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--- /dev/null +++ b/Assets/Scripts/事件/WhenPlayerDropInTheHole.cs @@ -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(); + cinemachineTransposer = M_Camera.GetCinemachineComponent(); + 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; + } + } +} diff --git a/Assets/Scripts/事件/WhenPlayerDropInTheHole.cs.meta b/Assets/Scripts/事件/WhenPlayerDropInTheHole.cs.meta new file mode 100644 index 0000000..67caf15 --- /dev/null +++ b/Assets/Scripts/事件/WhenPlayerDropInTheHole.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 11b74b6c548e8554e8ce7af0cd3b38cf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/具象物体/Blockhouse.cs b/Assets/Scripts/具象物体/Blockhouse.cs new file mode 100644 index 0000000..2785bf8 --- /dev/null +++ b/Assets/Scripts/具象物体/Blockhouse.cs @@ -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();//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().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().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().color = Color.yellow; + } + // + } + else + { + isShooting = true; + + // + foreach(ShootingArea s in shootingAreas) + { + s.GetComponent().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 + } + +} diff --git a/Assets/Scripts/具象物体/Blockhouse.cs.meta b/Assets/Scripts/具象物体/Blockhouse.cs.meta new file mode 100644 index 0000000..babfe07 --- /dev/null +++ b/Assets/Scripts/具象物体/Blockhouse.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2a0794ee551f42d4dab41e0548763fd5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/抽象的东西/CGAdministrator.cs b/Assets/Scripts/抽象的东西/CGAdministrator.cs index d6b9352..d546695 100644 --- a/Assets/Scripts/抽象的东西/CGAdministrator.cs +++ b/Assets/Scripts/抽象的东西/CGAdministrator.cs @@ -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(); } // + + // + //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().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); } } diff --git a/Assets/Sprites/CG动画.meta b/Assets/Sprites/CG动画.meta new file mode 100644 index 0000000..ea5ade1 --- /dev/null +++ b/Assets/Sprites/CG动画.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9746b583ed4346f488b2ad8ae1190bfe +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Sprites/CG动画/父亲离去动画视频.mp4 b/Assets/Sprites/CG动画/父亲离去动画视频.mp4 new file mode 100644 index 0000000..d963ba8 Binary files /dev/null and b/Assets/Sprites/CG动画/父亲离去动画视频.mp4 differ diff 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