From 07d619494bd4224b81a5084387417f555b035e25 Mon Sep 17 00:00:00 2001 From: Roman <1325980292@qq.com> Date: Sun, 12 Dec 2021 02:08:39 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BB=BB=E5=8A=A1=EF=BC=9A=E6=90=AD=E5=BB=BA?= =?UTF-8?q?=E5=9F=BA=E6=9C=AC=E7=9A=84=E7=B3=BB=E7=BB=9F?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 1.优化一些手感和战斗效果 (1.走动时轻微震动手柄(通过动画Event实现,以匹配脚步) (2.被打的时候剧烈震动手柄,中幅度震动屏幕 (3.锤子击中的时候中幅度震动手柄 (*.完善震动管理员逻辑以解决震动的覆盖问题 (4.发射镰刀的时候轻微震动手柄,轻微震动屏幕 (5.为发射镰刀添加动画 (6.为锤子的空挥添加轻微震动 2.创建木马BossStageTest场景 (1.创建一些必要的元素 (2.创建木马逻辑组件 3.编写木马逻辑 (1.继承自Enemy (2.参考地藏逻辑,做出三种攻击的协程 (3.让木马动起来,始终向右 (4.让相机上下轻微震动起来 (5.让手柄一直震动,模拟大型物体的感觉 (6.将空气墙绑在马身上 (7.编写召唤小怪的攻击方式 (*:当触发召唤小怪的攻击,在视野右边,每隔若干随机时间生成一个伊斯兰,生成到指定数量后,发送攻击结束信号。 4.编写地面逻辑 (1.让地面能够无限向右平铺 (*:在地面的末端安排一个触发器,当木马完全离开触发器,使地面移动至地面宽度两倍的右边 (2.将光源绑在地面,这样不会出现远了会失去光照的问题 *:目前伊斯兰小怪在BossStage有一些Bug,明天再修吧 --- Assets/Prefabs/伊斯兰.prefab | 184 ++ Assets/Prefabs/伊斯兰.prefab.meta | 7 + Assets/Scenes/DiZangStageTest.unity | 22 +- Assets/Scenes/TeLuoYiStageTest.unity | 2162 +++++++++++++++++ Assets/Scenes/TeLuoYiStageTest.unity.meta | 7 + Assets/Scenes/test.unity | 253 +- Assets/Scripts/Hammer.cs | 2 + Assets/Scripts/HorseGround.cs | 20 + Assets/Scripts/HorseGround.cs.meta | 11 + Assets/Scripts/MyPlayer.cs | 44 +- Assets/Scripts/TrojanHorse.cs | 185 ++ Assets/Scripts/TrojanHorse.cs.meta | 11 + Assets/Scripts/VibrationManager.cs | 57 +- Assets/Sprites/早期临时混乱/2关boss.png | Bin 0 -> 16006 bytes Assets/Sprites/早期临时混乱/2关boss.png.meta | 132 + Assets/动画/AC/Player.controller | 107 +- Assets/动画/AM/Player/丢出镰刀.anim | 84 + Assets/动画/AM/Player/丢出镰刀.anim.meta | 8 + Assets/动画/AM/Player/走路.anim | 38 +- Assets/动画/Source/Player/发射镰刀.meta | 8 + .../动画/Source/Player/发射镰刀/丢镰刀1.png | Bin 0 -> 7556 bytes .../Source/Player/发射镰刀/丢镰刀1.png.meta | 132 + .../动画/Source/Player/发射镰刀/丢镰刀2.png | Bin 0 -> 7542 bytes .../Source/Player/发射镰刀/丢镰刀2.png.meta | 132 + .../动画/Source/Player/发射镰刀/丢镰刀3.png | Bin 0 -> 7640 bytes .../Source/Player/发射镰刀/丢镰刀3.png.meta | 132 + .../动画/Source/Player/发射镰刀/丢镰刀4.png | Bin 0 -> 7588 bytes .../Source/Player/发射镰刀/丢镰刀4.png.meta | 132 + ProjectSettings/Physics2DSettings.asset | 2 +- ProjectSettings/TagManager.asset | 2 +- UserSettings/EditorUserSettings.asset | 20 +- 31 files changed, 3673 insertions(+), 221 deletions(-) create mode 100644 Assets/Prefabs/伊斯兰.prefab create mode 100644 Assets/Prefabs/伊斯兰.prefab.meta create mode 100644 Assets/Scenes/TeLuoYiStageTest.unity create mode 100644 Assets/Scenes/TeLuoYiStageTest.unity.meta create mode 100644 Assets/Scripts/HorseGround.cs create mode 100644 Assets/Scripts/HorseGround.cs.meta create mode 100644 Assets/Scripts/TrojanHorse.cs create mode 100644 Assets/Scripts/TrojanHorse.cs.meta create mode 100644 Assets/Sprites/早期临时混乱/2关boss.png create mode 100644 Assets/Sprites/早期临时混乱/2关boss.png.meta create mode 100644 Assets/动画/AM/Player/丢出镰刀.anim create mode 100644 Assets/动画/AM/Player/丢出镰刀.anim.meta create mode 100644 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PrefabInstance: m_ObjectHideFlags: 0 @@ -2481,6 +2362,10 @@ PrefabInstance: propertyPath: m_Name value: "\u7231\u6B32\u54C1" objectReference: {fileID: 0} + - target: {fileID: 7746389308535175434, guid: 6d2fc6e5da22cf748b7c6730494b0460, type: 3} + propertyPath: m_IsActive + value: 0 + objectReference: {fileID: 0} - target: {fileID: 7746389308535175438, guid: 6d2fc6e5da22cf748b7c6730494b0460, type: 3} propertyPath: m_RootOrder value: 6 diff --git a/Assets/Scripts/Hammer.cs b/Assets/Scripts/Hammer.cs index 2ac8d51..cbe4382 100644 --- a/Assets/Scripts/Hammer.cs +++ b/Assets/Scripts/Hammer.cs @@ -14,6 +14,8 @@ public class Hammer : MonoBehaviour enemy.OnBeHit(MyPlayer.AtkMethod.锤子, (enemy.transform.position.x - transform.position.x > 0) ? -1 : 1); + //击中成功后中幅度震动一下手柄 + StartCoroutine(FindObjectOfType().ShakePad(0.5f,0.3f,0.2f,VibrationManager.PadShakeitem.锤子击中)); } } diff --git a/Assets/Scripts/HorseGround.cs b/Assets/Scripts/HorseGround.cs new file mode 100644 index 0000000..8cd6a8f --- /dev/null +++ b/Assets/Scripts/HorseGround.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// 在木马boss关控制地面平铺的类 +/// +public class HorseGround : MonoBehaviour +{ + void OnTriggerExit2D(Collider2D other){ + + //如果木马离开了本块地面 + if(other.transform.TryGetComponent(out TrojanHorse horse) && !other.isTrigger){ + //将本块地面移动到自己右边宽度两倍的位置 + transform.position += new Vector3( + GetComponent().size.x * 2 * transform.localScale.x,0,0 + ); + } + } +} diff --git a/Assets/Scripts/HorseGround.cs.meta b/Assets/Scripts/HorseGround.cs.meta new file mode 100644 index 0000000..03cbc82 --- /dev/null +++ b/Assets/Scripts/HorseGround.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c0543e0013ad30942b25d782ab0daac6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MyPlayer.cs b/Assets/Scripts/MyPlayer.cs index 8f69a73..440cda6 100644 --- a/Assets/Scripts/MyPlayer.cs +++ b/Assets/Scripts/MyPlayer.cs @@ -108,6 +108,11 @@ public class MyPlayer : MonoBehaviour /// 是否在攻击 /// private bool isAttacking; + /// + /// 是否在丢镰刀 + /// + private bool isThrowing; + private VibrationManager vibrationManager; @@ -154,6 +159,7 @@ public class MyPlayer : MonoBehaviour sickleClearerR = transform.Find("镰刀飞出消除触发器右"); sickleClearerR.gameObject.AddComponent(); m_Animator = GetComponent(); + vibrationManager = FindObjectOfType(); //初始化生命值 HPLeft = HP; //初始化攻击倍率字典 @@ -228,6 +234,8 @@ public class MyPlayer : MonoBehaviour m_Animator.SetBool("isLanding",isLanding); //被击飞动画触发 m_Animator.SetBool("isBeHitting",!inControl); + //丢出镰刀动画 + m_Animator.SetBool("isThrowing",isThrowing); } /// @@ -265,7 +273,7 @@ public class MyPlayer : MonoBehaviour } private void OnCollisionExit2D(Collision2D collision)//当有碰撞体离开 { - if(collision.transform.tag == "地面") + if(collision.transform.tag == "地面" && (isJumping || !inControl)) {isLanding = false;}//若碰撞物体标签为地面,标记自身未着地 } @@ -305,8 +313,8 @@ public class MyPlayer : MonoBehaviour jumpForce);//垂直方向给予预设跳跃速度 //标记自身正在跳跃 isJumping = true; - VibrationManager.ShakeScream(Vector2.up,0.5f); - StartCoroutine(VibrationManager.ShakePad(0.1f,0.2f,0.2f)); + vibrationManager.ShakeScream(Vector2.up,0.5f); + StartCoroutine(vibrationManager.ShakePad(0.1f,0.2f,0.2f,VibrationManager.PadShakeitem.跳跃)); } } } @@ -321,19 +329,38 @@ public class MyPlayer : MonoBehaviour wavingAnimation.DOPlay();//播放挥动锤子动画 hammerCDLeft = hammerCD;//挥动成功,重置CD剩余时间 if(!isAttacking)isAttacking = true; + //空挥轻微震动手柄 + StartCoroutine( + vibrationManager.ShakePad(0.1f,0.1f,0.2f,VibrationManager.PadShakeitem.挥动锤子) + ); } } + //检测到 镰刀 按键的时候触发 public void OnSickle(InputAction.CallbackContext context) { + //按下就触发 CD好了 玩家处于控制状态 if(context.started && sickleCDLeft <= 0 && inControl){ + //实例化一个镰刀游戏物体 Sickle sickle = Instantiate( sicklePrefab, sickleFirePoint.position, Quaternion.identity ).GetComponent(); + //初始化镰刀 sickle.dir = faceDir; + //开始计算镰刀CD sickleCDLeft = sickleCD; + //轻微震动手柄 + StartCoroutine( + vibrationManager.ShakePad( + 0.1f,0.1f,0.2f,VibrationManager.PadShakeitem.发射镰刀 + ) + ); + //轻微震动屏幕 + vibrationManager.ShakeScream(Vector2.right,0.2f); + //改变标记表示开始播放丢镰刀动画 + isThrowing = true; } } @@ -388,6 +415,9 @@ public class MyPlayer : MonoBehaviour inControl = false; //掉血 HPLeft -= atk; + //震动屏幕和手柄 + StartCoroutine(vibrationManager.ShakePad(0.8f,0.5f,0.2f,VibrationManager.PadShakeitem.被击中)); + vibrationManager.ShakeScream(new Vector2(dir,1),1f); } /// @@ -434,6 +464,14 @@ public class MyPlayer : MonoBehaviour isAttacking = false; } + //脚着地的时候触发,通过状态机调用 + public void OnFootTap(){ + StartCoroutine(vibrationManager.ShakePad(0f,0.02f,0.05f,VibrationManager.PadShakeitem.移动)); + } + + //镰刀攻击结尾调用,清除镰刀攻击状态防止多次触发动画 + public void OnThrowingEnd(){isThrowing = false;} + // _______ _ _____ _ // |__ __| | |/ ____| | diff --git a/Assets/Scripts/TrojanHorse.cs b/Assets/Scripts/TrojanHorse.cs new file mode 100644 index 0000000..3ad5403 --- /dev/null +++ b/Assets/Scripts/TrojanHorse.cs @@ -0,0 +1,185 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Sirenix.OdinInspector; +using DG.Tweening; + +/// +/// 木马类 +/// +public class TrojanHorse : Enemy +{ + // _____ _ _ _ + // | __ \ | | | (_) + // | |__) | _| |__ | |_ ___ + // | ___/ | | | '_ \| | |/ __| + // | | | |_| | |_) | | | (__ + // |_| \__,_|_.__/|_|_|\___| + + /// + /// 攻击之间的间隔时间 + /// + [Header("攻击之间的间隔时间")][FoldoutGroup("木马")] + public float timeBetweenAttacks; + /// + /// 伊斯兰小怪的预制体 + /// + [Header("伊斯兰小怪的预制体")][FoldoutGroup("预制体")] + public GameObject yiSiLan; + /// + /// 召唤小怪攻击中,生成小怪之间间隔的最短时间 + /// + [Header("召唤小怪攻击中,生成小怪之间间隔的最短时间")][FoldoutGroup("木马")] + public float yiSiLanMinTime; + // + /// 召唤小怪攻击中,生成小怪之间间隔的最长时间 + /// + [Header("召唤小怪攻击中,生成小怪之间间隔的最长时间")][FoldoutGroup("木马")] + public float yiSiLanMaxTime; + + // _____ _ _ + // | __ \ (_) | | + // | |__) | __ ___ ____ _| |_ ___ + // | ___/ '__| \ \ / / _` | __/ _ \ + // | | | | | |\ V / (_| | || __/ + // |_| |_| |_| \_/ \__,_|\__\___| + + /// + /// 返回类型为协程、参数为空的委托类型 + /// + private delegate IEnumerator Action(); + /// + /// 开关,控制此时木马是否在移动 + /// + [SerializeField][Header("此时木马是否在移动")][FoldoutGroup("状态")] + private bool isMove = false; + /// + /// 召唤伊斯兰小怪的初始位置 + /// + private Transform callYiSiLanPosition; + + // _____ _ _ ____ _ + // / ____| | | | _ \ | | + // | | __ _| | | |_) | __ _ ___| | __ + // | | / _` | | | _ < / _` |/ __| |/ / + // | |___| (_| | | | |_) | (_| | (__| < + // \_____\__,_|_|_|____/ \__,_|\___|_|\_\ + + void Start(){Init();} + + void Update(){ + if(isMove) + Move(); + } + + // _ _ _ + // | \ | | | | + // | \| | ___ _ __ _ __ ___ __ _| | + // | . ` |/ _ \| '__| '_ ` _ \ / _` | | + // | |\ | (_) | | | | | | | | (_| | | + // |_| \_|\___/|_| |_| |_| |_|\__,_|_| + private void Init(){ + callYiSiLanPosition = transform.Find("小怪召唤点"); + } + + /// + /// 执行一次攻击 + /// + private new IEnumerator ATK(){ + //等待攻击间隔 + yield return new WaitForSeconds(timeBetweenAttacks); + //决定行动 + Action action = DecideAAction(); + StartCoroutine(action()); + } + + private Action DecideAAction(){ + Action action; + ///从0、1、2中随机生成一种 + int r = Random.Range(0,3); + if(r == 0) + action = CallYiSiLan; + else if(r == 1) + action = SprayBoomer; + else + action = CallBoomer; + return CallYiSiLan; + } + + /// + /// 攻击方式:召唤小怪 + /// + private IEnumerator CallYiSiLan(){ + Debug.Log("正在使用:召唤伊斯兰"); + //循环若干次(这里先硬编码成3次) + for(int i = 0; i < 3; i++){ + //实例化预制体 + YiSiLan yi = Instantiate( + yiSiLan, + callYiSiLanPosition.position, + Quaternion.identity + ).GetComponent(); + //等待范围内的随机时间 + yield return new WaitForSeconds( + Random.Range(yiSiLanMinTime,yiSiLanMaxTime) + ); + } + ATKEnd(); + } + /// + /// 攻击方式:喷射炸弹💣 + /// + /// + private IEnumerator SprayBoomer(){ + yield return new WaitForEndOfFrame(); + Debug.Log("正在使用:喷射炸弹"); + ATKEnd(); + } + /// + /// 攻击方式:召唤炸弹💣 + /// + /// + private IEnumerator CallBoomer(){ + yield return new WaitForEndOfFrame(); + Debug.Log("正在使用:召唤炸弹"); + ATKEnd(); + } + /// + /// 木马不停右移的函数,每帧调用一次,有开关控制 + /// + private void Move(){ + //给自身位置加上向右的速度 + transform.position += new Vector3( + speed * Time.deltaTime,0,0 + ); + } + + // ______ _ + // | ____| | | + // | |____ _____ _ __ | |_ + // | __\ \ / / _ \ '_ \| __| + // | |___\ V / __/ | | | |_ + // |______\_/ \___|_| |_|\__| + + /// + /// 当玩家进入监视范围(前期调试,后期可能需要安排演出) + /// + /// + protected override void OnFindThePlayer(Transform target){ + if(state == State.wander){ + //修改状态为发现玩家 + state = State.atk; + //开始攻击 + StartCoroutine(ATK()); + //开始屏幕震动 + FindObjectOfType().HorseShake(); + //开始向右移动 + isMove = true; + } + } + + /// + /// 攻击结束的时候触发,重新开始新一轮攻击 + /// + public void ATKEnd(){StartCoroutine(ATK());} +} diff --git a/Assets/Scripts/TrojanHorse.cs.meta b/Assets/Scripts/TrojanHorse.cs.meta new file mode 100644 index 0000000..31a82ba --- /dev/null +++ b/Assets/Scripts/TrojanHorse.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 50c1de28a0b680f4dbca93d73c07277f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/VibrationManager.cs b/Assets/Scripts/VibrationManager.cs index 4616619..73dad41 100644 --- a/Assets/Scripts/VibrationManager.cs +++ b/Assets/Scripts/VibrationManager.cs @@ -10,13 +10,41 @@ using UnityEngine.InputSystem; /// public class VibrationManager : MonoBehaviour { + + // // + // void Start(){ + // HorseShake(); + // } + // // + + /// + /// 在特洛伊boss关吗? + /// + + + public enum PadShakeitem{ + 移动, + 跳跃, + 锤子击中, + 被击中, + 发射镰刀, + 挥动锤子, + 木马移动 + } + + public static PadShakeitem itemNow; + /// + /// 是否处于特洛伊Boss关 + /// + public bool inHorseStage; + /// /// 震动相机,仅对于一些微小短小震动使用 /// /// 震动方向 /// 震动力度 - public static void ShakeScream(Vector2 dir,float force){ - FindObjectOfType(). + public void ShakeScream(Vector2 dir,float force){ + GetComponent(). GenerateImpulse(dir * force); } @@ -26,12 +54,31 @@ public class VibrationManager : MonoBehaviour /// 左马达力度(低频) /// 右马达力度(高频) /// 震动时间 - public static IEnumerator ShakePad(float left, float right, float time){ + /// 震动原因 + public IEnumerator ShakePad(float left, float right, float time, PadShakeitem item){ if(Gamepad.current != null){ + itemNow = item; Gamepad.current.SetMotorSpeeds(left,right); yield return new WaitForSeconds(time); - Gamepad.current.SetMotorSpeeds(0,0); + //只有震动项目和震动原因相同的时候,才会触发停止震动 + //用来解决震动的覆盖问题 + if(itemNow == item){ + Gamepad.current.SetMotorSpeeds(0,0); + if(inHorseStage)HorseShakePad(); + } } } -} + /// + /// 木马震动,屏幕轻微快速上下震动 + /// + public void HorseShake(){ + transform.Find("木马震动源"). + GetComponent(). + GenerateImpulse(); + } + + public void HorseShakePad(){ + StartCoroutine(ShakePad(0.1f,0.1f,20f,PadShakeitem.木马移动)); + } +} \ No newline at end of file diff --git a/Assets/Sprites/早期临时混乱/2关boss.png b/Assets/Sprites/早期临时混乱/2关boss.png new file mode 100644 index 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a/ProjectSettings/Physics2DSettings.asset b/ProjectSettings/Physics2DSettings.asset index a7c7028..1347c8c 100644 --- a/ProjectSettings/Physics2DSettings.asset +++ b/ProjectSettings/Physics2DSettings.asset @@ -53,4 +53,4 @@ Physics2DSettings: m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} - m_LayerCollisionMatrix: bfffffffbfffffffbfffffffbfffffffbfffffffbfffffff00ffffffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_LayerCollisionMatrix: 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