1.完善了对话内容,使对话内容更加口语化和方言化。

2.添加了Shader的框架(与屏幕后特效相关)
 1)加入了LightController的代码文件,主要控制烛光等灯光的空气扰动现象
 2)加入了VolumeController的代码文件,主要与屏幕后特效的控制变量相关
 3)在场景中加入了Volume的对象,控制屏幕后特效Shader的运行
3.挪动了场景中煤油灯的位置,并且为煤油灯添加了会产生空气扰动使光范围发生变化的功能
4.为测试场景中的镜子添加了临时提示光边Shader
This commit is contained in:
SAIPO 2021-08-14 07:43:34 +08:00
parent 0e3f372bcf
commit ca4294b0bf
83 changed files with 8080 additions and 1803 deletions

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@ -33,7 +33,12 @@ public class M_Player : MonoBehaviour
m_rigidbody = GetComponent<Rigidbody2D>();//获取自身刚体组件 m_rigidbody = GetComponent<Rigidbody2D>();//获取自身刚体组件
faceDir = 1;//默认面部朝右 faceDir = 1;//默认面部朝右
playerInput = GetComponent<PlayerInput>(); //获取自身输入组件 playerInput = GetComponent<PlayerInput>(); //获取自身输入组件
//M_Animator = GetComponent<Animator>(); M_Animator = GetComponent<Animator>();
//为了解决warming最后阶段请删除到那时应该不会再有警告
if(inputDir == 0){}
if(throwingState){}
//
} }
// Update is called once per frame // Update is called once per frame
@ -68,6 +73,7 @@ public class M_Player : MonoBehaviour
public void OnMoveHorizons(InputAction.CallbackContext context) public void OnMoveHorizons(InputAction.CallbackContext context)
{ {
float value = context.ReadValue<float>(); float value = context.ReadValue<float>();
M_Animator.SetBool("IsWalking",true);
//输入只有对移动方向和面部朝向的更改 //输入只有对移动方向和面部朝向的更改
if(value > 0) if(value > 0)
{ {
@ -80,7 +86,8 @@ public class M_Player : MonoBehaviour
inputDir = -1; inputDir = -1;
faceDir = -1; faceDir = -1;
} }
else {inputDir = 0;} else {inputDir = 0;
M_Animator.SetBool("IsWalking",false);}
//修改面部朝向 //修改面部朝向
transform.localScale = new Vector3( transform.localScale = new Vector3(
Mathf.Abs(transform.localScale.x)*faceDir, Mathf.Abs(transform.localScale.x)*faceDir,
@ -90,13 +97,12 @@ public class M_Player : MonoBehaviour
private void Move() private void Move()
{ {
//指定水平方向的速度 // //指定水平方向的速度
m_rigidbody.velocity = new Vector2(indexRecoder.playerMoveSpeed* //记录文件中的玩家速度乘以 // m_rigidbody.velocity = new Vector2(indexRecoder.playerMoveSpeed* //记录文件中的玩家速度乘以
inputDir*//输入的方向乘以 // inputDir*//输入的方向乘以
runSpeedMultiple,//速度的倍率,对付跑步时候的需要 // runSpeedMultiple,//速度的倍率,对付跑步时候的需要
m_rigidbody.velocity.y//y轴的速度不变 // m_rigidbody.velocity.y//y轴的速度不变
); // );
} }
// void OnAnimatorMove()//Unity的回调函数这样做能解决模型无法转向的问题每帧调用一次 // void OnAnimatorMove()//Unity的回调函数这样做能解决模型无法转向的问题每帧调用一次
// { // {

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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class AfterFatherLeftCG : Event
{
public override void OnCall()
{
FindObjectOfType<IndexRecoder>().ChangeStageName("开门演出");//涉及多态,更改一下演出名
SceneManager.LoadScene("序章-家中");
}
}

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@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Fungus;
public class AfterRecollection : Event
{
//多态之一,序章-家中-已打码 需要的初始化代码
public override void OnCall()
{
Debug.Log("进行多态初始化,此多态演出为“序章-家中-已打码”");
//Vector3(18.8199997,0.0599999987,0)
//Vector3(19.2399998,0.0599999987,0)
//1.改变玩家的位置到父亲身边
FindObjectOfType<M_Player>().transform.position = new Vector3(9.30000019f,0.936617672f,0);
//2.触发对话【回忆之后的对话】
Flowchart.BroadcastFungusMessage("回忆之后的对话");
}
}

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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OpenDoorStage : Event
{
//【序章-家中】的多态之一,用于初始化父亲离家、玩家需要开门那一段
public override void OnCall()
{
Debug.Log("正在启动多态【开门演出】");
M_Player player = FindObjectOfType<M_Player>();//找到玩家
player.transform.position = new Vector3(12.8999996f,0.936617672f,0);//改变玩家位置
player.transform.localScale = new Vector3(
Mathf.Abs(transform.localScale.x)*-1,
transform.localScale.y,
transform.localScale.z);//修改玩家面部朝向为左
GameObject watertank = GameObject.Find("水缸");//找到水缸
watertank.transform.position = new Vector3(1.72000003f,-1.37871194f,0);//把水缸移开
watertank.GetComponentInChildren<NormalInvestableItems>().itemName = "父亲离开后的水缸";
Destroy(FindObjectOfType<Father>().gameObject);//摧毁父亲这个游戏物体
}
}

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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
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
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public override void OnCall()
{
IndexRecoder indexRecoder = FindObjectOfType<IndexRecoder>();
indexRecoder.ChangeStageName("序章-战场");
SceneManager.LoadScene("序章-战场");
}
}

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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WhenTheConversationAfterRecollectionIsCompleted : Event
{
//事件:当完成回忆后的对话后
public override void OnCall()
{
//此时按照剧本应该弹出一段CG字幕【第二天】  父亲渐行渐远动画  字幕【一段时间后】
FindObjectOfType<CGAdministrator>().CallACG("暂用");
}
}

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@ -1,6 +1,7 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEditor;
public class IndexRecoder : MonoBehaviour public class IndexRecoder : MonoBehaviour
{ {
@ -37,9 +38,15 @@ public class IndexRecoder : MonoBehaviour
public float rateOfChangeOfThrowingAngle; public float rateOfChangeOfThrowingAngle;
[Tooltip("抛出投掷物的力度")] [Tooltip("抛出投掷物的力度")]
public float strengthOfThrowing; public float strengthOfThrowing;
[SerializeField][Tooltip("演出名称,这个不给你改,这个是我做多态用的,在这里只读")][ReadOnly]
public string stageName;
[Tooltip("CG的淡入淡出时间")]
public float CGFadeTime;
void Start() void Start()
{ {
//Destroy(FindObjectOfType<IndexRecoder>().gameObject);
GameObject.DontDestroyOnLoad(gameObject); GameObject.DontDestroyOnLoad(gameObject);
//开发者捷径 //开发者捷径
codeBook.Add("..--.","864246511"); codeBook.Add("..--.","864246511");
@ -55,6 +62,8 @@ public class IndexRecoder : MonoBehaviour
codeBook.Add("---..","8"); codeBook.Add("---..","8");
codeBook.Add("----.","9"); codeBook.Add("----.","9");
codeBook.Add("-----","0"); codeBook.Add("-----","0");
stageName = "序章-家中-已打码";
} }
// Update is called once per frame // Update is called once per frame
@ -62,4 +71,27 @@ public class IndexRecoder : MonoBehaviour
{ {
} }
//修改演出名称的函数,在游戏流程推进的时候用
public void ChangeStageName(string newName){stageName = newName;}
//制造一个只读的变量,不要动这些
public class ReadOnlyAttribute : PropertyAttribute{}
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyDrawer : PropertyDrawer
{
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}
//
} }

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@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//写一个类代表一个CG里面保存CG需要的内容
public class ACG : MonoBehaviour
{
[Tooltip("名字,同时也是唯一调用标识,别吐槽我用中文,这里是中国")]
public string CGName;
[Tooltip("这个CG要显示的东西据说视频也可以")]
public Texture texture;
[Tooltip("这个CG要显示多长时间")]
public float time;
[Tooltip("CG播放结束时要触发什么事件")]
public Event onEnded;
public void OnEnded(){onEnded.OnCall();}//触发结束事件不同CG事件不一样所以用public自己拖
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
public class CGAdministrator : MonoBehaviour
{
// Start is called before the first frame update
//CG管理员相关代码
private RawImage rawImage;
[Tooltip("记录这个场景中的所有CG要加的话直接扩容数组并往新的CG里面加内容")]
public ACG[] CGs;
private IndexRecoder indexRecoder;
private ACG playingCG;//正在播放的CG因为invoke无法传参而存在
void Start()
{
rawImage = GetComponent<RawImage>();
indexRecoder = FindObjectOfType<IndexRecoder>();
rawImage.CrossFadeAlpha(0,0,true);//为了淡入显示必须先把它的阿尔法值降到0对吧
}
// Update is called once per frame
void Update()
{
}
//外部呼叫CG用传入你要调用的CG名
public void CallACG(string CGName)
{
//当外面叫了一个CG传入CG名
foreach(ACG CG in CGs)
{
//找到这个CG
if(CG.CGName.Equals(CGName))
{
Debug.Log("正在显示CG"+CG.name);
rawImage.texture = CG.texture;//把CG的内容装载上
rawImage.CrossFadeAlpha(1,indexRecoder.CGFadeTime,true);//淡入显示CG
playingCG = CG;
Invoke("StopIt",CG.time);
}
}
}
//改变标记使管理员意识到CG该停了
private void StopIt(){rawImage.CrossFadeAlpha(0f,indexRecoder.CGFadeTime,true);//淡出CG
playingCG.OnEnded();}//告诉这个CG它结束了然后触发它的结束事件
//制造一个只读的变量,不要动这些
public class ReadOnlyAttribute : PropertyAttribute{}
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyDrawer : PropertyDrawer
{
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}
//
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
public class LightController : MonoBehaviour
{
//控制灯光的火焰扰动 霄酱写的
public Light2D Light2D;
[Header("光半径")]
public float radiusCycle;
public float radiusRate;
[Header("光强度")]
public float intensityCycle;
public float intensityRate;
private float radiusOrigin;
private float radiusUpdate;
private float intensityOrigin;
private float intensityUpdate;
// Start is called before the first frame update
void Start()
{
//获取所有数据的初始值
radiusOrigin = Light2D.pointLightOuterRadius;
intensityOrigin = Light2D.intensity;
}
// Update is called once per frame
void Update()
{
radiusUpdate = radiusOrigin;
radiusUpdate = radiusCycle * Mathf.Sin(Time.fixedTime * Mathf.PI * radiusRate) + radiusOrigin;//计算简谐震荡后的数值
Light2D.pointLightOuterRadius = radiusUpdate;
intensityUpdate = intensityOrigin;
intensityUpdate = intensityCycle * Mathf.Sin(Time.fixedTime * Mathf.PI * intensityRate) + intensityOrigin;
Light2D.intensity = intensityUpdate;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PolymorphicAdministrator : MonoBehaviour
{
// Start is called before the first frame update
//多态管理员,旨在对同一个场景进行不同的初始化,以节省空间
private IndexRecoder indexRecoder;//记录者物体
[Tooltip("多态管理员,此参数记录着“这个场景有几种状态,这几个状态的名称分别是什么”,这样的信息,请键入不同的演出名")]
public string[] statesNames;
[Tooltip("多态管理员,此参数记录着“当场景为此状态时,应该执行怎样的初始化呢?”这样的信息,请拖入事件")]
public Event[] statesEvents;
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();//找到记录者物体
TransfromToAState();
}
//初始化为某个多态中的一种,根据是记录者中的演出名
private void TransfromToAState()
{
for(int i = 0; i < statesNames.Length; i++)
{
//遍历每一种多态名
if(indexRecoder.stageName.Equals(statesNames[i]))//如果是第i种多态
{
try
{
Debug.Log("尝试载入多态: "+ statesEvents[i].name);
statesEvents[i].OnCall();//则执行对应事件进行场景的初始化
}
catch(System.NullReferenceException e)
{
Debug.Log("此多态没有被赋予事件,可能是场景本身初始状态就是多态中的一种,所以不需要初始化");
e.ToString();
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class VolumeController : MonoBehaviour
{
//屏幕后处理控制 霄酱写的
public VolumeProfile VolumeProfile;
private List<VolumeComponent> VolumeComponents;
public float Cycle;
public float rate;
private float origin;
private float update;
// Start is called before the first frame update
void Start()
{
VolumeComponents = VolumeProfile.components;
origin = VolumeComponents[0].parameters[1].GetValue<float>();
}
// Update is called once per frame
void Update()
{
update = origin;
update = Cycle * Mathf.Sin(Time.fixedTime * Mathf.PI * rate) + origin;
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