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…………🙏
This commit is contained in:
Roman 2021-08-20 01:24:11 +08:00
parent 1e887f13a6
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@ -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
target = origin;
}
}
}

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@ -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
}
}

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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);
}
}

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