
*导入了麒哥动画包7 场景【序章-家中】 1.替换他老爹坐着的素材,并赋予动画 2.修复无论哪一个多态都可以跟门互动的Bug 3.老爹离家后,摧毁电报机 4.修正多态初始设置的角色位置,解决刚开场景时角色会有一小段下坠的问题 5.修复玩家触发对话时还能移动的问题 6.创建对话【开门演出开幕】,并使其在场景多态初始化时触发 场景【序章-战场】 1.给老爹加上跑动的动画 2.给老爹加上下坑和上坑动画 3.使得修电话线的进圆形进度UI会跟随玩家 4.调整导弹阴影高度
98 lines
3.7 KiB
C#
98 lines
3.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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public class IndexRecoder : MonoBehaviour
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{
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//策划接口类,储存了所有易变的数值,每一项都写了toolTip,谁叫我是小棉袄呢❤对了,电报的字典也写在这里
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// Start is called before the first frame update
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[Tooltip("角色普通移动速度")]
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public float playerMoveSpeed;//角色普通移动速度
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[Tooltip("角色跳跃力度")]
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public float playerJumpSpeed;//角色跳跃力度
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[Tooltip("角色跑步的时候,速度是普通状态的多少倍")]
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public float runSpeedMultiple;//角色跑步的时候,速度是普通状态的多少倍
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[Tooltip("判定输入为点还是横线的界限时间")]
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public float dotRoLineTime;//判定输入为点还是横线的界限时间
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public Dictionary<string, string> codeBook = new Dictionary<string, string>();//摩尔斯电码字典
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[Tooltip("角色修复电话线需要多长时间")]
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public float TelephoneNeedTime;//角色修复电话线需要多长时间
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[Tooltip("炮弹生成的最小时间间隔")]
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public float bombingAreaMinimumTimeInterval;
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[Tooltip("炮弹生成的最大时间间隔")]
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public float bombingAreaMaximumTimeInterval;
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[Tooltip("生成炮弹位置离玩家的最大偏移量")]
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public float bombingAreaMaxOffSetOfShell;
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[Tooltip("生成炮弹的高度")]
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public float bombingAreaShellHeight;
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[Tooltip("炮弹的下落速度")]
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public float shellSpeed;
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[Tooltip("炮弹的下落时间")]
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public float shellFallingTime;
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[Tooltip("炮弹阴影的震动幅度")]
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public float shellShadowRangeOfChange;
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// [Tooltip("炮弹阴影的Y值偏移")]
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// public float shellShadowPositionYOffSet;
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[Tooltip("玩家投掷角度变化的速度")]
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public float rateOfChangeOfThrowingAngle;
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[Tooltip("抛出投掷物的力度")]
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public float strengthOfThrowing;
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[SerializeField][Tooltip("演出名称,这个不给你改,这个是我做多态用的,在这里只读")][ReadOnly]
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public string stageName;
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[Tooltip("CG的淡入淡出时间")]
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public float CGFadeTime;
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void Start()
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{
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//Destroy(FindObjectOfType<IndexRecoder>().gameObject);
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GameObject.DontDestroyOnLoad(gameObject);
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//开发者捷径
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codeBook.Add("..--.","864246511");
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codeBook.Add("--..-","02948");
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//
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codeBook.Add(".----","1");
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codeBook.Add("..---","2");
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codeBook.Add("...--","3");
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codeBook.Add("....-","4");
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codeBook.Add(".....","5");
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codeBook.Add("-....","6");
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codeBook.Add("--...","7");
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codeBook.Add("---..","8");
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codeBook.Add("----.","9");
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codeBook.Add("-----","0");
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stageName = "开门演出";
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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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}
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//修改演出名称的函数,在游戏流程推进的时候用
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public void ChangeStageName(string newName){stageName = newName;}
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//制造一个只读的变量,不要动这些
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public class ReadOnlyAttribute : PropertyAttribute{}
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[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
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public class ReadOnlyDrawer : PropertyDrawer
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{
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return EditorGUI.GetPropertyHeight(property, label, true);
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}
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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GUI.enabled = false;
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EditorGUI.PropertyField(position, property, label, true);
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GUI.enabled = true;
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}
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}
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//
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}
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