任务:搭建第一关的框架
*:置入做好的MP4CG
场景【第一关】
1.布置了投掷物堆
2.使玩家掉入坑中的时候视角向右拉一些
3.使玩家离开坑的时候视角恢复
4.创造碉堡类敌人
关于碉堡
(1.有一个监视区,当玩家在监视区内,才会间断性扫射
(2.有若干射击区,只有射击区会有伤害判定
(3.可控节奏的循环射击
(4.为方便调试,当未监测到玩家,射击区显示白色,当监测到玩家但未在射击状态,显示黄色,当监测到玩家并且在射击,显示红色
5.在第一关布置了碉堡
6.适配好了碉堡的射击区
7.布置了电报机
至此,第一关的搭建已经完成
只剩7天了,要做的还有很多很多,加油吧…………🙏
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54
Assets/Scripts/事件/WhenPlayerDropInTheHole.cs
Normal file
54
Assets/Scripts/事件/WhenPlayerDropInTheHole.cs
Normal file
@ -0,0 +1,54 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Cinemachine;
|
||||
|
||||
public class WhenPlayerDropInTheHole : Event
|
||||
{
|
||||
//事件:当玩家调到坑里,主要是改变摄像机视角
|
||||
private CinemachineVirtualCamera M_Camera;
|
||||
private Vector3 origin;
|
||||
private CinemachineTransposer cinemachineTransposer;
|
||||
private Vector3 target;
|
||||
[Tooltip("请填入镜头移动的速度")]
|
||||
public float speed;
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
M_Camera = FindObjectOfType<CinemachineVirtualCamera>();
|
||||
cinemachineTransposer = M_Camera.GetCinemachineComponent<CinemachineTransposer>();
|
||||
target = cinemachineTransposer.m_FollowOffset;
|
||||
origin = target;
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if(!target.Equals(cinemachineTransposer.m_FollowOffset))//当没到目标的时候才移动
|
||||
{
|
||||
//每帧都要使得相机的offset向目标移动
|
||||
cinemachineTransposer.m_FollowOffset += (target - cinemachineTransposer.m_FollowOffset)*//目标偏移量
|
||||
Time.fixedDeltaTime*//使其与时间无关
|
||||
speed;//乘以速度
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
//当玩家进入事件范围内
|
||||
target = new Vector3(6.5f,0.25999999f,-10f);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
//当玩家离开区域,使视角恢复
|
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target = origin;
|
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}
|
||||
}
|
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}
|
11
Assets/Scripts/事件/WhenPlayerDropInTheHole.cs.meta
Normal file
11
Assets/Scripts/事件/WhenPlayerDropInTheHole.cs.meta
Normal file
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userData:
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assetBundleName:
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assetBundleVariant:
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127
Assets/Scripts/具象物体/Blockhouse.cs
Normal file
127
Assets/Scripts/具象物体/Blockhouse.cs
Normal file
@ -0,0 +1,127 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Blockhouse : MonoBehaviour
|
||||
{
|
||||
//碉堡类敌人的控制代码
|
||||
|
||||
[Tooltip("请填入开枪的间隔时间")]
|
||||
public float firingInterval;
|
||||
private ShootingArea[] shootingAreas;
|
||||
private bool isShooting;//记录此时自己是否正在射击
|
||||
|
||||
void Start()
|
||||
{
|
||||
shootingAreas = new ShootingArea[transform.childCount];
|
||||
for(int i = 0; i < transform.childCount; i++)
|
||||
{
|
||||
shootingAreas[i] = transform.GetChild(i).
|
||||
gameObject.AddComponent<ShootingArea>();//给每个子物体挂上射击区的脚本
|
||||
//并且把它的脚本送到数组里面,免去以后再遍历拖慢速度
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(isShooting) Shooting();
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
//当玩家进入监视区,开始每隔时间进行扫射
|
||||
InvokeRepeating("ShootOrStopShoot",firingInterval,firingInterval);
|
||||
|
||||
//
|
||||
foreach(ShootingArea s in shootingAreas)
|
||||
{
|
||||
s.GetComponent<SpriteRenderer>().color = Color.yellow;
|
||||
}
|
||||
//
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
//当玩家退出监视区,取消扫射的Invoke
|
||||
CancelInvoke("ShootOrStopShoot");
|
||||
|
||||
//
|
||||
foreach(ShootingArea s in shootingAreas)
|
||||
{
|
||||
s.GetComponent<SpriteRenderer>().color = Color.white;
|
||||
}
|
||||
//
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
//定时触发,反正就是更改射击状态,射到不射或者不射到射
|
||||
private void ShootOrStopShoot()
|
||||
{
|
||||
if(isShooting)
|
||||
{
|
||||
isShooting = false;
|
||||
|
||||
//
|
||||
foreach(ShootingArea s in shootingAreas)
|
||||
{
|
||||
s.GetComponent<SpriteRenderer>().color = Color.yellow;
|
||||
}
|
||||
//
|
||||
}
|
||||
else
|
||||
{
|
||||
isShooting = true;
|
||||
|
||||
//
|
||||
foreach(ShootingArea s in shootingAreas)
|
||||
{
|
||||
s.GetComponent<SpriteRenderer>().color = Color.red;
|
||||
}
|
||||
//
|
||||
}
|
||||
}
|
||||
//正在射击的时候触发,每帧检测是否被击中
|
||||
private void Shooting()
|
||||
{
|
||||
foreach(ShootingArea s in shootingAreas)
|
||||
{
|
||||
if(s.IsPlayerHere())
|
||||
{
|
||||
Debug.Log("玩家被击中!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private class ShootingArea : MonoBehaviour
|
||||
{
|
||||
//射击区类,我懒得再单写一个脚本了,里面东西很少
|
||||
private bool isPlayerHere = false;//记录玩家是否在内部
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
//当玩家进入射击区,更改判断标志
|
||||
isPlayerHere = true;
|
||||
}
|
||||
}
|
||||
void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
//当玩家退出射击区,更改判断标志
|
||||
isPlayerHere = false;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsPlayerHere(){return isPlayerHere;}//返回玩家是否在这个射击区内的结果
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/具象物体/Blockhouse.cs.meta
Normal file
11
Assets/Scripts/具象物体/Blockhouse.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 2a0794ee551f42d4dab41e0548763fd5
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEditor;
|
||||
using UnityEngine.Video;
|
||||
|
||||
public class CGAdministrator : MonoBehaviour
|
||||
{
|
||||
@ -27,6 +28,10 @@ public class CGAdministrator : MonoBehaviour
|
||||
CGs[i] = transform.GetChild(i).GetComponent<ACG>();
|
||||
}
|
||||
//
|
||||
|
||||
//
|
||||
//CallACG("暂用");
|
||||
//
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -48,6 +53,14 @@ public class CGAdministrator : MonoBehaviour
|
||||
rawImage.texture = CG.texture;//把CG的内容装载上
|
||||
rawImage.CrossFadeAlpha(1,indexRecoder.CGFadeTime,true);//淡入显示CG
|
||||
playingCG = CG;
|
||||
try
|
||||
{
|
||||
CG.GetComponent<VideoPlayer>().Play();//开始播放这个CG
|
||||
}
|
||||
catch(System.NullReferenceException)
|
||||
{
|
||||
Debug.Log("播放CG失败,看看赋值对不对");
|
||||
}
|
||||
Invoke("StopIt",CG.time);
|
||||
}
|
||||
}
|
||||
|
8
Assets/Sprites/CG动画.meta
Normal file
8
Assets/Sprites/CG动画.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 9746b583ed4346f488b2ad8ae1190bfe
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/Sprites/CG动画/父亲离去动画视频.mp4
Normal file
BIN
Assets/Sprites/CG动画/父亲离去动画视频.mp4
Normal file
Binary file not shown.
18
Assets/Sprites/CG动画/父亲离去动画视频.mp4.meta
Normal file
18
Assets/Sprites/CG动画/父亲离去动画视频.mp4.meta
Normal file
@ -0,0 +1,18 @@
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guid: 9721c6ab411fa7143b3ccd74e9994c1a
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startFrame: -1
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colorSpace: 0
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deinterlace: 0
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encodeAlpha: 0
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flipVertical: 0
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flipHorizontal: 0
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importAudio: 1
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targetSettings: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
x
Reference in New Issue
Block a user