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 ❥❥(^_-)❤❤
162 lines
5.1 KiB
C#
162 lines
5.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Blockhouse : MonoBehaviour
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{
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//碉堡类敌人的控制代码
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[Tooltip("请填入开枪的间隔时间")]
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public float firingInterval;
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private ShootingArea[] shootingAreas;
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private bool isShooting;//记录此时自己是否正在射击
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[Tooltip("需要因为碉堡开火触发开火动画的都拖进来")]
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public Animator[] fireAnimations;
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[Tooltip("请拖入碉堡警告UI")]
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public Image warningUI;
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[Tooltip("拖入准备图片")]
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public Sprite ready;
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[Tooltip("拖入挥旗图片")]
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public Sprite done;
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private bool isStartedToShowUI = false;//记录自己是否正在准备启动警告UI
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private bool isCencledToShowUI = false;//记录自己是否正在准备关闭警告UI
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[Tooltip("请填入UI出现的速度")]
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public float speed;
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[Tooltip("请填入提前时间,即在警告后多少时间开枪")]
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public float advanceTime;
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public AudioSource blockHouseAudio;//获取音频对象
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public BlackHouseGunLight blackHouseGunLight;//获取碉堡枪光的脚本
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void Start()
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{
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shootingAreas = new ShootingArea[transform.childCount];
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for(int i = 0; i < transform.childCount; i++)
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{
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shootingAreas[i] = transform.GetChild(i).
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gameObject.AddComponent<ShootingArea>();//给每个子物体挂上射击区的脚本
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//并且把它的脚本送到数组里面,免去以后再遍历拖慢速度
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}
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}
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void Update()
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{
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if(isShooting) Shooting();//如果正在射击,每帧检查射击区
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if(isStartedToShowUI && warningUI.fillAmount < 1)//如果正在启动UI,每帧加一点fill直到加满
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{
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warningUI.fillAmount += speed*Time.deltaTime;
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}
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if(isCencledToShowUI && warningUI.fillAmount > 0)//如果正在关闭UI,每帧减一点fill直到清空
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{
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warningUI.fillAmount -= speed*Time.deltaTime;
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}
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.tag == "Player")
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{
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//当玩家进入监视区,开始每隔时间进行扫射
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InvokeRepeating("ShootOrStopShoot",firingInterval,firingInterval);
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//启动警告UI
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isCencledToShowUI = false;
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isStartedToShowUI = true;
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//每隔一定时间进行警告,即替换UI图片
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InvokeRepeating("ReplaceWarningUIImage",firingInterval - advanceTime,firingInterval);
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}
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}
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void ReplaceWarningUIImage()
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{
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if(!isShooting)
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{
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warningUI.sprite = done;
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}
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else
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{
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warningUI.sprite = ready;
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}
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}
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void OnTriggerExit2D(Collider2D other)
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{
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if(other.tag == "Player")
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{
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//当玩家退出监视区,取消扫射的Invoke
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CancelInvoke("ShootOrStopShoot");
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CancelInvoke("ReplaceWarningUIImage");
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isCencledToShowUI = true;
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isStartedToShowUI = false;
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warningUI.sprite = ready;
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}
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}
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//定时触发,反正就是更改射击状态,射到不射或者不射到射
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private void ShootOrStopShoot()
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{
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if(isShooting)//如果在开火
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{
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blockHouseAudio.Stop();
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blackHouseGunLight.isFire = false;
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isShooting = false;//别让它开了
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//关闭所有动画组件的开火动画
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foreach(Animator fire in fireAnimations)
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{
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fire.SetBool("IsFiring",false);
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}
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}
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else//如果没在开火
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{
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blockHouseAudio.Play();
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blackHouseGunLight.isFire = true;
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isShooting = true;//标记让它开火
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//打开所有动画组件的开火动画
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foreach(Animator fire in fireAnimations)
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{
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fire.SetBool("IsFiring",true);
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}
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}
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}
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//正在射击的时候触发,每帧检测是否被击中
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private void Shooting()
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{
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foreach(ShootingArea s in shootingAreas)
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{
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if(s.IsPlayerHere())
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{
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Debug.Log("玩家被击中!");
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}
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}
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}
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private class ShootingArea : MonoBehaviour
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{
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//射击区类,我懒得再单写一个脚本了,里面东西很少
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private bool isPlayerHere = false;//记录玩家是否在内部
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.tag == "Player")
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{
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//当玩家进入射击区,更改判断标志
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isPlayerHere = true;
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}
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}
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void OnTriggerExit2D(Collider2D other)
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{
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if(other.tag == "Player")
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{
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//当玩家退出射击区,更改判断标志
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isPlayerHere = false;
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}
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}
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public bool IsPlayerHere(){return isPlayerHere;}//返回玩家是否在这个射击区内的结果
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}
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}
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