
1.修改石头下落的速度 (1.老兵处投掷物堆 (2.石头被炸后处 (3.碉堡处 2.修改老兵牺牲事件的导弹生成位置 3.增大了导弹爆炸动画的大小 4.修改第一关关底震晕玩家的炸弹的位置 5.修正了地面枪光的方向
89 lines
3.6 KiB
C#
89 lines
3.6 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.InputSystem;
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using Cinemachine;
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public class VeteranSacrifice : Event
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{
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//事件:老兵牺牲
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private CinemachineVirtualCamera M_Camera;//虚拟相机组件
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private Vector3 origin;//原始相机追踪偏移量
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private CinemachineTransposer cinemachineTransposer;//相机追踪数据结构
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private Vector3 target;//目标偏移量,通过修改这个达到转移镜头的目的
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[Tooltip("请填入镜头移动的速度")]
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public float speed;
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[Tooltip("要召唤,得先有,对吧?拖进炮弹的预制体")]
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public GameObject shell;
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[Tooltip("召唤的炮弹需要知道自己属于哪个轰炸区,请拖入其轰炸区")]
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public BombingArea bombingArea;
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private bool hasBeenOnCall;//记录事件是否被触发的变量
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void Start()
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{
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M_Camera = FindObjectOfType<CinemachineVirtualCamera>();
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cinemachineTransposer = M_Camera.GetCinemachineComponent<CinemachineTransposer>();
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target = cinemachineTransposer.m_FollowOffset;
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origin = target;
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}
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void FixedUpdate()
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{
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if(!target.Equals(cinemachineTransposer.m_FollowOffset))//当没到目标的时候才移动
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{
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//每帧都要使得相机的offset向目标移动
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cinemachineTransposer.m_FollowOffset += (target - cinemachineTransposer.m_FollowOffset)*//目标偏移量
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Time.fixedDeltaTime*//使其与时间无关
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speed;//乘以速度
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}
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}
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public IEnumerator SelfOnCall()
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{
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//1.关闭玩家操作地图
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FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("NullMap");
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//*让老兵转个身防止牺牲后穿模
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FindObjectOfType<Veteran>().transform.localScale = new Vector3(
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//x
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FindObjectOfType<Veteran>().transform.localScale.x*-1,
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//y
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FindObjectOfType<Veteran>().transform.localScale.y,
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//z
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FindObjectOfType<Veteran>().transform.localScale.z
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);
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//2.移动相机至老兵位置
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target = new Vector3(-19.8600006f,-0.600000024f,-10f)*3;
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//3.召唤一颗导弹在老兵头顶
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Shell thisShell = Instantiate(shell,new Vector3(46.9799995f,10.01999998f,0),Quaternion.identity).
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GetComponent<Shell>();
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thisShell.M_BombingArea = bombingArea;
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thisShell.YouAreSpecal();
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// //4.打开老兵的碰撞体,等待播放完毕老兵死亡动画
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// FindObjectOfType<Veteran>().GetComponent<BoxCollider2D>().isTrigger = false;
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//*修改:给炸弹的爆炸瞬间,在此给这个炸弹赋予Animator的值,然后在事件中触发对象的死亡动画
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thisShell.target = FindObjectOfType<Veteran>().GetComponentInChildren<Animator>();
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//5.若干秒后,使镜头返回主角,顺便让主角转个身
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yield return new WaitForSeconds(5f);
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FindObjectOfType<M_Player>().TurnAround();
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target = origin;
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//7.恢复玩家操作地图
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FindObjectOfType<PlayerInput>().SwitchCurrentActionMap("PlayerNormal");
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//8.关闭老兵碰撞体方便玩家回头查看
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FindObjectOfType<Veteran>().GetComponent<BoxCollider2D>().isTrigger = true;
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//9.标记自己已经被触发过
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hasBeenOnCall = true;
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.tag == "Player")
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{
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//当玩家进入事件范围内
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if(!hasBeenOnCall)StartCoroutine("SelfOnCall");
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}
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}
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}
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