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Author SHA1 Message Date
153454f312 修改建议
1.在第一次与父亲对话时加入了对电报机操作的语言
2.在序章中的背景加入视差
3.加入了一个Shake脚本,以提供物体震动(实装到了石堆上面 效果还可以)

4.对检查死亡的机枪手的对话(我不会用fungus哼哼啊啊啊啊)
 1)(已经是一具没有气息的尸体了)
 2)父亲被你们所害,这是你们罪有应得。
2021-09-14 03:08:27 +08:00
ba072882fa 合并分支
修改:
1.优化了一下背景枪火光,减小了虚的部分,目前用灯光来做只能做到这种效果,但是用贴图做会显得飘在上面一样。
2.更改了出字的音效,敲击键盘的声音
3.已经渲染好了新的第二段cg,加入了淡入淡出效果
4.修改了第一关的漂浮烟雾,使其...更加顺眼
5.更改了撕纸的音效

建议:
1.序章的多态似乎有些问题,过完序章战场后还是第一个状态的家里
2.被石头吸引的音效建议在语音之前加上一声 嗯? 可能会顺滑一些
3.在玩家还没修好电话线时与电报机交互,建议加入对话 “电报机没有反应,还有没有修好的地方吧。”
2021-09-11 22:39:46 +08:00
4e37998e72 *.合并了分支
1.处理了昨天提出的建议
 1)给第一个CG加上了音效,已经上传Coding
 2)给第一关添加了微弱的雨声
 3)触发老兵牺牲时添加了管弦乐
 4)发令员和敌人被吸引的音效已经裁剪完成,在Soundeffect文件夹里,罕见语音1-7
 5)添加了发报机启动和记录纸张被撕去的声音
 6)修正了第二关的视差组件
 7)稍微优化了第二关背景火光,但还需要再研究
 8)机枪开枪音效已经替换为更有力的
 9)修正了第二关夜晚的蟋蟀声音

2.二进制文件(音乐,图片等不能直接以文本表示的文件)无法参与分支合并,导致我这里程序改过的电报音乐还是之前的,建议以后处理这类文件直接添加新文件

3.对玩家回去看老兵事件的建议
  直接弹出对话
  1)......
  2)(肩章上面写着 八路军 中华民国28年度配用)
  3)可以休息了,同志。
  4)任务很紧急,要继续前进了。
2021-09-10 22:17:49 +08:00
6bd74c6c0c 合并了分支
1.序章-家中
  1)加入了后处理volume对象,添加了Bloom,轻微暗角与重新映射动态范围
2.序章-战场
  1)加入了后处理volume对象,与一些色调色轮调整
  2)(建议这个场景也加入爆炸声和屏幕震动,因为背景也有炮弹,现在太平静了)
3.第一关
  1)加入了后处理volume对象,与一些色调色轮调整
  2)修复了枪光的bug
4.第二关
  1)加入了后处理volume对象,与一些色调色轮调整
  2)加入了背景的炮火效果
  3)加入了解决的两声枪响
5.在music effects文件夹里加入了不合适的音效的替代
2021-09-09 22:08:49 +08:00
2fe9b0c020 任务
1.增加了序章回忆场景的胶片模拟划痕Shader
2.增加了第一关的下雨Shader
3.增加了第一关堡垒的枪光闪烁
4.修复了第一关机枪兵的音效与枪光的延迟的bug
5.增加了第二关的探照灯
6.修复了序章场景的对话错别字
❥❥(^_-)❤❤
2021-09-08 22:16:05 +08:00
9a2bbd153c 1.添加了航弹爆炸的火光闪烁与爆炸时的立体声
2.添加了三个关卡的视差效果
3.添加了第一关的机枪兵的开枪时的火光
4.实装了第二关的挡板遮挡灯光效果
5.增加了第一关中的大型烟雾
6.实装了第二关的水面反射
(以上更改均有或多或少修改程序的代码)
7.增加了玩家脚底的跑动灰尘效果
8.增加了战场上时不时飘过的黑色烟雾(有时可能有些违和)
2021-09-07 22:08:56 +08:00
326bf6097a 添加了粒子效果 2021-09-07 16:43:58 +08:00
6a4bb10f9d 1 2021-09-07 15:58:34 +08:00
Roman
3e4b099d18 任务:替换现有美术素材和动画、完善游戏的流程化
场景【第二关】
1.创建事件【当修完电报机】,包含以下流程
(*关闭玩家的操作地图
(1.给玩家若干反应时间,然后关闭修理电报机界面
(2.再过若干时间,镜头跟踪物改为敌人
(3.同时,敌人的targe改为玩家
(4.若干时间后,镜头跟踪物改为玩家
(5.若干短时间后,敌人的target改为普通巡逻点
(6.若干时间后,弹出对话【被发现了】
(7.对话结束后,弹出电报机界面,要求打【埋伏,无法返回】,同时,激活倒计时UI。
(8.倒计时结束后,激活黑幕UI,短时间后播放两声枪响
(9.游戏结束
*:创建对话:【被发现了】
2021-09-03 18:08:56 +08:00
Roman
6c935a7d3f 任务:替换现有美术素材和动画、完善游戏的流程化
*:合并了SAIPOVersion
场景【第二关】
1.放置巡逻类敌人
*制作AC【巡逻敌人】
2.完善巡逻类敌人,具有以下特性:
(1.普通巡逻时,执行走路动画
(2.监测到玩家时,执行开枪动画
(3.给动画添加事件,开枪瞬间播放玩家死亡动画
(4.当听到石头声音,执行听见动画
(5.结束后让敌人冲向石头落地处
(6.到达石头落地处后,执行检查动画
(7.检查动画结束后,返回步行状态继续巡逻
3.布置了投掷物堆
4.布置了挡板,具有以下特性:
(1.当玩家位于挡板后,标记自身被遮挡,不会被敌人发现
(2.当玩家离开挡板后,标记自身未被遮挡,会被敌人发现
(3.修改敌人逻辑,当发现挡板后的玩家,无事发生,而当发现无遮挡的玩家,执行开枪和玩家死亡动画
5.解决了玩家转身后无法投掷的问题
6.放置了两个敌人
7.放置了两个挡板
8.布置营地
9.给桌子加上修理电报机系统
10.替换修理电报机界面UI美术素材
11.提高了修理台的转速
2021-09-03 16:03:44 +08:00
Roman
3476256694 任务:替换现有美术素材和动画、完善游戏的流程化
场景【第一关】
1.添加事件【打完电码后】,包含以下内容:
(1.关闭电报机界面
(2.在玩家周围生成一颗导弹
(3.导弹炸不到玩家,但是仍触发玩家被炸死的动画,表示被震晕
(4.震晕动画结束后若干秒,屏幕全黑
(5.转移到场景【第二关】

场景【第二关】
1.替换场景美术素材
2.将场景翻转
3.布置电报机
4.布置电报线
5.创建对话【醒来】,使其在改场景一开始就触发
6.给损坏的电报机添加代码,使玩家跟电报机互动后,电报机背在身上。
7.创建事件【若没拿包】,当玩家走到坡的一半并且没有拿损坏的电报机触发,弹出对话要求玩家拿电报机
8.创建对话【还没拿包】
9.修改地形
10.布置碉堡灯光敌人,具有以下特性:
(1.当玩家暴露在灯光下且没有模板遮挡时,判定玩家死亡
(2.碉堡的灯每若干秒都会过热关闭一段事件
11.安排坑的上下坑功能
2021-09-03 01:55:24 +08:00
Roman
93808cc53b 任务:替换现有美术素材和动画、完善游戏的流程化
场景【第一关】
1.使得事件【老兵牺牲】只会被触发一次
2.调节层数,解决角色手穿模的问题
3.放置碉堡美术素材
4.使碉堡开枪的时候地面上出现枪光
5.制作AC【挡板枪光】
6.制作AM【挡板枪光】
7.适配挡板枪光动画,使碉堡开枪的时候挡板出现枪光动画。
8.制作UI层,碉堡警告,其具有功能:
(1.当玩家进入警戒区,UI层以卷轴方式卷开
(2.当碉堡开火的前若干秒,让UI层的图片挥手表示进攻
(3.攻击结束后,替换UI层图片为预备态
(4.当玩家离开警戒区,以出现时同样的方式卷回UI层
9.布置好了第一关碉堡处的地雷和投掷物
10.调整了地雷的层数,使得其爆炸动画能够遮挡玩家
11.控制了摄像机的移动范围
12.更新了电报机界面
13.解决了通过爆炸产生的投掷物堆投掷无力的问题
14.解决了老兵牺牲后的穿模问题
15.更新对话框样式
16.更新对话头像
17.更新机枪手监测范围,使玩家落入坑中后才开始开枪
18.(暂无)添加事件【打完电码后】,包含以下内容:
(1.关闭电报机界面
(2.在玩家周围生成一颗导弹
(3.导弹炸不到玩家,但是仍触发玩家被炸死的动画,表示被震晕
(4.逐渐聚焦到玩家,若干时间后突然屏幕全黑
(5.转移到场景【第二关】
2021-09-02 22:06:12 +08:00
Roman
f65f199aee 任务:替换现有美术素材和动画、完善游戏的流程化
*修复状态机蜜汁Bug
【序章-家中】
1.替换【序章-家中】场景中的场景图,使得藏水缸的坑存在
2.替换水缸后面的隐藏的电报机的贴图
3.替换第二段CG
4.替换对话框角色美术素材和对话框美术素材
5.替换电报机界面美术素材
6.创建AC【电报机翻页】
7.制作逐帧动画【电报机翻页】
8.适配动画,使得监测到清除语句时执行【电报机翻页】动画

【第一关】
1.调整机枪手位置,防止其一只脚在外面
2.调整机枪手层数,使得其能完全遮挡玩家
3.删除楼梯
4.修改地形,使得玩家可以过桥
5.修改敌人碰撞体,使得其更贴近骨骼
6.创建事件【老兵牺牲】,其包含以下流程:
(1.关闭玩家操作地图
(2.移动相机至老兵位置
(3.召唤一颗导弹在老兵头顶
(4.导弹下落爆炸
(5.老兵被炸后播放死亡动画
(6.主角转身
(7.相机移回主角处
(8.恢复玩家操作地图
2021-09-02 02:02:32 +08:00
Roman
d21424dfce 任务:替换现有美术素材和动画、完善游戏的流程化
*:合并了SAIPOVersion
场景【第一关】
1.修复了动画文件丢失的问题
2.制作地面枪光AM
3.制作了机枪枪光AM
*:匹配两处坑的深度和跳跃力度,避免出现跳不上去或者跳太高的问题
4.制作了机枪枪口AC
5.制作地面枪光AC
6.匹配机枪枪口枪光AC和AM,使开枪时播放枪光动画
7.修正玩家掉入坑内后的镜头偏移量
8.加入角色,老兵,使其始终处于待机动画
9.调整了老兵的层数,使得其不能遮挡玩家
10.添加老兵控制脚本,当玩家还没击晕敌人,若玩家想要冲锋上前,则触发对话,老兵转身阻止玩家。若玩家已经击晕敌人,则冲锋上前时不会强制触发对话,但如果玩家按了交互键,则弹出对话【你还挺有能耐】。
11.创建老兵对话形象(因为缺图先随意用了一张)
12.创建了对话【你想送命?】
13.实装了对话【你想送命?】
14.使玩家在砸晕敌人之前无法离开坑
15.使对话【你想送命?】只会触发一次
16.修改投掷系统框架,使得投掷力度成为public变量保存于投掷物堆中,而不是原来的保存在策划接口中
17.使敌人被击中后,播放被击动画,并且机枪停止射击
18.创建对话【你还挺有能耐】
19.给机枪手脚底加了一块地面,使得投掷物能够落在上面
20.给场景放上楼梯
21.布置类似上下坑的触发器,当玩家靠近自动播放下楼梯动画。
22.非常难写,明天再说吧,cnm
2021-09-01 01:50:06 +08:00
Roman
8234d4567b 任务:替换现有美术素材和动画、完善游戏的流程化
场景【第一关】
1.导入麒哥动画包9
2.替换动画【修复电话线中】
3.替换动画化【行走】【跑步】
4.在第一个地雷前面插入了第一个警示牌
5.适配了第一关的坑的上下点
6.在上下坑动画中如果玩家突然转向,会触发很迷的Bug。通过动画事件更改动画途中操作地图修复了这个Bug。
7.创建机枪手和机枪的AC
8.制作动画,机枪开枪
9.放置沙袋
10.安装了机枪手套件和动画,现在当玩家进入警戒区,会触发开火动画
2021-08-31 02:15:19 +08:00
Roman
42b2c05a02 任务:替换现有美术素材和动画、完善游戏的流程化
*合并SAIPOVer
场景【序章-家中】
1.解决非对应多态和门互动报错的Bug

场景【第一关】
1.放上天空素材
2.放上投掷物的美术素材
3.目前投掷物不会旋转,写了方法让投出的石块随着速度的方向而旋转
4.修改了动画文件的链接方式,优化操作手感
5.放置了电火花粒子系统,适配到6处断裂
6.修改屎山代码,能够自己找到的子物体为什么要public?
7.现在似乎太难了,我降低了导弹的生成频率
8.完善修完第一个电话线后的事件,使特殊的导弹没有阴影
9.将投掷行为绑定到新骨骼
10.修改地形使其匹配电报线的凹凸
11.修复了删不掉落地后的投掷物的碰撞体的Bug
12.修改了抛物线材质使其更加显眼
13.添加投掷系统动画
14.使得地雷爆炸的时候会产生一个爆炸动画
15.修复了投掷点不跟随玩家骨骼移动的Bug
2021-08-30 01:55:39 +08:00
Roman
2cb35fe4a8 解决某个文件的冲突问题 2021-08-29 22:38:46 +08:00
Roman
5b661c128a Squashed commit of the following:
commit 6cd35e51c4a8a4ccf91902659d62c9e843b52aea
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sun Aug 29 18:53:40 2021 +0800

    *.合并了分支
    1.完善了场景的图层分配(请不要都放一个图层,然后搞一堆Layer编号好嘛)
    2.修改了玩家家中的右侧煤油灯光照范围的影响
    3.增加了电火花的粒子Shader
    4.修改了修理电线的代码文件,使修好电线后关闭电火花粒子Shader

commit 9f1096345c72aeb1b061602f35fdcd661ad19cf1
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sat Aug 28 18:21:24 2021 +0800

    1.更新了序章的战场场景中的Shader
    2.更新了序章的战场场景中的两个粒子发射器,以此来模拟连续的硝烟
    3.在第一关加入了氛围Shader

commit b2873f763f3f7bf7166ed59bef89e4c6e8eec2b7
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sat Aug 28 17:14:01 2021 +0800

    8.28合并

commit 1c453c2d30b5ac284655a5b41ca5f7d093b2f551
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sat Aug 28 01:26:21 2021 +0800

    合并分支

commit 56a429d1e91e26443dfedc470266b21f3946b73c
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sat Aug 28 00:52:22 2021 +0800

    1

commit 2d1710636db7d3cb4b12bba59fbd8340d5b44768
Author: SAIPO <grasste0403@hotmail.com>
Date:   Tue Aug 24 16:20:17 2021 +0800

    增加窗外月光效果

commit de523e20ce8c91c28b583152e42dccac4ecf93c6
Author: SAIPO <grasste0403@hotmail.com>
Date:   Tue Aug 24 16:16:37 2021 +0800

    1.修改了序章场景的主Shader 营造了被煤油灯照亮的效果
    2.增加了一盏煤油灯在桌子上,充当左方间的光源
    3.修改了煤油灯的Shader设置,使其更加真实

commit 4a7127e2049cdec0dfa946f099fdc068b4c207bd
Author: SAIPO <grasste0403@hotmail.com>
Date:   Tue Aug 24 12:20:35 2021 +0800

    8.24更新了探照灯动画

commit 3945138928aff5734004b5b5e67aeaefa588d112
Author: SAIPO <grasste0403@hotmail.com>
Date:   Tue Aug 24 11:18:12 2021 +0800

    8.24合并分支

commit 2eadf268864bf27cd68e45b9406be9695b77871a
Author: SAIPO <grasste0403@hotmail.com>
Date:   Tue Aug 24 11:08:15 2021 +0800

    1

commit 4e1d9fbdc15bd87e07144fd97e11874874b6108e
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sun Aug 22 17:06:39 2021 +0800

    提交了夜晚效果Shader和探照灯光源

commit f1069605a261b80f75ad1b27b99c5b66c807fc8c
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sun Aug 22 14:34:46 2021 +0800

    1

commit e2d0423a3b93373ffcd5b9656568715d975077ce
Merge: ca4294b 35d0d80
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sat Aug 14 07:57:06 2021 +0800

    1

commit ca4294b0bf0a685874be344dbeaa22905f0247b0
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sat Aug 14 07:43:34 2021 +0800

    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

commit 0e3f372bcfe4695fe4bbe0e1e829bca2a8bb8ebf
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sat Aug 14 04:44:23 2021 +0800

    1

commit 35d0d808083b71b86483a46024610dc17111d43b
Merge: c8c9c89 bfe6054
Author: Roman <1325980292@qq.com>
Date:   Sat Aug 14 01:43:42 2021 +0800

    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

commit c8c9c895f8aa5f914d4384524dbeedc9d364cecc
Merge: 717b2a1 e28e55e
Author: Roman <1325980292@qq.com>
Date:   Fri Aug 13 00:32:23 2021 +0800

    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

commit 717b2a11cc04dfa3d34650026dc9a0bcd99d450b
Merge: a01fcd5 dc14472
Author: Roman <1325980292@qq.com>
Date:   Thu Aug 12 00:54:29 2021 +0800

    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

commit a01fcd5c0b85c58193efec4715a7d7280544de63
Merge: 454b038 c9a4456
Author: Roman <1325980292@qq.com>
Date:   Wed Aug 11 02:18:50 2021 +0800

    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

commit 454b038d552cf0ab296b2a6461f964de41ac498f
Merge: 2781f7f cc0ed5b
Author: Roman <1325980292@qq.com>
Date:   Wed Aug 11 00:08:10 2021 +0800

    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

commit dac3a2a444a88c074f17f22137e978186aad34da
Author: SAIPO <grasste0403@hotmail.com>
Date:   Mon Aug 9 23:45:01 2021 +0800

    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

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 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 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 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 86fc77f246a3d1b76e7ee01539203659b60d4cdd
Author: SAIPO <grasste0403@hotmail.com>
Date:   Mon Jul 26 19:02:49 2021 +0800

    修改bug
2021-08-29 22:25:24 +08:00
Roman
6c60eb109b 合并SAIPOVersion 2021-08-29 22:08:56 +08:00
Roman
6695d40b99 任务:替换现有美术素材和动画、完善游戏的流程化
*:合并SAIPOVersion
场景【第一关】
1.替换骨骼为玩家成年后骨骼
2.适配了摄像机的追踪目标
3.使得玩家查看任务书时,不能移动。退出任务书界面后才可运动。
4.完善该场景的电话线,使得修完该线后图片替换为修好的。
5.修改地形解决电话线深埋地底的问题
6.适配电报机,解决一些操控问题
7.导入麒哥动画包8
8.制作导弹爆炸动画
9.替换导弹贴图
10.适配导弹降落->爆炸动画
11.减小导弹阴影,原来的太大
12.适配了导弹碰撞体大小
13.优化了导弹阴影大小的可控性,使其控制在一定范围内
14.调节了第一关导弹的下落高度,使其不会出现于玩家视野内
2021-08-29 01:56:07 +08:00
Roman
071a75ae6c 合并SAIPOVersion 2021-08-28 23:49:22 +08:00
Roman
a13c05b3ea 任务:替换现有美术素材和动画、完善游戏的流程化
场景【第一关】
1.替换场景素材
2021-08-28 01:22:52 +08:00
Roman
d0ee82773f 任务:替换现有美术素材和动画、完善游戏的流程化
场景:【序章-家中】
1.加入玩家长大后的骨骼,并在多态【准备出发】中部署好。
多态【准备出发】中:
1.替换玩家骨骼为长大后
2.删除电报机
3.添加对话,【准备出发】
4.使水缸在该多态下,按下交互后向右移开
5.创建游戏物体【假电报机】,移开水缸后可与其交互,交互后让玩家背上背包。
6.当玩家背上了背包,可以与门交互,交互后来到第一关。
7.当玩家没拿包就与门交互,弹出对话要求玩家拿包。

至此,序章的流程化、美术和动画资源的替换基本完成。
加油吧,加油了吗?
2021-08-28 00:49:37 +08:00
Roman
380b3ef38a 任务:替换现有美术素材和动画、完善游戏的流程化
*导入了麒哥动画包7
场景【序章-家中】
1.替换他老爹坐着的素材,并赋予动画
2.修复无论哪一个多态都可以跟门互动的Bug
3.老爹离家后,摧毁电报机
4.修正多态初始设置的角色位置,解决刚开场景时角色会有一小段下坠的问题
5.修复玩家触发对话时还能移动的问题
6.创建对话【开门演出开幕】,并使其在场景多态初始化时触发

场景【序章-战场】
1.给老爹加上跑动的动画
2.给老爹加上下坑和上坑动画
3.使得修电话线的进圆形进度UI会跟随玩家
4.调整导弹阴影高度
2021-08-27 01:47:46 +08:00
Roman
72c6877945 任务:替换现有美术素材和动画
场景:【序章-战场】
1.替换角色骨骼为父亲
2.装上父亲的移动动画
3.装上父亲的修理电话线动画

遇到了许多问题,请规范制作,下班
2021-08-26 01:38:09 +08:00
Roman
808d25ea32 任务:替换现有美术素材和动画
场景:【序章-家中】
1.更换电报机UI层图片,并使按下打码键后,电报机把手按下,松开则弹起。
2.更新操作地图,使得玩家操作电报机时将无法走动。

场景:【序章-战场】
1.替换场景美术素材为新
2.使电话线断除被修好后,图片插件打开
3.修改地形

场景【测试】
1.导入了麒哥动画包
2021-08-25 16:47:03 +08:00
Roman
bdc5f829d3 任务:搭建第二关的框架
场景【测试】
1.完成了巡逻敌人的所有功能,把它保存为预制体。
2.编写修理台功能
(1.呼出功能:当玩家走到修理台旁边,按下交互键则弹出修理界面,同时玩家不能走动,只能用交互键操控修理机器或者按B键暂时退出
(2.判定功能:使得指针内记录一个变量,当处于判定区内时,判定为真,否则为假
(3.交互确认功能:当玩家按下交互键,执行一次判定,判定后指针停止转动若干秒,并确认判定结果。若成功,,检查一下是否所有区域都已修复,若还有区域未修复,重新布置一次成功区,使其角度为一随机数,若所有区域已经修复,退出修复界面,留下事件接口等待编写事件。若失败,若干秒后指针重新转动。
(完

至此,游戏系统基本已经开发完全,明天开始替换美术素材、完成关卡的流程化等。加油吧,加油了吗?
2021-08-25 02:21:59 +08:00
Roman
5a8023a887 合并分支 2021-08-24 19:04:57 +08:00
Roman
46a16145bf 任务:搭建第二关的框架
场景【测试】
1.使投掷物落地后会发出声音(逻辑上)并且停止滚动
2.使敌人听到投掷物落地的声音后,奔向落点

老泪纵横,出现了很多Bug,终于修完了,对不起,我明天一定做完所有游戏系统,做不完请买开发加速卡。
加油吧,加油了吗?
2021-08-24 01:51:51 +08:00
Roman
d6b89f7b89 任务:搭建第二关的框架
场景【第二关】
*反向的事情先搁置,因为场景图片素材还没有替换
1.给巡逻敌人添上耳朵,实其能够监测到进入听觉范围内的物体。
2.使巡逻敌人能够分辨出投掷物,并记录听觉范围内的每一个投掷物。

周末有点摸鱼,我明天一定把第二关的游戏系统全部开完完。
加油吧,加油了吗?
2021-08-23 01:55:03 +08:00
Roman
dbab2bd22d 空块 2021-08-22 23:37:01 +08:00
Roman
fdca717a14 Squashed commit of the following:
commit 4e1d9fbdc15bd87e07144fd97e11874874b6108e
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sun Aug 22 17:06:39 2021 +0800

    提交了夜晚效果Shader和探照灯光源

commit f1069605a261b80f75ad1b27b99c5b66c807fc8c
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sun Aug 22 14:34:46 2021 +0800

    1

commit e2d0423a3b93373ffcd5b9656568715d975077ce
Merge: ca4294b 35d0d80
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sat Aug 14 07:57:06 2021 +0800

    1

commit ca4294b0bf0a685874be344dbeaa22905f0247b0
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sat Aug 14 07:43:34 2021 +0800

    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

commit 0e3f372bcfe4695fe4bbe0e1e829bca2a8bb8ebf
Author: SAIPO <grasste0403@hotmail.com>
Date:   Sat Aug 14 04:44:23 2021 +0800

    1

commit 35d0d808083b71b86483a46024610dc17111d43b
Merge: c8c9c89 bfe6054
Author: Roman <1325980292@qq.com>
Date:   Sat Aug 14 01:43:42 2021 +0800

    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

commit c8c9c895f8aa5f914d4384524dbeedc9d364cecc
Merge: 717b2a1 e28e55e
Author: Roman <1325980292@qq.com>
Date:   Fri Aug 13 00:32:23 2021 +0800

    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

commit 717b2a11cc04dfa3d34650026dc9a0bcd99d450b
Merge: a01fcd5 dc14472
Author: Roman <1325980292@qq.com>
Date:   Thu Aug 12 00:54:29 2021 +0800

    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

commit a01fcd5c0b85c58193efec4715a7d7280544de63
Merge: 454b038 c9a4456
Author: Roman <1325980292@qq.com>
Date:   Wed Aug 11 02:18:50 2021 +0800

    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

commit 454b038d552cf0ab296b2a6461f964de41ac498f
Merge: 2781f7f cc0ed5b
Author: Roman <1325980292@qq.com>
Date:   Wed Aug 11 00:08:10 2021 +0800

    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

commit dac3a2a444a88c074f17f22137e978186aad34da
Author: SAIPO <grasste0403@hotmail.com>
Date:   Mon Aug 9 23:45:01 2021 +0800

    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

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 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 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 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 86fc77f246a3d1b76e7ee01539203659b60d4cdd
Author: SAIPO <grasste0403@hotmail.com>
Date:   Mon Jul 26 19:02:49 2021 +0800

    修改bug

# Conflicts:
#	Assets/Prefabs/敌人.meta
#	Assets/Prefabs/敌人/机枪手.prefab.meta
#	Assets/Scenes/第二关.unity
#	Assets/图/动画包2.unitypackage.meta
#	UserSettings/EditorUserSettings.asset
2021-08-22 19:40:11 +08:00
Roman
4e1c749c8e 2021-08-22 19:31:00 +08:00
Roman
801d162ae4 任务:搭建第二关的框架
场景【第二关】
1.清除第一关遗留的无用的物体
2.修改地形碰撞盒,使得本次玩家可以直接通过桥梁
3.布置了探头类的敌人
4.编写往返巡逻类敌人,拥有以下特性:
(1.前方拥有一个长方形监测区,监测到玩家则触发开枪
(2.会自动于两个目标点间往返行动
(3.能监测到一定范围内的投掷物落地的声音。当听到声音后,以一个更快的速度冲向落地地点
(4.冲向落地地点一定时间后,返回巡逻的两点中的第一个点,然后继续巡逻

部分功能暂未完成,明天应该能做完第二关的系统。加油吧,加油了吗?
2021-08-22 01:48:25 +08:00
Roman
ff88026180 任务:搭建第二关的框架
*:完成第一关电报机的布置
1.创建场景【第二关】,复制了第一关内的所有内容

。。。太多东西不明确了,需要细致的答复才能继续做下去。今天就当休息了吧
2021-08-21 00:54:43 +08:00
Roman
fef70b82dd 任务:搭建第一关的框架
*:置入做好的MP4CG
场景【第一关】
1.布置了投掷物堆
2.使玩家掉入坑中的时候视角向右拉一些
3.使玩家离开坑的时候视角恢复
4.创造碉堡类敌人
关于碉堡
(1.有一个监视区,当玩家在监视区内,才会间断性扫射
(2.有若干射击区,只有射击区会有伤害判定
(3.可控节奏的循环射击
(4.为方便调试,当未监测到玩家,射击区显示白色,当监测到玩家但未在射击状态,显示黄色,当监测到玩家并且在射击,显示红色
5.在第一关布置了碉堡
6.适配好了碉堡的射击区
7.布置了电报机

至此,第一关的搭建已经完成

只剩7天了,要做的还有很多很多,加油吧…………🙏
2021-08-20 01:24:11 +08:00
Roman
1e887f13a6 任务:搭建第一关的框架
场景【第一关】
1.布置投掷物堆
2.完善投掷系统,使得投掷完一次后退出投掷状态,需要重新在堆里拾取
3.安排了两个地雷
4.给投掷状态安排了一个退出功能,如果你和投掷物堆互动了,但是突然不想丢了,可以按K或者手柄B键退出投掷状态。需要状态动画。
5.设计固定的敌人,使其可以监测前方一片区域,当区域中有玩家,进入射击状态。
6.保存【机枪手】为预制体,目前,若玩家进入监测区,则变红,被击中后变绿,且不再变红。

下班。目前面对机枪手,视野非常受限,明天我会研究cinemamachine的用法。我明天将完成第一关的搭建。只剩8天了……加油吧。🙏
2021-08-19 01:13:01 +08:00
Roman
3c682117f3 任务:搭建第一关的框架
场景【第一关】
1.加入任务书的交互,交互键打开任务书,键盘【K】退出、手柄【B】退出
2.加入轰炸区、并做好适配。
3.啧,由于轰炸区的高度写了屎山代码,现在只能把对高度的适配这个参数还给轰炸区,再在场景中的轰炸区进行适配。
4.布置电话线断处(共六处)
5.优化电话线断除脚本,使其能够自己找到修电话线的UI
6.给电话线断处加上结束事件,因为有一条电话线修好后需要炸毁前面的石头
7.创建游戏物体【石头】
8.给石头添加控制脚本。
9.创建并编写事件【当修好第一个电话线】,召唤一枚炮弹砸向石头,石头检测到炮弹后销毁自己和炮弹,并在原地生成一个投掷物堆。
10.给炮弹加上标识,不是特殊的炮弹砸不烂石头。

下班,就剩9天了……😔
2021-08-18 00:50:19 +08:00
Roman
47dcb6173b 任务:搭建第一关的框架
1.创建场景【第一关】
场景【第一关】中:
2.引入场景草图
3.编辑地面碰撞盒
4.加入角色
5.加入对话【谈论地图】

下班,UI上遇到了一些问题,折腾了很久。要做不完了?加油嗷。🙏
2021-08-17 01:39:29 +08:00
Roman
14816a8f30 任务:推进游戏的流程化
场景:【序章-家中】
1.创建脚本【Door】,用来编写门相关
2.创建CG【暂用-战友】
3.优化脚本【CG管理员】,使其可以自动寻找CG,不用再手动拖入
4.优化脚本【ACG】,使其可以应付没有结束事件的CG
5.创建多态【准备出发】
6.创建事件【当播完开门演出】
7.优化一个很重要的基类【一般可交互物体】,使其可以对付排布密集的可交互的情况

下班。至此,完成了序章的流程框架,还有很多细节需要后面扣。明天一定会开始搭建第一关,因为游戏系统之前已经写了大概,应该不会很困难。加油吧。🙏
2021-08-15 01:32:33 +08:00
Roman
3496329067 合并SAIPOVersion 2021-08-14 12:23:34 +08:00
874 changed files with 344627 additions and 4136 deletions

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@ -43,9 +43,9 @@ public class @Player : IInputActionCollection, IDisposable
""interactions"": ""Press(behavior=2)""
},
{
""name"": ""Coding"",
""name"": ""Quit"",
""type"": ""Button"",
""id"": ""f7af9390-5dad-4c80-a4a7-83d8314f8e88"",
""id"": ""8d490180-d97c-4d4f-836c-a6f7a4392b67"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Press(behavior=2)""
@ -164,23 +164,23 @@ public class @Player : IInputActionCollection, IDisposable
},
{
""name"": """",
""id"": ""f934f611-8c36-46c6-ac79-b5cb10f172f8"",
""path"": ""<Gamepad>/rightTrigger"",
""id"": ""9fc9a4fc-1140-4bf4-acb9-5e210bf4f365"",
""path"": ""<Keyboard>/k"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Coding"",
""action"": ""Quit"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""eb88999b-e1c9-4d1e-9b74-683dc913e3a1"",
""path"": ""<Keyboard>/space"",
""id"": ""9bcc3236-8109-4b58-89db-131cb9301bf4"",
""path"": ""<Gamepad>/buttonEast"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Coding"",
""action"": ""Quit"",
""isComposite"": false,
""isPartOfComposite"": false
}
@ -193,7 +193,7 @@ public class @Player : IInputActionCollection, IDisposable
{
""name"": ""New action"",
""type"": ""Button"",
""id"": ""beabb251-6f14-495d-9364-88119e0f9bf0"",
""id"": ""26b56a36-3d1d-4cb2-9efb-beb11a1d5267"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
@ -202,7 +202,7 @@ public class @Player : IInputActionCollection, IDisposable
""bindings"": [
{
""name"": """",
""id"": ""ae26865a-51e7-44ff-aea5-7c92da228cef"",
""id"": ""9eff2e95-3f55-48f7-9135-a5be0149d9ae"",
""path"": """",
""interactions"": """",
""processors"": """",
@ -354,6 +354,120 @@ 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"": [
@ -380,7 +494,7 @@ 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_Coding = m_PlayerNormal.FindAction("Coding", throwIfNotFound: true);
m_PlayerNormal_Quit = m_PlayerNormal.FindAction("Quit", throwIfNotFound: true);
// NullMap
m_NullMap = asset.FindActionMap("NullMap", throwIfNotFound: true);
m_NullMap_Newaction = m_NullMap.FindAction("New action", throwIfNotFound: true);
@ -389,6 +503,15 @@ 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()
@ -441,7 +564,7 @@ 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_Coding;
private readonly InputAction m_PlayerNormal_Quit;
public struct PlayerNormalActions
{
private @Player m_Wrapper;
@ -449,7 +572,7 @@ 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 @Coding => m_Wrapper.m_PlayerNormal_Coding;
public InputAction @Quit => m_Wrapper.m_PlayerNormal_Quit;
public InputActionMap Get() { return m_Wrapper.m_PlayerNormal; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
@ -468,9 +591,9 @@ 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;
@Coding.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
@Coding.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
@Coding.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
@Quit.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnQuit;
@Quit.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnQuit;
@Quit.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnQuit;
}
m_Wrapper.m_PlayerNormalActionsCallbackInterface = instance;
if (instance != null)
@ -484,9 +607,9 @@ public class @Player : IInputActionCollection, IDisposable
@Interaction.started += instance.OnInteraction;
@Interaction.performed += instance.OnInteraction;
@Interaction.canceled += instance.OnInteraction;
@Coding.started += instance.OnCoding;
@Coding.performed += instance.OnCoding;
@Coding.canceled += instance.OnCoding;
@Quit.started += instance.OnQuit;
@Quit.performed += instance.OnQuit;
@Quit.canceled += instance.OnQuit;
}
}
}
@ -573,6 +696,105 @@ 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
{
@ -587,7 +809,7 @@ public class @Player : IInputActionCollection, IDisposable
void OnMoveHorizons(InputAction.CallbackContext context);
void OnRun(InputAction.CallbackContext context);
void OnInteraction(InputAction.CallbackContext context);
void OnCoding(InputAction.CallbackContext context);
void OnQuit(InputAction.CallbackContext context);
}
public interface INullMapActions
{
@ -599,4 +821,16 @@ 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)"
},
{
"name": "Coding",
"name": "Quit",
"type": "Button",
"id": "f7af9390-5dad-4c80-a4a7-83d8314f8e88",
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"interactions": "Press(behavior=2)"
@ -151,23 +151,23 @@
},
{
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"id": "f934f611-8c36-46c6-ac79-b5cb10f172f8",
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"id": "9fc9a4fc-1140-4bf4-acb9-5e210bf4f365",
"path": "<Keyboard>/k",
"interactions": "",
"processors": "",
"groups": "Player",
"action": "Coding",
"action": "Quit",
"isComposite": false,
"isPartOfComposite": false
},
{
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"id": "eb88999b-e1c9-4d1e-9b74-683dc913e3a1",
"path": "<Keyboard>/space",
"id": "9bcc3236-8109-4b58-89db-131cb9301bf4",
"path": "<Gamepad>/buttonEast",
"interactions": "",
"processors": "",
"groups": "Player",
"action": "Coding",
"action": "Quit",
"isComposite": false,
"isPartOfComposite": false
}
@ -180,7 +180,7 @@
{
"name": "New action",
"type": "Button",
"id": "beabb251-6f14-495d-9364-88119e0f9bf0",
"id": "26b56a36-3d1d-4cb2-9efb-beb11a1d5267",
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@ -189,7 +189,7 @@
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@ -341,6 +341,120 @@
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"groups": "Player",
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"groups": "Player",
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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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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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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()
{
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InvokeRepeating("ChangeLight",1f,0.05f);
}
// Update is called once per frame
void Update()
{
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{
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isInvoke = true;
}
if (!isFire && isInvoke)
{
CancelInvoke();
isInvoke = false;
light1.SetActive(false);
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}
void ChangeLight()
{
if (upLight)
{
light1.SetActive(upLight);
// light2.SetActive(upLight);
upLight = false;
}
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{
// light2.SetActive(upLight);
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47
Assets/Scripts/KeepOut.cs Normal file
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@ -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";
}
}
}
}

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@ -4,6 +4,7 @@ using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Interactions;
using UnityEngine.UI;
using Cinemachine;
public class M_Player : MonoBehaviour
{
@ -12,14 +13,14 @@ 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 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")]
@ -27,6 +28,25 @@ 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
@ -37,8 +57,9 @@ 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
if(inputDir == 0){}
if(throwingState){}
//
audioPlayer = GetComponent<AudioSource>();
}
// Update is called once per frame
@ -47,15 +68,49 @@ public class M_Player : MonoBehaviour
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
private void AdjustTheAngle()
{
if(canAdjustTheAngle)//如果玩家正在调整角度
if(canAdjustTheAngle)//如果玩家调整角度
{
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
@ -69,6 +124,22 @@ 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
public void OnMoveHorizons(InputAction.CallbackContext context)
{
@ -93,24 +164,35 @@ 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 void Move()
private int shouldBePlayedRunSEID = 0;
public void OnRunFootTouched()
{
// //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
// }
//跑步动画中脚着地触发
audioPlayer.clip = RunSEs[shouldBePlayedRunSEID % RunSEs.Length];
audioPlayer.volume = 0.2f;
audioPlayer.Play();
shouldBePlayedRunSEID++;
}
private int shouldBePlayedWalkSEID = 0;
public void OnWalkFootTouched()
{
//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)
@ -118,13 +200,30 @@ 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
{
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
{
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
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
@ -132,11 +231,20 @@ public class M_Player : MonoBehaviour
//控制投掷相关的具体函数
private void Throw()
{
//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));
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;
}
//进入跑步状态的控制代码
@ -145,10 +253,14 @@ 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
}
}
@ -160,25 +272,61 @@ 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
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)
if(catched != null && catched.tag == "电话线")
{
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
@ -194,6 +342,22 @@ 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
public void EnterThrowingState()
{
@ -201,20 +365,63 @@ 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
}
//等待完善投掷系统
public void QuitThrowingsState(){}
//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;}
//绘制投掷曲线的函数,非常🐂
public void DrawPath()
{
//
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
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,
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
@ -225,9 +432,9 @@ 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 * 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
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
line.SetPosition(i, segments[i]); //把算好的点传入线的点集
}

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@ -1,12 +1,17 @@
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 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
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@ -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;
}
}

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@ -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;
}
}
}

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@ -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;
}
}

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@ -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");
}
}

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@ -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");
}
}

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@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Fungus;
using UnityEngine.InputSystem;
public class AfterRecollection : Event
{
@ -12,8 +13,10 @@ 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,0.936617672f,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】
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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@ -0,0 +1,97 @@
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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@ -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
}
}

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@ -0,0 +1,27 @@
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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@ -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);
}
}

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@ -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);
}
}
}

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@ -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()
{
}
}

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@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Fungus;
using UnityEngine.InputSystem;
public class OpenDoorStage : Event
{
@ -10,7 +12,7 @@ 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,0.936617672f,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(
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";
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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@ -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;
}
}
}

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@ -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";
}
}

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@ -0,0 +1,13 @@
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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@ -0,0 +1,97 @@
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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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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