
1.实装死亡重开系统: *:增加被航弹炸死的死法 *:增加被地雷炸死的死法 *:增加了被碉堡打死的死法 *:增加被夜间碉堡扫死的死法 *:增加被夜间巡逻的人打死的死法 *:增加被直升机打死的死法 2.修改碉堡警告UI颜色 3.编写开始游戏界面 4.编写感谢游玩界面 5.修复老兵牺牲动画的Bug (*:第二关的炮火已经越来越好了,但是目前只有炮火,晚上肯定也会开枪吧?希望增加一些随机快速闪烁的光源表示晚上的枪。 xx:人声问题请待定,加上音乐后好像又不是很违和了 (*:碉堡警告音效系统做完了,但是人声感觉上非常奇怪,建议修改 (*:敌人被石头吸引系统实装完成,但是很突兀,建议还是不要出现语言了 接下来的任务: *:试图做得更好
112 lines
3.5 KiB
C#
112 lines
3.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Fungus;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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using Cinemachine;
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public class AfterReparedTheMachine : Event
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{
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private RepairBench repairBench;
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private CinemachineVirtualCamera Vcamera;
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[Tooltip("请拖入巡逻敌人")]
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public Patrolman patrolman1;
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[Tooltip("请拖入巡逻敌人")]
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public Patrolman patrolman2;
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private M_Player player;
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[Tooltip("请拖入电报机UI界面")]
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public GameObject MachineUI;
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[Tooltip("请拖入电报机操作提示界面")]
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public GameObject OpUI;
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[Tooltip("请拖入倒计时UI")]
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public Text countDown;
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private int leftTime = 10;
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public GameObject blackUI;
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private Machine machine;
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public WVParallax parallax;
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public AudioSource gunAudio;
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public AudioSource countDownSE;
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void Start()
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{
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repairBench = FindObjectOfType<RepairBench>();
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Vcamera = FindObjectOfType<CinemachineVirtualCamera>();
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player = FindObjectOfType<M_Player>();
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machine = FindObjectOfType<Machine>();
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//OnCall();
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}
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//事件,当修完电报机
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public override void OnCall()
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{
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StartCoroutine("Process");
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}
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private IEnumerator Process()
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{
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//parallax.canParallax = false;
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//1.关闭玩家操作地图
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FindObjectOfType<PlayerInput>().
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SwitchCurrentActionMap("NullMap");
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//2.给玩家若干反应时间,然后关闭修理电报机界面
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yield return new WaitForSeconds(0f);
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repairBench.m_interface.SetActive(false);
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OpUI.SetActive(false);
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//3.再过若干时间,镜头跟踪物改为敌人
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yield return new WaitForSeconds(2f);
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Vcamera.Follow = patrolman1.transform;
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//4.同时,敌人的targe改为玩家
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patrolman1.ChangeTargetTo(player.transform);
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patrolman2.ChangeTargetTo(player.transform);
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patrolman1.GetComponent<Animator>().SetBool("IsRush",true);
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patrolman2.GetComponent<Animator>().SetBool("IsRush",true);
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//5.若干时间后,镜头跟踪物改为玩家
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yield return new WaitForSeconds(4f);
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Vcamera.Follow = player.transform;
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//6.若干短时间后,敌人的target改为普通巡逻点
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yield return new WaitForSeconds(1f);
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patrolman1.ChangeTargetTo(patrolman1.point1);
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patrolman2.ChangeTargetTo(patrolman1.point1);
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//7.若干时间后,弹出对话【被发现了】
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Flowchart.BroadcastFungusMessage("被发现了");
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}
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public void AfterChat()
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{
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machine.OnCall();
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player.catched = machine;
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MachineUI.SetActive(true);
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player.GetComponent<PlayerInput>().
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SwitchCurrentActionMap("PlayerInCoding");
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countDown.gameObject.SetActive(true);
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countDownSE.Play();
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InvokeRepeating("CountDown",0,1);
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}
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private void CountDown()
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{
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countDown.text = "倒计时" + leftTime;
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leftTime--;
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if(leftTime == 0)
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{
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//当倒计时结束
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blackUI.SetActive(true);
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countDownSE.Stop();
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CancelInvoke("CountDown");
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countDown.gameObject.SetActive(false);
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Invoke("PlayGunAudio",1.5f);
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}
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}
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private void PlayGunAudio()
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{
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gunAudio.Play();
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Invoke("GoToTheEnd",5f);
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}
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private void GoToTheEnd()
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{
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SceneManager.LoadScene("感谢游玩");
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}
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}
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