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m_interface: {fileID: 0} --- !u!1 &927359184 GameObject: m_ObjectHideFlags: 0 @@ -1389,7 +1512,7 @@ GameObject: - component: {fileID: 1171269131} - component: {fileID: 1171269132} m_Layer: 0 - m_Name: "\u7535\u62A5\u7EBF" + m_Name: "\u7535\u62A5\u7EBF\u56FE\u7247" m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 @@ -6845,6 +6968,7 @@ Transform: - {fileID: 1537313304} - {fileID: 1006989818} - {fileID: 2116293276} + - {fileID: 818525951} m_Father: {fileID: 0} m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} diff --git a/Assets/Scripts/AbstractItem/BombingArea.cs b/Assets/Scripts/AbstractItem/BombingArea.cs index f89f262..c739a0b 100644 --- a/Assets/Scripts/AbstractItem/BombingArea.cs +++ b/Assets/Scripts/AbstractItem/BombingArea.cs @@ -4,6 +4,7 @@ using UnityEngine; public class BombingArea : MonoBehaviour { + //这是轰炸区的脚本,控制轰炸区相关的所有逻辑💣 // Start is called before the first frame update private bool bombing = false;//是否正在轰炸 public GameObject shell;//炮弹游戏物体 diff --git a/Assets/Scripts/AbstractItem/BoomShader.cs b/Assets/Scripts/AbstractItem/BoomShader.cs index a53137f..4d76255 100644 --- a/Assets/Scripts/AbstractItem/BoomShader.cs +++ b/Assets/Scripts/AbstractItem/BoomShader.cs @@ -5,6 +5,7 @@ using UnityEngine; public class BoomShader : MonoBehaviour { + //这是控制炸弹爆炸后冲击波产生的脚本,是霄酱写的🤔 public Material boomMaterial;//爆炸shader的材质 private Vector2 boomPos;//爆炸坐标 private bool isBoom = false;//是否爆炸 diff --git a/Assets/Scripts/AbstractItem/NormalInvestableItems.cs b/Assets/Scripts/AbstractItem/NormalInvestableItems.cs index 4194126..0359892 100644 --- a/Assets/Scripts/AbstractItem/NormalInvestableItems.cs +++ b/Assets/Scripts/AbstractItem/NormalInvestableItems.cs @@ -6,6 +6,7 @@ using Fungus; public class NormalInvestableItems : Interactive { // Start is called before the first frame update + //普通可调查对象的类,用在按F可以触发调查对话的对象上💬 public string itemName; void Start() { diff --git a/Assets/Scripts/AbstractItem/Sentence.cs b/Assets/Scripts/AbstractItem/Sentence.cs index ded9adb..0790783 100644 --- a/Assets/Scripts/AbstractItem/Sentence.cs +++ b/Assets/Scripts/AbstractItem/Sentence.cs @@ -5,6 +5,7 @@ using UnityEngine; public class Sentence : MonoBehaviour { // Start is called before the first frame update + //句子类,其对象是电报机中的一个句子 [Tooltip("这个句子的内容是什么?")] public string content; [Tooltip("这个句子对应的数字序列是?")] diff --git a/Assets/Scripts/Event/Event.cs b/Assets/Scripts/Event/Event.cs index c9eb984..36f153d 100644 --- a/Assets/Scripts/Event/Event.cs +++ b/Assets/Scripts/Event/Event.cs @@ -5,6 +5,7 @@ using UnityEngine; public class Event : MonoBehaviour { // Start is called before the first frame update + //事件的基类 void Start() { diff --git a/Assets/Scripts/Event/WhenFinishFathersCode.cs b/Assets/Scripts/Event/WhenFinishFathersCode.cs index 35dd20a..d3cf297 100644 --- a/Assets/Scripts/Event/WhenFinishFathersCode.cs +++ b/Assets/Scripts/Event/WhenFinishFathersCode.cs @@ -5,6 +5,7 @@ using Fungus; public class WhenFinishFathersCode : Event { // Start is called before the first frame update + //具体事件:当玩家打完了父亲教的电码 void Start() { diff --git a/Assets/Scripts/GameInfo/AllLinesInfo.cs b/Assets/Scripts/GameInfo/AllLinesInfo.cs index 2cad8b2..f107ed7 100644 --- a/Assets/Scripts/GameInfo/AllLinesInfo.cs +++ b/Assets/Scripts/GameInfo/AllLinesInfo.cs @@ -4,6 +4,7 @@ using UnityEngine; public class AllLinesInfo : MonoBehaviour { + //总线信息类,用来存储场景中电话线断裂的总体信息, // Start is called before the first frame update public int needCount; public int OKCount = 0; @@ -17,4 +18,6 @@ public class AllLinesInfo : MonoBehaviour { } + + public bool AreYouOK(){return (needCount == OKCount);}//返回完成量是不是等于需求量 } diff --git a/Assets/Scripts/GameInfo/IndexRecoder.cs b/Assets/Scripts/GameInfo/IndexRecoder.cs index 96c1e82..60ec998 100644 --- a/Assets/Scripts/GameInfo/IndexRecoder.cs +++ b/Assets/Scripts/GameInfo/IndexRecoder.cs @@ -4,6 +4,7 @@ using UnityEngine; public class IndexRecoder : MonoBehaviour { + //策划接口类,储存了所有易变的数值,每一项都写了toolTip,谁叫我是小棉袄呢❤对了,电报的字典也写在这里 // Start is called before the first frame update [Tooltip("角色普通移动速度")] public float playerMoveSpeed;//角色普通移动速度 diff --git a/Assets/Scripts/Item/AFakeMachine.cs b/Assets/Scripts/Item/AFakeMachine.cs new file mode 100644 index 0000000..e3c962c --- /dev/null +++ b/Assets/Scripts/Item/AFakeMachine.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AFakeMachine : Interactive +{ + // Start is called before the first frame update + //一个假的电报机类,因为“序章-战场”中的电报机不需要实际打码功能,为了方便我这里单独写一些代码 + //继承可交互物体基类 + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + public override void OnCall() + { + //当这个假的电报机被唤醒 + //1.检查总线 + AllLinesInfo info = FindObjectOfType(); + if(info.AreYouOK()) + { + //若所有线路OK + //转到场景“序章-家中”,给记录员发信息,让“序章-家中”表现为正确状态 + Debug.Log("转到场景“序章-家中”,给记录员发信息,让“序章-家中”表现为正确状态"); + } + else + { + //若还没OK,之后等策划编写新的内容 + Debug.Log("还有线路没有联通"); + } + } +} diff --git a/Assets/Scripts/Item/AFakeMachine.cs.meta b/Assets/Scripts/Item/AFakeMachine.cs.meta new file mode 100644 index 0000000..ab141e5 --- /dev/null +++ b/Assets/Scripts/Item/AFakeMachine.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 27090778fe68b5140902d9ef8f5d3802 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Item/Father.cs b/Assets/Scripts/Item/Father.cs index 7b501c5..d3d22fa 100644 --- a/Assets/Scripts/Item/Father.cs +++ b/Assets/Scripts/Item/Father.cs @@ -6,6 +6,7 @@ using Fungus; public class Father : NormalInvestableItems { // Start is called before the first frame update + //父亲类,控制父亲作为可对话对象那会儿的父亲 void Start() { diff --git a/Assets/Scripts/Item/Machine.cs b/Assets/Scripts/Item/Machine.cs index 07c09da..86896d8 100644 --- a/Assets/Scripts/Item/Machine.cs +++ b/Assets/Scripts/Item/Machine.cs @@ -5,6 +5,7 @@ using UnityEngine.UI; public class Machine : Interactive { + //电报机类。控制电报机的信息和各种功能,非常关键🤖 private Text codeTextView;//电码TextView,显示目前打了打码 private IndexRecoder indexRecoder;//策划数值接口 private AllLinesInfo linesChecker;//路线信息 diff --git a/Assets/Scripts/Item/Mine.cs b/Assets/Scripts/Item/Mine.cs index e55e61b..3142557 100644 --- a/Assets/Scripts/Item/Mine.cs +++ b/Assets/Scripts/Item/Mine.cs @@ -4,6 +4,7 @@ using UnityEngine; public class Mine : MonoBehaviour { + //地雷系统的地雷类,因为系统还十分不完善,所以没有什么内容🥔 // Start is called before the first frame update void Start() { diff --git a/Assets/Scripts/Item/Missile.cs b/Assets/Scripts/Item/Missile.cs index b2aba50..9f5760c 100644 --- a/Assets/Scripts/Item/Missile.cs +++ b/Assets/Scripts/Item/Missile.cs @@ -4,6 +4,7 @@ using UnityEngine; public class Missile : Interactive { + //投掷物类,控制投掷。系统还十分不完善。 // Start is called before the first frame update void Start() { diff --git a/Assets/Scripts/Item/Shell.cs b/Assets/Scripts/Item/Shell.cs index 0e1530a..344c230 100644 --- a/Assets/Scripts/Item/Shell.cs +++ b/Assets/Scripts/Item/Shell.cs @@ -4,6 +4,7 @@ using UnityEngine; public class Shell : MonoBehaviour { + //炮弹类,控制轰炸区内的炮弹和炮弹的阴影🎇 // Start is called before the first frame update public GameObject shadow;//阴影游戏物体 private Transform ground;//地面的位置信息 diff --git a/Assets/Scripts/Item/TelephoneLine.cs b/Assets/Scripts/Item/TelephoneLine.cs index c9003a8..0393fe3 100644 --- a/Assets/Scripts/Item/TelephoneLine.cs +++ b/Assets/Scripts/Item/TelephoneLine.cs @@ -5,6 +5,7 @@ using UnityEngine.UI; public class TelephoneLine : Interactive { + //电话线类,控制每一处断裂的电话线 // Start is called before the first frame update private float allNeedTime; private float hasReparedTime = 0f; diff --git a/Assets/Scripts/M_Player.cs b/Assets/Scripts/M_Player.cs index 0a0e971..ce8ed4c 100644 --- a/Assets/Scripts/M_Player.cs +++ b/Assets/Scripts/M_Player.cs @@ -26,12 +26,14 @@ public class M_Player : MonoBehaviour public GameObject missile;//投掷物的预制体 [Tooltip("投掷物抛出点")] public Transform throwOffset;//记录一下抛出点的位置 + private Animator M_Animator; void Start() { indexRecoder = FindObjectOfType();//获取数值记录组件,方便策划修改暴露参数 m_rigidbody = GetComponent();//获取自身刚体组件 faceDir = 1;//默认面部朝右 playerInput = GetComponent(); //获取自身输入组件 + //M_Animator = GetComponent(); } // Update is called once per frame @@ -45,6 +47,7 @@ public class M_Player : MonoBehaviour Move(); } + //调整投掷角度的函数 private void AdjustTheAngle() { if(canAdjustTheAngle)//如果玩家正在调整角度 @@ -77,7 +80,7 @@ public class M_Player : MonoBehaviour inputDir = -1; faceDir = -1; } - else inputDir = 0; + else {inputDir = 0;} //修改面部朝向 transform.localScale = new Vector3( Mathf.Abs(transform.localScale.x)*faceDir, @@ -95,7 +98,15 @@ public class M_Player : MonoBehaviour ); } + // 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 + // { + // m_rigidbody.MovePosition(m_rigidbody.position + faceDir*M_Animator.deltaPosition.magnitude*Vector2.right); + // Debug.Log(M_Animator.deltaPosition.magnitude); + // //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 + // } + + //监听投掷按键的函数 public void OnThrow(InputAction.CallbackContext context) { if(context.started)//如果按下投掷键,表示可以开始控制角度了 @@ -108,9 +119,11 @@ public class M_Player : MonoBehaviour } } + //监听修改投掷角度的函数 public void OnAdjustTheAngle(InputAction.CallbackContext context) {throwingAngleDir = context.ReadValue();}//把收到的轴的值交给角度变化的大小和方向 + //控制投掷相关的具体函数 private void Throw() { //Debug.Log("我投出手上拿着的东西了"); @@ -133,6 +146,7 @@ public class M_Player : MonoBehaviour } } + //监听交互按键的函数 public void OnInteraction(InputAction.CallbackContext context) { if(context.started) @@ -154,6 +168,7 @@ public class M_Player : MonoBehaviour } } + //监听打电码的函数 public void OnCoding(InputAction.CallbackContext context) { if(context.canceled) @@ -173,6 +188,7 @@ public class M_Player : MonoBehaviour } } + //使自身进入投掷状态的函数 public void EnterThrowingState() { throwingState = true;//修改自身记录状态变量,表示正式进入投掷状态 @@ -181,9 +197,11 @@ public class M_Player : MonoBehaviour //2.动画相关 // } + + //等待完善投掷系统 public void QuitThrowingsState(){} - //绘制曲线的函数,非常🐂 + //绘制投掷曲线的函数,非常🐂 public void DrawPath() { // @@ -208,6 +226,5 @@ public class M_Player : MonoBehaviour line.SetPosition(i, segments[i]); //把算好的点传入线的点集 } } - // } diff --git a/Assets/Scripts/Parallax.cs b/Assets/Scripts/Parallax.cs index fa8ab48..29bd4a1 100644 --- a/Assets/Scripts/Parallax.cs +++ b/Assets/Scripts/Parallax.cs @@ -7,6 +7,7 @@ using UnityEngine; 使用方式:将类挂载到需要视差的背景上,将主摄像机赋值给Cam,调节视差率即可 注意 移动的背景一定要比不移动的面积大 */ +//视差类,霄酱写的🤔 public class Parallax : MonoBehaviour { diff --git a/Assets/Scripts/ScreenShader.cs b/Assets/Scripts/ScreenShader.cs index e6f395e..09fe39c 100644 --- a/Assets/Scripts/ScreenShader.cs +++ b/Assets/Scripts/ScreenShader.cs @@ -4,6 +4,7 @@ using UnityEngine; 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); diff --git a/Assets/图/动画/renwu.controller b/Assets/图/动画/renwu.controller index 18fa201..e15537f 100644 --- a/Assets/图/动画/renwu.controller +++ b/Assets/图/动画/renwu.controller @@ -11,17 +11,18 @@ AnimatorStateMachine: m_ChildStates: - serializedVersion: 1 m_State: {fileID: 1259281646917324526} - m_Position: {x: 140, y: 120, z: 0} + m_Position: {x: 210, y: 120, z: 0} - serializedVersion: 1 m_State: {fileID: 3926615483802031973} m_Position: {x: -10, y: 60, z: 0} m_ChildStateMachines: [] m_AnyStateTransitions: [] - m_EntryTransitions: [] + m_EntryTransitions: + - {fileID: 351989570621910821} m_StateMachineTransitions: {} m_StateMachineBehaviours: [] m_AnyStatePosition: {x: -110, y: -30, z: 0} - m_EntryPosition: {x: -60, y: 180, z: 0} + m_EntryPosition: {x: -40, y: 190, z: 0} m_ExitPosition: {x: 800, y: 120, z: 0} m_ParentStateMachinePosition: {x: 800, y: 20, z: 0} m_DefaultState: {fileID: 1259281646917324526} @@ -47,6 +48,20 @@ AnimatorController: m_IKPass: 0 m_SyncedLayerAffectsTiming: 0 m_Controller: {fileID: 9100000} +--- !u!1109 &351989570621910821 +AnimatorTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: [] + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: 3926615483802031973} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 1 --- !u!1102 &1259281646917324526 AnimatorState: serializedVersion: 6 diff --git a/Assets/图/动画/他爸.controller b/Assets/图/动画/他爸.controller index 9b66957..4ec358f 100644 --- a/Assets/图/动画/他爸.controller +++ b/Assets/图/动画/他爸.controller @@ -2,7 +2,7 @@ %TAG !u! tag:unity3d.com,2011: --- !u!1102 &-5481511477900700387 AnimatorState: - serializedVersion: 6 + serializedVersion: 5 m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -28,7 +28,7 @@ AnimatorState: m_TimeParameter: --- !u!1102 &-3660802073315185107 AnimatorState: - serializedVersion: 6 + serializedVersion: 5 m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -76,7 +76,7 @@ AnimatorController: m_Controller: {fileID: 9100000} --- !u!1102 &429271347515795469 AnimatorState: - serializedVersion: 6 + serializedVersion: 5 m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -102,7 +102,7 @@ AnimatorState: m_TimeParameter: --- !u!1107 &2735281586871154179 AnimatorStateMachine: - serializedVersion: 6 + serializedVersion: 5 m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -114,13 +114,13 @@ AnimatorStateMachine: m_Position: {x: 200, y: 0, z: 0} - serializedVersion: 1 m_State: {fileID: -5481511477900700387} - m_Position: {x: 300, y: 60, z: 0} + m_Position: {x: 235, y: 65, z: 0} - serializedVersion: 1 m_State: {fileID: 5671058436772492650} - m_Position: {x: 430, y: 130, z: 0} + m_Position: {x: 270, y: 130, z: 0} - serializedVersion: 1 m_State: {fileID: 8033208513622415575} - m_Position: {x: 390, y: 190, z: 0} + m_Position: {x: 305, y: 195, z: 0} - serializedVersion: 1 m_State: {fileID: 429271347515795469} m_Position: {x: 340, y: 260, z: 0} @@ -145,7 +145,7 @@ AnimatorStateMachine: m_DefaultState: {fileID: 8147200386770861203} --- !u!1102 &4290427244686223265 AnimatorState: - serializedVersion: 6 + serializedVersion: 5 m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -171,7 +171,7 @@ AnimatorState: m_TimeParameter: --- !u!1102 &5671058436772492650 AnimatorState: - serializedVersion: 6 + serializedVersion: 5 m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -197,7 +197,7 @@ AnimatorState: m_TimeParameter: --- !u!1102 &8033208513622415575 AnimatorState: - serializedVersion: 6 + serializedVersion: 5 m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -223,7 +223,7 @@ AnimatorState: m_TimeParameter: --- !u!1102 &8147200386770861203 AnimatorState: - serializedVersion: 6 + serializedVersion: 5 m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -249,7 +249,7 @@ AnimatorState: m_TimeParameter: --- !u!1102 &8438016665438056779 AnimatorState: - serializedVersion: 6 + serializedVersion: 5 m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} diff --git a/Assets/图/动画/行走.anim b/Assets/图/动画/行走.anim index ebb2727..5abd377 100644 --- a/Assets/图/动画/行走.anim +++ b/Assets/图/动画/行走.anim @@ -259,6 +259,15 @@ AnimationClip: weightedMode: 0 inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} + - serializedVersion: 3 + time: 0.23333333 + value: {x: 0, y: 0, z: 65.976} + inSlope: {x: 0, y: 0, z: 80.299095} + outSlope: {x: 0, y: 0, z: 80.299095} + tangentMode: 0 + weightedMode: 0 + inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} + outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} - serializedVersion: 3 time: 0.5 value: {x: 0, y: 0, z: 82.775} @@ -278,7 +287,7 @@ AnimationClip: inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} - serializedVersion: 3 - time: 0.8333333 + time: 0.8666667 value: {x: 0, y: 0, z: 80.733} inSlope: {x: 0, y: 0, z: 0} outSlope: {x: 0, y: 0, z: 0} @@ -357,7 +366,7 @@ AnimationClip: inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} - serializedVersion: 3 - time: 0.8333333 + time: 0.8666667 value: {x: 0, y: 0, z: -23.283} inSlope: {x: 0, y: 0, z: 163.224} outSlope: {x: 0, y: 0, z: 163.224} @@ -601,14 +610,14 @@ AnimationClip: - serializedVersion: 3 time: 0.6666667 value: {x: 0, y: 0, z: -168.265} - inSlope: {x: 0, y: 0, z: 122.43} - outSlope: {x: 0, y: 0, z: 122.43} + inSlope: {x: 0, y: 0, z: 111.29999} + outSlope: {x: 0, y: 0, z: 111.29999} 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