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。
98 lines
3.9 KiB
C#
98 lines
3.9 KiB
C#
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");
|
||
}
|
||
}
|
||
}
|