religion/Assets/Scenes/test.unity

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任务:搭建基本的系统 1.替换动画源图片为攻击加长版 (*:新建动画“被击飞”并完成状态机逻辑 (*:删除旧动画源图片素材减小项目体积 *:修复攻击动画卡手问题 *:修复被击飞后朝向影响击飞结果的Bug 2.编写佛教小怪逻辑 (1.继承自NormalEnemy(*:与原备注不同,因为后期我发现用NormalEnemy更加合适更加简单) (2.与普通小怪一样,默认状态会巡逻 (3.当玩家进入感知范围,触发Seek (4.当玩家创到怪物,触发Atk (*:改变自身状态为ATK (*:关闭自身碰撞体,因为要贴在玩家身上 (*:将自身位置和玩家位置同步,但是需要一个附身offset二维向量,因为玩家的图片不在游戏物体的中心 (*:通知玩家,你被爱欲品附身了 (5.当怪物收到伤害,触发Seek (*:我决定后期根据具体地形完善爱欲品的Seek函数 (6.编写完全挣脱事件 (*:触发死亡事件 (*:死亡后给予随机方向的击飞和旋转 (*:添加public变量breakFreeCount,代表挣脱需要触发多少次方向变换 (*:添加public变量breakFreeCountLeft,代表现在还需要方向变换多少次才能挣脱 (7.添加挣脱行为事件,从player传来,减一点Left并且判断是否完全挣脱,若是则执行完全挣脱事件 3.整理脚本分层,添加摘要和注释 下班,明天写玩家挣脱逻辑和被抓逻辑 🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱
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任务:搭建基本的系统 1.替换动画源图片为攻击加长版 (*:新建动画“被击飞”并完成状态机逻辑 (*:删除旧动画源图片素材减小项目体积 *:修复攻击动画卡手问题 *:修复被击飞后朝向影响击飞结果的Bug 2.编写佛教小怪逻辑 (1.继承自NormalEnemy(*:与原备注不同,因为后期我发现用NormalEnemy更加合适更加简单) (2.与普通小怪一样,默认状态会巡逻 (3.当玩家进入感知范围,触发Seek (4.当玩家创到怪物,触发Atk (*:改变自身状态为ATK (*:关闭自身碰撞体,因为要贴在玩家身上 (*:将自身位置和玩家位置同步,但是需要一个附身offset二维向量,因为玩家的图片不在游戏物体的中心 (*:通知玩家,你被爱欲品附身了 (5.当怪物收到伤害,触发Seek (*:我决定后期根据具体地形完善爱欲品的Seek函数 (6.编写完全挣脱事件 (*:触发死亡事件 (*:死亡后给予随机方向的击飞和旋转 (*:添加public变量breakFreeCount,代表挣脱需要触发多少次方向变换 (*:添加public变量breakFreeCountLeft,代表现在还需要方向变换多少次才能挣脱 (7.添加挣脱行为事件,从player传来,减一点Left并且判断是否完全挣脱,若是则执行完全挣脱事件 3.整理脚本分层,添加摘要和注释 下班,明天写玩家挣脱逻辑和被抓逻辑 🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱
2021-12-03 01:23:07 +08:00
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任务:搭建基本的系统 1.替换动画源图片为攻击加长版 (*:新建动画“被击飞”并完成状态机逻辑 (*:删除旧动画源图片素材减小项目体积 *:修复攻击动画卡手问题 *:修复被击飞后朝向影响击飞结果的Bug 2.编写佛教小怪逻辑 (1.继承自NormalEnemy(*:与原备注不同,因为后期我发现用NormalEnemy更加合适更加简单) (2.与普通小怪一样,默认状态会巡逻 (3.当玩家进入感知范围,触发Seek (4.当玩家创到怪物,触发Atk (*:改变自身状态为ATK (*:关闭自身碰撞体,因为要贴在玩家身上 (*:将自身位置和玩家位置同步,但是需要一个附身offset二维向量,因为玩家的图片不在游戏物体的中心 (*:通知玩家,你被爱欲品附身了 (5.当怪物收到伤害,触发Seek (*:我决定后期根据具体地形完善爱欲品的Seek函数 (6.编写完全挣脱事件 (*:触发死亡事件 (*:死亡后给予随机方向的击飞和旋转 (*:添加public变量breakFreeCount,代表挣脱需要触发多少次方向变换 (*:添加public变量breakFreeCountLeft,代表现在还需要方向变换多少次才能挣脱 (7.添加挣脱行为事件,从player传来,减一点Left并且判断是否完全挣脱,若是则执行完全挣脱事件 3.整理脚本分层,添加摘要和注释 下班,明天写玩家挣脱逻辑和被抓逻辑 🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱
2021-12-03 01:23:07 +08:00
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任务:搭建基本的系统 1.替换动画源图片为攻击加长版 (*:新建动画“被击飞”并完成状态机逻辑 (*:删除旧动画源图片素材减小项目体积 *:修复攻击动画卡手问题 *:修复被击飞后朝向影响击飞结果的Bug 2.编写佛教小怪逻辑 (1.继承自NormalEnemy(*:与原备注不同,因为后期我发现用NormalEnemy更加合适更加简单) (2.与普通小怪一样,默认状态会巡逻 (3.当玩家进入感知范围,触发Seek (4.当玩家创到怪物,触发Atk (*:改变自身状态为ATK (*:关闭自身碰撞体,因为要贴在玩家身上 (*:将自身位置和玩家位置同步,但是需要一个附身offset二维向量,因为玩家的图片不在游戏物体的中心 (*:通知玩家,你被爱欲品附身了 (5.当怪物收到伤害,触发Seek (*:我决定后期根据具体地形完善爱欲品的Seek函数 (6.编写完全挣脱事件 (*:触发死亡事件 (*:死亡后给予随机方向的击飞和旋转 (*:添加public变量breakFreeCount,代表挣脱需要触发多少次方向变换 (*:添加public变量breakFreeCountLeft,代表现在还需要方向变换多少次才能挣脱 (7.添加挣脱行为事件,从player传来,减一点Left并且判断是否完全挣脱,若是则执行完全挣脱事件 3.整理脚本分层,添加摘要和注释 下班,明天写玩家挣脱逻辑和被抓逻辑 🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱
2021-12-03 01:23:07 +08:00
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任务:搭建基本的系统 1.替换动画源图片为攻击加长版 (*:新建动画“被击飞”并完成状态机逻辑 (*:删除旧动画源图片素材减小项目体积 *:修复攻击动画卡手问题 *:修复被击飞后朝向影响击飞结果的Bug 2.编写佛教小怪逻辑 (1.继承自NormalEnemy(*:与原备注不同,因为后期我发现用NormalEnemy更加合适更加简单) (2.与普通小怪一样,默认状态会巡逻 (3.当玩家进入感知范围,触发Seek (4.当玩家创到怪物,触发Atk (*:改变自身状态为ATK (*:关闭自身碰撞体,因为要贴在玩家身上 (*:将自身位置和玩家位置同步,但是需要一个附身offset二维向量,因为玩家的图片不在游戏物体的中心 (*:通知玩家,你被爱欲品附身了 (5.当怪物收到伤害,触发Seek (*:我决定后期根据具体地形完善爱欲品的Seek函数 (6.编写完全挣脱事件 (*:触发死亡事件 (*:死亡后给予随机方向的击飞和旋转 (*:添加public变量breakFreeCount,代表挣脱需要触发多少次方向变换 (*:添加public变量breakFreeCountLeft,代表现在还需要方向变换多少次才能挣脱 (7.添加挣脱行为事件,从player传来,减一点Left并且判断是否完全挣脱,若是则执行完全挣脱事件 3.整理脚本分层,添加摘要和注释 下班,明天写玩家挣脱逻辑和被抓逻辑 🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱
2021-12-03 01:23:07 +08:00
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任务:搭建前置关卡,编写演出逻辑 1.编写佛教前置关开场演出 (*.休整地形,使得左边多出一块地面,方便演出正常运作 (*.项目后期再通过逻辑触发该演出,目前先用调试方式触发演出 (1.关闭空气墙 (2.修改玩家inputDir使玩家从屏幕外冲进到屏幕内部 (3.等待一段时间 (4.此时玩家应该走到某个合适的位置,停止玩家的inputDir (5.等待一小段时间给玩家反应 (6.修改相机offset,使其对准对话的两个小怪 (7.等待一小段时间给玩家反应 (8.触发Fungus对话 (9.Fungus对话结束后,返回标记命令演出Main继续执行 *.修改NormalEnemy,添加标识isInFoStage,在Update中判断,若是,使该怪物水平方向上追踪玩家,可以参考爱欲品的Seek (10.修改左边小怪的isInFoStage (11.开启右边小怪的Path动画,表现其慌忙逃跑 (12.Invoke一个延时,等右边小怪逃出视野后删除它 (13.触发善后和结束事件 (14.重写善后事件,重新开启空气墙 2.搭建伊斯兰前置关卡 3.创建伊斯兰前置关卡演出 (1.关闭空气墙 (2.修改玩家inputDir使玩家从屏幕外冲进到屏幕内部 (3.等待一段时间 (4.此时玩家应该走到某个合适的位置,停止玩家的inputDir (5.等待一小段时间给玩家反应 (6.触发善后与结束事件 4.创建玩家隔间触发事件 (1.是进入式触发器对象 (2.触发时Call隔间演出 5.编写隔间演出逻辑 (1.表现关门 (2.左右晃一下镜头,中心移动到左右门处,表示门被关闭 (3.镜头回到玩家处,同时压缩相机可移动范围更窄 (4.打开隔间墙壁的空气墙 (5.设置EndEvent为伊斯兰事件 6.编写召唤伊斯兰事件 (1.摘自木马的召唤攻击,稍作修改 (2.当召唤的伊斯兰全部挂了,触发隔间结束事件 7.编写隔间结束事件 (1.表现开门 (2.关闭隔间的空气墙 (3.重设相机移动范围 8.搭建基督前置关卡 *.至此,第一关、第二关前置关卡的逻辑基本开发完毕 *.明天能做完所有前置关,顺便应该能搭完村场景,后天可以开始搭建新系统,目前还差留言、死亡标记等系统等待编写 下班
2021-12-19 23:57:44 +08:00
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