Roman 3476256694 任务:替换现有美术素材和动画、完善游戏的流程化
场景【第一关】
1.添加事件【打完电码后】,包含以下内容:
(1.关闭电报机界面
(2.在玩家周围生成一颗导弹
(3.导弹炸不到玩家,但是仍触发玩家被炸死的动画,表示被震晕
(4.震晕动画结束后若干秒,屏幕全黑
(5.转移到场景【第二关】

场景【第二关】
1.替换场景美术素材
2.将场景翻转
3.布置电报机
4.布置电报线
5.创建对话【醒来】,使其在改场景一开始就触发
6.给损坏的电报机添加代码,使玩家跟电报机互动后,电报机背在身上。
7.创建事件【若没拿包】,当玩家走到坡的一半并且没有拿损坏的电报机触发,弹出对话要求玩家拿电报机
8.创建对话【还没拿包】
9.修改地形
10.布置碉堡灯光敌人,具有以下特性:
(1.当玩家暴露在灯光下且没有模板遮挡时,判定玩家死亡
(2.碉堡的灯每若干秒都会过热关闭一段事件
11.安排坑的上下坑功能
2021-09-03 01:55:24 +08:00

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shell : MonoBehaviour
{
//炮弹类,控制轰炸区内的炮弹和炮弹的阴影🎇
// Start is called before the first frame update
public GameObject shadow;//阴影游戏物体
private Transform ground;//地面的位置信息
private float shellSpeed;//炮弹速度
private IndexRecoder indexRecoder;
private float fallingTime;
private bool isDroping = false;
private Transform m_shadow;
public GameObject boomObj;
public BombingArea M_BombingArea;
private bool amISpecal = false;//记录自己是不是特殊的的变量。特殊的炮弹才能炸烂石头。
private Animator animator;
private delegate float BuildAFitX(float deleta);
[Tooltip("请填入阴影的最大值")]
public float MaxShadowSize;
[Tooltip("请填入阴影的最小值")]
public float MinShadowSize;
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();
shellSpeed = indexRecoder.shellSpeed;
fallingTime = indexRecoder.shellFallingTime;
ground = GameObject.FindWithTag("地面").transform;
if(!amISpecal)//特殊炮弹不予阴影
{
m_shadow = Instantiate(shadow,//生成一片阴影
new Vector3(transform.position.x,//在这枚炮弹的X
ground.transform.position.y + //地面的Y
M_BombingArea.shellShadowYOffset,//加上偏移量
0),
Quaternion.identity)
.transform;
}
Invoke("Drop",fallingTime);
animator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if(m_shadow != null) ShadowShock();
if(isDroping)
{
transform.position -= new Vector3(0,shellSpeed*Time.deltaTime,0);
}
}
public bool AmISpecal(){return amISpecal;}//外部调用,返回这个炮弹是不是特殊的
public void YouAreSpecal(){amISpecal = true;}//外部调用,生成炮弹时,给其标记它是特殊的。
//控制阴影变化的函数,每帧调用一次
private void ShadowShock()
{
//首先构造一个本帧变化x
BuildAFitX buildAFitX = (float deleta)
=>
{
float newX = m_shadow.transform.localScale.x + deleta;
if(newX > MinShadowSize && newX < MaxShadowSize)
{return newX;}
else return m_shadow.transform.localScale.x;
};
float x = buildAFitX(Random.Range(-indexRecoder.shellShadowRangeOfChange,
indexRecoder.shellShadowRangeOfChange));
//使得本地大小改变为
m_shadow.transform.localScale = new Vector3(
//x
// m_shadow.localScale.x +
// Random.Range(-indexRecoder.shellShadowRangeOfChange,
// indexRecoder.shellShadowRangeOfChange),
x
,
//yz不变
m_shadow.localScale.y,
m_shadow.localScale.z);
}
private void Drop()
{
isDroping = true;
}
public void DestroySelf()
{
//动画中调用,爆炸动画结束后删除自身和阴影
Destroy(gameObject);
}
void OnTriggerEnter2D(Collider2D other)
{
//Debug.Log(other.name);
//当玩家被炮弹击中
switch (other.tag)
{
case "Player":
//玩家被炮弹击中
break;
case "地面":
//Destroy(m_shadow.gameObject);
//Destroy(gameObject);
Instantiate(boomObj, new Vector2(transform.position.x, transform.position.y),Quaternion.identity);
animator.SetBool("IsBoom",true);
if(m_shadow != null) Destroy(m_shadow.gameObject);
isDroping = false;
break;
case "石头":
// Destroy(m_shadow.gameObject);
// Destroy(gameObject);//摧毁炮弹
animator.SetBool("IsBoom",true);
//Destroy(m_shadow.gameObject);
isDroping = false;
//如果自己是特殊的炮弹,则触发石头的程序段
if(amISpecal) other.GetComponent<Stone>().BeHitBySpecalShell();
break;
case "老兵":
animator.SetBool("IsBoom",true);
isDroping = false;
other.transform.Find("老兵").GetComponent<Animator>().SetBool("IsBoomingDead",true);//执行老兵被炸死动画
break;
case "电报机":
animator.SetBool("IsBoom",true);
isDroping = false;//播放爆炸动画
FindObjectOfType<M_Player>().GetComponent<Animator>().
SetBool("IsBoomDead",true);//播放玩家被炸死动画
FindObjectOfType<AfterCoding>().OnDeadAnimation();
break;
}
}
}