任务:流程化游戏
1.实装数据库系统 (1.制作简易opening场景 (2.放置输入框 (3.放置确认按钮 (4.当输入框开启时,若检测到按下某键,触发检查 (5.若检查结果为有该用户,拉取用户信息 (6.若没有,创建一个用户再拉取用户信息 (7.完成善后工作,转移到场景“cun” *.制作和替换美术素材,增加部分动画 *优化和修复 1.修复佛教前置关掉怪陷阱下落太慢的问题 建议: 1.给普通关卡和村也加上类似Boos的全局shader,目前从关卡间过度的时候能够看出明显的区别 2.建议给地藏敲钟攻击的灰尘加上渐隐,目前是瞬间消失的,十分违和 3.建议给普通的炸弹也加上拖尾,很酷 4.以撒发怒时变红太快了,消散得也太快了 5.以撒鬼魂的粒子也建议加上淡入和淡出 *. 下班
This commit is contained in:
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96843244ae
commit
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@ -227,6 +227,11 @@ public class PlayerInfo : MonoBehaviour
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//
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if(FindObjectsOfType<PlayerInfo>().Length > 1)
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Assets/Scenes/Opening.unity
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1087
Assets/Scenes/Opening.unity
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Assets/Scenes/Opening.unity.meta
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Assets/Scenes/Opening.unity.meta
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--- !u!61 &756778376
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@ -270,6 +270,9 @@ public class YiSa : Enemy
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public override void OnDead(){
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state = State.dead;
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FindObjectOfType<Transfer>().GetComponent<BoxCollider2D>().enabled = true;
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//上传玩家进度
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FindObjectOfType<PlayerInfo>().rate = (int) MyPlayer.Progress.过基;
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FindObjectOfType<PlayerInfo>().UpdatePlayerInfo();
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}
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@ -225,5 +225,8 @@ public class DiZang : Enemy
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);
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//开启转移块
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FindObjectOfType<Transfer>().GetComponent<BoxCollider2D>().enabled = true;
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//上传玩家进度
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FindObjectOfType<PlayerInfo>().UpdatePlayerInfo();
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}
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@ -298,6 +298,9 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
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FindObjectOfType<VibrationManager>().inHorseStage = false;
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FindObjectOfType<VibrationManager>().StopHorseShakeScream();
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FindObjectOfType<Transfer>().GetComponent<BoxCollider2D>().enabled = true;
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//上传玩家进度
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FindObjectOfType<PlayerInfo>().rate = (int) MyPlayer.Progress.过伊;
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FindObjectOfType<PlayerInfo>().UpdatePlayerInfo();
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}
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64
Assets/Scripts/抽象/Opening.cs
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64
Assets/Scripts/抽象/Opening.cs
Normal file
@ -0,0 +1,64 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using Sirenix.OdinInspector;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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public class Opening : MonoBehaviour
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{
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/// <summary>
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/// 文本输入框组件
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/// </summary>
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private InputField inputField;
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private PlayerInfo sql;
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void Start(){
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Init();
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}
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private void Init(){
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//找到必要的游戏物体和组件
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inputField = FindObjectOfType<InputField>();
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sql = FindObjectOfType<PlayerInfo>();
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}
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void Update(){
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//检查是否触发确认输入事件
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if(CheckComfirm())
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StartCoroutine(GetTextAndFindUser());
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}
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/// <summary>
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/// 获取输入框内容,并检查是否有该用户
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/// </summary>
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private IEnumerator GetTextAndFindUser(){
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string inputUserName = inputField.text;
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if(sql.hasName(inputUserName)){
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//若已存在,拉取其信息
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sql.uName = inputUserName;
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sql.GetSqlData();
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}
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else{
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//否则创建一个用户,再拉取其信息
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sql.CreateUser(inputUserName);
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sql.uName = inputUserName;
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sql.GetSqlData();
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}
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//给玩家以数据库的数据
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MyPlayer.progress = (MyPlayer.Progress)sql.rate;
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//完成后进村
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FindObjectOfType<Blcak>().OnCall(Blcak.Type.水平);
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yield return new WaitForSeconds(1f);
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SceneManager.LoadScene("cun");
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}
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private bool CheckComfirm(){
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//如果按下此帧按下此二键中的一个
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return (Gamepad.current!= null &&
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Gamepad.current.buttonSouth.wasPressedThisFrame) ||
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Input.GetKeyDown(KeyCode.Return);
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}
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}
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11
Assets/Scripts/抽象/Opening.cs.meta
Normal file
11
Assets/Scripts/抽象/Opening.cs.meta
Normal file
@ -0,0 +1,11 @@
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@ -17,6 +17,7 @@ public class CunOpeningStage : Stage
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protected override IEnumerator Main(){
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//更新玩家进度
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MyPlayer.progress = (MyPlayer.Progress)FindObjectOfType<PlayerInfo>().rate;
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if(MyPlayer.progress == MyPlayer.Progress.通佛) MyPlayer.progress = MyPlayer.Progress.过佛;
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if(MyPlayer.progress == MyPlayer.Progress.通伊) MyPlayer.progress = MyPlayer.Progress.过伊;
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if(MyPlayer.progress == MyPlayer.Progress.通基) MyPlayer.progress = MyPlayer.Progress.过基;
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@ -6,35 +6,35 @@ EditorUserSettings:
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