任务:搭建基本的系统

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
This commit is contained in:
Roman 2021-12-12 02:08:39 +08:00
parent 37ccc08c85
commit 07d619494b
31 changed files with 3673 additions and 221 deletions

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PrefabInstance: PrefabInstance:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -2481,6 +2362,10 @@ PrefabInstance:
propertyPath: m_Name propertyPath: m_Name
value: "\u7231\u6B32\u54C1" value: "\u7231\u6B32\u54C1"
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_RootOrder propertyPath: m_RootOrder
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View File

@ -14,6 +14,8 @@ public class Hammer : MonoBehaviour
enemy.OnBeHit(MyPlayer.AtkMethod., enemy.OnBeHit(MyPlayer.AtkMethod.,
(enemy.transform.position.x - (enemy.transform.position.x -
transform.position.x > 0) ? -1 : 1); transform.position.x > 0) ? -1 : 1);
//击中成功后中幅度震动一下手柄
StartCoroutine(FindObjectOfType<VibrationManager>().ShakePad(0.5f,0.3f,0.2f,VibrationManager.PadShakeitem.));
} }
} }

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@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 在木马boss关控制地面平铺的类
/// </summary>
public class HorseGround : MonoBehaviour
{
void OnTriggerExit2D(Collider2D other){
//如果木马离开了本块地面
if(other.transform.TryGetComponent<TrojanHorse>(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<BoxCollider2D>().size.x * 2 * transform.localScale.x,0,0
);
}
}
}

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@ -0,0 +1,11 @@
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@ -108,6 +108,11 @@ public class MyPlayer : MonoBehaviour
/// 是否在攻击 /// 是否在攻击
/// </summary> /// </summary>
private bool isAttacking; private bool isAttacking;
/// <summary>
/// 是否在丢镰刀
/// </summary>
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 = transform.Find("镰刀飞出消除触发器右");
sickleClearerR.gameObject.AddComponent<SickleClearer>(); sickleClearerR.gameObject.AddComponent<SickleClearer>();
m_Animator = GetComponent<Animator>(); m_Animator = GetComponent<Animator>();
vibrationManager = FindObjectOfType<VibrationManager>();
//初始化生命值 //初始化生命值
HPLeft = HP; HPLeft = HP;
//初始化攻击倍率字典 //初始化攻击倍率字典
@ -228,6 +234,8 @@ public class MyPlayer : MonoBehaviour
m_Animator.SetBool("isLanding",isLanding); m_Animator.SetBool("isLanding",isLanding);
//被击飞动画触发 //被击飞动画触发
m_Animator.SetBool("isBeHitting",!inControl); m_Animator.SetBool("isBeHitting",!inControl);
//丢出镰刀动画
m_Animator.SetBool("isThrowing",isThrowing);
} }
/// <summary> /// <summary>
@ -265,7 +273,7 @@ public class MyPlayer : MonoBehaviour
} }
private void OnCollisionExit2D(Collision2D collision)//当有碰撞体离开 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 {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 jumpForce);//垂直方向给予预设跳跃速度
//标记自身正在跳跃 //标记自身正在跳跃
isJumping = true; isJumping = true;
VibrationManager.ShakeScream(Vector2.up,0.5f); vibrationManager.ShakeScream(Vector2.up,0.5f);
StartCoroutine(VibrationManager.ShakePad(0.1f,0.2f,0.2f)); StartCoroutine(vibrationManager.ShakePad(0.1f,0.2f,0.2f,VibrationManager.PadShakeitem.));
} }
} }
} }
@ -321,19 +329,38 @@ public class MyPlayer : MonoBehaviour
wavingAnimation.DOPlay();//播放挥动锤子动画 wavingAnimation.DOPlay();//播放挥动锤子动画
hammerCDLeft = hammerCD;//挥动成功重置CD剩余时间 hammerCDLeft = hammerCD;//挥动成功重置CD剩余时间
if(!isAttacking)isAttacking = true; if(!isAttacking)isAttacking = true;
//空挥轻微震动手柄
StartCoroutine(
vibrationManager.ShakePad(0.1f,0.1f,0.2f,VibrationManager.PadShakeitem.)
);
} }
} }
//检测到 镰刀 按键的时候触发
public void OnSickle(InputAction.CallbackContext context) 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){ if(context.started && sickleCDLeft <= 0 && inControl){
//实例化一个镰刀游戏物体
Sickle sickle = Instantiate( Sickle sickle = Instantiate(
sicklePrefab, sicklePrefab,
sickleFirePoint.position, sickleFirePoint.position,
Quaternion.identity Quaternion.identity
).GetComponent<Sickle>(); ).GetComponent<Sickle>();
//初始化镰刀
sickle.dir = faceDir; sickle.dir = faceDir;
//开始计算镰刀CD
sickleCDLeft = sickleCD; sickleCDLeft = sickleCD;
//轻微震动手柄
StartCoroutine(
vibrationManager.ShakePad(
0.1f,0.1f,0.2f,VibrationManager.PadShakeitem.
)
);
//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; inControl = false;
//掉血 //掉血
HPLeft -= atk; HPLeft -= atk;
//震动屏幕和手柄
StartCoroutine(vibrationManager.ShakePad(0.8f,0.5f,0.2f,VibrationManager.PadShakeitem.));
vibrationManager.ShakeScream(new Vector2(dir,1),1f);
} }
/// <summary> /// <summary>
@ -434,6 +464,14 @@ public class MyPlayer : MonoBehaviour
isAttacking = false; 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.));
}
//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;}
// _______ _ _____ _ // _______ _ _____ _
// |__ __| | |/ ____| | // |__ __| | |/ ____| |

View File

@ -0,0 +1,185 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
using DG.Tweening;
/// <summary>
/// 木马类
/// </summary>
public class TrojanHorse : Enemy
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
/// <summary>
/// 攻击之间的间隔时间
/// </summary>
[Header("攻击之间的间隔时间")][FoldoutGroup("木马")]
public float timeBetweenAttacks;
/// <summary>
/// 伊斯兰小怪的预制体
/// </summary>
[Header("伊斯兰小怪的预制体")][FoldoutGroup("预制体")]
public GameObject yiSiLan;
/// <summary>
/// 召唤小怪攻击中,生成小怪之间间隔的最短时间
/// </summary>
[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;
// <summary>
/// 召唤小怪攻击中,生成小怪之间间隔的最长时间
/// </summary>
[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 / (_| | || __/
// |_| |_| |_| \_/ \__,_|\__\___|
/// <summary>
/// 返回类型为协程、参数为空的委托类型
/// </summary>
private delegate IEnumerator Action();
/// <summary>
/// 开关,控制此时木马是否在移动
/// </summary>
[SerializeField][Header("此时木马是否在移动")][FoldoutGroup("状态")]
private bool isMove = false;
/// <summary>
/// 召唤伊斯兰小怪的初始位置
/// </summary>
private Transform callYiSiLanPosition;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
// | | __ _| | | |_) | __ _ ___| | __
// | | / _` | | | _ < / _` |/ __| |/ /
// | |___| (_| | | | |_) | (_| | (__| <
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
void Start(){Init();}
void Update(){
if(isMove)
Move();
}
// _ _ _
// | \ | | | |
// | \| | ___ _ __ _ __ ___ __ _| |
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
private void Init(){
callYiSiLanPosition = transform.Find("小怪召唤点");
}
/// <summary>
/// 执行一次攻击
/// </summary>
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;
}
/// <summary>
/// 攻击方式:召唤小怪
/// </summary>
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<YiSiLan>();
//等待范围内的随机时间
yield return new WaitForSeconds(
Random.Range(yiSiLanMinTime,yiSiLanMaxTime)
);
}
ATKEnd();
}
/// <summary>
/// 攻击方式:喷射炸弹💣
/// </summary>
/// <returns></returns>
private IEnumerator SprayBoomer(){
yield return new WaitForEndOfFrame();
Debug.Log("正在使用:喷射炸弹");
ATKEnd();
}
/// <summary>
/// 攻击方式:召唤炸弹💣
/// </summary>
/// <returns></returns>
private IEnumerator CallBoomer(){
yield return new WaitForEndOfFrame();
Debug.Log("正在使用:召唤炸弹");
ATKEnd();
}
/// <summary>
/// 木马不停右移的函数,每帧调用一次,有开关控制
/// </summary>
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 / __/ | | | |_
// |______\_/ \___|_| |_|\__|
/// <summary>
/// 当玩家进入监视范围(前期调试,后期可能需要安排演出)
/// </summary>
/// <param name="target"></param>
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<VibrationManager>().HorseShake();
//开始向右移动
isMove = true;
}
}
/// <summary>
/// 攻击结束的时候触发,重新开始新一轮攻击
/// </summary>
public void ATKEnd(){StartCoroutine(ATK());}
}

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@ -10,13 +10,41 @@ using UnityEngine.InputSystem;
/// </summary> /// </summary>
public class VibrationManager : MonoBehaviour public class VibrationManager : MonoBehaviour
{ {
// //
// void Start(){
// HorseShake();
// }
// //
/// <summary>
/// 在特洛伊boss关吗?
/// </summary>
public enum PadShakeitem{
,
,
,
,
,
,
}
public static PadShakeitem itemNow;
/// <summary>
/// 是否处于特洛伊Boss关
/// </summary>
public bool inHorseStage;
/// <summary> /// <summary>
/// 震动相机,仅对于一些微小短小震动使用 /// 震动相机,仅对于一些微小短小震动使用
/// </summary> /// </summary>
/// <param name="dir">震动方向</param> /// <param name="dir">震动方向</param>
/// <param name="force">震动力度</param> /// <param name="force">震动力度</param>
public static void ShakeScream(Vector2 dir,float force){ public void ShakeScream(Vector2 dir,float force){
FindObjectOfType<CinemachineImpulseSource>(). GetComponent<CinemachineImpulseSource>().
GenerateImpulse(dir * force); GenerateImpulse(dir * force);
} }
@ -26,12 +54,31 @@ public class VibrationManager : MonoBehaviour
/// <param name="left">左马达力度(低频)</param> /// <param name="left">左马达力度(低频)</param>
/// <param name="right">右马达力度(高频)</param> /// <param name="right">右马达力度(高频)</param>
/// <param name="time">震动时间</param> /// <param name="time">震动时间</param>
public static IEnumerator ShakePad(float left, float right, float time){ /// <param name="item">震动原因</param>
public IEnumerator ShakePad(float left, float right, float time, PadShakeitem item){
if(Gamepad.current != null){ if(Gamepad.current != null){
itemNow = item;
Gamepad.current.SetMotorSpeeds(left,right); Gamepad.current.SetMotorSpeeds(left,right);
yield return new WaitForSeconds(time); 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();
}
} }
} }
} /// <summary>
/// 木马震动,屏幕轻微快速上下震动
/// </summary>
public void HorseShake(){
transform.Find("木马震动源").
GetComponent<CinemachineImpulseSource>().
GenerateImpulse();
}
public void HorseShakePad(){
StartCoroutine(ShakePad(0.1f,0.1f,20f,PadShakeitem.));
}
}

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@ -25,6 +25,31 @@ AnimatorStateTransition:
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m_OrderedInterruption: 1 m_OrderedInterruption: 1
m_CanTransitionToSelf: 1 m_CanTransitionToSelf: 1
--- !u!1101 &-8626138766688153602
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
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m_ConditionEvent: isThrowing
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 8914319013472644534}
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m_Mute: 0
m_IsExit: 0
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m_ExitTime: 0.75
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 0
--- !u!1101 &-8446496490227672240 --- !u!1101 &-8446496490227672240
AnimatorStateTransition: AnimatorStateTransition:
m_ObjectHideFlags: 1 m_ObjectHideFlags: 1
@ -223,37 +248,43 @@ AnimatorController:
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
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m_Type: 4 m_Type: 4
m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 0}
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m_DefaultFloat: 0 m_DefaultFloat: 0
m_DefaultInt: 0 m_DefaultInt: 0
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m_Controller: {fileID: 0}
m_AnimatorLayers: m_AnimatorLayers:
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m_Name: Base Layer m_Name: Base Layer
@ -311,9 +342,34 @@ AnimatorStateTransition:
m_Mute: 0 m_Mute: 0
m_IsExit: 0 m_IsExit: 0
serializedVersion: 3 serializedVersion: 3
m_TransitionDuration: 0.25 m_TransitionDuration: 0
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@ -16,7 +16,7 @@ TagManager:
- "\u786C\u5E01" - "\u786C\u5E01"
- "\u602A\u7269" - "\u602A\u7269"
- "\u5730\u9762" - "\u5730\u9762"
- - "\u7A7A\u6C14\u5899"
- -
- -
- -

View File

@ -6,34 +6,34 @@ EditorUserSettings:
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m_ConfigSettings: m_ConfigSettings:
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