
*修复状态机蜜汁Bug 【序章-家中】 1.替换【序章-家中】场景中的场景图,使得藏水缸的坑存在 2.替换水缸后面的隐藏的电报机的贴图 3.替换第二段CG 4.替换对话框角色美术素材和对话框美术素材 5.替换电报机界面美术素材 6.创建AC【电报机翻页】 7.制作逐帧动画【电报机翻页】 8.适配动画,使得监测到清除语句时执行【电报机翻页】动画 【第一关】 1.调整机枪手位置,防止其一只脚在外面 2.调整机枪手层数,使得其能完全遮挡玩家 3.删除楼梯 4.修改地形,使得玩家可以过桥 5.修改敌人碰撞体,使得其更贴近骨骼 6.创建事件【老兵牺牲】,其包含以下流程: (1.关闭玩家操作地图 (2.移动相机至老兵位置 (3.召唤一颗导弹在老兵头顶 (4.导弹下落爆炸 (5.老兵被炸后播放死亡动画 (6.主角转身 (7.相机移回主角处 (8.恢复玩家操作地图
134 lines
5.1 KiB
C#
134 lines
5.1 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("IsBoomingDead",true);//执行老兵被炸死动画
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break;
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}
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}
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} |