Compare commits
15 Commits
SaipoVersi
...
master
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@ -43,9 +43,9 @@ public class @Player : IInputActionCollection, IDisposable
|
||||
""interactions"": ""Press(behavior=2)""
|
||||
},
|
||||
{
|
||||
""name"": ""Quit"",
|
||||
""name"": ""Coding"",
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||||
""type"": ""Button"",
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""id"": ""8d490180-d97c-4d4f-836c-a6f7a4392b67"",
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""expectedControlType"": ""Button"",
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""interactions"": ""Press(behavior=2)""
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@ -164,23 +164,23 @@ public class @Player : IInputActionCollection, IDisposable
|
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},
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{
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""name"": """",
|
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""id"": ""9fc9a4fc-1140-4bf4-acb9-5e210bf4f365"",
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""path"": ""<Keyboard>/k"",
|
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""id"": ""f934f611-8c36-46c6-ac79-b5cb10f172f8"",
|
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""path"": ""<Gamepad>/rightTrigger"",
|
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""interactions"": """",
|
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""processors"": """",
|
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""groups"": ""Player"",
|
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""action"": ""Quit"",
|
||||
""action"": ""Coding"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
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""name"": """",
|
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""id"": ""9bcc3236-8109-4b58-89db-131cb9301bf4"",
|
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""path"": ""<Gamepad>/buttonEast"",
|
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""path"": ""<Keyboard>/space"",
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""interactions"": """",
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""processors"": """",
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""groups"": ""Player"",
|
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""action"": ""Quit"",
|
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""action"": ""Coding"",
|
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""isComposite"": false,
|
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""isPartOfComposite"": false
|
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}
|
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@ -193,7 +193,7 @@ public class @Player : IInputActionCollection, IDisposable
|
||||
{
|
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""name"": ""New action"",
|
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""type"": ""Button"",
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""id"": ""26b56a36-3d1d-4cb2-9efb-beb11a1d5267"",
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""expectedControlType"": ""Button"",
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""processors"": """",
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""interactions"": """"
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@ -202,7 +202,7 @@ public class @Player : IInputActionCollection, IDisposable
|
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""bindings"": [
|
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{
|
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""name"": """",
|
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""id"": ""9eff2e95-3f55-48f7-9135-a5be0149d9ae"",
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""id"": ""ae26865a-51e7-44ff-aea5-7c92da228cef"",
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""path"": """",
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""interactions"": """",
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""processors"": """",
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@ -354,120 +354,6 @@ public class @Player : IInputActionCollection, IDisposable
|
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""isPartOfComposite"": true
|
||||
}
|
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]
|
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},
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{
|
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""name"": ""PlayerInCoding"",
|
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""id"": ""cf9f6510-ef62-47c2-9169-7097bc6c6b59"",
|
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""actions"": [
|
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{
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""name"": ""Coding"",
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""type"": ""Button"",
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""id"": ""7740a478-a400-40d6-96a6-27525d86c2dc"",
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""expectedControlType"": ""Button"",
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""processors"": """",
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""interactions"": ""Press(behavior=2)""
|
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}
|
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],
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""bindings"": [
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""ddf24efa-fd79-4857-a09e-67b1843f0e5d"",
|
||||
""path"": ""<Gamepad>/rightTrigger"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""Player"",
|
||||
""action"": ""Coding"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
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{
|
||||
""name"": """",
|
||||
""id"": ""d7103191-c434-42b6-a74c-50ad51ec6322"",
|
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""path"": ""<Keyboard>/space"",
|
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""interactions"": """",
|
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""processors"": """",
|
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""groups"": ""Player"",
|
||||
""action"": ""Coding"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
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}
|
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|
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{
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""actions"": [
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{
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""name"": ""Comfirm"",
|
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""type"": ""Button"",
|
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|
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""expectedControlType"": ""Button"",
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""processors"": """",
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||||
""interactions"": """"
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|
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],
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""bindings"": [
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{
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""name"": """",
|
||||
""id"": ""0d7b7b13-bcb1-4c78-aea2-c52004d78d00"",
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""path"": ""<Keyboard>/f"",
|
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""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""Player"",
|
||||
""action"": ""Comfirm"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
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},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""a1d323fa-54ce-4fd5-90dc-24af8e3f1115"",
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""path"": ""<Gamepad>/buttonWest"",
|
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""interactions"": """",
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""processors"": """",
|
||||
""groups"": ""Player"",
|
||||
""action"": ""Comfirm"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
}
|
||||
]
|
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},
|
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{
|
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""name"": ""PlayerInMissionBook"",
|
||||
""id"": ""fc5b786d-017d-4ed3-97f8-cb2cd03a606b"",
|
||||
""actions"": [
|
||||
{
|
||||
""name"": ""Quit"",
|
||||
""type"": ""Button"",
|
||||
""id"": ""4d4b3e51-6a09-47af-84d0-6c113e870633"",
|
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""expectedControlType"": ""Button"",
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""processors"": """",
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""interactions"": ""Press(behavior=2)""
|
||||
}
|
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],
|
||||
""bindings"": [
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""2cec3d75-a26d-40af-bdd6-006ee4386738"",
|
||||
""path"": ""<Keyboard>/k"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""Player"",
|
||||
""action"": ""Quit"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""51d166a5-9d42-461c-9da2-d14d84af00a5"",
|
||||
""path"": ""<Gamepad>/buttonEast"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""Player"",
|
||||
""action"": ""Quit"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
""controlSchemes"": [
|
||||
@ -494,7 +380,7 @@ public class @Player : IInputActionCollection, IDisposable
|
||||
m_PlayerNormal_MoveHorizons = m_PlayerNormal.FindAction("MoveHorizons", throwIfNotFound: true);
|
||||
m_PlayerNormal_Run = m_PlayerNormal.FindAction("Run", throwIfNotFound: true);
|
||||
m_PlayerNormal_Interaction = m_PlayerNormal.FindAction("Interaction", throwIfNotFound: true);
|
||||
m_PlayerNormal_Quit = m_PlayerNormal.FindAction("Quit", throwIfNotFound: true);
|
||||
m_PlayerNormal_Coding = m_PlayerNormal.FindAction("Coding", throwIfNotFound: true);
|
||||
// NullMap
|
||||
m_NullMap = asset.FindActionMap("NullMap", throwIfNotFound: true);
|
||||
m_NullMap_Newaction = m_NullMap.FindAction("New action", throwIfNotFound: true);
|
||||
@ -503,15 +389,6 @@ public class @Player : IInputActionCollection, IDisposable
|
||||
m_PlayerInThrowing_Quit = m_PlayerInThrowing.FindAction("Quit", throwIfNotFound: true);
|
||||
m_PlayerInThrowing_Throw = m_PlayerInThrowing.FindAction("Throw", throwIfNotFound: true);
|
||||
m_PlayerInThrowing_AdjustTheAngle = m_PlayerInThrowing.FindAction("AdjustTheAngle", throwIfNotFound: true);
|
||||
// PlayerInCoding
|
||||
m_PlayerInCoding = asset.FindActionMap("PlayerInCoding", throwIfNotFound: true);
|
||||
m_PlayerInCoding_Coding = m_PlayerInCoding.FindAction("Coding", throwIfNotFound: true);
|
||||
// PlayerInReparingTheMachine
|
||||
m_PlayerInReparingTheMachine = asset.FindActionMap("PlayerInReparingTheMachine", throwIfNotFound: true);
|
||||
m_PlayerInReparingTheMachine_Comfirm = m_PlayerInReparingTheMachine.FindAction("Comfirm", throwIfNotFound: true);
|
||||
// PlayerInMissionBook
|
||||
m_PlayerInMissionBook = asset.FindActionMap("PlayerInMissionBook", throwIfNotFound: true);
|
||||
m_PlayerInMissionBook_Quit = m_PlayerInMissionBook.FindAction("Quit", throwIfNotFound: true);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
@ -564,7 +441,7 @@ public class @Player : IInputActionCollection, IDisposable
|
||||
private readonly InputAction m_PlayerNormal_MoveHorizons;
|
||||
private readonly InputAction m_PlayerNormal_Run;
|
||||
private readonly InputAction m_PlayerNormal_Interaction;
|
||||
private readonly InputAction m_PlayerNormal_Quit;
|
||||
private readonly InputAction m_PlayerNormal_Coding;
|
||||
public struct PlayerNormalActions
|
||||
{
|
||||
private @Player m_Wrapper;
|
||||
@ -572,7 +449,7 @@ public class @Player : IInputActionCollection, IDisposable
|
||||
public InputAction @MoveHorizons => m_Wrapper.m_PlayerNormal_MoveHorizons;
|
||||
public InputAction @Run => m_Wrapper.m_PlayerNormal_Run;
|
||||
public InputAction @Interaction => m_Wrapper.m_PlayerNormal_Interaction;
|
||||
public InputAction @Quit => m_Wrapper.m_PlayerNormal_Quit;
|
||||
public InputAction @Coding => m_Wrapper.m_PlayerNormal_Coding;
|
||||
public InputActionMap Get() { return m_Wrapper.m_PlayerNormal; }
|
||||
public void Enable() { Get().Enable(); }
|
||||
public void Disable() { Get().Disable(); }
|
||||
@ -591,9 +468,9 @@ public class @Player : IInputActionCollection, IDisposable
|
||||
@Interaction.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
|
||||
@Interaction.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
|
||||
@Interaction.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
|
||||
@Quit.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnQuit;
|
||||
@Quit.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnQuit;
|
||||
@Quit.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnQuit;
|
||||
@Coding.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
|
||||
@Coding.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
|
||||
@Coding.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
|
||||
}
|
||||
m_Wrapper.m_PlayerNormalActionsCallbackInterface = instance;
|
||||
if (instance != null)
|
||||
@ -607,9 +484,9 @@ public class @Player : IInputActionCollection, IDisposable
|
||||
@Interaction.started += instance.OnInteraction;
|
||||
@Interaction.performed += instance.OnInteraction;
|
||||
@Interaction.canceled += instance.OnInteraction;
|
||||
@Quit.started += instance.OnQuit;
|
||||
@Quit.performed += instance.OnQuit;
|
||||
@Quit.canceled += instance.OnQuit;
|
||||
@Coding.started += instance.OnCoding;
|
||||
@Coding.performed += instance.OnCoding;
|
||||
@Coding.canceled += instance.OnCoding;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -696,105 +573,6 @@ public class @Player : IInputActionCollection, IDisposable
|
||||
}
|
||||
}
|
||||
public PlayerInThrowingActions @PlayerInThrowing => new PlayerInThrowingActions(this);
|
||||
|
||||
// PlayerInCoding
|
||||
private readonly InputActionMap m_PlayerInCoding;
|
||||
private IPlayerInCodingActions m_PlayerInCodingActionsCallbackInterface;
|
||||
private readonly InputAction m_PlayerInCoding_Coding;
|
||||
public struct PlayerInCodingActions
|
||||
{
|
||||
private @Player m_Wrapper;
|
||||
public PlayerInCodingActions(@Player wrapper) { m_Wrapper = wrapper; }
|
||||
public InputAction @Coding => m_Wrapper.m_PlayerInCoding_Coding;
|
||||
public InputActionMap Get() { return m_Wrapper.m_PlayerInCoding; }
|
||||
public void Enable() { Get().Enable(); }
|
||||
public void Disable() { Get().Disable(); }
|
||||
public bool enabled => Get().enabled;
|
||||
public static implicit operator InputActionMap(PlayerInCodingActions set) { return set.Get(); }
|
||||
public void SetCallbacks(IPlayerInCodingActions instance)
|
||||
{
|
||||
if (m_Wrapper.m_PlayerInCodingActionsCallbackInterface != null)
|
||||
{
|
||||
@Coding.started -= m_Wrapper.m_PlayerInCodingActionsCallbackInterface.OnCoding;
|
||||
@Coding.performed -= m_Wrapper.m_PlayerInCodingActionsCallbackInterface.OnCoding;
|
||||
@Coding.canceled -= m_Wrapper.m_PlayerInCodingActionsCallbackInterface.OnCoding;
|
||||
}
|
||||
m_Wrapper.m_PlayerInCodingActionsCallbackInterface = instance;
|
||||
if (instance != null)
|
||||
{
|
||||
@Coding.started += instance.OnCoding;
|
||||
@Coding.performed += instance.OnCoding;
|
||||
@Coding.canceled += instance.OnCoding;
|
||||
}
|
||||
}
|
||||
}
|
||||
public PlayerInCodingActions @PlayerInCoding => new PlayerInCodingActions(this);
|
||||
|
||||
// PlayerInReparingTheMachine
|
||||
private readonly InputActionMap m_PlayerInReparingTheMachine;
|
||||
private IPlayerInReparingTheMachineActions m_PlayerInReparingTheMachineActionsCallbackInterface;
|
||||
private readonly InputAction m_PlayerInReparingTheMachine_Comfirm;
|
||||
public struct PlayerInReparingTheMachineActions
|
||||
{
|
||||
private @Player m_Wrapper;
|
||||
public PlayerInReparingTheMachineActions(@Player wrapper) { m_Wrapper = wrapper; }
|
||||
public InputAction @Comfirm => m_Wrapper.m_PlayerInReparingTheMachine_Comfirm;
|
||||
public InputActionMap Get() { return m_Wrapper.m_PlayerInReparingTheMachine; }
|
||||
public void Enable() { Get().Enable(); }
|
||||
public void Disable() { Get().Disable(); }
|
||||
public bool enabled => Get().enabled;
|
||||
public static implicit operator InputActionMap(PlayerInReparingTheMachineActions set) { return set.Get(); }
|
||||
public void SetCallbacks(IPlayerInReparingTheMachineActions instance)
|
||||
{
|
||||
if (m_Wrapper.m_PlayerInReparingTheMachineActionsCallbackInterface != null)
|
||||
{
|
||||
@Comfirm.started -= m_Wrapper.m_PlayerInReparingTheMachineActionsCallbackInterface.OnComfirm;
|
||||
@Comfirm.performed -= m_Wrapper.m_PlayerInReparingTheMachineActionsCallbackInterface.OnComfirm;
|
||||
@Comfirm.canceled -= m_Wrapper.m_PlayerInReparingTheMachineActionsCallbackInterface.OnComfirm;
|
||||
}
|
||||
m_Wrapper.m_PlayerInReparingTheMachineActionsCallbackInterface = instance;
|
||||
if (instance != null)
|
||||
{
|
||||
@Comfirm.started += instance.OnComfirm;
|
||||
@Comfirm.performed += instance.OnComfirm;
|
||||
@Comfirm.canceled += instance.OnComfirm;
|
||||
}
|
||||
}
|
||||
}
|
||||
public PlayerInReparingTheMachineActions @PlayerInReparingTheMachine => new PlayerInReparingTheMachineActions(this);
|
||||
|
||||
// PlayerInMissionBook
|
||||
private readonly InputActionMap m_PlayerInMissionBook;
|
||||
private IPlayerInMissionBookActions m_PlayerInMissionBookActionsCallbackInterface;
|
||||
private readonly InputAction m_PlayerInMissionBook_Quit;
|
||||
public struct PlayerInMissionBookActions
|
||||
{
|
||||
private @Player m_Wrapper;
|
||||
public PlayerInMissionBookActions(@Player wrapper) { m_Wrapper = wrapper; }
|
||||
public InputAction @Quit => m_Wrapper.m_PlayerInMissionBook_Quit;
|
||||
public InputActionMap Get() { return m_Wrapper.m_PlayerInMissionBook; }
|
||||
public void Enable() { Get().Enable(); }
|
||||
public void Disable() { Get().Disable(); }
|
||||
public bool enabled => Get().enabled;
|
||||
public static implicit operator InputActionMap(PlayerInMissionBookActions set) { return set.Get(); }
|
||||
public void SetCallbacks(IPlayerInMissionBookActions instance)
|
||||
{
|
||||
if (m_Wrapper.m_PlayerInMissionBookActionsCallbackInterface != null)
|
||||
{
|
||||
@Quit.started -= m_Wrapper.m_PlayerInMissionBookActionsCallbackInterface.OnQuit;
|
||||
@Quit.performed -= m_Wrapper.m_PlayerInMissionBookActionsCallbackInterface.OnQuit;
|
||||
@Quit.canceled -= m_Wrapper.m_PlayerInMissionBookActionsCallbackInterface.OnQuit;
|
||||
}
|
||||
m_Wrapper.m_PlayerInMissionBookActionsCallbackInterface = instance;
|
||||
if (instance != null)
|
||||
{
|
||||
@Quit.started += instance.OnQuit;
|
||||
@Quit.performed += instance.OnQuit;
|
||||
@Quit.canceled += instance.OnQuit;
|
||||
}
|
||||
}
|
||||
}
|
||||
public PlayerInMissionBookActions @PlayerInMissionBook => new PlayerInMissionBookActions(this);
|
||||
private int m_PlayerSchemeIndex = -1;
|
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public InputControlScheme PlayerScheme
|
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{
|
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@ -809,7 +587,7 @@ public class @Player : IInputActionCollection, IDisposable
|
||||
void OnMoveHorizons(InputAction.CallbackContext context);
|
||||
void OnRun(InputAction.CallbackContext context);
|
||||
void OnInteraction(InputAction.CallbackContext context);
|
||||
void OnQuit(InputAction.CallbackContext context);
|
||||
void OnCoding(InputAction.CallbackContext context);
|
||||
}
|
||||
public interface INullMapActions
|
||||
{
|
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@ -821,16 +599,4 @@ public class @Player : IInputActionCollection, IDisposable
|
||||
void OnThrow(InputAction.CallbackContext context);
|
||||
void OnAdjustTheAngle(InputAction.CallbackContext context);
|
||||
}
|
||||
public interface IPlayerInCodingActions
|
||||
{
|
||||
void OnCoding(InputAction.CallbackContext context);
|
||||
}
|
||||
public interface IPlayerInReparingTheMachineActions
|
||||
{
|
||||
void OnComfirm(InputAction.CallbackContext context);
|
||||
}
|
||||
public interface IPlayerInMissionBookActions
|
||||
{
|
||||
void OnQuit(InputAction.CallbackContext context);
|
||||
}
|
||||
}
|
||||
|
@ -30,9 +30,9 @@
|
||||
"interactions": "Press(behavior=2)"
|
||||
},
|
||||
{
|
||||
"name": "Quit",
|
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"name": "Coding",
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"type": "Button",
|
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"id": "8d490180-d97c-4d4f-836c-a6f7a4392b67",
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@ -151,23 +151,23 @@
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@ -180,7 +180,7 @@
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@ -189,7 +189,7 @@
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|
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@ -341,120 +341,6 @@
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|
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"path": "<Keyboard>/f",
|
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"interactions": "",
|
||||
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|
||||
"groups": "Player",
|
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"action": "Comfirm",
|
||||
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|
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|
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},
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
"groups": "Player",
|
||||
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|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
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|
||||
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|
||||
"name": "",
|
||||
"id": "51d166a5-9d42-461c-9da2-d14d84af00a5",
|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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19419
Assets/Scenes/第二关.unity
19419
Assets/Scenes/第二关.unity
File diff suppressed because it is too large
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@ -1,58 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BlackHouseGunLight : MonoBehaviour
|
||||
{
|
||||
private bool upLight = true;
|
||||
public GameObject light1;
|
||||
public GameObject light2;
|
||||
public GameObject light3;
|
||||
|
||||
public bool isFire = false;
|
||||
|
||||
public bool isInvoke = false;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (isFire && (!isInvoke))
|
||||
{
|
||||
InvokeRepeating("ChangeLight",0f,0.05f);
|
||||
isInvoke = true;
|
||||
}
|
||||
|
||||
if (!isFire && isInvoke)
|
||||
{
|
||||
CancelInvoke();
|
||||
isInvoke = false;
|
||||
light1.SetActive(false);
|
||||
light2.SetActive(false);
|
||||
light3.SetActive(false);
|
||||
}
|
||||
}
|
||||
void ChangeLight()
|
||||
{
|
||||
if (upLight)
|
||||
{
|
||||
light1.SetActive(upLight);
|
||||
light2.SetActive(upLight);
|
||||
light3.SetActive(upLight);
|
||||
upLight = false;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
light2.SetActive(upLight);
|
||||
light1.SetActive(upLight);
|
||||
light3.SetActive(upLight);
|
||||
upLight = true;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
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@ -1,26 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BoomLight : MonoBehaviour
|
||||
{
|
||||
public GameObject m_light;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
Invoke("DesLight",0.1f);
|
||||
}
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void DesLight()
|
||||
{
|
||||
Destroy(m_light);
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: c71937b25bc4c9f47b99f30dc0693f01
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@ -1,56 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class GunLight : MonoBehaviour
|
||||
{
|
||||
private bool upLight = true;
|
||||
public GameObject light1;
|
||||
//public GameObject light2;
|
||||
|
||||
public bool isFire = false;
|
||||
|
||||
public bool isInvoke = false;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
if(isFire)
|
||||
InvokeRepeating("ChangeLight",1f,0.05f);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (isFire && (!isInvoke))
|
||||
{
|
||||
InvokeRepeating("ChangeLight",0f,0.05f);
|
||||
isInvoke = true;
|
||||
}
|
||||
|
||||
if (!isFire && isInvoke)
|
||||
{
|
||||
CancelInvoke();
|
||||
isInvoke = false;
|
||||
light1.SetActive(false);
|
||||
}
|
||||
}
|
||||
void ChangeLight()
|
||||
{
|
||||
if (upLight)
|
||||
{
|
||||
light1.SetActive(upLight);
|
||||
// light2.SetActive(upLight);
|
||||
upLight = false;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
// light2.SetActive(upLight);
|
||||
light1.SetActive(upLight);
|
||||
upLight = true;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
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fileFormatVersion: 2
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@ -1,47 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class KeepOut : MonoBehaviour
|
||||
{
|
||||
public List<GameObject> playerLayer;//获得所有玩家的图层 没办法 我只会这么写了 屎山代码
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
//当玩家进入这个遮挡区域 把图层换为遮光的图层
|
||||
if (other.tag == "Player")
|
||||
{
|
||||
for (int i = 0; i < playerLayer.Count; i++)
|
||||
{
|
||||
playerLayer[i].GetComponent<SpriteRenderer>().sortingLayerName = "player(遮光)";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
//当玩家出去这个遮挡区域 把图层换回去
|
||||
if (other.tag == "Player")
|
||||
{
|
||||
for (int i = 0; i < playerLayer.Count; i++)
|
||||
{
|
||||
playerLayer[i].GetComponent<SpriteRenderer>().sortingLayerName = "player";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 643bb3fa9a499b541bb4e29144bc8143
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@ -4,7 +4,6 @@ using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.InputSystem.Interactions;
|
||||
using UnityEngine.UI;
|
||||
using Cinemachine;
|
||||
|
||||
public class M_Player : MonoBehaviour
|
||||
{
|
||||
@ -13,14 +12,14 @@ public class M_Player : MonoBehaviour
|
||||
private Vector2 velocity;//逻辑速度,通过计算获得,最后加在理论速度上
|
||||
private Rigidbody2D m_rigidbody;//自身刚体组件
|
||||
private int inputDir;//输入方向方向,-1\0\1
|
||||
//public GameObject bullet;//子弹预制体
|
||||
private int faceDir;//面部朝向,-1、1
|
||||
private float runSpeedMultiple = 1f;//速度倍率,在按下和释放跑步后被修改
|
||||
[Tooltip("所捕捉到的可交互对象,不要手动赋值,这个会自己捕捉")]
|
||||
public Interactive catched;//所捕捉到的可交互对象
|
||||
private bool throwingState = false;//记录当前是否在投掷状态
|
||||
private PlayerInput playerInput;//自身输入组件,用来切换操控地图
|
||||
private bool canAdjustTheAngle = false;//记录此时自己是否能调整投掷角
|
||||
[SerializeField]
|
||||
private bool canAdjustTheAngle = false;//记录此时自己是否能调整投掷角度
|
||||
private float throwingAngle = 45f;//记录投掷的角度.默认是45°
|
||||
private float throwingAngleDir;//记录此时投掷角度变化的速度,包括大小和方向,-1~1表示
|
||||
[Tooltip("投掷物的预制体")]
|
||||
@ -28,25 +27,6 @@ public class M_Player : MonoBehaviour
|
||||
[Tooltip("投掷物抛出点")]
|
||||
public Transform throwOffset;//记录一下抛出点的位置
|
||||
private Animator M_Animator;
|
||||
private float strengthOfThrowing;//投掷力度,每次和投掷物堆交互,都会更新这个数值
|
||||
public AudioSource machineAudio;
|
||||
private bool isCovered = false;//记录自身现在是否被掩护,挡板中使用
|
||||
[Tooltip("请拖入走路音效")]
|
||||
public AudioClip[] walkSEs;
|
||||
[Tooltip("请拖入跑步音效")]
|
||||
public AudioClip[] RunSEs;
|
||||
private AudioSource audioPlayer;
|
||||
[Tooltip("拖入修复电报线的音效")]
|
||||
public AudioClip ReapareTelephoneLineSE;
|
||||
[Tooltip("拖入爬出坑的音效")]
|
||||
public AudioClip upHoleSE;
|
||||
[Tooltip("拖入掉入坑的音效")]
|
||||
public AudioClip dropHoleSE;
|
||||
[Tooltip("拖入捡东西的音效")]
|
||||
public AudioClip pickSE;
|
||||
[Tooltip("拖入丢东西的音效")]
|
||||
public AudioClip throwSE;
|
||||
|
||||
void Start()
|
||||
{
|
||||
indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数
|
||||
@ -57,9 +37,8 @@ public class M_Player : MonoBehaviour
|
||||
|
||||
//为了解决warming,最后阶段请删除,到那时应该不会再有警告
|
||||
if(inputDir == 0){}
|
||||
if(throwingState){}
|
||||
//
|
||||
|
||||
audioPlayer = GetComponent<AudioSource>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -68,49 +47,15 @@ public class M_Player : MonoBehaviour
|
||||
AdjustTheAngle();
|
||||
}
|
||||
|
||||
//动画中调用,播放捡拾东西的音效
|
||||
public void OnPickSE()
|
||||
void FixedUpdate()
|
||||
{
|
||||
audioPlayer.clip = pickSE;
|
||||
audioPlayer.volume = 1f;
|
||||
audioPlayer.Play();
|
||||
Move();
|
||||
}
|
||||
//动画中调用,播放丢出东西的音效
|
||||
public void OnThrowSE()
|
||||
{
|
||||
audioPlayer.clip = throwSE;
|
||||
audioPlayer.volume = 1f;
|
||||
audioPlayer.Play();
|
||||
}
|
||||
|
||||
//返回面部朝向的函数,在上下坑点调用,用来判断是否执行上下坑动画
|
||||
public int ReturnFaceDir(){return faceDir;}
|
||||
|
||||
//播放上坑动画
|
||||
public void PlayUpAnimation(){M_Animator.SetBool("IsUp",true);}
|
||||
|
||||
//播放下坑动画的函数,在下坑点调用
|
||||
public void PlayDownAnimation(){M_Animator.SetBool("IsDown",true);}
|
||||
|
||||
//关闭下坑条件,在动画中添加Event来执行,避免下坑动画重复执行
|
||||
public void StopIsDown(){M_Animator.SetBool("IsDown",false);}
|
||||
|
||||
//给自生刚体一个向上的速度,不然无法解决动画上坑y轴被重力控制的问题
|
||||
public void GiveAUpForce(){
|
||||
if(gameObject.name == "他爸")
|
||||
m_rigidbody.velocity = new Vector2(0,6);
|
||||
else
|
||||
m_rigidbody.velocity = new Vector2(0,8);//匹配不同的两个坑
|
||||
}
|
||||
|
||||
|
||||
//关闭上坑条件,避免重复触发
|
||||
public void StopIsUp(){M_Animator.SetBool("IsUp",false);}
|
||||
|
||||
//调整投掷角度的函数
|
||||
private void AdjustTheAngle()
|
||||
{
|
||||
if(canAdjustTheAngle)//如果玩家能调整角度
|
||||
if(canAdjustTheAngle)//如果玩家正在调整角度
|
||||
{
|
||||
throwingAngle += throwingAngleDir//则让现在的抛出角度加上变化的速度
|
||||
* indexRecoder.rateOfChangeOfThrowingAngle//乘以变化的速率
|
||||
@ -124,22 +69,6 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeInputMapToNull()
|
||||
{
|
||||
playerInput.SwitchCurrentActionMap("NullMap");
|
||||
}
|
||||
|
||||
public void ChangeInputMapToNormal()
|
||||
{
|
||||
playerInput.SwitchCurrentActionMap("PlayerNormal");
|
||||
}
|
||||
|
||||
//当玩家在修电报机地图下按下交互键触发
|
||||
public void OnComfirm(InputAction.CallbackContext context)
|
||||
{
|
||||
if(context.started) catched.Comfirm();
|
||||
}
|
||||
|
||||
//当水平轴有输入
|
||||
public void OnMoveHorizons(InputAction.CallbackContext context)
|
||||
{
|
||||
@ -164,35 +93,24 @@ public class M_Player : MonoBehaviour
|
||||
Mathf.Abs(transform.localScale.x)*faceDir,
|
||||
transform.localScale.y,
|
||||
transform.localScale.z);
|
||||
// //修改灰尘朝向
|
||||
// runFootsDust.transform.localScale = new Vector3(
|
||||
// Mathf.Abs(runFootsDust.transform.localScale.x)*faceDir,
|
||||
// runFootsDust.transform.localScale.y,
|
||||
// runFootsDust.transform.localScale.z);
|
||||
//转身时修改默认投掷角度
|
||||
if(faceDir == -1)throwingAngle = 46f;
|
||||
else throwingAngle = 45f;
|
||||
}
|
||||
|
||||
private int shouldBePlayedRunSEID = 0;
|
||||
public void OnRunFootTouched()
|
||||
{
|
||||
//跑步动画中脚着地触发
|
||||
audioPlayer.clip = RunSEs[shouldBePlayedRunSEID % RunSEs.Length];
|
||||
audioPlayer.volume = 0.2f;
|
||||
audioPlayer.Play();
|
||||
shouldBePlayedRunSEID++;
|
||||
|
||||
}
|
||||
private int shouldBePlayedWalkSEID = 0;
|
||||
public void OnWalkFootTouched()
|
||||
private void Move()
|
||||
{
|
||||
//走路动画中脚着地触发
|
||||
audioPlayer.clip = walkSEs[shouldBePlayedWalkSEID % walkSEs.Length];
|
||||
audioPlayer.volume = 0.2f;
|
||||
audioPlayer.Play();
|
||||
shouldBePlayedWalkSEID++;
|
||||
// //指定水平方向的速度
|
||||
// m_rigidbody.velocity = new Vector2(indexRecoder.playerMoveSpeed* //记录文件中的玩家速度乘以
|
||||
// inputDir*//输入的方向乘以
|
||||
// runSpeedMultiple,//速度的倍率,对付跑步时候的需要
|
||||
// m_rigidbody.velocity.y//y轴的速度不变
|
||||
// );
|
||||
}
|
||||
// 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)
|
||||
@ -200,30 +118,13 @@ public class M_Player : MonoBehaviour
|
||||
if(context.started)//如果按下投掷键,表示可以开始控制角度了
|
||||
{
|
||||
canAdjustTheAngle = true;
|
||||
//动画:进入准备丢的动画
|
||||
M_Animator.SetBool("ReadyToThrow", true);
|
||||
}
|
||||
if(context.canceled)//如果是刚松开投掷键,表示要丢东西了
|
||||
{
|
||||
if(throwingState)
|
||||
{
|
||||
M_Animator.SetBool("NowThrow",true);//动画:执行丢这个动作
|
||||
Throw();//如果处于投掷阶段,则触发丢
|
||||
}
|
||||
Throw();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnQuit(InputAction.CallbackContext context)
|
||||
{
|
||||
if(context.started)
|
||||
{
|
||||
if(catched != null) catched.Quit();//如果按下退出按钮,则执行捕捉到物体的退出功能
|
||||
}
|
||||
}
|
||||
|
||||
//如果正处于投掷状态,则退出投掷状态的监听函数
|
||||
public void OnThrowQuit(InputAction.CallbackContext context){if(throwingState)StartCoroutine("QuitThrowingsState");}
|
||||
|
||||
//监听修改投掷角度的函数
|
||||
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
|
||||
@ -231,20 +132,11 @@ public class M_Player : MonoBehaviour
|
||||
//控制投掷相关的具体函数
|
||||
private void Throw()
|
||||
{
|
||||
Rigidbody2D rigidbodyOfMissile = //并且获得这个投掷物身上的刚体组件
|
||||
Instantiate(missile,throwOffset.position,Quaternion.identity).GetComponent<Rigidbody2D>();//生成一个投掷物
|
||||
|
||||
//给这个投掷物赋予速度,由目前的角度决定
|
||||
rigidbodyOfMissile.velocity = new Vector2(strengthOfThrowing*Mathf.Cos(throwingAngle),
|
||||
strengthOfThrowing*Mathf.Sin(throwingAngle));
|
||||
|
||||
//扔完后退出投掷状态并且重置相关参数
|
||||
StartCoroutine("QuitThrowingsState");
|
||||
}
|
||||
//在投掷物堆中调用,每次呼叫投掷物堆,都针对此堆更新投掷力度
|
||||
public void ChangeStrengthOfThrowingTo(float num)
|
||||
{
|
||||
strengthOfThrowing = num;
|
||||
//Debug.Log("我投出手上拿着的东西了");
|
||||
Rigidbody2D rigidbodyOfMissile =
|
||||
Instantiate(missile,throwOffset.position,Quaternion.identity).GetComponent<Rigidbody2D>();
|
||||
rigidbodyOfMissile.velocity = new Vector2(indexRecoder.strengthOfThrowing*Mathf.Cos(throwingAngle),
|
||||
indexRecoder.strengthOfThrowing*Mathf.Sin(throwingAngle));
|
||||
}
|
||||
|
||||
//进入跑步状态的控制代码
|
||||
@ -253,14 +145,10 @@ public class M_Player : MonoBehaviour
|
||||
if(context.started)//如果刚按下跑步键
|
||||
{
|
||||
runSpeedMultiple = indexRecoder.runSpeedMultiple;//把本地的速度倍率变成数值记录器中的倍率
|
||||
M_Animator.SetBool("IsRunning",true);//播放跑步动画
|
||||
// runFootsDust.SetActive(true);//播放脚上灰尘粒子特效
|
||||
}
|
||||
else if(context.canceled)//如果刚松开跑步键
|
||||
{
|
||||
runSpeedMultiple = 1f;//恢复本地速度倍率为1
|
||||
M_Animator.SetBool("IsRunning",false);//关闭跑步动画
|
||||
// runFootsDust.SetActive(false);//关闭脚上灰尘粒子特效
|
||||
}
|
||||
}
|
||||
|
||||
@ -272,61 +160,25 @@ public class M_Player : MonoBehaviour
|
||||
//可交互对象都有UI界面。当按下交互键后,显示交互界面
|
||||
if(catched != null)
|
||||
{
|
||||
//触发交互函数,在具象物体中重写这个虚拟功能
|
||||
catched.OnCall();
|
||||
//如果捕捉对象是电话线
|
||||
if(catched != null && catched.tag == "电话线")
|
||||
{
|
||||
//获取其电话线组件,如果其未修好,则执行修理动画
|
||||
if(!catched.GetComponent<TelephoneLine>().HasTheBePrepared())
|
||||
M_Animator.SetBool("IsReparing", true);
|
||||
//播放修复电话线音效
|
||||
audioPlayer.clip = ReapareTelephoneLineSE;
|
||||
audioPlayer.volume = 0.8f;
|
||||
audioPlayer.loop = true;
|
||||
audioPlayer.Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(context.canceled)
|
||||
{
|
||||
//可交互对象电话线比较特殊,需要额外检测按钮松开的瞬间
|
||||
if(catched != null && catched.tag == "电话线")
|
||||
if(catched != null)
|
||||
{
|
||||
catched.StopRepareTheTelephoneLine();
|
||||
//如果捕捉对象是电话线,停止修电话线动画
|
||||
if(catched.tag == "电话线") M_Animator.SetBool("IsReparing", false);
|
||||
//停止修复电话线音效
|
||||
audioPlayer.Stop();
|
||||
audioPlayer.loop = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//当修好了一个电话线,强制打断修电话线动画
|
||||
public void HasReparedATelephone()
|
||||
{
|
||||
M_Animator.SetBool("IsReparing", false);
|
||||
}
|
||||
|
||||
|
||||
//监听打电码的函数
|
||||
public void OnCoding(InputAction.CallbackContext context)
|
||||
{
|
||||
if(context.started)
|
||||
{
|
||||
machineAudio.Play();
|
||||
//如果刚按下打码,把电报机UI图片的把手替换成按下的
|
||||
catched.ChangeHandleTo(true);
|
||||
}
|
||||
|
||||
if(context.canceled)
|
||||
{
|
||||
machineAudio.Stop();
|
||||
//如果刚松开打码,把电报机UI图片的把手换成松开的
|
||||
catched.ChangeHandleTo(false);
|
||||
//根据按下期间时长发送打出来的码给电报机
|
||||
if(catched != null)
|
||||
{
|
||||
if(context.duration < indexRecoder.dotRoLineTime)//如果小于界限时间
|
||||
@ -342,22 +194,6 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
//动画内调用,当玩家掉下坑后,主要用来播放音效
|
||||
public void OnDropTheHole()
|
||||
{
|
||||
audioPlayer.volume = 0.8f;
|
||||
audioPlayer.clip = dropHoleSE;
|
||||
audioPlayer.Play();
|
||||
}
|
||||
//动画内调用,当玩家爬上坑后,主要用来播放音效
|
||||
public void OnOutTheHole()
|
||||
{
|
||||
audioPlayer.volume = 0.8f;
|
||||
audioPlayer.clip = upHoleSE;
|
||||
audioPlayer.Play();
|
||||
}
|
||||
|
||||
|
||||
//使自身进入投掷状态的函数
|
||||
public void EnterThrowingState()
|
||||
{
|
||||
@ -365,63 +201,20 @@ public class M_Player : MonoBehaviour
|
||||
//1.切换操控地图
|
||||
playerInput.SwitchCurrentActionMap("PlayerInThrowing");
|
||||
//2.动画相关
|
||||
M_Animator.SetBool("throwingState",true);//使自身进入捡石动画
|
||||
//
|
||||
}
|
||||
|
||||
//退出投掷状态的时候
|
||||
public IEnumerator QuitThrowingsState()
|
||||
{
|
||||
throwingState = false;//改变自身标记
|
||||
playerInput.SwitchCurrentActionMap("PlayerNormal");//修改自身操控地图
|
||||
if(faceDir == 1) throwingAngle = 45f;//恢复投掷角度到45°
|
||||
else throwingAngle = 46f;
|
||||
canAdjustTheAngle = false;//可修改角度标记改为false
|
||||
GetComponent<LineRenderer>().enabled = false;//别画线了
|
||||
//关闭动画条件
|
||||
M_Animator.SetBool("throwingState",false);
|
||||
M_Animator.SetBool("ReadyToThrow",false);
|
||||
//为了解决问题需要到下一帧关闭丢出动画指令
|
||||
yield return new WaitForSeconds(1f);
|
||||
M_Animator.SetBool("NowThrow",false);
|
||||
}
|
||||
|
||||
//播放上下楼动画的函数,在楼梯边的触发器调用
|
||||
public void PlayDownStairAnimation(){M_Animator.SetBool("IsDownStair",true);}
|
||||
public void PlayUpStairAnimation(){}
|
||||
//外部调用,让玩家转身
|
||||
public void TurnAround()
|
||||
{
|
||||
transform.localScale = new Vector3(
|
||||
transform.localScale.x*-1,
|
||||
transform.localScale.y,
|
||||
transform.localScale.z);//让玩家转身
|
||||
}
|
||||
|
||||
public void YouAreShooting()
|
||||
{
|
||||
// 当玩家被射中时调用
|
||||
M_Animator.SetBool("IsShootDead",true);
|
||||
StartCoroutine("StopShootingAnimation");//此帧结束后关闭死亡动画条件
|
||||
}
|
||||
private IEnumerator StopShootingAnimation()
|
||||
{
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
M_Animator.SetBool("IsShootDead",false);
|
||||
}
|
||||
|
||||
public void YouAreCovered(){isCovered = true;}
|
||||
public void YouAreLosingCover(){isCovered = false;}
|
||||
public bool AreYouCovered(){return isCovered;}
|
||||
//等待完善投掷系统
|
||||
public void QuitThrowingsState(){}
|
||||
|
||||
//绘制投掷曲线的函数,非常🐂
|
||||
public void DrawPath()
|
||||
{
|
||||
//
|
||||
LineRenderer line = GetComponent<LineRenderer>();//获取组件
|
||||
line.enabled = true;
|
||||
int segmentCount = 18;//定义点数
|
||||
int segmentCount = 15;//定义点数
|
||||
line.positionCount = segmentCount;//传入点数
|
||||
float gravity=9.8f*2;//定义重力常量
|
||||
float gravity=9.8f;//定义重力常量
|
||||
Vector2 fireOffset = new Vector2(throwOffset.position.x - transform.position.x,
|
||||
throwOffset.position.y - transform.position.y);
|
||||
Vector2[] segments = new Vector2[segmentCount];//定义二维向量数组,用来存15个点的位置
|
||||
@ -432,9 +225,9 @@ public class M_Player : MonoBehaviour
|
||||
float time = i * Time.fixedDeltaTime * 5;//类似时间间隔的定义,也就是抛物线上的x多久取值一次
|
||||
segments[i].x = transform.position.x + //自身位置的x
|
||||
fireOffset.x + //发射偏移量的x
|
||||
time * strengthOfThrowing * Mathf.Cos(throwingAngle);//水平方向位移 = v*t
|
||||
time * indexRecoder.strengthOfThrowing * Mathf.Cos(throwingAngle);//水平方向位移 = v*t
|
||||
segments[i].y = (transform.position.y + fireOffset.y + //自身位置的y
|
||||
time * strengthOfThrowing * Mathf.Sin(throwingAngle) +
|
||||
time * indexRecoder.strengthOfThrowing * Mathf.Sin(throwingAngle) +
|
||||
(0.5f * gravity * time * time)*-1);//垂直方向位移 = vt + 1/2 * g * t^2
|
||||
line.SetPosition(i, segments[i]); //把算好的点传入线的点集
|
||||
}
|
||||
|
@ -1,17 +1,12 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(Camera))]
|
||||
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 src, RenderTexture dest)
|
||||
{
|
||||
Graphics.Blit(src,dest,material);
|
||||
private void OnRenderImage(RenderTexture source,RenderTexture destination){
|
||||
Graphics.Blit(source, destination, material);
|
||||
}
|
||||
}
|
||||
|
@ -1,39 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Shake : MonoBehaviour
|
||||
{
|
||||
|
||||
|
||||
public float shakeAmount = 0.05f; //振幅
|
||||
public bool is_shake;
|
||||
Vector3 first_pos;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
first_pos = this.transform.localPosition;
|
||||
}
|
||||
|
||||
public void StartShake()
|
||||
{
|
||||
//if (is_shake) return;
|
||||
is_shake = true;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (!is_shake) return;
|
||||
Vector3 pos = first_pos + Random.insideUnitSphere * shakeAmount;
|
||||
pos.y = transform.localPosition.y;
|
||||
transform.localPosition = pos;
|
||||
}
|
||||
|
||||
public void EndShake()
|
||||
{
|
||||
is_shake = false;
|
||||
first_pos.y = transform.localPosition.y;
|
||||
transform.localPosition = first_pos;
|
||||
}
|
||||
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d80a3e3469191664c9c5dbaf68995cbf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,77 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
/// <summary>
|
||||
/// Weiva Parallax
|
||||
/// 2D 视差效果
|
||||
/// 本组件背景视差效果是根据背景对象的世界坐标z值来计算。默认参数中的背景数组第一个元素为最远平面,
|
||||
/// 既与摄像机同步的平面,该对象之间的背景根据z值进行视差计算。也可以单独设置参数 synZ 强制设置最
|
||||
/// 远平面。大于最远平面的 z 值将会反超摄像机移动。
|
||||
/// weivain@qq.com
|
||||
/// www.weiva.com
|
||||
/// </summary>
|
||||
public class WVParallax : MonoBehaviour {
|
||||
|
||||
[Header("背景图片对象,Element 0 为与摄像机同步的背景层")]
|
||||
public Transform[] backgrounds;
|
||||
|
||||
// 主摄像机
|
||||
private Transform cam;
|
||||
// 上一帧摄像机的位置
|
||||
private Vector3 previousCamPos;
|
||||
// 摄像机同步背景层的 z 值
|
||||
[Header("摄像机同步背景层Z值,若0为背景层0")]
|
||||
public float synZ=0f;
|
||||
[Header("偏移x系数")]
|
||||
public float parallaxScaleX=1f;
|
||||
[Header("偏移y系数")]
|
||||
public float parallaxScaleY=1f;
|
||||
|
||||
public bool canParallax = true;
|
||||
|
||||
|
||||
// 初始化
|
||||
void Start ()
|
||||
{
|
||||
cam = Camera.main.transform;
|
||||
// 上一帧摄像机的位置
|
||||
previousCamPos = cam.position;
|
||||
if(synZ == 0 && null != backgrounds[0])
|
||||
{
|
||||
synZ = backgrounds[0].position.z;
|
||||
}
|
||||
if(synZ == 0)
|
||||
{
|
||||
synZ = 100f;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 每一帧执行
|
||||
void Update ()
|
||||
{
|
||||
if (canParallax)
|
||||
{
|
||||
// 获得摄像机和上一帧的偏移值
|
||||
float parallax = previousCamPos.x - cam.position.x;
|
||||
|
||||
//摄像机偏移矢量
|
||||
Vector3 camMove = cam.position - previousCamPos;
|
||||
camMove.x *= parallaxScaleX;
|
||||
camMove.y *= parallaxScaleY;
|
||||
|
||||
//同步背景
|
||||
for (int i = 0; i < backgrounds.Length; i++)
|
||||
{
|
||||
if (null == backgrounds[i]) continue;
|
||||
|
||||
Vector3 targetToMove = backgrounds[i].position + camMove * (backgrounds[i].position.z / synZ);
|
||||
backgrounds[i].position = targetToMove;
|
||||
|
||||
}
|
||||
|
||||
// 更新上一帧摄像机的位置
|
||||
previousCamPos = cam.position;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 91489a29f6bc6c441a9bfb6aaeae25c5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,19 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class AHeapSpecialEvent : Event
|
||||
{
|
||||
[Tooltip("拖入火把预制体,在触发事件时将其赋值给玩家,使玩家投掷出的是火把而不是石块")]
|
||||
public GameObject fireObj;
|
||||
[Tooltip("拖入普通石子的预制体,用来恢复玩家的投掷系统")]
|
||||
public GameObject oldObj;
|
||||
//投掷物堆的特殊事件,当这个投掷物堆是篝火时,在他被唤醒的瞬间,我们要对玩家做一些更改
|
||||
//当然,如果结束了投掷,记得关闭这些更改
|
||||
public override void OnCall()
|
||||
{
|
||||
//2.更换玩家投掷物预制体的指针,使其指向火把的预制体
|
||||
FindObjectOfType<M_Player>().missile = fireObj;
|
||||
}
|
||||
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b8e39d2051853b43bc29648f518a5ef
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,57 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class AfterCoding : Event
|
||||
{
|
||||
//事件:第一关打完码后
|
||||
[Tooltip("要召唤,得先有,对吧?拖进炮弹的预制体")]
|
||||
public GameObject shell;
|
||||
[Tooltip("召唤的炮弹需要知道自己属于哪个轰炸区,请拖入其轰炸区")]
|
||||
public BombingArea bombingArea;
|
||||
[Tooltip("请拖入黑幕")]
|
||||
public GameObject BlackUI;
|
||||
[Tooltip("请拖第二关BGM")]
|
||||
public AudioClip clip;
|
||||
void Start()
|
||||
{
|
||||
OnCall();
|
||||
}
|
||||
public override void OnCall()
|
||||
{
|
||||
//*关闭玩家操控地图
|
||||
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||
//1.关闭电报机界面
|
||||
FindObjectOfType<Machine>().m_interface.SetActive(false);
|
||||
//2.在玩家旁边生成一颗导弹
|
||||
Shell thisShell = Instantiate(shell,new Vector3(116.539998f,5.96999979f,-4.01295185f),Quaternion.identity).
|
||||
GetComponent<Shell>();
|
||||
thisShell.M_BombingArea = bombingArea;
|
||||
thisShell.YouAreSpecal();
|
||||
thisShell.target = FindObjectOfType<M_Player>().GetComponent<Animator>();
|
||||
//3.导弹爆炸后触发玩家死亡动画,这一段写在导弹类里面
|
||||
}
|
||||
//4.玩家被炸死开始执行后触发此段,镜头开始缓慢聚焦到主角
|
||||
public void OnDeadAnimation()
|
||||
{
|
||||
StartCoroutine("OnDeadAnimationEnd");//若干秒后执行死亡动画播放完毕后代码
|
||||
StartCoroutine("StopDead");//本帧结束后停止死亡动画条件防止反复触发
|
||||
}
|
||||
private IEnumerator StopDead()
|
||||
{
|
||||
yield return new WaitForEndOfFrame();
|
||||
FindObjectOfType<M_Player>().GetComponent<Animator>().SetBool("IsBoomDead",false);
|
||||
}
|
||||
//5.当玩家被炸死动画结束后触发此段
|
||||
private IEnumerator OnDeadAnimationEnd()
|
||||
{
|
||||
yield return new WaitForSeconds(1.1f + 3f);//炸死动画1.1秒 + 3秒留给玩家反应
|
||||
//黑屏(一张铺满的黑色UI显示)
|
||||
BlackUI.SetActive(true);
|
||||
FindObjectOfType<BGMPlayer>().ChangedTheBGM(clip);
|
||||
yield return new WaitForSeconds(2f);//两秒后,转移场景
|
||||
SceneManager.LoadScene("第二关");
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc2900de00f51b04384a14a06412efce
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,18 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class AfterOpenDoorCG : Event
|
||||
{
|
||||
//事件:当开门的CG播完
|
||||
public override void OnCall()
|
||||
{
|
||||
//找到信息记录者,改变演出名为【准备出发】,为呈现多态作准备
|
||||
IndexRecoder indexRecoder = FindObjectOfType<IndexRecoder>();
|
||||
indexRecoder.ChangeStageName("准备出发");
|
||||
|
||||
//再次切换场景到【序章-家中】
|
||||
SceneManager.LoadScene("序章-家中");
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b074b5d370b3324faa79c0a3dd76762
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -2,7 +2,6 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Fungus;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class AfterRecollection : Event
|
||||
{
|
||||
@ -13,10 +12,8 @@ public class AfterRecollection : Event
|
||||
//Vector3(18.8199997,0.0599999987,0)
|
||||
//Vector3(19.2399998,0.0599999987,0)
|
||||
//1.改变玩家的位置到父亲身边
|
||||
FindObjectOfType<M_Player>().transform.position = new Vector3(9.30000019f,0.685016334f,0);
|
||||
FindObjectOfType<M_Player>().transform.position = new Vector3(9.30000019f,0.936617672f,0);
|
||||
//2.触发对话【回忆之后的对话】
|
||||
Flowchart.BroadcastFungusMessage("回忆之后的对话");
|
||||
//3.更改玩家操作地图未空
|
||||
FindObjectOfType<M_Player>().GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||
}
|
||||
}
|
||||
|
@ -1,97 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Fungus;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Cinemachine;
|
||||
|
||||
public class AfterReparedTheMachine : Event
|
||||
{
|
||||
private RepairBench repairBench;
|
||||
private CinemachineVirtualCamera Vcamera;
|
||||
[Tooltip("请拖入巡逻敌人")]
|
||||
public Patrolman patrolman1;
|
||||
[Tooltip("请拖入巡逻敌人")]
|
||||
public Patrolman patrolman2;
|
||||
private M_Player player;
|
||||
[Tooltip("请拖入电报机UI界面")]
|
||||
public GameObject MachineUI;
|
||||
[Tooltip("请拖入倒计时UI")]
|
||||
public Text countDown;
|
||||
private int leftTime = 10;
|
||||
public GameObject blackUI;
|
||||
private Machine machine;
|
||||
|
||||
public WVParallax parallax;
|
||||
public AudioSource gunAudio;
|
||||
void Start()
|
||||
{
|
||||
repairBench = FindObjectOfType<RepairBench>();
|
||||
Vcamera = FindObjectOfType<CinemachineVirtualCamera>();
|
||||
player = FindObjectOfType<M_Player>();
|
||||
machine = FindObjectOfType<Machine>();
|
||||
//OnCall();
|
||||
}
|
||||
//事件,当修完电报机
|
||||
public override void OnCall()
|
||||
{
|
||||
StartCoroutine("Process");
|
||||
}
|
||||
|
||||
private IEnumerator Process()
|
||||
{
|
||||
//parallax.canParallax = false;
|
||||
//1.关闭玩家操作地图
|
||||
FindObjectOfType<PlayerInput>().
|
||||
SwitchCurrentActionMap("NullMap");
|
||||
//2.给玩家若干反应时间,然后关闭修理电报机界面
|
||||
yield return new WaitForSeconds(0f);
|
||||
repairBench.m_interface.SetActive(false);
|
||||
//3.再过若干时间,镜头跟踪物改为敌人
|
||||
yield return new WaitForSeconds(2f);
|
||||
Vcamera.Follow = patrolman1.transform;
|
||||
//4.同时,敌人的targe改为玩家
|
||||
patrolman1.ChangeTargetTo(player.transform);
|
||||
patrolman2.ChangeTargetTo(player.transform);
|
||||
patrolman1.GetComponent<Animator>().SetBool("IsRush",true);
|
||||
patrolman2.GetComponent<Animator>().SetBool("IsRush",true);
|
||||
//5.若干时间后,镜头跟踪物改为玩家
|
||||
yield return new WaitForSeconds(4f);
|
||||
Vcamera.Follow = player.transform;
|
||||
//6.若干短时间后,敌人的target改为普通巡逻点
|
||||
yield return new WaitForSeconds(1f);
|
||||
patrolman1.ChangeTargetTo(patrolman1.point1);
|
||||
patrolman2.ChangeTargetTo(patrolman1.point1);
|
||||
//7.若干时间后,弹出对话【被发现了】
|
||||
Flowchart.BroadcastFungusMessage("被发现了");
|
||||
}
|
||||
public void AfterChat()
|
||||
{
|
||||
machine.OnCall();
|
||||
player.catched = machine;
|
||||
MachineUI.SetActive(true);
|
||||
player.GetComponent<PlayerInput>().
|
||||
SwitchCurrentActionMap("PlayerInCoding");
|
||||
countDown.gameObject.SetActive(true);
|
||||
InvokeRepeating("CountDown",0,1);
|
||||
}
|
||||
private void CountDown()
|
||||
{
|
||||
countDown.text = "倒计时" + leftTime;
|
||||
leftTime--;
|
||||
if(leftTime == 0)
|
||||
{
|
||||
//当倒计时结束
|
||||
blackUI.SetActive(true);
|
||||
Invoke("PlayGunAudio",1.5f);
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayGunAudio()
|
||||
{
|
||||
gunAudio.Play();
|
||||
}
|
||||
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 15b7dc39a21199340906ab8ee84780b5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,21 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CallASpecialShell : Event
|
||||
{
|
||||
//修好第一个电话线后的事件,召唤一个特殊的炮弹摧毁石头
|
||||
[Tooltip("要召唤,得先有,对吧?拖进炮弹的预制体")]
|
||||
public GameObject shell;
|
||||
[Tooltip("召唤的炮弹需要知道自己属于哪个轰炸区,请拖入其轰炸区")]
|
||||
public BombingArea bombingArea;
|
||||
|
||||
public override void OnCall()
|
||||
{
|
||||
//当事件触发,生成一个特殊的炮弹
|
||||
Shell thisShell = Instantiate(shell,new Vector3(17.64f,13.23999977f,0f),Quaternion.identity).
|
||||
GetComponent<Shell>();
|
||||
thisShell.M_BombingArea = bombingArea;
|
||||
thisShell.YouAreSpecal();//告诉这枚炮弹,它是特殊的
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4a81fb9add054924e9caa0d022bf4a6b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,27 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Chasing : Event
|
||||
{
|
||||
//控制追逐战触发的事件代码
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cfa2ffb3b85580f448955c25c3e86b29
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,13 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class FirstHeapOnCall : Event
|
||||
{
|
||||
[Tooltip("请拖入投掷系统的操作提示游戏物体")]
|
||||
public GameObject OpInfo;
|
||||
public override void OnCall()
|
||||
{
|
||||
OpInfo.SetActive(true);
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9ff1e2de47fab944482835a21920d0b8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,24 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Fungus;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class IfNotCarryMachine : Event
|
||||
{
|
||||
//事件:如果玩家没拿包
|
||||
public override void OnCall()
|
||||
{
|
||||
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||
Flowchart.BroadcastFungusMessage("还没拿包");
|
||||
}
|
||||
|
||||
void OnCollisionEnter2D(UnityEngine.Collision2D other)
|
||||
{
|
||||
if(other.transform.tag == "Player")
|
||||
{
|
||||
if(!FindObjectOfType<M_Player>().transform.Find("包").gameObject.activeSelf) OnCall();
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b7c707d3e851024387d1d10e459a9b3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,25 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class InitStage2 : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine("OpenReadyMachine");
|
||||
}
|
||||
|
||||
private IEnumerator OpenReadyMachine()
|
||||
{
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
FindObjectOfType<AReadyMachine>().GetComponent<BoxCollider2D>().enabled = true;//打开损坏电报机的碰撞体
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ed4dd62b46913514895fa68582beb5be
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,8 +1,6 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Fungus;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class OpenDoorStage : Event
|
||||
{
|
||||
@ -12,7 +10,7 @@ public class OpenDoorStage : Event
|
||||
Debug.Log("正在启动多态【开门演出】");
|
||||
|
||||
M_Player player = FindObjectOfType<M_Player>();//找到玩家
|
||||
player.transform.position = new Vector3(12.8999996f,0.685016334f,0);//改变玩家位置
|
||||
player.transform.position = new Vector3(12.8999996f,0.936617672f,0);//改变玩家位置
|
||||
|
||||
player.transform.localScale = new Vector3(
|
||||
Mathf.Abs(transform.localScale.x)*-1,
|
||||
@ -24,14 +22,6 @@ public class OpenDoorStage : Event
|
||||
watertank.GetComponentInChildren<NormalInvestableItems>().itemName = "父亲离开后的水缸";
|
||||
|
||||
Destroy(FindObjectOfType<Father>().gameObject);//摧毁父亲这个游戏物体
|
||||
Destroy(GameObject.Find("电报机"));//摧毁电报机这个游戏物体
|
||||
|
||||
//设置玩家操作地图为空
|
||||
player.GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||
//呼出开门演出开幕对话
|
||||
Flowchart.BroadcastFungusMessage("开门演出开幕");
|
||||
//删除那个假电报机
|
||||
Destroy(FindObjectOfType<AReadyMachine>().gameObject);
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -1,57 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class OperationsInfo : MonoBehaviour
|
||||
{
|
||||
//操作说明类,当玩家进入触发器,显示图片,当离开触发器,关闭图片
|
||||
public bool isIn = false;
|
||||
public SpriteRenderer spriteRenderer;
|
||||
[Tooltip("填入提示消隐和出现的速度")]
|
||||
public float speed;
|
||||
[Tooltip("请输入此操作提示仅在哪一个多态中显示,若不填,则每一个多态都显示")]
|
||||
public string showStageName;
|
||||
void Start()
|
||||
{
|
||||
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
if(isIn && spriteRenderer.color.a < 1)
|
||||
{
|
||||
spriteRenderer.color = new Color(
|
||||
//RBG不变
|
||||
spriteRenderer.color.r,spriteRenderer.color.g,spriteRenderer.color.b,
|
||||
//a变大
|
||||
spriteRenderer.color.a + speed * Time.deltaTime
|
||||
);
|
||||
}
|
||||
if(!isIn && spriteRenderer.color.a > 0)
|
||||
{
|
||||
spriteRenderer.color = new Color(
|
||||
//RBG不变
|
||||
spriteRenderer.color.r,spriteRenderer.color.g,spriteRenderer.color.b,
|
||||
//a变小
|
||||
spriteRenderer.color.a - speed * Time.deltaTime
|
||||
);
|
||||
}
|
||||
}
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
if(showStageName == "" //如果没有指定发挥作用的多态
|
||||
|| showStageName.Equals(FindObjectOfType<IndexRecoder>().stageName))//或者目前就是发挥作用的多态
|
||||
//当玩家进入
|
||||
isIn = true;//标记自身显示
|
||||
}
|
||||
}
|
||||
void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
//当玩家退出
|
||||
isIn = false;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5e78d9b42910bcd43ac0b5d132ec13d2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,51 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Cinemachine;
|
||||
using Fungus;
|
||||
|
||||
public class ReadyToGoStage : Event
|
||||
{
|
||||
[Tooltip("请拖入年轻的玩家")]
|
||||
public GameObject playerYong;
|
||||
[Tooltip("请拖入年长的玩家")]
|
||||
public GameObject playerOld;
|
||||
[Tooltip("拖入摄像机")]
|
||||
public CinemachineVirtualCamera Vcamera;
|
||||
[Tooltip("请拖入镜子")]
|
||||
public NormalInvestableItems kagami;
|
||||
//多态:玩家准备触发前往第一关时候的多态
|
||||
public override void OnCall()
|
||||
{
|
||||
Debug.Log("正在启动多态【准备出发】");
|
||||
|
||||
playerYong.SetActive(false);
|
||||
playerOld.SetActive(true);//打开年长骨骼、关闭年轻骨骼
|
||||
|
||||
M_Player player = FindObjectOfType<M_Player>();//找到玩家类
|
||||
player.transform.position = new Vector3(11.5600004f,-4f,0);//改变玩家位置
|
||||
|
||||
//更改摄像机追踪目标
|
||||
Vcamera.Follow = player.transform;
|
||||
|
||||
player.transform.localScale = new Vector3(
|
||||
Mathf.Abs(transform.localScale.x)*-1,
|
||||
transform.localScale.y,
|
||||
transform.localScale.z);//修改玩家面部朝向为左
|
||||
|
||||
Destroy(FindObjectOfType<Father>().gameObject);//摧毁父亲这个游戏物体
|
||||
//删除电报机
|
||||
Destroy(GameObject.Find("电报机"));
|
||||
|
||||
//出发该多态的开局对话
|
||||
Flowchart.BroadcastFungusMessage("准备出发");
|
||||
|
||||
//水缸相关
|
||||
GameObject watertank = GameObject.Find("水缸");//找到水缸
|
||||
watertank.GetComponentInChildren<NormalInvestableItems>().itemName = "准备出发时的水缸";
|
||||
|
||||
//修改镜子的itemName,使得其在改多态下不再能够被触发
|
||||
kagami.itemName = "准备出发幕的镜子";
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9b701ea64b20ba046b1c99013b049034
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,13 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class RecoverMapToNormal : Event
|
||||
{
|
||||
//事件,恢复玩家操作地图到普通
|
||||
public override void OnCall()
|
||||
{
|
||||
FindObjectOfType<M_Player>().GetComponent<PlayerInput>().SwitchCurrentActionMap("PlayerNormal");
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4324cb24768857b4aa1e1d692e6c3797
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,97 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using Cinemachine;
|
||||
using UnityEngine.InputSystem.Processors;
|
||||
|
||||
public class VeteranSacrifice : Event
|
||||
{
|
||||
//事件:老兵牺牲
|
||||
|
||||
private CinemachineVirtualCamera M_Camera;//虚拟相机组件
|
||||
private Vector3 origin;//原始相机追踪偏移量
|
||||
private CinemachineTransposer cinemachineTransposer;//相机追踪数据结构
|
||||
private Vector3 target;//目标偏移量,通过修改这个达到转移镜头的目的
|
||||
[Tooltip("请填入镜头移动的速度")]
|
||||
public float speed;
|
||||
|
||||
[Tooltip("要召唤,得先有,对吧?拖进炮弹的预制体")]
|
||||
public GameObject shell;
|
||||
[Tooltip("召唤的炮弹需要知道自己属于哪个轰炸区,请拖入其轰炸区")]
|
||||
public BombingArea bombingArea;
|
||||
private bool hasBeenOnCall;//记录事件是否被触发的变量
|
||||
|
||||
public WVParallax parallax;
|
||||
|
||||
public AudioSource deadAudio;
|
||||
|
||||
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
public IEnumerator SelfOnCall()
|
||||
{
|
||||
parallax.canParallax = false;
|
||||
deadAudio.Play();
|
||||
//1.关闭玩家操作地图
|
||||
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||
//*让老兵转个身防止牺牲后穿模
|
||||
FindObjectOfType<Veteran>().transform.localScale = new Vector3(
|
||||
//x
|
||||
FindObjectOfType<Veteran>().transform.localScale.x*-1,
|
||||
//y
|
||||
FindObjectOfType<Veteran>().transform.localScale.y,
|
||||
//z
|
||||
FindObjectOfType<Veteran>().transform.localScale.z
|
||||
);
|
||||
//2.移动相机至老兵位置
|
||||
target = new Vector3(-19.8600006f,-0.600000024f,-10f)*3;
|
||||
//3.召唤一颗导弹在老兵头顶
|
||||
Shell thisShell = Instantiate(shell,new Vector3(46.9799995f,10.01999998f,0),Quaternion.identity).
|
||||
GetComponent<Shell>();
|
||||
thisShell.M_BombingArea = bombingArea;
|
||||
thisShell.YouAreSpecal();
|
||||
// //4.打开老兵的碰撞体,等待播放完毕老兵死亡动画
|
||||
// FindObjectOfType<Veteran>().GetComponent<BoxCollider2D>().isTrigger = false;
|
||||
//*修改:给炸弹的爆炸瞬间,在此给这个炸弹赋予Animator的值,然后在事件中触发对象的死亡动画
|
||||
thisShell.target = FindObjectOfType<Veteran>().GetComponentInChildren<Animator>();
|
||||
//5.若干秒后,使镜头返回主角,顺便让主角转个身
|
||||
yield return new WaitForSeconds(5f);
|
||||
FindObjectOfType<M_Player>().TurnAround();
|
||||
target = origin;
|
||||
//7.恢复玩家操作地图
|
||||
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("PlayerNormal");
|
||||
//8.打开老兵触发器方便玩家回头查看
|
||||
FindObjectOfType<Veteran>().GetComponent<BoxCollider2D>().isTrigger = true;
|
||||
FindObjectOfType<Veteran>().isDead = true;
|
||||
//9.标记自己已经被触发过
|
||||
hasBeenOnCall = true;
|
||||
parallax.canParallax = true;
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
//当玩家进入事件范围内
|
||||
if(!hasBeenOnCall)StartCoroutine("SelfOnCall");
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab2b940290d0e114b8763ce12f850df3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,54 +0,0 @@
|
||||
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(7.85360003f,3.38889599f,-10);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
//当玩家离开区域,使视角恢复
|
||||
target = origin;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 11b74b6c548e8554e8ce7af0cd3b38cf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,15 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using Fungus;
|
||||
|
||||
public class WhenReparedAllLine : Event
|
||||
{
|
||||
//序章战场中,当修完了所有电话线后触发
|
||||
public override void OnCall()
|
||||
{
|
||||
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||
Flowchart.BroadcastFungusMessage("我修完了");
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b146d1614ddd599469f0d8fcf9b85184
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -7,14 +7,9 @@ public class WhenTheCodeAndConversationAreCompleted : Event
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
//事件,当在序章中完成教学并且完成和父亲的第二段对话后
|
||||
[Tooltip("请拖入黑幕游戏物体")]
|
||||
public GameObject blackUI;
|
||||
private IndexRecoder indexRecoder;
|
||||
[Tooltip("请拖入序章-战场的BGM")]
|
||||
public AudioClip clip;
|
||||
void Start()
|
||||
{
|
||||
indexRecoder = FindObjectOfType<IndexRecoder>();
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -25,16 +20,8 @@ public class WhenTheCodeAndConversationAreCompleted : Event
|
||||
|
||||
public override void OnCall()
|
||||
{
|
||||
blackUI.SetActive(true);
|
||||
FindObjectOfType<BGMPlayer>().ChangedTheBGM(clip);
|
||||
Invoke("LoadScene",indexRecoder.blackUITime);
|
||||
}
|
||||
|
||||
private void LoadScene()
|
||||
{
|
||||
IndexRecoder indexRecoder = FindObjectOfType<IndexRecoder>();
|
||||
indexRecoder.ChangeStageName("序章-战场");
|
||||
SceneManager.LoadScene("序章-战场");
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -1,18 +1,13 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
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
|
||||
[SerializeField]
|
||||
private int needCount;
|
||||
public int needCount;
|
||||
public int OKCount = 0;
|
||||
private bool hasPlayed = false;//是否已经触发过修完事件
|
||||
[Tooltip("请拖入修完所有电线后的事件")]
|
||||
public Event endEvent;
|
||||
void Start()
|
||||
{
|
||||
needCount = transform.childCount;
|
||||
@ -21,13 +16,8 @@ public class AllLinesInfo : MonoBehaviour
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(needCount == OKCount && !hasPlayed)//如果数值表示修完并且没有触发过结束事件
|
||||
{
|
||||
if(endEvent != null)endEvent.OnCall();//触发结束事件
|
||||
hasPlayed = true;//标记为已经触发过结束事件
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public bool AreYouOK(){return (needCount == OKCount);}//返回完成量是不是等于需求量
|
||||
|
||||
}
|
||||
|
@ -32,18 +32,16 @@ public class IndexRecoder : MonoBehaviour
|
||||
public float shellFallingTime;
|
||||
[Tooltip("炮弹阴影的震动幅度")]
|
||||
public float shellShadowRangeOfChange;
|
||||
// [Tooltip("炮弹阴影的Y值偏移")]
|
||||
// public float shellShadowPositionYOffSet;
|
||||
[Tooltip("炮弹阴影的Y值偏移")]
|
||||
public float shellShadowPositionYOffSet;
|
||||
[Tooltip("玩家投掷角度变化的速度")]
|
||||
public float rateOfChangeOfThrowingAngle;
|
||||
[Tooltip("抛出投掷物的力度")]
|
||||
public float strengthOfThrowing;
|
||||
[SerializeField][Tooltip("演出名称,这个不给你改,这个是我做多态用的,在这里只读")]
|
||||
[SerializeField][Tooltip("演出名称,这个不给你改,这个是我做多态用的,在这里只读")][ReadOnly]
|
||||
public string stageName;
|
||||
[Tooltip("CG的淡入淡出时间")]
|
||||
public float CGFadeTime;
|
||||
[Tooltip("该项决定所有黑幕的持续时间")]
|
||||
public float blackUITime;
|
||||
|
||||
void Start()
|
||||
{
|
||||
@ -65,7 +63,7 @@ public class IndexRecoder : MonoBehaviour
|
||||
codeBook.Add("----.","9");
|
||||
codeBook.Add("-----","0");
|
||||
|
||||
stageName = "序章-家中-未打码";
|
||||
stageName = "序章-家中-已打码";
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -76,4 +74,24 @@ public class IndexRecoder : MonoBehaviour
|
||||
|
||||
//修改演出名称的函数,在游戏流程推进的时候用
|
||||
public void ChangeStageName(string newName){stageName = newName;}
|
||||
|
||||
|
||||
//制造一个只读的变量,不要动这些
|
||||
public class ReadOnlyAttribute : PropertyAttribute{}
|
||||
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
|
||||
public class ReadOnlyDrawer : PropertyDrawer
|
||||
{
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
|
||||
{
|
||||
return EditorGUI.GetPropertyHeight(property, label, true);
|
||||
}
|
||||
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
GUI.enabled = false;
|
||||
EditorGUI.PropertyField(position, property, label, true);
|
||||
GUI.enabled = true;
|
||||
}
|
||||
}
|
||||
//
|
||||
}
|
||||
|
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Reference in New Issue
Block a user