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8
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8
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38
Assets/CG动画纹理/战友CG.renderTexture
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38
Assets/CG动画纹理/战友CG.renderTexture
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38
Assets/CG动画纹理/父亲离去动画.renderTexture
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||||||
|
],
|
||||||
|
""bindings"": [
|
||||||
|
{
|
||||||
|
""name"": """",
|
||||||
|
""id"": ""d684592a-4a19-4c14-9ec2-efae69e1df7d"",
|
||||||
|
""path"": ""<Keyboard>/j"",
|
||||||
|
""interactions"": """",
|
||||||
|
""processors"": """",
|
||||||
|
""groups"": ""Player"",
|
||||||
|
""action"": ""Comfirm"",
|
||||||
|
""isComposite"": false,
|
||||||
|
""isPartOfComposite"": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
""name"": """",
|
||||||
|
""id"": ""af0d8581-102b-41ee-84a4-8a9088798bf6"",
|
||||||
|
""path"": ""<Gamepad>/buttonSouth"",
|
||||||
|
""interactions"": """",
|
||||||
|
""processors"": """",
|
||||||
|
""groups"": ""Player"",
|
||||||
|
""action"": ""Comfirm"",
|
||||||
|
""isComposite"": false,
|
||||||
|
""isPartOfComposite"": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
""name"": """",
|
||||||
|
""id"": ""d6c00ff0-9572-4165-b505-c2bc06dcce3f"",
|
||||||
|
""path"": ""<Keyboard>/w"",
|
||||||
|
""interactions"": """",
|
||||||
|
""processors"": """",
|
||||||
|
""groups"": """",
|
||||||
|
""action"": ""ChooseUpOne"",
|
||||||
|
""isComposite"": false,
|
||||||
|
""isPartOfComposite"": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
""name"": """",
|
||||||
|
""id"": ""77bb5808-8a5b-4a18-a82c-dfff5c8496d0"",
|
||||||
|
""path"": ""<Gamepad>/leftStick/up"",
|
||||||
|
""interactions"": """",
|
||||||
|
""processors"": """",
|
||||||
|
""groups"": ""Player"",
|
||||||
|
""action"": ""ChooseUpOne"",
|
||||||
|
""isComposite"": false,
|
||||||
|
""isPartOfComposite"": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
""name"": """",
|
||||||
|
""id"": ""7085e565-dd45-4d48-acfc-efa4c3adc94e"",
|
||||||
|
""path"": ""<Keyboard>/s"",
|
||||||
|
""interactions"": """",
|
||||||
|
""processors"": """",
|
||||||
|
""groups"": ""Player"",
|
||||||
|
""action"": ""ChooseDownOne"",
|
||||||
|
""isComposite"": false,
|
||||||
|
""isPartOfComposite"": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
""name"": """",
|
||||||
|
""id"": ""59367246-e998-4072-b774-2b3b54840e35"",
|
||||||
|
""path"": ""<Gamepad>/leftStick/down"",
|
||||||
|
""interactions"": """",
|
||||||
|
""processors"": """",
|
||||||
|
""groups"": ""Player"",
|
||||||
|
""action"": ""ChooseDownOne"",
|
||||||
|
""isComposite"": false,
|
||||||
|
""isPartOfComposite"": false
|
||||||
|
}
|
||||||
|
]
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
""controlSchemes"": [
|
""controlSchemes"": [
|
||||||
@ -380,7 +592,7 @@ public class @Player : IInputActionCollection, IDisposable
|
|||||||
m_PlayerNormal_MoveHorizons = m_PlayerNormal.FindAction("MoveHorizons", throwIfNotFound: true);
|
m_PlayerNormal_MoveHorizons = m_PlayerNormal.FindAction("MoveHorizons", throwIfNotFound: true);
|
||||||
m_PlayerNormal_Run = m_PlayerNormal.FindAction("Run", throwIfNotFound: true);
|
m_PlayerNormal_Run = m_PlayerNormal.FindAction("Run", throwIfNotFound: true);
|
||||||
m_PlayerNormal_Interaction = m_PlayerNormal.FindAction("Interaction", throwIfNotFound: true);
|
m_PlayerNormal_Interaction = m_PlayerNormal.FindAction("Interaction", throwIfNotFound: true);
|
||||||
m_PlayerNormal_Coding = m_PlayerNormal.FindAction("Coding", throwIfNotFound: true);
|
m_PlayerNormal_Quit = m_PlayerNormal.FindAction("Quit", throwIfNotFound: true);
|
||||||
// NullMap
|
// NullMap
|
||||||
m_NullMap = asset.FindActionMap("NullMap", throwIfNotFound: true);
|
m_NullMap = asset.FindActionMap("NullMap", throwIfNotFound: true);
|
||||||
m_NullMap_Newaction = m_NullMap.FindAction("New action", throwIfNotFound: true);
|
m_NullMap_Newaction = m_NullMap.FindAction("New action", throwIfNotFound: true);
|
||||||
@ -389,6 +601,20 @@ public class @Player : IInputActionCollection, IDisposable
|
|||||||
m_PlayerInThrowing_Quit = m_PlayerInThrowing.FindAction("Quit", throwIfNotFound: true);
|
m_PlayerInThrowing_Quit = m_PlayerInThrowing.FindAction("Quit", throwIfNotFound: true);
|
||||||
m_PlayerInThrowing_Throw = m_PlayerInThrowing.FindAction("Throw", throwIfNotFound: true);
|
m_PlayerInThrowing_Throw = m_PlayerInThrowing.FindAction("Throw", throwIfNotFound: true);
|
||||||
m_PlayerInThrowing_AdjustTheAngle = m_PlayerInThrowing.FindAction("AdjustTheAngle", 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);
|
||||||
|
// PlayerInOP
|
||||||
|
m_PlayerInOP = asset.FindActionMap("PlayerInOP", throwIfNotFound: true);
|
||||||
|
m_PlayerInOP_Comfirm = m_PlayerInOP.FindAction("Comfirm", throwIfNotFound: true);
|
||||||
|
m_PlayerInOP_ChooseUpOne = m_PlayerInOP.FindAction("ChooseUpOne", throwIfNotFound: true);
|
||||||
|
m_PlayerInOP_ChooseDownOne = m_PlayerInOP.FindAction("ChooseDownOne", throwIfNotFound: true);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Dispose()
|
public void Dispose()
|
||||||
@ -441,7 +667,7 @@ public class @Player : IInputActionCollection, IDisposable
|
|||||||
private readonly InputAction m_PlayerNormal_MoveHorizons;
|
private readonly InputAction m_PlayerNormal_MoveHorizons;
|
||||||
private readonly InputAction m_PlayerNormal_Run;
|
private readonly InputAction m_PlayerNormal_Run;
|
||||||
private readonly InputAction m_PlayerNormal_Interaction;
|
private readonly InputAction m_PlayerNormal_Interaction;
|
||||||
private readonly InputAction m_PlayerNormal_Coding;
|
private readonly InputAction m_PlayerNormal_Quit;
|
||||||
public struct PlayerNormalActions
|
public struct PlayerNormalActions
|
||||||
{
|
{
|
||||||
private @Player m_Wrapper;
|
private @Player m_Wrapper;
|
||||||
@ -449,7 +675,7 @@ public class @Player : IInputActionCollection, IDisposable
|
|||||||
public InputAction @MoveHorizons => m_Wrapper.m_PlayerNormal_MoveHorizons;
|
public InputAction @MoveHorizons => m_Wrapper.m_PlayerNormal_MoveHorizons;
|
||||||
public InputAction @Run => m_Wrapper.m_PlayerNormal_Run;
|
public InputAction @Run => m_Wrapper.m_PlayerNormal_Run;
|
||||||
public InputAction @Interaction => m_Wrapper.m_PlayerNormal_Interaction;
|
public InputAction @Interaction => m_Wrapper.m_PlayerNormal_Interaction;
|
||||||
public InputAction @Coding => m_Wrapper.m_PlayerNormal_Coding;
|
public InputAction @Quit => m_Wrapper.m_PlayerNormal_Quit;
|
||||||
public InputActionMap Get() { return m_Wrapper.m_PlayerNormal; }
|
public InputActionMap Get() { return m_Wrapper.m_PlayerNormal; }
|
||||||
public void Enable() { Get().Enable(); }
|
public void Enable() { Get().Enable(); }
|
||||||
public void Disable() { Get().Disable(); }
|
public void Disable() { Get().Disable(); }
|
||||||
@ -468,9 +694,9 @@ public class @Player : IInputActionCollection, IDisposable
|
|||||||
@Interaction.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
|
@Interaction.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
|
||||||
@Interaction.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
|
@Interaction.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
|
||||||
@Interaction.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
|
@Interaction.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
|
||||||
@Coding.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
|
@Quit.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnQuit;
|
||||||
@Coding.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
|
@Quit.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnQuit;
|
||||||
@Coding.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
|
@Quit.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnQuit;
|
||||||
}
|
}
|
||||||
m_Wrapper.m_PlayerNormalActionsCallbackInterface = instance;
|
m_Wrapper.m_PlayerNormalActionsCallbackInterface = instance;
|
||||||
if (instance != null)
|
if (instance != null)
|
||||||
@ -484,9 +710,9 @@ public class @Player : IInputActionCollection, IDisposable
|
|||||||
@Interaction.started += instance.OnInteraction;
|
@Interaction.started += instance.OnInteraction;
|
||||||
@Interaction.performed += instance.OnInteraction;
|
@Interaction.performed += instance.OnInteraction;
|
||||||
@Interaction.canceled += instance.OnInteraction;
|
@Interaction.canceled += instance.OnInteraction;
|
||||||
@Coding.started += instance.OnCoding;
|
@Quit.started += instance.OnQuit;
|
||||||
@Coding.performed += instance.OnCoding;
|
@Quit.performed += instance.OnQuit;
|
||||||
@Coding.canceled += instance.OnCoding;
|
@Quit.canceled += instance.OnQuit;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -573,6 +799,154 @@ public class @Player : IInputActionCollection, IDisposable
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
public PlayerInThrowingActions @PlayerInThrowing => new PlayerInThrowingActions(this);
|
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);
|
||||||
|
|
||||||
|
// PlayerInOP
|
||||||
|
private readonly InputActionMap m_PlayerInOP;
|
||||||
|
private IPlayerInOPActions m_PlayerInOPActionsCallbackInterface;
|
||||||
|
private readonly InputAction m_PlayerInOP_Comfirm;
|
||||||
|
private readonly InputAction m_PlayerInOP_ChooseUpOne;
|
||||||
|
private readonly InputAction m_PlayerInOP_ChooseDownOne;
|
||||||
|
public struct PlayerInOPActions
|
||||||
|
{
|
||||||
|
private @Player m_Wrapper;
|
||||||
|
public PlayerInOPActions(@Player wrapper) { m_Wrapper = wrapper; }
|
||||||
|
public InputAction @Comfirm => m_Wrapper.m_PlayerInOP_Comfirm;
|
||||||
|
public InputAction @ChooseUpOne => m_Wrapper.m_PlayerInOP_ChooseUpOne;
|
||||||
|
public InputAction @ChooseDownOne => m_Wrapper.m_PlayerInOP_ChooseDownOne;
|
||||||
|
public InputActionMap Get() { return m_Wrapper.m_PlayerInOP; }
|
||||||
|
public void Enable() { Get().Enable(); }
|
||||||
|
public void Disable() { Get().Disable(); }
|
||||||
|
public bool enabled => Get().enabled;
|
||||||
|
public static implicit operator InputActionMap(PlayerInOPActions set) { return set.Get(); }
|
||||||
|
public void SetCallbacks(IPlayerInOPActions instance)
|
||||||
|
{
|
||||||
|
if (m_Wrapper.m_PlayerInOPActionsCallbackInterface != null)
|
||||||
|
{
|
||||||
|
@Comfirm.started -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnComfirm;
|
||||||
|
@Comfirm.performed -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnComfirm;
|
||||||
|
@Comfirm.canceled -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnComfirm;
|
||||||
|
@ChooseUpOne.started -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnChooseUpOne;
|
||||||
|
@ChooseUpOne.performed -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnChooseUpOne;
|
||||||
|
@ChooseUpOne.canceled -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnChooseUpOne;
|
||||||
|
@ChooseDownOne.started -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnChooseDownOne;
|
||||||
|
@ChooseDownOne.performed -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnChooseDownOne;
|
||||||
|
@ChooseDownOne.canceled -= m_Wrapper.m_PlayerInOPActionsCallbackInterface.OnChooseDownOne;
|
||||||
|
}
|
||||||
|
m_Wrapper.m_PlayerInOPActionsCallbackInterface = instance;
|
||||||
|
if (instance != null)
|
||||||
|
{
|
||||||
|
@Comfirm.started += instance.OnComfirm;
|
||||||
|
@Comfirm.performed += instance.OnComfirm;
|
||||||
|
@Comfirm.canceled += instance.OnComfirm;
|
||||||
|
@ChooseUpOne.started += instance.OnChooseUpOne;
|
||||||
|
@ChooseUpOne.performed += instance.OnChooseUpOne;
|
||||||
|
@ChooseUpOne.canceled += instance.OnChooseUpOne;
|
||||||
|
@ChooseDownOne.started += instance.OnChooseDownOne;
|
||||||
|
@ChooseDownOne.performed += instance.OnChooseDownOne;
|
||||||
|
@ChooseDownOne.canceled += instance.OnChooseDownOne;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public PlayerInOPActions @PlayerInOP => new PlayerInOPActions(this);
|
||||||
private int m_PlayerSchemeIndex = -1;
|
private int m_PlayerSchemeIndex = -1;
|
||||||
public InputControlScheme PlayerScheme
|
public InputControlScheme PlayerScheme
|
||||||
{
|
{
|
||||||
@ -587,7 +961,7 @@ public class @Player : IInputActionCollection, IDisposable
|
|||||||
void OnMoveHorizons(InputAction.CallbackContext context);
|
void OnMoveHorizons(InputAction.CallbackContext context);
|
||||||
void OnRun(InputAction.CallbackContext context);
|
void OnRun(InputAction.CallbackContext context);
|
||||||
void OnInteraction(InputAction.CallbackContext context);
|
void OnInteraction(InputAction.CallbackContext context);
|
||||||
void OnCoding(InputAction.CallbackContext context);
|
void OnQuit(InputAction.CallbackContext context);
|
||||||
}
|
}
|
||||||
public interface INullMapActions
|
public interface INullMapActions
|
||||||
{
|
{
|
||||||
@ -599,4 +973,22 @@ public class @Player : IInputActionCollection, IDisposable
|
|||||||
void OnThrow(InputAction.CallbackContext context);
|
void OnThrow(InputAction.CallbackContext context);
|
||||||
void OnAdjustTheAngle(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);
|
||||||
|
}
|
||||||
|
public interface IPlayerInOPActions
|
||||||
|
{
|
||||||
|
void OnComfirm(InputAction.CallbackContext context);
|
||||||
|
void OnChooseUpOne(InputAction.CallbackContext context);
|
||||||
|
void OnChooseDownOne(InputAction.CallbackContext context);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -30,9 +30,9 @@
|
|||||||
"interactions": "Press(behavior=2)"
|
"interactions": "Press(behavior=2)"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "Coding",
|
"name": "Quit",
|
||||||
"type": "Button",
|
"type": "Button",
|
||||||
"id": "f7af9390-5dad-4c80-a4a7-83d8314f8e88",
|
"id": "8d490180-d97c-4d4f-836c-a6f7a4392b67",
|
||||||
"expectedControlType": "Button",
|
"expectedControlType": "Button",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"interactions": "Press(behavior=2)"
|
"interactions": "Press(behavior=2)"
|
||||||
@ -151,23 +151,23 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "",
|
"name": "",
|
||||||
"id": "f934f611-8c36-46c6-ac79-b5cb10f172f8",
|
"id": "9fc9a4fc-1140-4bf4-acb9-5e210bf4f365",
|
||||||
"path": "<Gamepad>/rightTrigger",
|
"path": "<Keyboard>/k",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"groups": "Player",
|
"groups": "Player",
|
||||||
"action": "Coding",
|
"action": "Quit",
|
||||||
"isComposite": false,
|
"isComposite": false,
|
||||||
"isPartOfComposite": false
|
"isPartOfComposite": false
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "",
|
"name": "",
|
||||||
"id": "eb88999b-e1c9-4d1e-9b74-683dc913e3a1",
|
"id": "9bcc3236-8109-4b58-89db-131cb9301bf4",
|
||||||
"path": "<Keyboard>/space",
|
"path": "<Gamepad>/buttonEast",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"groups": "Player",
|
"groups": "Player",
|
||||||
"action": "Coding",
|
"action": "Quit",
|
||||||
"isComposite": false,
|
"isComposite": false,
|
||||||
"isPartOfComposite": false
|
"isPartOfComposite": false
|
||||||
}
|
}
|
||||||
@ -180,7 +180,7 @@
|
|||||||
{
|
{
|
||||||
"name": "New action",
|
"name": "New action",
|
||||||
"type": "Button",
|
"type": "Button",
|
||||||
"id": "beabb251-6f14-495d-9364-88119e0f9bf0",
|
"id": "26b56a36-3d1d-4cb2-9efb-beb11a1d5267",
|
||||||
"expectedControlType": "Button",
|
"expectedControlType": "Button",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"interactions": ""
|
"interactions": ""
|
||||||
@ -189,7 +189,7 @@
|
|||||||
"bindings": [
|
"bindings": [
|
||||||
{
|
{
|
||||||
"name": "",
|
"name": "",
|
||||||
"id": "ae26865a-51e7-44ff-aea5-7c92da228cef",
|
"id": "9eff2e95-3f55-48f7-9135-a5be0149d9ae",
|
||||||
"path": "",
|
"path": "",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
@ -341,6 +341,218 @@
|
|||||||
"isPartOfComposite": true
|
"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
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "PlayerInOP",
|
||||||
|
"id": "5a331aac-9cc8-4008-8ed7-5baaf017458e",
|
||||||
|
"actions": [
|
||||||
|
{
|
||||||
|
"name": "Comfirm",
|
||||||
|
"type": "Button",
|
||||||
|
"id": "12d2bc40-a928-4466-875e-4fa241b2550f",
|
||||||
|
"expectedControlType": "Button",
|
||||||
|
"processors": "",
|
||||||
|
"interactions": ""
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "ChooseUpOne",
|
||||||
|
"type": "Button",
|
||||||
|
"id": "942b5122-8451-4cb4-81f3-c6fe52f88ac4",
|
||||||
|
"expectedControlType": "Button",
|
||||||
|
"processors": "",
|
||||||
|
"interactions": ""
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "ChooseDownOne",
|
||||||
|
"type": "Button",
|
||||||
|
"id": "6cf7354b-35e6-495f-9e97-b4a3a1e95ac2",
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||||||
|
"expectedControlType": "Button",
|
||||||
|
"processors": "",
|
||||||
|
"interactions": ""
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"bindings": [
|
||||||
|
{
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||||||
|
"name": "",
|
||||||
|
"id": "d684592a-4a19-4c14-9ec2-efae69e1df7d",
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||||||
|
"path": "<Keyboard>/j",
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||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "Player",
|
||||||
|
"action": "Comfirm",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
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||||||
|
"name": "",
|
||||||
|
"id": "af0d8581-102b-41ee-84a4-8a9088798bf6",
|
||||||
|
"path": "<Gamepad>/buttonSouth",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "Player",
|
||||||
|
"action": "Comfirm",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "",
|
||||||
|
"id": "d6c00ff0-9572-4165-b505-c2bc06dcce3f",
|
||||||
|
"path": "<Keyboard>/w",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "",
|
||||||
|
"action": "ChooseUpOne",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "",
|
||||||
|
"id": "77bb5808-8a5b-4a18-a82c-dfff5c8496d0",
|
||||||
|
"path": "<Gamepad>/leftStick/up",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "Player",
|
||||||
|
"action": "ChooseUpOne",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
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||||||
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"name": "",
|
||||||
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"id": "7085e565-dd45-4d48-acfc-efa4c3adc94e",
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||||||
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"path": "<Keyboard>/s",
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||||||
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"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "Player",
|
||||||
|
"action": "ChooseDownOne",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
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||||||
|
"name": "",
|
||||||
|
"id": "59367246-e998-4072-b774-2b3b54840e35",
|
||||||
|
"path": "<Gamepad>/leftStick/down",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "Player",
|
||||||
|
"action": "ChooseDownOne",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
}
|
||||||
|
]
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"controlSchemes": [
|
"controlSchemes": [
|
||||||
|
@ -44,6 +44,6 @@ Material:
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|
- WaveIntensity_2: 1
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- WaveSpread_Value: 0
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- WaveSpread_Value: 0
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m_Colors:
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- Center: {r: 0.04560378, g: 0.29311493, b: 0, a: 0}
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- Center: {r: 0.29671168, g: 0.39065522, b: 0, a: 0}
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- Vector2_d2d098295fc146f08b921b231b2e5199: {r: 1.6, g: 0.9, b: 0, a: 0}
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- Vector2_d2d098295fc146f08b921b231b2e5199: {r: 1.6, g: 0.9, b: 0, a: 0}
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m_BuildTextureStacks: []
|
m_BuildTextureStacks: []
|
||||||
|
68
Assets/MyPostProcess/post.asset
Normal file
68
Assets/MyPostProcess/post.asset
Normal file
@ -0,0 +1,68 @@
|
|||||||
|
%YAML 1.1
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||||||
|
%TAG !u! tag:unity3d.com,2011:
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|
--- !u!114 &-3884794239773962025
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m_PrefabInstance: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 0b2db86121404754db890f4c8dfe81b2, type: 3}
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min: 0
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min: 0
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scatter:
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m_Value: 0.7
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min: 0
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min: 0
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tint:
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hdr: 0
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highQualityFiltering:
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skipIterations:
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Assets/Scenes/感谢游玩.unity
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Assets/Scenes/感谢游玩.unity
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139
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Assets/Scenes/第一关/Main Camera Profile.asset.meta
Normal file
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Normal file
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21290
Assets/Scenes/第二关.unity
Normal file
21290
Assets/Scenes/第二关.unity
Normal file
File diff suppressed because it is too large
Load Diff
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58
Assets/Scripts/BlackHouseGunLight.cs
Normal file
58
Assets/Scripts/BlackHouseGunLight.cs
Normal file
@ -0,0 +1,58 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/BlackHouseGunLight.cs.meta
Normal file
11
Assets/Scripts/BlackHouseGunLight.cs.meta
Normal file
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|
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|
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26
Assets/Scripts/BoomLight.cs
Normal file
26
Assets/Scripts/BoomLight.cs
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/BoomLight.cs.meta
Normal file
11
Assets/Scripts/BoomLight.cs.meta
Normal file
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|
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|
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56
Assets/Scripts/GunLight.cs
Normal file
56
Assets/Scripts/GunLight.cs
Normal file
@ -0,0 +1,56 @@
|
|||||||
|
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;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/GunLight.cs.meta
Normal file
11
Assets/Scripts/GunLight.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
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|
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|
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47
Assets/Scripts/KeepOut.cs
Normal file
47
Assets/Scripts/KeepOut.cs
Normal file
@ -0,0 +1,47 @@
|
|||||||
|
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";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/KeepOut.cs.meta
Normal file
11
Assets/Scripts/KeepOut.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 643bb3fa9a499b541bb4e29144bc8143
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -4,6 +4,8 @@ using UnityEngine;
|
|||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
using UnityEngine.InputSystem.Interactions;
|
using UnityEngine.InputSystem.Interactions;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using Cinemachine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public class M_Player : MonoBehaviour
|
public class M_Player : MonoBehaviour
|
||||||
{
|
{
|
||||||
@ -12,14 +14,14 @@ 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 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 Rigidbody2D m_rigidbody;//自身刚体组件
|
||||||
private int inputDir;//输入方向方向,-1\0\1
|
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 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
|
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")]
|
[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
|
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 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 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度
|
private bool canAdjustTheAngle = false;//记录此时自己是否能调整投掷角
|
||||||
|
[SerializeField]
|
||||||
private float throwingAngle = 45f;//记录投掷的角度.默认是45°
|
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
|
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")]
|
[Tooltip("投掷物的预制体")]
|
||||||
@ -27,6 +29,28 @@ public class M_Player : MonoBehaviour
|
|||||||
[Tooltip("投掷物抛出点")]
|
[Tooltip("投掷物抛出点")]
|
||||||
public Transform throwOffset;//记录一下抛出点的位置
|
public Transform throwOffset;//记录一下抛出点的位置
|
||||||
private Animator M_Animator;
|
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;
|
||||||
|
[Tooltip("拖入死亡UI")]
|
||||||
|
public GameObject deadUI;
|
||||||
|
private bool isDead = false;//记录自己是不是死了
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数
|
indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数
|
||||||
@ -37,8 +61,9 @@ 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
|
//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(inputDir == 0){}
|
||||||
if(throwingState){}
|
|
||||||
//
|
//
|
||||||
|
|
||||||
|
audioPlayer = GetComponent<AudioSource>();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
@ -47,15 +72,49 @@ public class M_Player : MonoBehaviour
|
|||||||
AdjustTheAngle();
|
AdjustTheAngle();
|
||||||
}
|
}
|
||||||
|
|
||||||
void FixedUpdate()
|
//动画中调用,播放捡拾东西的音效
|
||||||
|
public void OnPickSE()
|
||||||
{
|
{
|
||||||
Move();
|
audioPlayer.clip = pickSE;
|
||||||
|
audioPlayer.volume = 1f;
|
||||||
|
audioPlayer.Play();
|
||||||
}
|
}
|
||||||
|
//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
|
//调整投掷角度的函数
|
||||||
private void AdjustTheAngle()
|
private void AdjustTheAngle()
|
||||||
{
|
{
|
||||||
if(canAdjustTheAngle)//如果玩家正在调整角度
|
if(canAdjustTheAngle)//如果玩家能调整角度
|
||||||
{
|
{
|
||||||
throwingAngle += throwingAngleDir//则让现在的抛出角度加上变化的速度
|
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
|
* indexRecoder.rateOfChangeOfThrowingAngle//乘以变化的速率
|
||||||
@ -69,6 +128,22 @@ 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
|
//当水平轴有输入
|
||||||
public void OnMoveHorizons(InputAction.CallbackContext context)
|
public void OnMoveHorizons(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
@ -93,24 +168,35 @@ public class M_Player : MonoBehaviour
|
|||||||
Mathf.Abs(transform.localScale.x)*faceDir,
|
Mathf.Abs(transform.localScale.x)*faceDir,
|
||||||
transform.localScale.y,
|
transform.localScale.y,
|
||||||
transform.localScale.z);
|
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 void Move()
|
private int shouldBePlayedRunSEID = 0;
|
||||||
|
public void OnRunFootTouched()
|
||||||
{
|
{
|
||||||
// //指定水平方向的速度
|
//跑步动画中脚着地触发
|
||||||
// m_rigidbody.velocity = new Vector2(indexRecoder.playerMoveSpeed* //记录文件中的玩家速度乘以
|
audioPlayer.clip = RunSEs[shouldBePlayedRunSEID % RunSEs.Length];
|
||||||
// inputDir*//输入的方向乘以
|
audioPlayer.volume = 0.2f;
|
||||||
// runSpeedMultiple,//速度的倍率,对付跑步时候的需要
|
audioPlayer.Play();
|
||||||
// m_rigidbody.velocity.y//y轴的速度不变
|
shouldBePlayedRunSEID++;
|
||||||
// );
|
|
||||||
}
|
|
||||||
// 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
|
//监听投掷按键的函数
|
||||||
public void OnThrow(InputAction.CallbackContext context)
|
public void OnThrow(InputAction.CallbackContext context)
|
||||||
@ -118,13 +204,30 @@ 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
|
if(context.started)//如果按下投掷键,表示可以开始控制角度了
|
||||||
{
|
{
|
||||||
canAdjustTheAngle = true;
|
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(context.canceled)//如果是刚松开投掷键,表示要丢东西了
|
||||||
{
|
{
|
||||||
Throw();
|
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
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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
|
//监听修改投掷角度的函数
|
||||||
public void OnAdjustTheAngle(InputAction.CallbackContext context)
|
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
|
{throwingAngleDir = context.ReadValue<float>();}//把收到的轴的值交给角度变化的大小和方向
|
||||||
@ -132,11 +235,20 @@ public class M_Player : MonoBehaviour
|
|||||||
//控制投掷相关的具体函数
|
//控制投掷相关的具体函数
|
||||||
private void Throw()
|
private void Throw()
|
||||||
{
|
{
|
||||||
//Debug.Log("我投出手上拿着的东西了");
|
Rigidbody2D rigidbodyOfMissile = //并且获得这个投掷物身上的刚体组件
|
||||||
Rigidbody2D rigidbodyOfMissile =
|
Instantiate(missile,throwOffset.position,Quaternion.identity).GetComponent<Rigidbody2D>();//生成一个投掷物
|
||||||
Instantiate(missile,throwOffset.position,Quaternion.identity).GetComponent<Rigidbody2D>();
|
|
||||||
rigidbodyOfMissile.velocity = new Vector2(indexRecoder.strengthOfThrowing*Mathf.Cos(throwingAngle),
|
//给这个投掷物赋予速度,由目前的角度决定
|
||||||
indexRecoder.strengthOfThrowing*Mathf.Sin(throwingAngle));
|
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;
|
||||||
}
|
}
|
||||||
|
|
||||||
//进入跑步状态的控制代码
|
//进入跑步状态的控制代码
|
||||||
@ -145,10 +257,14 @@ public class M_Player : MonoBehaviour
|
|||||||
if(context.started)//如果刚按下跑步键
|
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
|
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
|
else if(context.canceled)//如果刚松开跑步键
|
||||||
{
|
{
|
||||||
runSpeedMultiple = 1f;//恢复本地速度倍率为1
|
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
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -160,25 +276,61 @@ 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
|
//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)
|
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();
|
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)
|
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
|
//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)
|
if(catched != null && catched.tag == "电话线")
|
||||||
{
|
{
|
||||||
catched.StopRepareTheTelephoneLine();
|
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
|
//监听打电码的函数
|
||||||
public void OnCoding(InputAction.CallbackContext context)
|
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)
|
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(catched != null)
|
||||||
{
|
{
|
||||||
if(context.duration < indexRecoder.dotRoLineTime)//如果小于界限时间
|
if(context.duration < indexRecoder.dotRoLineTime)//如果小于界限时间
|
||||||
@ -194,6 +346,22 @@ 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
|
//使自身进入投掷状态的函数
|
||||||
public void EnterThrowingState()
|
public void EnterThrowingState()
|
||||||
{
|
{
|
||||||
@ -201,20 +369,90 @@ public class M_Player : MonoBehaviour
|
|||||||
//1.切换操控地图
|
//1.切换操控地图
|
||||||
playerInput.SwitchCurrentActionMap("PlayerInThrowing");
|
playerInput.SwitchCurrentActionMap("PlayerInThrowing");
|
||||||
//2.动画相关
|
//2.动画相关
|
||||||
//
|
M_Animator.SetBool("throwingState",true);//使自身进入捡石动画
|
||||||
}
|
}
|
||||||
|
|
||||||
//等待完善投掷系统
|
//退出投掷状态的时候
|
||||||
public void QuitThrowingsState(){}
|
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
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
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;}
|
||||||
|
|
||||||
|
public void YouAreBoomingDead()
|
||||||
|
{
|
||||||
|
playerInput.SwitchCurrentActionMap("NullMap");
|
||||||
|
if(!isDead)M_Animator.SetBool("IsBoomDead",true);
|
||||||
|
deadUI.SetActive(true);
|
||||||
|
Invoke("Restart",3f);
|
||||||
|
Invoke("CancelDeadBool",0.1f);
|
||||||
|
isDead = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void YouAreShootingDead()
|
||||||
|
{
|
||||||
|
// 当玩家被射中时调用
|
||||||
|
if(!isDead)M_Animator.SetBool("IsShootDead",true);
|
||||||
|
playerInput.SwitchCurrentActionMap("NullMap");
|
||||||
|
StartCoroutine("StopShootingAnimation");//此帧结束后关闭死亡动画条件
|
||||||
|
deadUI.SetActive(true);
|
||||||
|
Invoke("Restart",3f);
|
||||||
|
Invoke("CancelDeadBool",0.1f);
|
||||||
|
isDead = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Restart()
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene(SceneManager.GetActiveScene().name);//重载场景
|
||||||
|
}
|
||||||
|
private void CancelDeadBool()
|
||||||
|
{
|
||||||
|
M_Animator.SetBool("IsShootDead",false);
|
||||||
|
M_Animator.SetBool("IsBoomDead",false);
|
||||||
|
}
|
||||||
|
|
||||||
//绘制投掷曲线的函数,非常🐂
|
//绘制投掷曲线的函数,非常🐂
|
||||||
public void DrawPath()
|
public void DrawPath()
|
||||||
{
|
{
|
||||||
//
|
//
|
||||||
LineRenderer line = GetComponent<LineRenderer>();//获取组件
|
LineRenderer line = GetComponent<LineRenderer>();//获取组件
|
||||||
int segmentCount = 15;//定义点数
|
line.enabled = true;
|
||||||
|
int segmentCount = 18;//定义点数
|
||||||
line.positionCount = segmentCount;//传入点数
|
line.positionCount = segmentCount;//传入点数
|
||||||
float gravity=9.8f;//定义重力常量
|
float gravity=9.8f*2;//定义重力常量
|
||||||
Vector2 fireOffset = new Vector2(throwOffset.position.x - transform.position.x,
|
Vector2 fireOffset = new Vector2(throwOffset.position.x - transform.position.x,
|
||||||
throwOffset.position.y - transform.position.y);
|
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
|
Vector2[] segments = new Vector2[segmentCount];//定义二维向量数组,用来存15个点的位置
|
||||||
@ -225,9 +463,9 @@ 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
|
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
|
segments[i].x = transform.position.x + //自身位置的x
|
||||||
fireOffset.x + //发射偏移量的x
|
fireOffset.x + //发射偏移量的x
|
||||||
time * indexRecoder.strengthOfThrowing * Mathf.Cos(throwingAngle);//水平方向位移 = v*t
|
time * 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
|
segments[i].y = (transform.position.y + fireOffset.y + //自身位置的y
|
||||||
time * indexRecoder.strengthOfThrowing * Mathf.Sin(throwingAngle) +
|
time * strengthOfThrowing * Mathf.Sin(throwingAngle) +
|
||||||
(0.5f * gravity * time * time)*-1);//垂直方向位移 = vt + 1/2 * g * t^2
|
(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
|
line.SetPosition(i, segments[i]); //把算好的点传入线的点集
|
||||||
}
|
}
|
||||||
|
62
Assets/Scripts/OP.cs
Normal file
62
Assets/Scripts/OP.cs
Normal file
@ -0,0 +1,62 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
|
||||||
|
public class OP : MonoBehaviour
|
||||||
|
{
|
||||||
|
//控制开始页面的脚本
|
||||||
|
// Start is called before the first frame update
|
||||||
|
public SpriteRenderer start;
|
||||||
|
public SpriteRenderer quit;
|
||||||
|
public Sprite startC;
|
||||||
|
public Sprite startN;
|
||||||
|
public Sprite quitC;
|
||||||
|
public Sprite quitN;
|
||||||
|
private bool nowChoose = true;//true代表选开始,false代表选退出
|
||||||
|
public GameObject blackUI;
|
||||||
|
public AudioClip clip;
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
public void OnChooseUpOne()
|
||||||
|
{
|
||||||
|
start.sprite = startC;
|
||||||
|
quit.sprite = quitN;
|
||||||
|
nowChoose = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnChooseDownOne()
|
||||||
|
{
|
||||||
|
start.sprite = startN;
|
||||||
|
quit.sprite = quitC;
|
||||||
|
nowChoose = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnComfirm()
|
||||||
|
{
|
||||||
|
if (nowChoose)//如果按了开始游戏
|
||||||
|
{
|
||||||
|
blackUI.SetActive(true);
|
||||||
|
Invoke("InToTheGame",2f);
|
||||||
|
FindObjectOfType<BGMPlayer>().ChangedTheBGM(clip);
|
||||||
|
}
|
||||||
|
else//如果按了退出游戏
|
||||||
|
{
|
||||||
|
Application.Quit();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void InToTheGame()
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene("序章-家中");
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/OP.cs.meta
Normal file
11
Assets/Scripts/OP.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 869406c59ddbf6045a85c7c03d1a2006
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -1,12 +1,17 @@
|
|||||||
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
[ExecuteInEditMode]
|
||||||
|
[RequireComponent(typeof(Camera))]
|
||||||
public class ScreenShader : MonoBehaviour
|
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
|
//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;
|
public Material material;
|
||||||
private void OnRenderImage(RenderTexture source,RenderTexture destination){
|
|
||||||
Graphics.Blit(source, destination, material);
|
private void OnRenderImage(RenderTexture src, RenderTexture dest)
|
||||||
|
{
|
||||||
|
Graphics.Blit(src,dest,material);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
39
Assets/Scripts/Shake.cs
Normal file
39
Assets/Scripts/Shake.cs
Normal file
@ -0,0 +1,39 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/Shake.cs.meta
Normal file
11
Assets/Scripts/Shake.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d80a3e3469191664c9c5dbaf68995cbf
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
77
Assets/Scripts/WVParallax.cs
Normal file
77
Assets/Scripts/WVParallax.cs
Normal file
@ -0,0 +1,77 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/WVParallax.cs.meta
Normal file
11
Assets/Scripts/WVParallax.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 91489a29f6bc6c441a9bfb6aaeae25c5
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
19
Assets/Scripts/事件/AHeapSpecialEvent.cs
Normal file
19
Assets/Scripts/事件/AHeapSpecialEvent.cs
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/事件/AHeapSpecialEvent.cs.meta
Normal file
11
Assets/Scripts/事件/AHeapSpecialEvent.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0b8e39d2051853b43bc29648f518a5ef
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
57
Assets/Scripts/事件/AfterCoding.cs
Normal file
57
Assets/Scripts/事件/AfterCoding.cs
Normal file
@ -0,0 +1,57 @@
|
|||||||
|
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");
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/事件/AfterCoding.cs.meta
Normal file
11
Assets/Scripts/事件/AfterCoding.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bc2900de00f51b04384a14a06412efce
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
18
Assets/Scripts/事件/AfterOpenDoorCG.cs
Normal file
18
Assets/Scripts/事件/AfterOpenDoorCG.cs
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
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");
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/事件/AfterOpenDoorCG.cs.meta
Normal file
11
Assets/Scripts/事件/AfterOpenDoorCG.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4b074b5d370b3324faa79c0a3dd76762
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -2,6 +2,7 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Fungus;
|
using Fungus;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
public class AfterRecollection : Event
|
public class AfterRecollection : Event
|
||||||
{
|
{
|
||||||
@ -12,8 +13,10 @@ public class AfterRecollection : Event
|
|||||||
//Vector3(18.8199997,0.0599999987,0)
|
//Vector3(18.8199997,0.0599999987,0)
|
||||||
//Vector3(19.2399998,0.0599999987,0)
|
//Vector3(19.2399998,0.0599999987,0)
|
||||||
//1.改变玩家的位置到父亲身边
|
//1.改变玩家的位置到父亲身边
|
||||||
FindObjectOfType<M_Player>().transform.position = new Vector3(9.30000019f,0.936617672f,0);
|
FindObjectOfType<M_Player>().transform.position = new Vector3(9.30000019f,0.685016334f,0);
|
||||||
//2.触发对话【回忆之后的对话】
|
//2.触发对话【回忆之后的对话】
|
||||||
Flowchart.BroadcastFungusMessage("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");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
111
Assets/Scripts/事件/AfterReparedTheMachine.cs
Normal file
111
Assets/Scripts/事件/AfterReparedTheMachine.cs
Normal file
@ -0,0 +1,111 @@
|
|||||||
|
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("请拖入电报机操作提示界面")]
|
||||||
|
public GameObject OpUI;
|
||||||
|
[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;
|
||||||
|
public AudioSource countDownSE;
|
||||||
|
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);
|
||||||
|
OpUI.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);
|
||||||
|
countDownSE.Play();
|
||||||
|
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);
|
||||||
|
countDownSE.Stop();
|
||||||
|
CancelInvoke("CountDown");
|
||||||
|
countDown.gameObject.SetActive(false);
|
||||||
|
Invoke("PlayGunAudio",1.5f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PlayGunAudio()
|
||||||
|
{
|
||||||
|
gunAudio.Play();
|
||||||
|
Invoke("GoToTheEnd",5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void GoToTheEnd()
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene("感谢游玩");
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/事件/AfterReparedTheMachine.cs.meta
Normal file
11
Assets/Scripts/事件/AfterReparedTheMachine.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 15b7dc39a21199340906ab8ee84780b5
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
21
Assets/Scripts/事件/CallASpecialShell.cs
Normal file
21
Assets/Scripts/事件/CallASpecialShell.cs
Normal file
@ -0,0 +1,21 @@
|
|||||||
|
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
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/事件/CallASpecialShell.cs.meta
Normal file
11
Assets/Scripts/事件/CallASpecialShell.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4a81fb9add054924e9caa0d022bf4a6b
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
63
Assets/Scripts/事件/Chasing.cs
Normal file
63
Assets/Scripts/事件/Chasing.cs
Normal file
@ -0,0 +1,63 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Fungus;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public class Chasing : Event
|
||||||
|
{
|
||||||
|
//控制追逐战触发的事件代码
|
||||||
|
// Start is called before the first frame update
|
||||||
|
private bool hasBeenCalled = false;
|
||||||
|
[Tooltip("拖入直升机灯光游戏物体")]
|
||||||
|
public GameObject helicopter;
|
||||||
|
[Tooltip("拖入追逐战BGM")]
|
||||||
|
public AudioClip clip;
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnTriggerEnter2D(Collider2D other)
|
||||||
|
{
|
||||||
|
if(other.tag == "Player" && !hasBeenCalled)
|
||||||
|
{
|
||||||
|
// Debug.Log("开始追逐战");
|
||||||
|
//标记自身已被唤醒过
|
||||||
|
hasBeenCalled = true;
|
||||||
|
//打开直升机灯光
|
||||||
|
helicopter.SetActive(true);
|
||||||
|
//关闭玩家操作地图(在对话结束后自动恢复)
|
||||||
|
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||||
|
//弹出对话【是直升机】
|
||||||
|
Flowchart.BroadcastFungusMessage("是直升机");
|
||||||
|
//更换BGM
|
||||||
|
FindObjectOfType<BGMPlayer>().ChangedTheBGM(clip);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnDialogEnd()
|
||||||
|
{
|
||||||
|
//对话结束后调用:直升机灯光开始运动
|
||||||
|
// Debug.Log("直升机开始移动");
|
||||||
|
helicopter.GetComponent<Helicopter>().canGo = true;
|
||||||
|
//22秒后,直升机差不多完全离开了,弹出对话引导玩家在桌边修理电报机
|
||||||
|
Invoke("TalkAboutRepare",22f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void TalkAboutRepare()
|
||||||
|
{
|
||||||
|
//弹出对话
|
||||||
|
Flowchart.BroadcastFungusMessage("飞机走了");
|
||||||
|
//清除操作地图
|
||||||
|
FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||||
|
//找到修理台,开启它的碰撞盒
|
||||||
|
FindObjectOfType<RepairBench>().GetComponent<BoxCollider2D>().enabled = true;
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/事件/Chasing.cs.meta
Normal file
11
Assets/Scripts/事件/Chasing.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: cfa2ffb3b85580f448955c25c3e86b29
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
13
Assets/Scripts/事件/FirstHeapOnCall.cs
Normal file
13
Assets/Scripts/事件/FirstHeapOnCall.cs
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/事件/FirstHeapOnCall.cs.meta
Normal file
11
Assets/Scripts/事件/FirstHeapOnCall.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9ff1e2de47fab944482835a21920d0b8
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
24
Assets/Scripts/事件/IfNotCarryMachine.cs
Normal file
24
Assets/Scripts/事件/IfNotCarryMachine.cs
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/事件/IfNotCarryMachine.cs.meta
Normal file
11
Assets/Scripts/事件/IfNotCarryMachine.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0b7c707d3e851024387d1d10e459a9b3
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
25
Assets/Scripts/事件/InitStage2.cs
Normal file
25
Assets/Scripts/事件/InitStage2.cs
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/事件/InitStage2.cs.meta
Normal file
11
Assets/Scripts/事件/InitStage2.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ed4dd62b46913514895fa68582beb5be
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -1,6 +1,8 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Fungus;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
public class OpenDoorStage : Event
|
public class OpenDoorStage : Event
|
||||||
{
|
{
|
||||||
@ -10,7 +12,7 @@ public class OpenDoorStage : Event
|
|||||||
Debug.Log("正在启动多态【开门演出】");
|
Debug.Log("正在启动多态【开门演出】");
|
||||||
|
|
||||||
M_Player player = FindObjectOfType<M_Player>();//找到玩家
|
M_Player player = FindObjectOfType<M_Player>();//找到玩家
|
||||||
player.transform.position = new Vector3(12.8999996f,0.936617672f,0);//改变玩家位置
|
player.transform.position = new Vector3(12.8999996f,0.685016334f,0);//改变玩家位置
|
||||||
|
|
||||||
player.transform.localScale = new Vector3(
|
player.transform.localScale = new Vector3(
|
||||||
Mathf.Abs(transform.localScale.x)*-1,
|
Mathf.Abs(transform.localScale.x)*-1,
|
||||||
@ -22,6 +24,14 @@ public class OpenDoorStage : Event
|
|||||||
watertank.GetComponentInChildren<NormalInvestableItems>().itemName = "父亲离开后的水缸";
|
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(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);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
57
Assets/Scripts/事件/OperationsInfo.cs
Normal file
57
Assets/Scripts/事件/OperationsInfo.cs
Normal file
@ -0,0 +1,57 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/事件/OperationsInfo.cs.meta
Normal file
11
Assets/Scripts/事件/OperationsInfo.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5e78d9b42910bcd43ac0b5d132ec13d2
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
51
Assets/Scripts/事件/ReadyToGoStage.cs
Normal file
51
Assets/Scripts/事件/ReadyToGoStage.cs
Normal file
@ -0,0 +1,51 @@
|
|||||||
|
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";
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/事件/ReadyToGoStage.cs.meta
Normal file
11
Assets/Scripts/事件/ReadyToGoStage.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9b701ea64b20ba046b1c99013b049034
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
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Reference in New Issue
Block a user