任务:实装和完善部分音效,修复场景问题

(*:合并了SAIPOVersion
1.修改小时候主角的图层,解决脚部穿过问题(是脚会裂开,不是图层问题)
2.为序章战场适配应有的音效
3.为序章战场适配镜头震动
4.更换开门CG为新
5.使播放CG的时候玩家无法操作
6.添加移动水缸音效
7.添加穿上行囊音效(衣服摩擦)
8.添加了开门演出对话中敲门声的音效
9.使得多态【准备出发】幕中,不再能触发镜子的对话
10.给修理电话线界面换上美术素材
11.修正航弹的碰撞体,目前太短了,头部会嵌入一部分到地底才会爆炸
12.更换投掷系统的音效为新
(*:修正了捡拾音效出现的时机
13.制作并实装新的碉堡发射动画
(*:为了适配动画,我增加了一座碉堡,也适配了闪光灯
14.修复玩家在第一关终点被卡住的问题
15.更换夜间云的贴图
16.修复了敌人的脚步声3D特性不明显的问题

(*:建议给第一个CG加上音效
(*:建议给第一关加上微弱的雨声
(*:建议给第一关查看地图加上音效
(*:建议触发老兵牺牲事件的时候加上音效
(*:建议考虑玩家回去查看牺牲的老兵的可能性
(*:建议添加碉堡发令员的音效
(*:建议添加电报机页面撕掉错误输入的音效
(*:建议添加打开电报机界面的音效
(*:建议把碉堡发令员的指挥做成动态的
(*:现在的碉堡子弹过于整齐划一,看起来十分违和,建议修改
(*:建议加上碉堡处的挡板被击动画
(*:建议给第二关的云加上视差组件
(*:建议优化以下第二关的背景枪火光,现在太虚了,没有什么实际感
(*:建议加上敌人被声音吸引后的音效(霓虹语)
(*:机枪开枪音效太软了,跟在打气枪一样,建议换成更有力的

我们正在越变越好,加油!
This commit is contained in:
Roman 2021-09-10 01:20:36 +08:00
parent 57e9dc35f6
commit cae653bda3
103 changed files with 6216 additions and 169 deletions

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View File

@ -7,10 +7,12 @@ public class BlackHouseGunLight : MonoBehaviour
private bool upLight = true;
public GameObject light1;
public GameObject light2;
public GameObject light3;
public bool isFire = false;
public bool isInvoke = false;
// Start is called before the first frame update
void Start()
{
@ -32,6 +34,7 @@ public class BlackHouseGunLight : MonoBehaviour
isInvoke = false;
light1.SetActive(false);
light2.SetActive(false);
light3.SetActive(false);
}
}
void ChangeLight()
@ -40,6 +43,7 @@ public class BlackHouseGunLight : MonoBehaviour
{
light1.SetActive(upLight);
light2.SetActive(upLight);
light3.SetActive(upLight);
upLight = false;
}
@ -47,8 +51,8 @@ public class BlackHouseGunLight : MonoBehaviour
{
light2.SetActive(upLight);
light1.SetActive(upLight);
light3.SetActive(upLight);
upLight = true;
}
}
}

View File

@ -16,7 +16,8 @@ public class GunLight : MonoBehaviour
// Start is called before the first frame update
void Start()
{
InvokeRepeating("ChangeLight",1f,0.05f);
if(isFire)
InvokeRepeating("ChangeLight",1f,0.05f);
}
// Update is called once per frame

View File

@ -72,14 +72,14 @@ public class M_Player : MonoBehaviour
public void OnPickSE()
{
audioPlayer.clip = pickSE;
audioPlayer.volume = 0.8f;
audioPlayer.volume = 1f;
audioPlayer.Play();
}
//动画中调用,播放丢出东西的音效
public void OnThrowSE()
{
audioPlayer.clip = throwSE;
audioPlayer.volume = 0.8f;
audioPlayer.volume = 1f;
audioPlayer.Play();
}

View File

@ -85,6 +85,7 @@ public class AfterReparedTheMachine : Event
{
//当倒计时结束
blackUI.SetActive(true);
Invoke("PlayGunAudio",1.5f);
}
}

View File

@ -13,6 +13,8 @@ public class ReadyToGoStage : Event
public GameObject playerOld;
[Tooltip("拖入摄像机")]
public CinemachineVirtualCamera Vcamera;
[Tooltip("请拖入镜子")]
public NormalInvestableItems kagami;
//多态:玩家准备触发前往第一关时候的多态
public override void OnCall()
{
@ -42,5 +44,8 @@ public class ReadyToGoStage : Event
//水缸相关
GameObject watertank = GameObject.Find("水缸");//找到水缸
watertank.GetComponentInChildren<NormalInvestableItems>().itemName = "准备出发时的水缸";
//修改镜子的itemName使得其在改多态下不再能够被触发
kagami.itemName = "准备出发幕的镜子";
}
}

View File

@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using Fungus;
public class WhenReparedAllLine : Event
{
//序章战场中,当修完了所有电话线后触发
public override void OnCall()
{
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
Flowchart.BroadcastFungusMessage("我修完了");
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -10,6 +10,9 @@ public class AllLinesInfo : MonoBehaviour
[SerializeField]
private int needCount;
public int OKCount = 0;
private bool hasPlayed = false;//是否已经触发过修完事件
[Tooltip("请拖入修完所有电线后的事件")]
public Event endEvent;
void Start()
{
needCount = transform.childCount;
@ -18,27 +21,13 @@ public class AllLinesInfo : MonoBehaviour
// Update is called once per frame
void Update()
{
if(needCount == OKCount && !hasPlayed)//如果数值表示修完并且没有触发过结束事件
{
if(endEvent != null)endEvent.OnCall();//触发结束事件
hasPlayed = true;//标记为已经触发过结束事件
}
}
public bool AreYouOK(){return (needCount == OKCount);}//返回完成量是不是等于需求量
// //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;
// }
// }
// //
}

View File

@ -74,24 +74,4 @@ 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;
// }
// }
// //
}

View File

@ -16,9 +16,13 @@ public class AReadyMachine : Interactive
//交互后,改变玩家形象
FindObjectOfType<M_Player>().transform.Find("包").gameObject.SetActive(true);
FindObjectOfType<M_Player>().transform.Find("包带").gameObject.SetActive(true);
//播放穿上行囊的音效
GetComponent<AudioSource>().Play();
//随后删除自己
//随后删除自己(不要删!不然音效放不出来,我们直接关闭这个物体的碰撞体和图片就可以了)
FindObjectOfType<M_Player>().catched = null;
Destroy(gameObject);
// Destroy(gameObject);
GetComponent<BoxCollider2D>().enabled = false;
GetComponent<SpriteRenderer>().enabled = false;
}
}

View File

@ -28,6 +28,7 @@ public class Shell : MonoBehaviour
public AudioSource boomAudio;//航弹爆炸音效
public GameObject boomLight;//航弹爆炸光效
private CinemachineImpulseSource impulseSource;//镜头震动呼出者
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();

View File

@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class BackBoom : MonoBehaviour
{
public Transform left;
public Transform right;
public Transform up;
public Transform down;
public GameObject boomLight;
public List<GameObject> BoomList;
// Start is called before the first frame update
void Start()
{
InvokeRepeating("AddLight",1f,0.2f);
}
// Update is called once per frame
void Update()
{
}
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);
}
}

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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
public class BackBoomController : MonoBehaviour
{
public Light2D BoomLight;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void DesLight()
{
Destroy(gameObject);
}
}

View File

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@ -4,6 +4,7 @@ using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
using UnityEngine.Video;
using UnityEngine.InputSystem;
public class CGAdministrator : MonoBehaviour
{
@ -56,6 +57,7 @@ public class CGAdministrator : MonoBehaviour
try
{
CG.GetComponent<VideoPlayer>().Play();//开始播放这个CG
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");//使玩家无法操作
}
catch(System.NullReferenceException)
{

View File

@ -40,8 +40,10 @@ public class NormalInvestableItems : Interactive
//这项比较特殊,只能这样单独写了,我有罪,这是屎山代码
isMoving = true;
FindObjectOfType<AReadyMachine>().m_Collider.enabled = true;
//播放移动水缸的音效
GetComponent<AudioSource>().Play();
}
else
else if(itemName != "准备出发幕的镜子")
{
Debug.Log("我触发了"+ gameObject.name +"的对话");
Flowchart.BroadcastFungusMessage("谈论" + itemName);

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