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
50 lines
1.6 KiB
C#
50 lines
1.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Missile : MonoBehaviour
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{
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//投掷物类,用来控制投掷物
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// Start is called before the first frame update
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[SerializeField]
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private bool amINoisy = false;//记录自己是否落地发出声音的变量
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private bool amIBeenChecked = false;//记录自己是否已经被敌人检查过
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private Rigidbody2D m_rigidbody;
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void Start()
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{
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m_rigidbody = GetComponent<Rigidbody2D>();
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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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//使得自身旋转角度匹配速度,像一支箭矢
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if(m_rigidbody != null)
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{
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float angle = Vector2.Angle(m_rigidbody.velocity,Vector2.right);
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if(m_rigidbody.velocity.y > 0) m_rigidbody.SetRotation(angle);
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else m_rigidbody.SetRotation(-angle);
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}
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}
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void OnCollisionEnter2D(Collision2D other)
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{
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if(other.gameObject.tag == "地面")
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{
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//当投掷物砸到地面,发出一个响声(逻辑上),标记自身为声源
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amINoisy = true;
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//同时,摧毁自身的刚体组件,阻止其滚动
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Destroy(GetComponent<Rigidbody2D>());
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//再摧毁自身碰撞体
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//Destroy(GetComponent<CapsuleCollider2D>());
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GetComponent<CapsuleCollider2D>().isTrigger = true;
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//播放着地音效
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GetComponent<AudioSource>().Play();
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}
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}
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public bool AMINoisy(){return amINoisy;}
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public bool AmIBeenChecked(){return amIBeenChecked;}
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public void YouAreChecked(){amIBeenChecked = true;}
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}
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