*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
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54
Assets/Scripts/BlackHouseGunLight.cs
Normal file
54
Assets/Scripts/BlackHouseGunLight.cs
Normal 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;
|
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public GameObject light2;
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public bool isFire = false;
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public bool isInvoke = false;
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// Start is called before the first frame update
|
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void Start()
|
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{
|
||||
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
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}
|
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}
|
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}
|
11
Assets/Scripts/BlackHouseGunLight.cs.meta
Normal file
11
Assets/Scripts/BlackHouseGunLight.cs.meta
Normal file
@ -0,0 +1,11 @@
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@ -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
|
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void Start()
|
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{
|
||||
@ -21,6 +21,6 @@ public class BoomLight : MonoBehaviour
|
||||
|
||||
public void DesLight()
|
||||
{
|
||||
Destroy(light);
|
||||
Destroy(m_light);
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||||
}
|
||||
}
|
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|
@ -6,7 +6,12 @@ using UnityEngine;
|
||||
public class GunLight : MonoBehaviour
|
||||
{
|
||||
private bool upLight = true;
|
||||
public GameObject light;
|
||||
public GameObject light1;
|
||||
//public GameObject light2;
|
||||
|
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public bool isFire = false;
|
||||
|
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public bool isInvoke = false;
|
||||
|
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// Start is called before the first frame update
|
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void Start()
|
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@ -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);
|
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// light2.SetActive(upLight);
|
||||
light1.SetActive(upLight);
|
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upLight = true;
|
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|
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}
|
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}
|
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|
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public void Gundead()
|
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{
|
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CancelInvoke();
|
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light.SetActive(false);
|
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}
|
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}
|
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|
@ -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()
|
||||
{
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
@ -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();
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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()
|
||||
{
|
||||
|
@ -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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Loading…
x
Reference in New Issue
Block a user