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。
93 lines
2.8 KiB
C#
93 lines
2.8 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 OpTipsOnHead : OperationsInfo
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{
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private M_Player player;
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private Transform point;//显示这个提示的点位,在玩家的头上。为了避免转向问题所以稍微绕了一点
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private IndexRecoder indexRecoder;
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void Start()
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{
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player = FindObjectOfType<M_Player>();
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spriteRenderer = GetComponent<SpriteRenderer>();
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point = player.transform.Find("头顶提示点位");
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indexRecoder = FindObjectOfType<IndexRecoder>();
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}
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void Update()
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{
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CheckPlayerCatchedAndRun();
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if(isIn && spriteRenderer.color.a < 1)
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{
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spriteRenderer.color = new Color(
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//RBG不变
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spriteRenderer.color.r,spriteRenderer.color.g,spriteRenderer.color.b,
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//a变大
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spriteRenderer.color.a + speed * Time.deltaTime
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);
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}
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if(!isIn && spriteRenderer.color.a > 0)
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{
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spriteRenderer.color = new Color(
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//RBG不变
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spriteRenderer.color.r,spriteRenderer.color.g,spriteRenderer.color.b,
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//a变小
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spriteRenderer.color.a - speed * Time.deltaTime
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);
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}
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transform.position = point.position;
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}
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private void CheckPlayerCatchedAndRun()
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{
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if(player.catched != null)
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{
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switch(player.catched.gameObject.tag)
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{
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case "门":
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if(indexRecoder.stageName == "开门演出" || indexRecoder.stageName == "准备出发")
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isIn = true;
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break;
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case "镜子":
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if(indexRecoder.stageName != "准备出发")
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isIn = true;
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break;
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case "水缸":
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isIn = true;
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break;
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case "父亲":
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isIn = true;
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break;
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case "电话线":
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TelephoneLine telephoneLine = (TelephoneLine)player.catched;
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if(!telephoneLine.HasTheBePrepared())
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{
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isIn = true;
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}
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else
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isIn = false;
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break;
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case "电报机":
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isIn = true;
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break;
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case "地图":
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isIn = true;
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break;
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case "任务书":
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isIn = true;
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break;
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case "投掷物堆":
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isIn = true;
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break;
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default:
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isIn = false;
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break;
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}
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}
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else isIn = false;
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}
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}
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