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m_RenderPostProcessing: 0 + m_RenderPostProcessing: 1 m_Antialiasing: 0 m_AntialiasingQuality: 2 m_StopNaN: 0 @@ -14162,10 +14714,10 @@ AudioSource: SpatializePostEffects: 0 Priority: 128 DopplerLevel: 1 - MinDistance: 1 - MaxDistance: 500 + MinDistance: 0.7 + MaxDistance: 13.2 Pan2D: 0 - rolloffMode: 0 + rolloffMode: 1 BypassEffects: 0 BypassListenerEffects: 0 BypassReverbZones: 0 @@ -14739,7 +15291,7 @@ SpriteRenderer: m_SortingLayerID: -1504579705 m_SortingLayer: -1 m_SortingOrder: 1 - m_Sprite: {fileID: 21300000, guid: 9cb0d02fdd3dff94282d445423335daa, type: 3} + m_Sprite: {fileID: 21300000, guid: b398e91ea0b00f649803c4935753308c, type: 3} m_Color: {r: 1, g: 1, b: 1, a: 1} m_FlipX: 0 m_FlipY: 0 @@ -17722,10 +18274,10 @@ AudioSource: SpatializePostEffects: 0 Priority: 128 DopplerLevel: 1 - MinDistance: 1 - MaxDistance: 500 + MinDistance: 0.7 + MaxDistance: 13.2 Pan2D: 0 - rolloffMode: 0 + rolloffMode: 1 BypassEffects: 0 BypassListenerEffects: 0 BypassReverbZones: 0 diff --git a/Assets/Scripts/BlackHouseGunLight.cs b/Assets/Scripts/BlackHouseGunLight.cs index 22ca1e1..a338f1f 100644 --- a/Assets/Scripts/BlackHouseGunLight.cs +++ b/Assets/Scripts/BlackHouseGunLight.cs @@ -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; - } } } diff --git a/Assets/Scripts/GunLight.cs b/Assets/Scripts/GunLight.cs index b676b89..1d777a4 100644 --- a/Assets/Scripts/GunLight.cs +++ b/Assets/Scripts/GunLight.cs @@ -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 diff --git a/Assets/Scripts/M_Player.cs b/Assets/Scripts/M_Player.cs index 47727aa..2914fc4 100644 --- a/Assets/Scripts/M_Player.cs +++ b/Assets/Scripts/M_Player.cs @@ -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(); } diff --git a/Assets/Scripts/事件/AfterReparedTheMachine.cs b/Assets/Scripts/事件/AfterReparedTheMachine.cs index c494415..15dd7d1 100644 --- a/Assets/Scripts/事件/AfterReparedTheMachine.cs +++ b/Assets/Scripts/事件/AfterReparedTheMachine.cs @@ -85,6 +85,7 @@ public class AfterReparedTheMachine : Event { //当倒计时结束 blackUI.SetActive(true); + Invoke("PlayGunAudio",1.5f); } } diff --git a/Assets/Scripts/事件/ReadyToGoStage.cs b/Assets/Scripts/事件/ReadyToGoStage.cs index ce582aa..5f8f192 100644 --- a/Assets/Scripts/事件/ReadyToGoStage.cs +++ b/Assets/Scripts/事件/ReadyToGoStage.cs @@ -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().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"; } } diff --git a/Assets/Scripts/事件/WhenReparedAllLine.cs b/Assets/Scripts/事件/WhenReparedAllLine.cs new file mode 100644 index 0000000..e89a9e6 --- /dev/null +++ b/Assets/Scripts/事件/WhenReparedAllLine.cs @@ -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().SwitchCurrentActionMap("NullMap"); + Flowchart.BroadcastFungusMessage("我修完了"); + } +} diff --git a/Assets/Scripts/事件/WhenReparedAllLine.cs.meta b/Assets/Scripts/事件/WhenReparedAllLine.cs.meta new file mode 100644 index 0000000..1eb8149 --- /dev/null +++ b/Assets/Scripts/事件/WhenReparedAllLine.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b146d1614ddd599469f0d8fcf9b85184 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/信息相关/AllLinesInfo.cs b/Assets/Scripts/信息相关/AllLinesInfo.cs index 73beedb..9edf44b 100644 --- a/Assets/Scripts/信息相关/AllLinesInfo.cs +++ b/Assets/Scripts/信息相关/AllLinesInfo.cs @@ -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; - // } - // } - // // } diff --git a/Assets/Scripts/信息相关/IndexRecoder.cs b/Assets/Scripts/信息相关/IndexRecoder.cs index 84d23a0..8a5b00b 100644 --- a/Assets/Scripts/信息相关/IndexRecoder.cs +++ b/Assets/Scripts/信息相关/IndexRecoder.cs @@ -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; - // } - // } - // // } diff --git a/Assets/Scripts/具象物体/AReadyMachine.cs b/Assets/Scripts/具象物体/AReadyMachine.cs index 6d570a7..61a42a8 100644 --- a/Assets/Scripts/具象物体/AReadyMachine.cs +++ b/Assets/Scripts/具象物体/AReadyMachine.cs @@ -16,9 +16,13 @@ public class AReadyMachine : Interactive //交互后,改变玩家形象 FindObjectOfType().transform.Find("包").gameObject.SetActive(true); FindObjectOfType().transform.Find("包带").gameObject.SetActive(true); + //播放穿上行囊的音效 + GetComponent().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().catched = null; - Destroy(gameObject); + // Destroy(gameObject); + GetComponent().enabled = false; + GetComponent().enabled = false; } } diff --git a/Assets/Scripts/具象物体/Shell.cs b/Assets/Scripts/具象物体/Shell.cs index cf17b34..be2d237 100644 --- a/Assets/Scripts/具象物体/Shell.cs +++ b/Assets/Scripts/具象物体/Shell.cs @@ -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(); diff --git a/Assets/Scripts/抽象的东西/BackBoom.cs b/Assets/Scripts/抽象的东西/BackBoom.cs new file mode 100644 index 0000000..11d46f5 --- /dev/null +++ b/Assets/Scripts/抽象的东西/BackBoom.cs @@ -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 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); + } + +} diff --git a/Assets/Scripts/抽象的东西/BackBoom.cs.meta b/Assets/Scripts/抽象的东西/BackBoom.cs.meta new file mode 100644 index 0000000..3100bee --- /dev/null +++ b/Assets/Scripts/抽象的东西/BackBoom.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 46837a7c2cfe9b74b825487a7302732e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/抽象的东西/BackBoomController.cs b/Assets/Scripts/抽象的东西/BackBoomController.cs new file mode 100644 index 0000000..5a26ed9 --- /dev/null +++ b/Assets/Scripts/抽象的东西/BackBoomController.cs @@ -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); + } +} diff --git a/Assets/Scripts/抽象的东西/BackBoomController.cs.meta b/Assets/Scripts/抽象的东西/BackBoomController.cs.meta new file mode 100644 index 0000000..8c4d90b --- /dev/null +++ b/Assets/Scripts/抽象的东西/BackBoomController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 42c5b2a049cd8db4eaf18ed7a1091b86 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + 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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().m_Collider.enabled = true; + //播放移动水缸的音效 + GetComponent().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); diff --git a/Assets/Shader/FirstScenes.asset b/Assets/Shader/FirstScenes.asset new file mode 100644 index 0000000..f100f82 --- /dev/null +++ b/Assets/Shader/FirstScenes.asset @@ -0,0 +1,76 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} + m_Name: FirstScenes + m_EditorClassIdentifier: + components: + - {fileID: 3315287232945291899} + - {fileID: 5844587617962180989} +--- !u!114 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