
*:置入做好的MP4CG
场景【第一关】
1.布置了投掷物堆
2.使玩家掉入坑中的时候视角向右拉一些
3.使玩家离开坑的时候视角恢复
4.创造碉堡类敌人
关于碉堡
(1.有一个监视区,当玩家在监视区内,才会间断性扫射
(2.有若干射击区,只有射击区会有伤害判定
(3.可控节奏的循环射击
(4.为方便调试,当未监测到玩家,射击区显示白色,当监测到玩家但未在射击状态,显示黄色,当监测到玩家并且在射击,显示红色
5.在第一关布置了碉堡
6.适配好了碉堡的射击区
7.布置了电报机
至此,第一关的搭建已经完成
只剩7天了,要做的还有很多很多,加油吧…………🙏
93 lines
3.0 KiB
C#
93 lines
3.0 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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using UnityEditor;
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using UnityEngine.Video;
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public class CGAdministrator : MonoBehaviour
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{
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// Start is called before the first frame update
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//CG管理员相关代码
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private RawImage rawImage;
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[Tooltip("记录这个场景中的所有CG,要加的话直接扩容数组,并往新的CG里面加内容")][SerializeField][ReadOnly]
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private ACG[] CGs;
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private IndexRecoder indexRecoder;
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private ACG playingCG;//正在播放的CG,因为invoke无法传参而存在
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void Start()
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{
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rawImage = GetComponent<RawImage>();
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indexRecoder = FindObjectOfType<IndexRecoder>();
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rawImage.CrossFadeAlpha(0,0,true);//为了淡入显示,必须先把它的阿尔法值降到0,对吧?
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//好像可以让它自己找到所有CG
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CGs = new ACG[transform.childCount];
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for(int i = 0; i < transform.childCount; i++)
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{
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CGs[i] = transform.GetChild(i).GetComponent<ACG>();
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}
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//
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//
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//CallACG("暂用");
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//
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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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//外部呼叫CG用,传入你要调用的CG名
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public void CallACG(string CGName)
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{
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//当外面叫了一个CG,传入CG名
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foreach(ACG CG in CGs)
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{
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//找到这个CG
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if(CG.CGName.Equals(CGName))
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{
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Debug.Log("正在显示CG:"+CG.name);
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rawImage.texture = CG.texture;//把CG的内容装载上
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rawImage.CrossFadeAlpha(1,indexRecoder.CGFadeTime,true);//淡入显示CG
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playingCG = CG;
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try
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{
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CG.GetComponent<VideoPlayer>().Play();//开始播放这个CG
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}
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catch(System.NullReferenceException)
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{
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Debug.Log("播放CG失败,看看赋值对不对");
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}
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Invoke("StopIt",CG.time);
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}
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}
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}
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//改变标记,使管理员意识到CG该停了
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private void StopIt(){rawImage.CrossFadeAlpha(0f,indexRecoder.CGFadeTime,true);//淡出CG
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playingCG.OnEnded();}//告诉这个CG它结束了,然后触发它的结束事件
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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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