Squashed commit of the following:

commit 2781f7f874d8b595397c9bc5108186d845fe6bb0
Merge: 2faf844 b262e57
Author: Roman <1325980292@qq.com>
Date:   Mon Aug 9 23:15:43 2021 +0800

    详情见最新RomanVers
    Merge Request: ?

    Created By: @Roman
    Accepted By: @Roman
    URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/74

commit b262e579b24c8ffba6f08a5b79b9577b6d850d8b
Author: Roman <1325980292@qq.com>
Date:   Mon Aug 9 23:14:55 2021 +0800

    任务:以动画实现移动
    *:实验场景:【各种系统测试与陈列】

    1.创建测试小孩游戏物体
    2.创建新的AC
    3.编写步行动画逻辑
    *:遇到问题,动画似乎不行,移动方式暂时换回原来的。
    *:其余场景没有受到影响

commit 2faf844f461da8740a63e25413657b264e4eec22
Merge: 7749e35 0bc1c97
Author: Roman <1325980292@qq.com>
Date:   Mon Aug 9 21:24:20 2021 +0800

    合并了麒哥的动画包2
    Merge Request: ??

    Created By: @Roman
    Accepted By: @Roman
    URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/73

commit 0bc1c970e5ec4d993a0c81c7149901408664df76
Author: Roman <1325980292@qq.com>
Date:   Mon Aug 9 21:23:33 2021 +0800

    合并了麒哥的动画包2

commit 7749e35c85f697a28234892cef01b369ef1b8c9c
Merge: a4d3c53 9b7dbdf
Author: Roman <1325980292@qq.com>
Date:   Sat Aug 7 01:32:57 2021 +0800

    详情见RomanVersion最新提交

commit 9b7dbdf941327c1c891d19e82dc0460abfdb39c4
Author: Roman <1325980292@qq.com>
Date:   Sat Aug 7 01:31:29 2021 +0800

    任务:搭建“序章-战场”的整体流程框架
    1.创建可交互电报机这个逻辑物体
    *.在所有脚本首行添加说明方便查看
    2.编写假电报机类,因为这个电报机没有电报机功能,而是一个类似事件的物体。
    3.使假电报机可以分清场景中电话线断裂和修复的情况,并对其做出不同反应。
    4.没修完电报机的反馈等待策划,修完了的等待我明天编写场景的多态系统
    5.均通过了程序简单测试,请各位尽快拉取寻找问题

    下班,别摸了,兄弟们

commit a4d3c53f64887ad36dd7cdfce6ca8dda59471e8f
Merge: 2dd6b3a b1dc321
Author: Roman <1325980292@qq.com>
Date:   Mon Jul 26 19:31:18 2021 +0800

    傻逼coding,草你妈
    Merge Request: 傻逼coding,草你妈

    Created By: @Roman
    Accepted By: @Roman
    URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/52

commit b1dc32196aedf51326078a004361078fde8589ca
Author: Roman <1325980292@qq.com>
Date:   Mon Jul 26 19:30:24 2021 +0800

    傻逼coding

commit d816886a9d13de83ff96d0e96358433b95dbcc17
Author: Roman <1325980292@qq.com>
Date:   Mon Jul 26 19:28:51 2021 +0800

    ?

commit 86f446eb05a5150a3933f47f77c28099179a7291
Author: Roman <1325980292@qq.com>
Date:   Mon Jul 26 19:26:14 2021 +0800

    测试

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@ -1389,7 +1512,7 @@ GameObject:
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View File

@ -4,6 +4,7 @@ using UnityEngine;
public class BombingArea : MonoBehaviour 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 // Start is called before the first frame update
private bool bombing = false;//是否正在轰炸 private bool bombing = false;//是否正在轰炸
public GameObject shell;//炮弹游戏物体 public GameObject shell;//炮弹游戏物体

View File

@ -5,6 +5,7 @@ using UnityEngine;
public class BoomShader : MonoBehaviour 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 public Material boomMaterial;//爆炸shader的材质
private Vector2 boomPos;//爆炸坐标 private Vector2 boomPos;//爆炸坐标
private bool isBoom = false;//是否爆炸 private bool isBoom = false;//是否爆炸

View File

@ -6,6 +6,7 @@ using Fungus;
public class NormalInvestableItems : Interactive public class NormalInvestableItems : Interactive
{ {
// Start is called before the first frame update // 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; public string itemName;
void Start() void Start()
{ {

View File

@ -5,6 +5,7 @@ using UnityEngine;
public class Sentence : MonoBehaviour public class Sentence : MonoBehaviour
{ {
// Start is called before the first frame update // 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?")] [Tooltip("这个句子的内容是什么?")]
public string content; public string content;
[Tooltip("这个句子对应的数字序列是?")] [Tooltip("这个句子对应的数字序列是?")]

View File

@ -5,6 +5,7 @@ using UnityEngine;
public class Event : MonoBehaviour public class Event : MonoBehaviour
{ {
// Start is called before the first frame update // Start is called before the first frame update
//事件的基类
void Start() void Start()
{ {

View File

@ -5,6 +5,7 @@ using Fungus;
public class WhenFinishFathersCode : Event public class WhenFinishFathersCode : Event
{ {
// Start is called before the first frame update // 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() void Start()
{ {

View File

@ -4,6 +4,7 @@ using UnityEngine;
public class AllLinesInfo : MonoBehaviour 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 // Start is called before the first frame update
public int needCount; public int needCount;
public int OKCount = 0; 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
} }

View File

@ -4,6 +4,7 @@ using UnityEngine;
public class IndexRecoder : MonoBehaviour 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 // Start is called before the first frame update
[Tooltip("角色普通移动速度")] [Tooltip("角色普通移动速度")]
public float playerMoveSpeed;//角色普通移动速度 public float playerMoveSpeed;//角色普通移动速度

View File

@ -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<AllLinesInfo>();
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");
}
}
}

View File

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

@ -6,6 +6,7 @@ using Fungus;
public class Father : NormalInvestableItems public class Father : NormalInvestableItems
{ {
// Start is called before the first frame update // 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() void Start()
{ {

View File

@ -5,6 +5,7 @@ using UnityEngine.UI;
public class Machine : Interactive 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 Text codeTextView;//电码TextView显示目前打了打码
private IndexRecoder indexRecoder;//策划数值接口 private IndexRecoder indexRecoder;//策划数值接口
private AllLinesInfo linesChecker;//路线信息 private AllLinesInfo linesChecker;//路线信息

View File

@ -4,6 +4,7 @@ using UnityEngine;
public class Mine : MonoBehaviour 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 // Start is called before the first frame update
void Start() void Start()
{ {

View File

@ -4,6 +4,7 @@ using UnityEngine;
public class Missile : Interactive 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 // Start is called before the first frame update
void Start() void Start()
{ {

View File

@ -4,6 +4,7 @@ using UnityEngine;
public class Shell : MonoBehaviour 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 // Start is called before the first frame update
public GameObject shadow;//阴影游戏物体 public GameObject shadow;//阴影游戏物体
private Transform ground;//地面的位置信息 private Transform ground;//地面的位置信息

View File

@ -5,6 +5,7 @@ using UnityEngine.UI;
public class TelephoneLine : Interactive 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 // Start is called before the first frame update
private float allNeedTime; private float allNeedTime;
private float hasReparedTime = 0f; private float hasReparedTime = 0f;

View File

@ -26,12 +26,14 @@ public class M_Player : MonoBehaviour
public GameObject missile;//投掷物的预制体 public GameObject missile;//投掷物的预制体
[Tooltip("投掷物抛出点")] [Tooltip("投掷物抛出点")]
public Transform throwOffset;//记录一下抛出点的位置 public Transform throwOffset;//记录一下抛出点的位置
private Animator M_Animator;
void Start() void Start()
{ {
indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数 indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数
m_rigidbody = GetComponent<Rigidbody2D>();//获取自身刚体组件 m_rigidbody = GetComponent<Rigidbody2D>();//获取自身刚体组件
faceDir = 1;//默认面部朝右 faceDir = 1;//默认面部朝右
playerInput = GetComponent<PlayerInput>(); //获取自身输入组件 playerInput = GetComponent<PlayerInput>(); //获取自身输入组件
//M_Animator = GetComponent<Animator>();
} }
// Update is called once per frame // Update is called once per frame
@ -45,6 +47,7 @@ public class M_Player : MonoBehaviour
Move(); Move();
} }
//调整投掷角度的函数
private void AdjustTheAngle() private void AdjustTheAngle()
{ {
if(canAdjustTheAngle)//如果玩家正在调整角度 if(canAdjustTheAngle)//如果玩家正在调整角度
@ -77,7 +80,7 @@ public class M_Player : MonoBehaviour
inputDir = -1; inputDir = -1;
faceDir = -1; faceDir = -1;
} }
else inputDir = 0; else {inputDir = 0;}
//修改面部朝向 //修改面部朝向
transform.localScale = new Vector3( transform.localScale = new Vector3(
Mathf.Abs(transform.localScale.x)*faceDir, 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) 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 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) public void OnAdjustTheAngle(InputAction.CallbackContext context)
{throwingAngleDir = context.ReadValue<float>();}//把收到的轴的值交给角度变化的大小和方向 {throwingAngleDir = context.ReadValue<float>();}//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() private void Throw()
{ {
//Debug.Log("我投出手上拿着的东西了"); //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) public void OnInteraction(InputAction.CallbackContext context)
{ {
if(context.started) 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) public void OnCoding(InputAction.CallbackContext context)
{ {
if(context.canceled) 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() 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 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 //2.动画相关
// //
} }
//等待完善投掷系统
public void QuitThrowingsState(){} 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() 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 line.SetPosition(i, segments[i]); //把算好的点传入线的点集
} }
} }
//
} }

View File

@ -7,6 +7,7 @@ using UnityEngine;
使Cam 使Cam
*/ */
//视差类,霄酱写的🤔
public class Parallax : MonoBehaviour public class Parallax : MonoBehaviour
{ {

View File

@ -4,6 +4,7 @@ using UnityEngine;
public class ScreenShader : MonoBehaviour 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; public Material material;
private void OnRenderImage(RenderTexture source,RenderTexture destination){ private void OnRenderImage(RenderTexture source,RenderTexture destination){
Graphics.Blit(source, destination, material); Graphics.Blit(source, destination, material);

View File

@ -11,17 +11,18 @@ AnimatorStateMachine:
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m_Position: {x: -10, y: 60, z: 0} m_Position: {x: -10, y: 60, z: 0}
m_ChildStateMachines: [] m_ChildStateMachines: []
m_AnyStateTransitions: [] m_AnyStateTransitions: []
m_EntryTransitions: [] m_EntryTransitions:
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m_StateMachineTransitions: {} m_StateMachineTransitions: {}
m_StateMachineBehaviours: [] m_StateMachineBehaviours: []
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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_ExitPosition: {x: 800, y: 120, z: 0}
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@ -47,6 +48,20 @@ AnimatorController:
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@ -2,7 +2,7 @@
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@ -145,7 +145,7 @@ AnimatorStateMachine:
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