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--git a/Assets/Scripts/M_Player.cs b/Assets/Scripts/M_Player.cs index 31ec2b6..ec4c6a2 100644 --- a/Assets/Scripts/M_Player.cs +++ b/Assets/Scripts/M_Player.cs @@ -27,6 +27,7 @@ public class M_Player : MonoBehaviour [Tooltip("投掷物抛出点")] public Transform throwOffset;//记录一下抛出点的位置 private Animator M_Animator; + private float strengthOfThrowing;//投掷力度,每次和投掷物堆交互,都会更新这个数值 void Start() { indexRecoder = FindObjectOfType();//获取数值记录组件,方便策划修改暴露参数 @@ -68,7 +69,12 @@ public class M_Player : MonoBehaviour public void StopIsDown(){M_Animator.SetBool("IsDown",false);} //给自生刚体一个向上的速度,不然无法解决动画上坑y轴被重力控制的问题 - public void GiveAUpForce(){m_rigidbody.velocity = new Vector2(0,8);} + public void GiveAUpForce(){ + if(gameObject.name == "他爸") + m_rigidbody.velocity = new Vector2(0,6); + else + m_rigidbody.velocity = new Vector2(0,8);//匹配不同的两个坑 + } //关闭上坑条件,避免重复触发 @@ -171,12 +177,17 @@ public class M_Player : MonoBehaviour Instantiate(missile,throwOffset.position,Quaternion.identity).GetComponent();//生成一个投掷物 //给这个投掷物赋予速度,由目前的角度决定 - rigidbodyOfMissile.velocity = new Vector2(indexRecoder.strengthOfThrowing*Mathf.Cos(throwingAngle), - indexRecoder.strengthOfThrowing*Mathf.Sin(throwingAngle)); + rigidbodyOfMissile.velocity = new Vector2(strengthOfThrowing*Mathf.Cos(throwingAngle), + strengthOfThrowing*Mathf.Sin(throwingAngle)); //扔完后退出投掷状态并且重置相关参数 StartCoroutine("QuitThrowingsState"); } + //在投掷物堆中调用,每次呼叫投掷物堆,都针对此堆更新投掷力度 + public void ChangeStrengthOfThrowingTo(float num) + { + strengthOfThrowing = num; + } //进入跑步状态的控制代码 public void OnRun(InputAction.CallbackContext context) @@ -287,6 +298,10 @@ public class M_Player : MonoBehaviour M_Animator.SetBool("NowThrow",false); } + //播放上下楼动画的函数,在楼梯边的触发器调用 + public void PlayDownStairAnimation(){M_Animator.SetBool("IsDownStair",true);} + public void PlayUpStairAnimation(){} + //绘制投掷曲线的函数,非常🐂 public void DrawPath() { @@ -306,9 +321,9 @@ public class M_Player : MonoBehaviour float time = i * Time.fixedDeltaTime * 5;//类似时间间隔的定义,也就是抛物线上的x多久取值一次 segments[i].x = transform.position.x + //自身位置的x fireOffset.x + //发射偏移量的x - time * indexRecoder.strengthOfThrowing * Mathf.Cos(throwingAngle);//水平方向位移 = v*t + time * strengthOfThrowing * Mathf.Cos(throwingAngle);//水平方向位移 = v*t segments[i].y = (transform.position.y + fireOffset.y + //自身位置的y - time * indexRecoder.strengthOfThrowing * Mathf.Sin(throwingAngle) + + time * strengthOfThrowing * Mathf.Sin(throwingAngle) + (0.5f * gravity * time * time)*-1);//垂直方向位移 = vt + 1/2 * g * t^2 line.SetPosition(i, segments[i]); //把算好的点传入线的点集 } diff --git a/Assets/Scripts/事件/WhenPlayerDropInTheHole.cs b/Assets/Scripts/事件/WhenPlayerDropInTheHole.cs index 1676c84..a8ec6b7 100644 --- a/Assets/Scripts/事件/WhenPlayerDropInTheHole.cs +++ b/Assets/Scripts/事件/WhenPlayerDropInTheHole.cs @@ -39,7 +39,7 @@ public class WhenPlayerDropInTheHole : Event if(other.tag == "Player") { //当玩家进入事件范围内 - target = new Vector3(6.5f,0.25999999f,-10f); + target = new Vector3(7.85360003f,3.38889599f,-10); } } diff --git a/Assets/Scripts/具象物体/MachineGunner.cs b/Assets/Scripts/具象物体/MachineGunner.cs index b7253e0..0af0cf2 100644 --- a/Assets/Scripts/具象物体/MachineGunner.cs +++ b/Assets/Scripts/具象物体/MachineGunner.cs @@ -9,10 +9,20 @@ public class MachineGunner : MonoBehaviour private bool hasBeHit = false;//是否已被打中 private Animator person; private Animator gun;//声明两个部件的动画组件 + private Animator groundFireAnimation; + private Animator groundFireAnimation2; + private Animator gunFireAnimation; + [Tooltip("请拖入第二个上坑点的游戏物体,将在敌人被击晕后激活这个上坑点")] + public GameObject UpPoint2; + + void Start() { person = transform.Find("敌人").GetComponent(); - gun = transform.Find("机枪").GetComponent();//找到两个部件的动画组件 + gun = transform.Find("机枪").GetComponent(); + groundFireAnimation = transform.Find("地面枪光").GetComponent(); + groundFireAnimation2 = transform.Find("地面枪光2").GetComponent(); + gunFireAnimation = transform.Find("枪口枪光").GetComponent();//找到部件的动画组件 } // Update is called once per frame @@ -30,6 +40,9 @@ public class MachineGunner : MonoBehaviour //播放开火动画 person.SetBool("IsFiring",true); gun.SetBool("IsFiring",true); + groundFireAnimation.SetBool("IsFiring",true); + groundFireAnimation2.SetBool("IsFiring",true); + gunFireAnimation.SetBool("IsFiring",true); } } //当玩家退出检测区域,停止射击状态,变为通常状态,现在用白色表示 @@ -41,6 +54,9 @@ public class MachineGunner : MonoBehaviour //关闭开火动画 person.SetBool("IsFiring",false); gun.SetBool("IsFiring",false); + groundFireAnimation.SetBool("IsFiring",false); + groundFireAnimation2.SetBool("IsFiring",false); + gunFireAnimation.SetBool("IsFiring",false); } } //碰撞体是机枪手自身的碰撞体,如果被投掷物砸中,则陷入昏迷状态,目前用绿色表示 @@ -49,9 +65,18 @@ public class MachineGunner : MonoBehaviour if(other.gameObject.tag == "投掷物") { hasBeHit = true;//标记自身已被击中 - GetComponent().color = Color.green; + //关闭开火动画 + gun.SetBool("IsFiring",false); + groundFireAnimation.SetBool("IsFiring",false); + groundFireAnimation2.SetBool("IsFiring",false); + gunFireAnimation.SetBool("IsFiring",false); + //播放死亡动画 + person.SetBool("IsDead",true); + //把上坑点2激活 + UpPoint2.SetActive(true); } } - + + public bool AreYouOK(){return !hasBeHit;}//返回机枪手状态是否良好,如果被打,则返回状态不好 } diff --git a/Assets/Scripts/具象物体/MissileHeap.cs b/Assets/Scripts/具象物体/MissileHeap.cs index 323fd9b..100a441 100644 --- a/Assets/Scripts/具象物体/MissileHeap.cs +++ b/Assets/Scripts/具象物体/MissileHeap.cs @@ -4,24 +4,12 @@ using UnityEngine; public class MissileHeap : Interactive { - //投掷物堆类,控制投掷。系统还十分不完善。 - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } + [Tooltip("请填入此堆投掷物需要的投掷力度")] + public float srengthOfThrowing; public override void OnCall() { - //当投掷物被触发交互 - //1.通知玩家进入投掷状态 + //通知玩家进入投掷状态 FindObjectOfType().EnterThrowingState(); - //2.后续物理相关修改 - // + FindObjectOfType().ChangeStrengthOfThrowingTo(srengthOfThrowing); } } diff --git a/Assets/Scripts/具象物体/Veteran.cs b/Assets/Scripts/具象物体/Veteran.cs new file mode 100644 index 0000000..f0eeea6 --- /dev/null +++ b/Assets/Scripts/具象物体/Veteran.cs @@ -0,0 +1,59 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Fungus; +using UnityEngine.InputSystem; + +public class Veteran : Interactive +{ + //控制老兵的类 + private MachineGunner gunner; + private bool hasCalledChat1 = false;//记录自己是否已经呼叫过对话1,即【你想送命?】 + void Start() + { + gunner = FindObjectOfType(); + } + + // Update is called once per frame + void Update() + { + + } + + void OnTriggerEnter2D(Collider2D other) + { + if(other.tag == "Player")//当玩家进入触发器 + { + //先检查一下敌人状态 + if(gunner.AreYouOK())//如果敌人还没晕 + { + //修改面部朝向为左 + transform.localScale = new Vector3( + Mathf.Abs(transform.localScale.x)*-1, + transform.localScale.y, + transform.localScale.z); + //弹出对话【你想送命?】 + if(!hasCalledChat1) + { + FindObjectOfType().SwitchCurrentActionMap("NullMap"); + Flowchart.BroadcastFungusMessage("你想送命?"); + hasCalledChat1 = true; + } + } + //如果敌人晕了 + else + { + //将其作为可catch对象,准备触发【你还挺有能耐】对话 + other.GetComponent().catched = this; + } + } + } + + public override void OnCall() + { + //如果能运行到这里,说明敌人已经被击晕了,直接触发对话【你还挺有能耐】 + FindObjectOfType().SwitchCurrentActionMap("NullMap"); + Flowchart.BroadcastFungusMessage("你还挺有能耐"); + } + +} diff --git a/Assets/Scripts/具象物体/Veteran.cs.meta b/Assets/Scripts/具象物体/Veteran.cs.meta new file mode 100644 index 0000000..6db22f8 --- /dev/null +++ b/Assets/Scripts/具象物体/Veteran.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4d10fc34747d8dd42bafc4c78d24a6f5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/抽象的东西/UpOrDownStairsPoint.cs b/Assets/Scripts/抽象的东西/UpOrDownStairsPoint.cs new file mode 100644 index 0000000..bc0f103 --- /dev/null +++ b/Assets/Scripts/抽象的东西/UpOrDownStairsPoint.cs @@ -0,0 +1,23 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class UpOrDownStairsPoint : MonoBehaviour +{ + //下坑点的控制代码,当触发器监测到玩家进入触发器且下坑方向匹配,则发信给玩家、让其执行下坑动画 + [Tooltip("请填入这个点触发所需要的面部朝向,1代表右,-1代表左")] + public int dir; + [Tooltip("请填入这个点的类型,是上梯子还是下梯子,1代表上,-1代表下")] + public int type; + void OnTriggerStay2D(Collider2D other) + { + if(other.tag == "Player" && other.GetComponent().ReturnFaceDir() == dir) + { + //当玩家触发触发器,并且方向和记录方向一致 + if(type == -1) + other.GetComponent().PlayDownStairAnimation(); + if(type == 1) + other.GetComponent().PlayUpStairAnimation(); + } + } +} diff --git a/Assets/Scripts/抽象的东西/UpOrDownStairsPoint.cs.meta b/Assets/Scripts/抽象的东西/UpOrDownStairsPoint.cs.meta new file mode 100644 index 0000000..d030b61 --- /dev/null +++ b/Assets/Scripts/抽象的东西/UpOrDownStairsPoint.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0922b5a17d85b4a4bb9fe13b5cdd2cbc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Sprites/第一关/梯子.png 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flags: 0 RecentlyUsedScenePath-9: value: 22424703114646680e0b0227036cd8dcda93c0caa9cdf57e38271427fb