*合并了SAIPOVersion

任务:实装和完善部分音效,修复场景问题
1.增加走路时的脚步声音效
2.将Listener转移到玩家身上防止立体声出现问题
3.删除了跑步扬尘效果
4.增加了跑步时的脚步声音效
5.加快了跑步动画为原来的1.2倍,使之步频加快,看起来更加真实。
6.加快了导弹的下落速度,但是加长了导弹的下落前阴影提示时间
7.加强了阴影的闪烁幅度和宽度
8.提高了阴影的阿尔法值
9.提高了修完第一根电报线后生成导弹的高度,防止其漏个头出来
10.添加了修复电报线的音效
11.添加了打开任务书的音效
12.削弱地雷音效的3D特性,使得其爆炸时音量不至于过小
13.增加了爬坑音效
14.修复了电报机音效
15.降低了电报机音量
16.增加了跳下坑的音效
17.关闭了战场背景音的3D特性
18.调整了水流音效的影响范围和衰弱等级
19.降低了水流声的音量
(*:拾取投掷物的音效过于机械,建议更换
20.实装了投掷系统的音效(拾取物品、丢出物品、投掷物着地)
(*:着地音效太重了,而投掷物是很轻的石块
(*:投出音效太假了,像是什么棍子挥动的声音
This commit is contained in:
Roman 2021-09-09 00:59:27 +08:00
parent 93f4ed012d
commit d61a850951
85 changed files with 12336 additions and 969 deletions

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View File

@ -0,0 +1,54 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlackHouseGunLight : MonoBehaviour
{
private bool upLight = true;
public GameObject light1;
public GameObject light2;
public bool isFire = false;
public bool isInvoke = false;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (isFire && (!isInvoke))
{
InvokeRepeating("ChangeLight",0f,0.05f);
isInvoke = true;
}
if (!isFire && isInvoke)
{
CancelInvoke();
isInvoke = false;
light1.SetActive(false);
light2.SetActive(false);
}
}
void ChangeLight()
{
if (upLight)
{
light1.SetActive(upLight);
light2.SetActive(upLight);
upLight = false;
}
else
{
light2.SetActive(upLight);
light1.SetActive(upLight);
upLight = true;
}
}
}

View File

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

@ -5,7 +5,7 @@ using UnityEngine;
public class BoomLight : MonoBehaviour
{
public GameObject light;
public GameObject m_light;
// Start is called before the first frame update
void Start()
{
@ -21,6 +21,6 @@ public class BoomLight : MonoBehaviour
public void DesLight()
{
Destroy(light);
Destroy(m_light);
}
}

View File

@ -6,7 +6,12 @@ using UnityEngine;
public class GunLight : MonoBehaviour
{
private bool upLight = true;
public GameObject light;
public GameObject light1;
//public GameObject light2;
public bool isFire = false;
public bool isInvoke = false;
// Start is called before the first frame update
void Start()
@ -17,28 +22,34 @@ public class GunLight : MonoBehaviour
// Update is called once per frame
void Update()
{
}
if (isFire && (!isInvoke))
{
InvokeRepeating("ChangeLight",0f,0.05f);
isInvoke = true;
}
if (!isFire && isInvoke)
{
CancelInvoke();
isInvoke = false;
light1.SetActive(false);
}
}
void ChangeLight()
{
if (upLight)
{
light.SetActive(upLight);
light1.SetActive(upLight);
// light2.SetActive(upLight);
upLight = false;
}
else
{
light.SetActive(upLight);
// light2.SetActive(upLight);
light1.SetActive(upLight);
upLight = true;
}
}
public void Gundead()
{
CancelInvoke();
light.SetActive(false);
}
}

View File

@ -31,8 +31,22 @@ public class M_Player : MonoBehaviour
private float strengthOfThrowing;//投掷力度,每次和投掷物堆交互,都会更新这个数值
public AudioSource machineAudio;
private bool isCovered = false;//记录自身现在是否被掩护,挡板中使用
[Tooltip("请拖入跑步时的脚上的粒子系统")]
public GameObject runFootsDust;
[Tooltip("请拖入走路音效")]
public AudioClip[] walkSEs;
[Tooltip("请拖入跑步音效")]
public AudioClip[] RunSEs;
private AudioSource audioPlayer;
[Tooltip("拖入修复电报线的音效")]
public AudioClip ReapareTelephoneLineSE;
[Tooltip("拖入爬出坑的音效")]
public AudioClip upHoleSE;
[Tooltip("拖入掉入坑的音效")]
public AudioClip dropHoleSE;
[Tooltip("拖入捡东西的音效")]
public AudioClip pickSE;
[Tooltip("拖入丢东西的音效")]
public AudioClip throwSE;
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数
@ -44,6 +58,8 @@ public class M_Player : MonoBehaviour
//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){}
//
audioPlayer = GetComponent<AudioSource>();
}
// Update is called once per frame
@ -52,14 +68,20 @@ public class M_Player : MonoBehaviour
AdjustTheAngle();
}
void FixedUpdate(){}
// 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
// {
// //Debug.Log(playerAnimator.deltaPosition.magnitude);
// m_rigidbody.MovePosition(m_rigidbody.position + (Vector2)(M_Animator.deltaPosition));
// //m_RigidBody.MoveRotation(m_Rotation);//当物体有物理组件rigidbody的时候再修改位置和旋转信息就不要用transfrom了用刚体自带的Move等方法
// }
//动画中调用,播放捡拾东西的音效
public void OnPickSE()
{
audioPlayer.clip = pickSE;
audioPlayer.volume = 0.8f;
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.Play();
}
//返回面部朝向的函数,在上下坑点调用,用来判断是否执行上下坑动画
public int ReturnFaceDir(){return faceDir;}
@ -152,27 +174,24 @@ public class M_Player : MonoBehaviour
else throwingAngle = 45f;
}
private int shouldBePlayedRunSEID = 0;
public void OnRunFootTouched()
{
Debug.Log("执行了动画事件");
//动画中调用,当跑步中的主角脚着地时
GameObject theDust = Instantiate(runFootsDust,
new Vector3(transform.position.x,
transform.position.y ,
transform.position.z),
Quaternion.identity);
theDust.AddComponent<DestoryYourSelfComponent>();
//跑步动画中脚着地触发
audioPlayer.clip = RunSEs[shouldBePlayedRunSEID % RunSEs.Length];
audioPlayer.volume = 0.2f;
audioPlayer.Play();
shouldBePlayedRunSEID++;
}
public class DestoryYourSelfComponent:MonoBehaviour
private int shouldBePlayedWalkSEID = 0;
public void OnWalkFootTouched()
{
void Start()
{
Invoke("DestoryYourSelf",0.5f);
}
public void DestoryYourSelf()
{
Destroy(gameObject);
}
//走路动画中脚着地触发
audioPlayer.clip = walkSEs[shouldBePlayedWalkSEID % walkSEs.Length];
audioPlayer.volume = 0.2f;
audioPlayer.Play();
shouldBePlayedWalkSEID++;
}
//监听投掷按键的函数
@ -261,6 +280,11 @@ public class M_Player : MonoBehaviour
//获取其电话线组件,如果其未修好,则执行修理动画
if(!catched.GetComponent<TelephoneLine>().HasTheBePrepared())
M_Animator.SetBool("IsReparing", true);
//播放修复电话线音效
audioPlayer.clip = ReapareTelephoneLineSE;
audioPlayer.volume = 0.8f;
audioPlayer.loop = true;
audioPlayer.Play();
}
}
}
@ -268,11 +292,14 @@ public class M_Player : MonoBehaviour
if(context.canceled)
{
//可交互对象电话线比较特殊,需要额外检测按钮松开的瞬间
if(catched != null)
if(catched != null && catched.tag == "电话线")
{
catched.StopRepareTheTelephoneLine();
//如果捕捉对象是电话线,停止修电话线动画
if(catched.tag == "电话线") M_Animator.SetBool("IsReparing", false);
//停止修复电话线音效
audioPlayer.Stop();
audioPlayer.loop = false;
}
}
}
@ -315,6 +342,22 @@ public class M_Player : MonoBehaviour
}
}
//动画内调用,当玩家掉下坑后,主要用来播放音效
public void OnDropTheHole()
{
audioPlayer.volume = 0.8f;
audioPlayer.clip = dropHoleSE;
audioPlayer.Play();
}
//动画内调用,当玩家爬上坑后,主要用来播放音效
public void OnOutTheHole()
{
audioPlayer.volume = 0.8f;
audioPlayer.clip = upHoleSE;
audioPlayer.Play();
}
//使自身进入投掷状态的函数
public void EnterThrowingState()
{

View File

@ -1,12 +1,17 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public class ScreenShader : MonoBehaviour
{
//大概是镜子的反射类?妈的这样写谁看得懂?操你妈 F U C K Y O U
public Material material;
private void OnRenderImage(RenderTexture source,RenderTexture destination){
Graphics.Blit(source, destination, material);
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
Graphics.Blit(src,dest,material);
}
}

View File

@ -25,6 +25,7 @@ public class AfterReparedTheMachine : Event
private Machine machine;
public WVParallax parallax;
public AudioSource gunAudio;
void Start()
{
repairBench = FindObjectOfType<RepairBench>();
@ -87,4 +88,9 @@ public class AfterReparedTheMachine : Event
}
}
private void PlayGunAudio()
{
gunAudio.Play();
}
}

View File

@ -13,7 +13,7 @@ public class CallASpecialShell : Event
public override void OnCall()
{
//当事件触发,生成一个特殊的炮弹
Shell thisShell = Instantiate(shell,new Vector3(17.64f,9.23999977f,0f),Quaternion.identity).
Shell thisShell = Instantiate(shell,new Vector3(17.64f,13.23999977f,0f),Quaternion.identity).
GetComponent<Shell>();
thisShell.M_BombingArea = bombingArea;
thisShell.YouAreSpecal();//告诉这枚炮弹,它是特殊的

View File

@ -27,6 +27,7 @@ public class Blockhouse : MonoBehaviour
public float advanceTime;
public AudioSource blockHouseAudio;//获取音频对象
public BlackHouseGunLight blackHouseGunLight;//获取碉堡枪光的脚本
void Start()
{
@ -99,6 +100,7 @@ public class Blockhouse : MonoBehaviour
if(isShooting)//如果在开火
{
blockHouseAudio.Stop();
blackHouseGunLight.isFire = false;
isShooting = false;//别让它开了
//关闭所有动画组件的开火动画
foreach(Animator fire in fireAnimations)
@ -109,6 +111,7 @@ public class Blockhouse : MonoBehaviour
else//如果没在开火
{
blockHouseAudio.Play();
blackHouseGunLight.isFire = true;
isShooting = true;//标记让它开火
//打开所有动画组件的开火动画

View File

@ -44,6 +44,8 @@ public class MachineGunner : MonoBehaviour
{
//GetComponent<SpriteRenderer>().color = Color.red;
//播放开火动画
gunnerAudio.Play();
gunLight.isFire = true;
person.SetBool("IsFiring",true);
gun.SetBool("IsFiring",true);
groundFireAnimation.SetBool("IsFiring",true);
@ -70,7 +72,7 @@ public class MachineGunner : MonoBehaviour
{
if(other.gameObject.tag == "投掷物")
{
gunLight.Gundead();
gunLight.isFire = false;
gunnerAudio.Stop();//关闭音效
hasBeHit = true;//标记自身已被击中
//关闭开火动画

View File

@ -38,6 +38,8 @@ public class Missile : MonoBehaviour
//再摧毁自身碰撞体
//Destroy(GetComponent<CapsuleCollider2D>());
GetComponent<CapsuleCollider2D>().isTrigger = true;
//播放着地音效
GetComponent<AudioSource>().Play();
}
}

View File

@ -18,6 +18,8 @@ public class MissionBook : Interactive
bookUI.SetActive(true);//当被唤醒直接显示任务书的UI
//随后关闭玩家操控地图
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("PlayerInMissionBook");
//播放音效
GetComponent<AudioSource>().Play();
}
public override void Quit()
{

View File

@ -101,6 +101,16 @@ public class Shell : MonoBehaviour
public void DestroySelf()
{
//动画中调用,爆炸动画结束后删除自身和阴影
//由于音效需要,等炮弹动画结束后两秒才销毁物体
Invoke("DestoryInvoke",2f);
//销毁前还会存在一段时间。所以要关闭自身的触发器和图片
GetComponent<BoxCollider2D>().enabled = false;
GetComponent<SpriteRenderer>().enabled = false;
//还得把灯关了
boomLight.SetActive(false);
}
private void DestoryInvoke()
{
Destroy(gameObject);
}

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