
场景:【序章-家中】
1.创建游戏物体【多态管理员】
*:修改脚本文件夹名称至中文
*:修复若干Bug
2.创建脚本【PolymorphicAdministrator】
3.编写【PolymorphicAdministrator】的基本逻辑
4.为数值记录者添加变量【stageName】,用来识作为多态的识别标志
5.完成了多态系统,现在同一个场景可以根据目前的【演出名】进行不同的初始化以节省空间。
后续的流程化明天继续开发,下班
加油吧🙏
48 lines
1.2 KiB
C#
48 lines
1.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Security.Cryptography;
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using UnityEngine;
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public class BoomShader : MonoBehaviour
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{
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//这是控制炸弹爆炸后冲击波产生的脚本,是霄酱写的🤔
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public Material boomMaterial;//爆炸shader的材质
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private Vector2 boomPos;//爆炸坐标
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private bool isBoom = false;//是否爆炸
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// Start is called before the first frame update
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void Start()
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{
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boomMaterial.SetFloat("WaveSpread_Value",0);
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isBoom = true;
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Invoke("setBoom",0.5f);
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}
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// Update is called once per frame
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void Update()
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{
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if (isBoom)
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{
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UpdateBoom();
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}
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}
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private void UpdateBoom()
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{
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boomPos = Camera.main.WorldToViewportPoint(new Vector2(transform.position.x, transform.position.y));
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boomMaterial.SetVector("Center",boomPos);
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boomMaterial.SetFloat("WaveSpread_Value",boomMaterial.GetFloat("WaveSpread_Value")+0.2f);
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}
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private void setBoom()
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{
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isBoom = false;
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boomMaterial.SetFloat("WaveSpread_Value",0);
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Destroy(gameObject);
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}
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public void SetboomPos(Vector2 pos)
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{
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this.boomPos = pos;
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}
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}
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