 @@ public class AFakeMachine : Interactive
//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
public AudioSource onAudio;
[Tooltip("拖入黑幕游戏物体")]
public GameObject blackUI;
void Start()
{
@ -32,8 +34,8 @@ public class AFakeMachine : Interactive
IndexRecoder indexRecoder = FindObjectOfType<IndexRecoder>();
indexRecoder.ChangeStageName("序章-家中-已打码");
onAudio.Play();
Invoke("loadSceneHome",1.5f);
//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");
blackUI.SetActive(true);
Invoke("loadSceneHome",indexRecoder.blackUITime);
}
else
{

View File

@ -28,6 +28,8 @@ public class Blockhouse : MonoBehaviour
public AudioSource blockHouseAudio;//获取音频对象
public BlackHouseGunLight blackHouseGunLight;//获取碉堡枪光的脚本
private AudioSource audioPlayer;
public AudioClip[] warningSounds;
void Start()
{
@ -38,6 +40,7 @@ public class Blockhouse : MonoBehaviour
gameObject.AddComponent<ShootingArea>();//给每个子物体挂上射击区的脚本
//并且把它的脚本送到数组里面,免去以后再遍历拖慢速度
}
audioPlayer = GetComponent<AudioSource>();
}
void Update()
@ -67,11 +70,16 @@ public class Blockhouse : MonoBehaviour
}
}
//invoke执行每隔一段时间改变警示UI的图片
void ReplaceWarningUIImage()
{
if(!isShooting)
if(!isShooting)//如果没在开枪,则把图片改为挥下的
{
warningUI.sprite = done;
//播放警告音效
audioPlayer.clip = warningSounds[(int)Random.Range(0,warningSounds.Length)];
audioPlayer.volume = 0.8f;
audioPlayer.Play();
}
else
{

View File

@ -8,6 +8,8 @@ using UnityEngine.InputSystem;
public class Door : Interactive
{
//可交互对象:门的控制类
[Tooltip("拖入黑幕")]
public GameObject blackUI;
public override void OnCall()
{
//在开门演出的多态当门被唤醒显示CG
@ -22,8 +24,10 @@ public class Door : Interactive
{
if(FindObjectOfType<M_Player>().transform.Find("包").gameObject.activeSelf)//如果已经捡起背包
{
//加载第一关场景
SceneManager.LoadScene("第一关");
// //加载第一关场景
// SceneManager.LoadScene("第一关");
blackUI.SetActive(true);
Invoke("LoadScenen",FindObjectOfType<IndexRecoder>().blackUITime);
}
else
{
@ -33,4 +37,9 @@ public class Door : Interactive
}
}
}
private void LoadScenen()
{
SceneManager.LoadScene("第一关");
}
}

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@ -28,7 +28,11 @@ public class Patrolman : MonoBehaviour
private Animator animator;
public AudioClip[] RunSEs;
public AudioClip[] walkSEs;
[Tooltip("请拖入敌人被投掷物吸引后的音效")]
public AudioClip[] interruptSEs;
private AudioSource audioPlayer;
[Tooltip("拖入父级物体")]
public AudioSource interruptSEPlayer;
@ -93,6 +97,10 @@ public class Patrolman : MonoBehaviour
//执行听见动画
animator.SetBool("IsListen",true);
StartCoroutine("StopListen");//取消听见动画条件
//播放听见音效
interruptSEPlayer.clip = interruptSEs[(int)Random.Range(0,interruptSEs.Length)];
interruptSEPlayer.volume = 0.5f;
interruptSEPlayer.Play();
}
}
}

View File

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
using UnityEngine.UIElements;
public class BackBoom : MonoBehaviour
@ -32,7 +33,8 @@ public class BackBoom : MonoBehaviour
void AddLight()
{
Vector2 pos = new Vector2(Random.Range(left.position.x,right.position.x),Random.Range(up.position.y,down.position.y));
Instantiate(boomLight, pos, Quaternion.identity);
var light2D = Instantiate(boomLight, pos, Quaternion.identity).GetComponent<Light2D>();
light2D.pointLightInnerRadius = Random.Range(3f, 5.79f);
}
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