
1.替换第一关碉堡的枪光动画 2.给第一关场景物体分类,分为【有交互性】【无交互性】两种。 3.制作AC【碉堡枪光】 4.制作AM【碉堡枪光】 (*:还是很像火焰,建议修改 5.导入动画包,修改待机动画 6.导入动画包,修改走路和跑动动画 (*:修复电报线动画仍然存在问题,序章战场中父亲修复电线手部仍然异常 7.修改轰炸炮弹的大小为原来的1.8倍 8.使脚部的灰尘粒子系统仅在跑步的时候触发 (*:效果很差,建议修改 9.炸弹爆炸时添加镜头震动 10.优化了跑步时的粒子系统,包含以下内容: (1.使粒子会受重力而下坠 (2.有一个斜向上的初速度 (3.0.5秒后自动销毁生成的粒子系统 (4.当跑步中脚着地的瞬间才会生成一个 (*:粒子图还需要更换,现在的太丑了
168 lines
6.7 KiB
C#
168 lines
6.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Cinemachine;
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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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public Animator target;//如果是特殊炮弹,则有targe这个变量,当这个炮弹爆炸,触发目标的死亡动画
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public AudioSource boomAudio;//航弹爆炸音效
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public GameObject boomLight;//航弹爆炸光效
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private CinemachineImpulseSource impulseSource;//镜头震动呼出者
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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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Invoke("DestroySelf",10f);
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animator = GetComponent<Animator>();
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impulseSource = GetComponent<CinemachineImpulseSource>();
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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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//当炮弹爆炸,根据目标物体的tag分化
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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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Debug.Log("玩家被炮弹击中");
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break;
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case "地面":
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boomAudio.Play();
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boomLight.SetActive(true);
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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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boomAudio.Play();
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boomLight.SetActive(true);
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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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boomAudio.Play();
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boomLight.SetActive(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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case "爆炸点":
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boomAudio.Play();
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boomLight.SetActive(true);
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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<AfterCoding>().OnDeadAnimation();
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break;
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}
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if(amISpecal) //如果自己是特殊炸弹,则要考虑触发目标的死亡动画
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{
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if(target!=null)target.SetBool("IsBoomDead",true);
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}
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impulseSource.GenerateImpulse();
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}
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} |