修改建议及完善特效

修改建议:
1.添加了击中的粒子特效,但是还需要迭代
2.修复马死后灰尘不会消失的bug

完善特效
1.制作了死亡时的阴间特效,已经在全场景实装
2.制作了闪电的辉光特效。
3.调整了所有场景的全局shader以适配死亡阴间特效
This commit is contained in:
SAIPO 2021-12-25 22:53:32 +08:00
parent 9f3ffbb94c
commit 0d7446d2e7
38 changed files with 39195 additions and 91 deletions

View File

@ -57,6 +57,14 @@ public class @Player : IInputActionCollection, IDisposable
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Hold""
},
{
""name"": ""Interactive1"",
""type"": ""PassThrough"",
""id"": ""d21f88f2-efe8-4596-96a1-69c4b192b199"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Hold""
}
],
""bindings"": [
@ -213,6 +221,28 @@ public class @Player : IInputActionCollection, IDisposable
""action"": ""Interactive"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""01355010-4a91-40f8-9321-1e8cc902080a"",
""path"": ""<Gamepad>/buttonNorth"",
""interactions"": """",
""processors"": """",
""groups"": ""Play"",
""action"": ""Interactive1"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""1b681b5e-c82e-49e5-b258-2cdf9174c51c"",
""path"": ""<Keyboard>/f"",
""interactions"": """",
""processors"": """",
""groups"": ""Play"",
""action"": ""Interactive1"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
@ -270,6 +300,7 @@ public class @Player : IInputActionCollection, IDisposable
m_Normal_Wave = m_Normal.FindAction("Wave", throwIfNotFound: true);
m_Normal_Sickle = m_Normal.FindAction("Sickle", throwIfNotFound: true);
m_Normal_Interactive = m_Normal.FindAction("Interactive", throwIfNotFound: true);
m_Normal_Interactive1 = m_Normal.FindAction("Interactive1", throwIfNotFound: true);
// NullMap
m_NullMap = asset.FindActionMap("NullMap", throwIfNotFound: true);
m_NullMap_Newaction = m_NullMap.FindAction("New action", throwIfNotFound: true);
@ -327,6 +358,7 @@ public class @Player : IInputActionCollection, IDisposable
private readonly InputAction m_Normal_Wave;
private readonly InputAction m_Normal_Sickle;
private readonly InputAction m_Normal_Interactive;
private readonly InputAction m_Normal_Interactive1;
public struct NormalActions
{
private @Player m_Wrapper;
@ -336,6 +368,7 @@ public class @Player : IInputActionCollection, IDisposable
public InputAction @Wave => m_Wrapper.m_Normal_Wave;
public InputAction @Sickle => m_Wrapper.m_Normal_Sickle;
public InputAction @Interactive => m_Wrapper.m_Normal_Interactive;
public InputAction @Interactive1 => m_Wrapper.m_Normal_Interactive1;
public InputActionMap Get() { return m_Wrapper.m_Normal; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
@ -360,6 +393,9 @@ public class @Player : IInputActionCollection, IDisposable
@Interactive.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteractive;
@Interactive.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteractive;
@Interactive.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteractive;
@Interactive1.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteractive1;
@Interactive1.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteractive1;
@Interactive1.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteractive1;
}
m_Wrapper.m_NormalActionsCallbackInterface = instance;
if (instance != null)
@ -379,6 +415,9 @@ public class @Player : IInputActionCollection, IDisposable
@Interactive.started += instance.OnInteractive;
@Interactive.performed += instance.OnInteractive;
@Interactive.canceled += instance.OnInteractive;
@Interactive1.started += instance.OnInteractive1;
@Interactive1.performed += instance.OnInteractive1;
@Interactive1.canceled += instance.OnInteractive1;
}
}
}
@ -432,6 +471,7 @@ public class @Player : IInputActionCollection, IDisposable
void OnWave(InputAction.CallbackContext context);
void OnSickle(InputAction.CallbackContext context);
void OnInteractive(InputAction.CallbackContext context);
void OnInteractive1(InputAction.CallbackContext context);
}
public interface INullMapActions
{

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@ -44,6 +44,14 @@
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"expectedControlType": "Button",
"processors": "",
"interactions": "Hold"
}
],
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@ -200,6 +208,28 @@
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},
{
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"id": "01355010-4a91-40f8-9321-1e8cc902080a",
"path": "<Gamepad>/buttonNorth",
"interactions": "",
"processors": "",
"groups": "Play",
"action": "Interactive1",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "1b681b5e-c82e-49e5-b258-2cdf9174c51c",
"path": "<Keyboard>/f",
"interactions": "",
"processors": "",
"groups": "Play",
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"isComposite": false,
"isPartOfComposite": false
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]
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@ -62,6 +62,9 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
[Header("召唤炸弹攻击,炸弹从天而降的初速度")][FoldoutGroup("木马")]
public Vector2 callBoomStartVelocity;
[Header("召唤炸弹攻击,炸弹从天而降的初速度")] [FoldoutGroup("木马")]
public List<ParticleSystem> trojanHorseParticleSystems;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
@ -122,6 +125,11 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
private void Init(){
//开启粒子
for (int i = 0; i < trojanHorseParticleSystems.Count; i++)
{
trojanHorseParticleSystems[i].Play();
}
//初始化生命值
HPLeft = HP;
//找到必须的组件和物体
@ -301,6 +309,11 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
}
public override void OnDead(){
//修改粒子透明度
for (int i = 0; i < trojanHorseParticleSystems.Count; i++)
{
StartCoroutine(SetParticleColor(trojanHorseParticleSystems[i], 0, 1f));
}
//播放死亡动画
GetComponent<Animator>().SetBool("isDead",true);
Debug.Log("啊我死了");
@ -338,5 +351,21 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
}
public Transform ObjTransform(){return transform;}
//修改粒子,使粒子淡出
private IEnumerator SetParticleColor(ParticleSystem particleSystem,float endValue,float speed)
{
Color color = particleSystem.main.startColor.color;
while (particleSystem.main.startColor.color.a>endValue)
{
yield return new WaitForSeconds(0.15f);
color.a -= 0.1f;
//解决warming
#pragma warning disable 0618
particleSystem.startColor = color;
}
}
}

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@ -7,6 +7,7 @@ using UnityEngine;
/// </summary>
public class Hammer : MonoBehaviour
{
public ParticleSystem attackParticleSystem;
//当有东西进入触发器
public void OnTriggerEnter2D(Collider2D other){
//看看是不是敌人,再看下它此时能不能被打
@ -14,6 +15,8 @@ public class Hammer : MonoBehaviour
enemy.OnBeHit(MyPlayer.AtkMethod.,
(enemy.transform.position.x -
transform.position.x > 0) ? -1 : 1);
//击中后调用粒子
attackParticleSystem.Play();
//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.));
// //再触发一下子弹时间

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@ -83,6 +83,8 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
[Header("创建留言板的UI")][FoldoutGroup("预制体")]
public GameObject creatBoardUI;
public GameObject attackParticleSystem;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
@ -210,6 +212,12 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
//移动函数,每帧运行一次,处理水平方向移动
private void Move()
{
//能实现目的的代码就是好代码
if(inputDir==1)
attackParticleSystem.transform.localScale = new Vector3(0.19393f,attackParticleSystem.transform.localScale.y,attackParticleSystem.transform.localScale.z);
if(inputDir==-1)
attackParticleSystem.transform.localScale = new Vector3(-0.19393f,attackParticleSystem.transform.localScale.y,attackParticleSystem.transform.localScale.z);
//只有不受击\不攻击的情况下可以移动
if(inControl && !isAttacking){
//直接修改刚体速度
@ -639,6 +647,8 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
//播放死亡动画
isDead = true;
//开启死亡后特效
Underworld.isDead = true;
//显示死亡列表并将他们显示在地图上
sql.GetComponent<GetDateBaseDead>().Show();
//记录死亡位置

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Underworld : MonoBehaviour
{
public Material dead;
public float speed;
public static bool isDead = false;
private float step = 0;
void Start()
{
dead.SetFloat("_Step",0);
}
void Update()
{
if (isDead == true)
{
StartCoroutine(startDead());
isDead = false;
}
}
public IEnumerator startDead()
{
while (step<1)
{
step += 0.02f;
dead.SetFloat("_Step",step);
yield return new WaitForSeconds(speed);
}
}
}

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