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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); } } diff --git a/Assets/Scripts/GunLight.cs b/Assets/Scripts/GunLight.cs index 53cd035..b676b89 100644 --- a/Assets/Scripts/GunLight.cs +++ b/Assets/Scripts/GunLight.cs @@ -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); - } } diff --git a/Assets/Scripts/M_Player.cs b/Assets/Scripts/M_Player.cs index 18d2436..47727aa 100644 --- a/Assets/Scripts/M_Player.cs +++ b/Assets/Scripts/M_Player.cs @@ -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();//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(); } // 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(); + //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().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() { diff --git a/Assets/Scripts/ScreenShader.cs b/Assets/Scripts/ScreenShader.cs index 09fe39c..9f7c5cb 100644 --- a/Assets/Scripts/ScreenShader.cs +++ b/Assets/Scripts/ScreenShader.cs @@ -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); } } diff --git a/Assets/Scripts/事件/AfterReparedTheMachine.cs b/Assets/Scripts/事件/AfterReparedTheMachine.cs index f92166c..c494415 100644 --- a/Assets/Scripts/事件/AfterReparedTheMachine.cs +++ b/Assets/Scripts/事件/AfterReparedTheMachine.cs @@ -25,6 +25,7 @@ public class AfterReparedTheMachine : Event private Machine machine; public WVParallax parallax; + public AudioSource gunAudio; void Start() { repairBench = FindObjectOfType(); @@ -87,4 +88,9 @@ public class AfterReparedTheMachine : Event } } + private void PlayGunAudio() + { + gunAudio.Play(); + } + } diff --git a/Assets/Scripts/事件/CallASpecialShell.cs b/Assets/Scripts/事件/CallASpecialShell.cs index 33586b8..60f477a 100644 --- a/Assets/Scripts/事件/CallASpecialShell.cs +++ b/Assets/Scripts/事件/CallASpecialShell.cs @@ -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(); thisShell.M_BombingArea = bombingArea; thisShell.YouAreSpecal();//告诉这枚炮弹,它是特殊的 diff --git a/Assets/Scripts/具象物体/Blockhouse.cs b/Assets/Scripts/具象物体/Blockhouse.cs index df412d6..8b23057 100644 --- a/Assets/Scripts/具象物体/Blockhouse.cs +++ b/Assets/Scripts/具象物体/Blockhouse.cs @@ -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 diff --git a/Assets/Scripts/具象物体/MachineGunner.cs b/Assets/Scripts/具象物体/MachineGunner.cs index d1335a1..d617b8a 100644 --- a/Assets/Scripts/具象物体/MachineGunner.cs +++ b/Assets/Scripts/具象物体/MachineGunner.cs @@ -44,6 +44,8 @@ public class MachineGunner : MonoBehaviour { //GetComponent().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 diff --git a/Assets/Scripts/具象物体/Missile.cs b/Assets/Scripts/具象物体/Missile.cs index 0a33522..7e86a86 100644 --- a/Assets/Scripts/具象物体/Missile.cs +++ b/Assets/Scripts/具象物体/Missile.cs @@ -38,6 +38,8 @@ public class Missile : MonoBehaviour //再摧毁自身碰撞体 //Destroy(GetComponent()); GetComponent().isTrigger = true; + //播放着地音效 + GetComponent().Play(); } } diff --git a/Assets/Scripts/具象物体/MissionBook.cs b/Assets/Scripts/具象物体/MissionBook.cs index ea513b3..d6689df 100644 --- a/Assets/Scripts/具象物体/MissionBook.cs +++ b/Assets/Scripts/具象物体/MissionBook.cs @@ -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().SwitchCurrentActionMap("PlayerInMissionBook"); + //播放音效 + GetComponent().Play(); } public override void Quit() { diff --git a/Assets/Scripts/具象物体/Shell.cs b/Assets/Scripts/具象物体/Shell.cs index cba8d2a..cf17b34 100644 --- a/Assets/Scripts/具象物体/Shell.cs +++ b/Assets/Scripts/具象物体/Shell.cs @@ -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().enabled = false; + GetComponent().enabled = false; + //还得把灯关了 + boomLight.SetActive(false); + } + private void DestoryInvoke() + { Destroy(gameObject); } diff --git a/Assets/Shader/Boom.meta b/Assets/Shader/Boom.meta new 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