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
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m_SensorSize: {x: 36, y: 24}
|
||||||
|
m_LensShift: {x: 0, y: 0}
|
||||||
|
m_FocalLength: 50
|
||||||
|
m_NormalizedViewPortRect:
|
||||||
|
serializedVersion: 2
|
||||||
|
x: 0
|
||||||
|
y: 0
|
||||||
|
width: 1
|
||||||
|
height: 1
|
||||||
|
near clip plane: 0.3
|
||||||
|
far clip plane: 1000
|
||||||
|
field of view: 60
|
||||||
|
orthographic: 1
|
||||||
|
orthographic size: 5
|
||||||
|
m_Depth: 0
|
||||||
|
m_CullingMask:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Bits: 0
|
||||||
|
m_RenderingPath: -1
|
||||||
|
m_TargetTexture: {fileID: 0}
|
||||||
|
m_TargetDisplay: 0
|
||||||
|
m_TargetEye: 3
|
||||||
|
m_HDR: 1
|
||||||
|
m_AllowMSAA: 1
|
||||||
|
m_AllowDynamicResolution: 0
|
||||||
|
m_ForceIntoRT: 0
|
||||||
|
m_OcclusionCulling: 1
|
||||||
|
m_StereoConvergence: 10
|
||||||
|
m_StereoSeparation: 0.022
|
||||||
--- !u!1 &1677427149
|
--- !u!1 &1677427149
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@ -7178,7 +7281,7 @@ Transform:
|
|||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_GameObject: {fileID: 2044422406}
|
m_GameObject: {fileID: 2044422406}
|
||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: -0.06417028, y: -1.0285301, z: -8.588372}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_Children:
|
m_Children:
|
||||||
- {fileID: 927359185}
|
- {fileID: 927359185}
|
||||||
|
@ -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
|
||||||
// {
|
// {
|
||||||
|
13
Assets/Scripts/事件/AfterFatherLeftCG.cs
Normal file
13
Assets/Scripts/事件/AfterFatherLeftCG.cs
Normal file
@ -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");
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/事件/AfterFatherLeftCG.cs.meta
Normal file
11
Assets/Scripts/事件/AfterFatherLeftCG.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 57eccdb17f53452439eea8f74f52cba5
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
19
Assets/Scripts/事件/AfterRecollection.cs
Normal file
19
Assets/Scripts/事件/AfterRecollection.cs
Normal file
@ -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");
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/事件/AfterRecollection.cs.meta
Normal file
11
Assets/Scripts/事件/AfterRecollection.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fc9f6c64ac539034a80375c9cc76c3c8
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
27
Assets/Scripts/事件/OpenDoorStage.cs
Normal file
27
Assets/Scripts/事件/OpenDoorStage.cs
Normal file
@ -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
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/事件/OpenDoorStage.cs.meta
Normal file
11
Assets/Scripts/事件/OpenDoorStage.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8328cf3ed0c2e474b90e5fc825d743c3
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
27
Assets/Scripts/事件/WhenTheCodeAndConversationAreCompleted.cs
Normal file
27
Assets/Scripts/事件/WhenTheCodeAndConversationAreCompleted.cs
Normal file
@ -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");
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 296af97ad0e28b5489d86f727888d738
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -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");
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 745a70beba46fbb49bc6403acec3e7f0
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//
|
||||||
}
|
}
|
19
Assets/Scripts/抽象的东西/ACG.cs
Normal file
19
Assets/Scripts/抽象的东西/ACG.cs
Normal file
@ -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
|
||||||
|
}
|
||||||
|
|
11
Assets/Scripts/抽象的东西/ACG.cs.meta
Normal file
11
Assets/Scripts/抽象的东西/ACG.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ab6d265b5e187da4bbc927caf02b681e
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
71
Assets/Scripts/抽象的东西/CGAdministrator.cs
Normal file
71
Assets/Scripts/抽象的东西/CGAdministrator.cs
Normal file
@ -0,0 +1,71 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/抽象的东西/CGAdministrator.cs.meta
Normal file
11
Assets/Scripts/抽象的东西/CGAdministrator.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fbae1877cad284d4d82f60cbb5878baa
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
41
Assets/Scripts/抽象的东西/LightController.cs
Normal file
41
Assets/Scripts/抽象的东西/LightController.cs
Normal file
@ -0,0 +1,41 @@
|
|||||||
|
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;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/抽象的东西/LightController.cs.meta
Normal file
11
Assets/Scripts/抽象的东西/LightController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1f441a0f578e97043870c1660f497826
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
44
Assets/Scripts/抽象的东西/PolymorphicAdministrator.cs
Normal file
44
Assets/Scripts/抽象的东西/PolymorphicAdministrator.cs
Normal file
@ -0,0 +1,44 @@
|
|||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/抽象的东西/PolymorphicAdministrator.cs.meta
Normal file
11
Assets/Scripts/抽象的东西/PolymorphicAdministrator.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 94a33228a61c2774fbb687425136148a
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
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|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
33
Assets/Scripts/抽象的东西/VolumeController.cs
Normal file
33
Assets/Scripts/抽象的东西/VolumeController.cs
Normal file
@ -0,0 +1,33 @@
|
|||||||
|
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;
|
||||||
|
VolumeComponents[0].parameters[1].SetValue(new FloatParameter(update));
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/抽象的东西/VolumeController.cs.meta
Normal file
11
Assets/Scripts/抽象的东西/VolumeController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d58ce9ce23ba37f42a04fad82e8f1222
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/Shader/光圈.meta
Normal file
8
Assets/Shader/光圈.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b525f28b9cbdb06469297232d9159ef1
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
65
Assets/Shader/光圈/aperture.mat
Normal file
65
Assets/Shader/光圈/aperture.mat
Normal file
@ -0,0 +1,65 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 6
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: aperture
|
||||||
|
m_Shader: {fileID: -6465566751694194690, guid: efd32e3e59392b742b7aba2ff3c73b41, type: 3}
|
||||||
|
m_ShaderKeywords:
|
||||||
|
m_LightmapFlags: 4
|
||||||
|
m_EnableInstancingVariants: 0
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap: {}
|
||||||
|
disabledShaderPasses: []
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
|
||||||
|
- Texture2D_90a160666cb24ec3b8ccebb71e7b0c56:
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||||||
|
m_Texture: {fileID: 2800000, guid: f753ea1c25836b147aac5175b6887b8e, type: 3}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _AlphaTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MainTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MaskTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
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||||||
|
m_Offset: {x: 0, y: 0}
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||||||
|
- _NormalMap:
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||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
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||||||
|
m_Offset: {x: 0, y: 0}
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||||||
|
- unity_Lightmaps:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_LightmapsInd:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_ShadowMasks:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
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||||||
|
m_Floats:
|
||||||
|
- Vector1_12f5b81de73c4ac7b9b9260c98a38e5f: 0.03
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||||||
|
- Vector1_3b86380921cb43cd93b90258f17f2c0c: 1.48
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||||||
|
- Vector1_e7e5d7bdd0754d368e57dc233399e61e: 0.52
|
||||||
|
- _EnableExternalAlpha: 0
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||||||
|
m_Colors:
|
||||||
|
- Color_1ad402aecdce423382c3e88d30da3013: {r: 11.482353, g: 11.984314, b: 6.211765, a: 0}
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||||||
|
- Color_a74a476568e64d8aa5fd86f4c29fa629: {r: 1, g: 0.9404438, b: 0.4009434, a: 0}
|
||||||
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _Flip: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
m_BuildTextureStacks: []
|
8
Assets/Shader/光圈/aperture.mat.meta
Normal file
8
Assets/Shader/光圈/aperture.mat.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: 28189444f97f59f4080b9146857f6833
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
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|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
2907
Assets/Shader/光圈/aperture.shadergraph
Normal file
2907
Assets/Shader/光圈/aperture.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
10
Assets/Shader/光圈/aperture.shadergraph.meta
Normal file
10
Assets/Shader/光圈/aperture.shadergraph.meta
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
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||||||
|
flags: 0
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||||||
|
UnityEditor.ShaderGraph.InspectorWindow:
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||||||
|
value: 18135939215a0a5004000b0e15254b524c1119263f2d6a722016393ce1eb3d36e5d339f9a5602b2e2c07a37e0901373ae01e0008f707250d171df81a53a541405f95548717f73713d91006c1c309d0effad0d2f9ddffa5828f8deea2b8b2e3c7c6f8bffee8f2e782b2eda4e2ff9289948d88ae8696949e92f482ccce
|
||||||
|
flags: 0
|
||||||
vcSharedLogLevel:
|
vcSharedLogLevel:
|
||||||
value: 0d5e400f0650
|
value: 0d5e400f0650
|
||||||
flags: 0
|
flags: 0
|
||||||
|
Loading…
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Reference in New Issue
Block a user