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Author SHA1 Message Date
8762248882 Accept Merge Request #89: (SaipoVersion -> master)
Merge Request: 8.14合并

Created By: @SAIPO
Accepted By: @SAIPO
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/89
2021-08-14 08:00:17 +08:00
e2d0423a3b 1 2021-08-14 07:57:06 +08:00
ca4294b0bf 1.完善了对话内容,使对话内容更加口语化和方言化。
2.添加了Shader的框架(与屏幕后特效相关)
 1)加入了LightController的代码文件,主要控制烛光等灯光的空气扰动现象
 2)加入了VolumeController的代码文件,主要与屏幕后特效的控制变量相关
 3)在场景中加入了Volume的对象,控制屏幕后特效Shader的运行
3.挪动了场景中煤油灯的位置,并且为煤油灯添加了会产生空气扰动使光范围发生变化的功能
4.为测试场景中的镜子添加了临时提示光边Shader
2021-08-14 07:43:34 +08:00
0e3f372bcf 1 2021-08-14 04:44:23 +08:00
Roman
35d0d80808 详情见最新RomanVersion
Merge Request: 详情见最新RomanVersion

Created By: @Roman
Accepted By: @Roman
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/88
2021-08-14 01:43:42 +08:00
Roman
c8c9c895f8 详情见最新RomanVersion
Merge Request: 详情见最新RomanVersion

Created By: @Roman
Accepted By: @Roman
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/87
2021-08-13 00:32:23 +08:00
Roman
717b2a11cc 详情见最新RomanVersion
Merge Request: 详情见最新RomanVersion

Created By: @Roman
Accepted By: @Roman
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/78
2021-08-12 00:54:29 +08:00
Roman
a01fcd5c0b 详情见最新RomanVersion
Merge Request: 详情见最新RomanVersion

Created By: @Roman
Accepted By: @Roman
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/77
2021-08-11 02:18:50 +08:00
Roman
454b038d55 详情见最新RomanVersion
Merge Request: 详情见最新RomanVersion

Created By: @Roman
Accepted By: @Roman
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/76
2021-08-11 00:08:10 +08:00
dac3a2a444 Squashed commit of the following:
commit 2781f7f874d8b595397c9bc5108186d845fe6bb0
Merge: 2faf844 b262e57
Author: Roman <1325980292@qq.com>
Date:   Mon Aug 9 23:15:43 2021 +0800

    详情见最新RomanVers
    Merge Request: ?

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

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

    任务:以动画实现移动
    *:实验场景:【各种系统测试与陈列】

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

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

    合并了麒哥的动画包2
    Merge Request: ??

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

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

    合并了麒哥的动画包2

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

    详情见RomanVersion最新提交

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

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

    下班,别摸了,兄弟们

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

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

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

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

    傻逼coding

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

    ?

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

    测试

# Conflicts:
#	UserSettings/EditorUserSettings.asset
2021-08-09 23:45:01 +08:00
Roman
2781f7f874 详情见最新RomanVers
Merge Request: ?

Created By: @Roman
Accepted By: @Roman
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/74
2021-08-09 23:15:43 +08:00
Roman
2faf844f46 合并了麒哥的动画包2
Merge Request: ??

Created By: @Roman
Accepted By: @Roman
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/73
2021-08-09 21:24:20 +08:00
Roman
7749e35c85 详情见RomanVersion最新提交 2021-08-07 01:32:57 +08:00
Roman
a4d3c53f64 傻逼coding,草你妈
Merge Request: 傻逼coding,草你妈

Created By: @Roman
Accepted By: @Roman
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/52
2021-07-26 19:31:18 +08:00
86fc77f246 修改bug 2021-07-26 19:02:49 +08:00
860 changed files with 3030 additions and 339784 deletions

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@ -43,9 +43,9 @@ public class @Player : IInputActionCollection, IDisposable
""interactions"": ""Press(behavior=2)""
},
{
""name"": ""Quit"",
""name"": ""Coding"",
""type"": ""Button"",
""id"": ""8d490180-d97c-4d4f-836c-a6f7a4392b67"",
""id"": ""f7af9390-5dad-4c80-a4a7-83d8314f8e88"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Press(behavior=2)""
@ -164,23 +164,23 @@ public class @Player : IInputActionCollection, IDisposable
},
{
""name"": """",
""id"": ""9fc9a4fc-1140-4bf4-acb9-5e210bf4f365"",
""path"": ""<Keyboard>/k"",
""id"": ""f934f611-8c36-46c6-ac79-b5cb10f172f8"",
""path"": ""<Gamepad>/rightTrigger"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Quit"",
""action"": ""Coding"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""9bcc3236-8109-4b58-89db-131cb9301bf4"",
""path"": ""<Gamepad>/buttonEast"",
""id"": ""eb88999b-e1c9-4d1e-9b74-683dc913e3a1"",
""path"": ""<Keyboard>/space"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Quit"",
""action"": ""Coding"",
""isComposite"": false,
""isPartOfComposite"": false
}
@ -193,7 +193,7 @@ public class @Player : IInputActionCollection, IDisposable
{
""name"": ""New action"",
""type"": ""Button"",
""id"": ""26b56a36-3d1d-4cb2-9efb-beb11a1d5267"",
""id"": ""beabb251-6f14-495d-9364-88119e0f9bf0"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
@ -202,7 +202,7 @@ public class @Player : IInputActionCollection, IDisposable
""bindings"": [
{
""name"": """",
""id"": ""9eff2e95-3f55-48f7-9135-a5be0149d9ae"",
""id"": ""ae26865a-51e7-44ff-aea5-7c92da228cef"",
""path"": """",
""interactions"": """",
""processors"": """",
@ -354,120 +354,6 @@ public class @Player : IInputActionCollection, IDisposable
""isPartOfComposite"": true
}
]
},
{
""name"": ""PlayerInCoding"",
""id"": ""cf9f6510-ef62-47c2-9169-7097bc6c6b59"",
""actions"": [
{
""name"": ""Coding"",
""type"": ""Button"",
""id"": ""7740a478-a400-40d6-96a6-27525d86c2dc"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Press(behavior=2)""
}
],
""bindings"": [
{
""name"": """",
""id"": ""ddf24efa-fd79-4857-a09e-67b1843f0e5d"",
""path"": ""<Gamepad>/rightTrigger"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Coding"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""d7103191-c434-42b6-a74c-50ad51ec6322"",
""path"": ""<Keyboard>/space"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Coding"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
{
""name"": ""PlayerInReparingTheMachine"",
""id"": ""d71f6668-2465-4d0b-9fab-d5bc6a92e671"",
""actions"": [
{
""name"": ""Comfirm"",
""type"": ""Button"",
""id"": ""43dde524-dc10-473f-b1e8-7ce5297afc88"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
}
],
""bindings"": [
{
""name"": """",
""id"": ""0d7b7b13-bcb1-4c78-aea2-c52004d78d00"",
""path"": ""<Keyboard>/f"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Comfirm"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""a1d323fa-54ce-4fd5-90dc-24af8e3f1115"",
""path"": ""<Gamepad>/buttonWest"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Comfirm"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
{
""name"": ""PlayerInMissionBook"",
""id"": ""fc5b786d-017d-4ed3-97f8-cb2cd03a606b"",
""actions"": [
{
""name"": ""Quit"",
""type"": ""Button"",
""id"": ""4d4b3e51-6a09-47af-84d0-6c113e870633"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Press(behavior=2)""
}
],
""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;
public InputControlScheme PlayerScheme
{
@ -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
{
@ -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);
}
}

View File

@ -30,9 +30,9 @@
"interactions": "Press(behavior=2)"
},
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"name": "Quit",
"name": "Coding",
"type": "Button",
"id": "8d490180-d97c-4d4f-836c-a6f7a4392b67",
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@ -151,23 +151,23 @@
},
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"action": "Coding",
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"path": "<Keyboard>/space",
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"groups": "Player",
"action": "Quit",
"action": "Coding",
"isComposite": false,
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}
@ -180,7 +180,7 @@
{
"name": "New action",
"type": "Button",
"id": "26b56a36-3d1d-4cb2-9efb-beb11a1d5267",
"id": "beabb251-6f14-495d-9364-88119e0f9bf0",
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@ -189,7 +189,7 @@
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"path": "",
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@ -341,120 +341,6 @@
"isPartOfComposite": true
}
]
},
{
"name": "PlayerInCoding",
"id": "cf9f6510-ef62-47c2-9169-7097bc6c6b59",
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{
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"type": "Button",
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"type": "Button",
"id": "43dde524-dc10-473f-b1e8-7ce5297afc88",
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}
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},
{
"name": "PlayerInMissionBook",
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}
]
}
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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;
}
}
}

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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);
}
}

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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;
}
}
}

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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";
}
}
}
}

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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()
private void Move()
{
//跑步动画中脚着地触发
audioPlayer.clip = RunSEs[shouldBePlayedRunSEID % RunSEs.Length];
audioPlayer.volume = 0.2f;
audioPlayer.Play();
shouldBePlayedRunSEID++;
// //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
// }
}
private int shouldBePlayedWalkSEID = 0;
public void OnWalkFootTouched()
{
//走路动画中脚着地触发
audioPlayer.clip = walkSEs[shouldBePlayedWalkSEID % walkSEs.Length];
audioPlayer.volume = 0.2f;
audioPlayer.Play();
shouldBePlayedWalkSEID++;
}
//监听投掷按键的函数
public void OnThrow(InputAction.CallbackContext context)
@ -200,29 +118,12 @@ 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)
@ -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
}

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@ -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);
}
}

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@ -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;
}
}

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@ -1,11 +0,0 @@
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@ -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;
}
}
}

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@ -1,11 +0,0 @@
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@ -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;
}
}

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@ -1,11 +0,0 @@
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@ -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");
}
}

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@ -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");
}
}

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@ -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");
}
}

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@ -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();
}
}

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@ -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
}
}

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@ -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")
{
}
}
}

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@ -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);
}
}

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@ -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);
}
}
}

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@ -1,11 +0,0 @@
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@ -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()
{
}
}

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@ -1,11 +0,0 @@
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@ -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);
}
}

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@ -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;
}
}
}

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@ -1,11 +0,0 @@
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@ -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";
}
}

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@ -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");
}
}

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@ -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");
}
}
}

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@ -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;
}
}
}

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@ -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");
}
}

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@ -1,11 +0,0 @@
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@ -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");
}
}

View File

@ -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
}

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@ -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-打码";
stageName = "序章-家中-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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