
*:合并了SAIPOVersion 场景【第二关】 1.放置巡逻类敌人 *制作AC【巡逻敌人】 2.完善巡逻类敌人,具有以下特性: (1.普通巡逻时,执行走路动画 (2.监测到玩家时,执行开枪动画 (3.给动画添加事件,开枪瞬间播放玩家死亡动画 (4.当听到石头声音,执行听见动画 (5.结束后让敌人冲向石头落地处 (6.到达石头落地处后,执行检查动画 (7.检查动画结束后,返回步行状态继续巡逻 3.布置了投掷物堆 4.布置了挡板,具有以下特性: (1.当玩家位于挡板后,标记自身被遮挡,不会被敌人发现 (2.当玩家离开挡板后,标记自身未被遮挡,会被敌人发现 (3.修改敌人逻辑,当发现挡板后的玩家,无事发生,而当发现无遮挡的玩家,执行开枪和玩家死亡动画 5.解决了玩家转身后无法投掷的问题 6.放置了两个敌人 7.放置了两个挡板 8.布置营地 9.给桌子加上修理电报机系统 10.替换修理电报机界面UI美术素材 11.提高了修理台的转速
141 lines
5.5 KiB
C#
141 lines
5.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Shell : MonoBehaviour
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{
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//炮弹类,控制轰炸区内的炮弹和炮弹的阴影🎇
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// Start is called before the first frame update
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public GameObject shadow;//阴影游戏物体
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private Transform ground;//地面的位置信息
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private float shellSpeed;//炮弹速度
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private IndexRecoder indexRecoder;
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private float fallingTime;
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private bool isDroping = false;
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private Transform m_shadow;
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public GameObject boomObj;
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public BombingArea M_BombingArea;
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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。
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private Animator animator;
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private delegate float BuildAFitX(float deleta);
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[Tooltip("请填入阴影的最大值")]
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public float MaxShadowSize;
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[Tooltip("请填入阴影的最小值")]
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public float MinShadowSize;
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void Start()
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{
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indexRecoder = FindObjectOfType<IndexRecoder>();
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shellSpeed = indexRecoder.shellSpeed;
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fallingTime = indexRecoder.shellFallingTime;
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ground = GameObject.FindWithTag("地面").transform;
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if(!amISpecal)//特殊炮弹不予阴影
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{
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m_shadow = Instantiate(shadow,//生成一片阴影
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new Vector3(transform.position.x,//在这枚炮弹的X
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ground.transform.position.y + //地面的Y
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M_BombingArea.shellShadowYOffset,//加上偏移量
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0),
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Quaternion.identity)
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.transform;
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}
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Invoke("Drop",fallingTime);
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animator = GetComponent<Animator>();
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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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if(m_shadow != null) ShadowShock();
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if(isDroping)
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{
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transform.position -= new Vector3(0,shellSpeed*Time.deltaTime,0);
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}
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}
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public bool AmISpecal(){return amISpecal;}//外部调用,返回这个炮弹是不是特殊的
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public void YouAreSpecal(){amISpecal = true;}//外部调用,生成炮弹时,给其标记它是特殊的。
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//控制阴影变化的函数,每帧调用一次
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private void ShadowShock()
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{
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//首先构造一个本帧变化x
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BuildAFitX buildAFitX = (float deleta)
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=>
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{
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float newX = m_shadow.transform.localScale.x + deleta;
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if(newX > MinShadowSize && newX < MaxShadowSize)
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{return newX;}
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else return m_shadow.transform.localScale.x;
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};
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float x = buildAFitX(Random.Range(-indexRecoder.shellShadowRangeOfChange,
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indexRecoder.shellShadowRangeOfChange));
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//使得本地大小改变为
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m_shadow.transform.localScale = new Vector3(
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//x
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// m_shadow.localScale.x +
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// Random.Range(-indexRecoder.shellShadowRangeOfChange,
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// indexRecoder.shellShadowRangeOfChange),
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x
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,
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//y,z不变
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m_shadow.localScale.y,
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m_shadow.localScale.z);
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}
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private void Drop()
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{
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isDroping = true;
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}
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public void DestroySelf()
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{
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//动画中调用,爆炸动画结束后删除自身和阴影
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Destroy(gameObject);
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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//Debug.Log(other.name);
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//当玩家被炮弹击中
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switch (other.tag)
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{
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case "Player":
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//玩家被炮弹击中
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break;
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case "地面":
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//Destroy(m_shadow.gameObject);
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//Destroy(gameObject);
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Instantiate(boomObj, new Vector2(transform.position.x, transform.position.y),Quaternion.identity);
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animator.SetBool("IsBoom",true);
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if(m_shadow != null) Destroy(m_shadow.gameObject);
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isDroping = false;
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break;
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case "石头":
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// Destroy(m_shadow.gameObject);
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// Destroy(gameObject);//摧毁炮弹
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animator.SetBool("IsBoom",true);
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//Destroy(m_shadow.gameObject);
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isDroping = false;
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//如果自己是特殊的炮弹,则触发石头的程序段
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if(amISpecal) other.GetComponent<Stone>().BeHitBySpecalShell();
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break;
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case "老兵":
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animator.SetBool("IsBoom",true);
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isDroping = false;
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other.transform.Find("老兵").GetComponent<Animator>().SetBool("IsBoomDead",true);//执行老兵被炸死动画
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break;
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case "电报机":
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animator.SetBool("IsBoom",true);
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isDroping = false;//播放爆炸动画
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FindObjectOfType<M_Player>().GetComponent<Animator>().
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SetBool("IsBoomDead",true);//播放玩家被炸死动画
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FindObjectOfType<AfterCoding>().OnDeadAnimation();
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break;
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}
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}
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} |