任务:搭建基本的系统

1.替换和适配地藏关卡美术资源
2.编写玩家被敲钟攻击逻辑
(1.当钟抬起到落下期间,中幅度震动手柄和屏幕
(2.当撞钟能攻击到玩家,触发玩家annoying事件,当不能,且玩家正处于annoying状态,则触发玩家Outannoying事件。annoying事件中修改玩家beannoying标记,并编写减速减益状态,Outannoying事件中修改标记,并还原减益。Update中,若处于beannoying状态,则减少受击CDLeft,若CDLeft降到0以下则受击并击飞,并重置受击CDLeft。
(3.当撞钟攻击结束时玩家任然处于被干扰状态,触发玩家的脱离干扰事件
3.修改震动管理员类,新建一种无法被覆盖的震动
4.伸手的时候中幅度震动手柄和屏幕
5.修改敲钟攻击逻辑,使得敲钟时玩家无论在何处都要减速
6.手被攻击的时候中幅度震动手柄和屏幕
This commit is contained in:
Roman 2021-12-15 00:07:36 +08:00
parent 9b4871b128
commit 1cfe5ef4c0
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GameObject:
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@ -2817,7 +3073,7 @@ SpriteRenderer:
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--- !u!61 &2021758233
BoxCollider2D:
@ -2998,6 +3255,88 @@ PlatformEffector2D:
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@ -3041,7 +3380,7 @@ Transform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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GameObject:
@ -3067,7 +3406,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2086773091}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 552131609}
@ -3115,9 +3454,9 @@ PolygonCollider2D:
m_AutoTiling: 0
m_Points:
m_Paths:
- - {x: 4.9903784, y: 5.8128557}
- {x: -4.955195, y: 5.792516}
- {x: -4.986419, y: -2.840673}
- - {x: 4.840126, y: 5.3620996}
- {x: -4.744842, y: 5.431912}
- {x: -4.8061175, y: -2.900774}
- {x: 4.936577, y: -2.8223462}
--- !u!4 &2132302663
Transform:

View File

@ -387,6 +387,7 @@ MonoBehaviour:
catingAiYuPin: {fileID: 0}
catching: {fileID: 0}
specialMoneyCount: 0
isAnnoying: 0
inputDir: 0
isLanding: 0
hammerCDLeft: 0
@ -1313,12 +1314,12 @@ MonoBehaviour:
canBeHit: 1
state: 0
HPLeft: 0
timeBetweenAttacks: 3
timeBetweenAttacks: 1
yiSiLan: {fileID: 4312721376048571783, guid: fbfdd225dbb0dfe4ca6246532e0ec9cb, type: 3}
yiSiLanMinTime: 1
yiSiLanMaxTime: 3
sprayBoomer: {fileID: 7438740031623559657, guid: 6f425457493cafb409f540876c51609c, type: 3}
sprayBoomerTime: 1
sprayBoomerTime: 0.5
sprayBoomerDir: {x: 2, y: 1.5}
sprayBoomerMultiple: 1.3
callBoomStartVelocity: {x: -5, y: -20}
@ -1585,7 +1586,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1305025512}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -0.59000015, y: -0.32, z: -10}
m_LocalPosition: {x: -0.59000015, y: -0.35653356, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
@ -2091,7 +2092,7 @@ MonoBehaviour:
m_PostInfinity: 2
m_RotationOrder: 4
m_AttackTime: 0
m_SustainTime: 60
m_SustainTime: 6000
m_DecayTime: 0.7
m_ScaleWithImpact: 1
m_HoldForever: 0
@ -2130,6 +2131,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 8552cc6ae4e3ee6439c72af8eff091ff, type: 3}
m_Name:
m_EditorClassIdentifier:
doNotStopShakeNum:
itemNow: 0
inHorseStage: 1
--- !u!114 &1760984411
MonoBehaviour:

View File

@ -2171,6 +2171,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 8552cc6ae4e3ee6439c72af8eff091ff, type: 3}
m_Name:
m_EditorClassIdentifier:
itemNow: 0
inHorseStage: 0
--- !u!1 &2098309882
GameObject:
@ -2307,11 +2308,11 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 4312721376048571778, guid: fbfdd225dbb0dfe4ca6246532e0ec9cb, type: 3}
propertyPath: m_LocalPosition.x
value: 8.33
value: 15.94
objectReference: {fileID: 0}
- target: {fileID: 4312721376048571778, guid: fbfdd225dbb0dfe4ca6246532e0ec9cb, type: 3}
propertyPath: m_LocalPosition.y
value: 0.37
value: 0.84
objectReference: {fileID: 0}
- target: {fileID: 4312721376048571778, guid: fbfdd225dbb0dfe4ca6246532e0ec9cb, type: 3}
propertyPath: m_LocalPosition.z
@ -2367,7 +2368,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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m_SourcePrefab: {fileID: 100100000, guid: fbfdd225dbb0dfe4ca6246532e0ec9cb, type: 3}
@ -2384,7 +2385,7 @@ PrefabInstance:
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propertyPath: m_RootOrder

View File

@ -36,6 +36,11 @@ public class Bell : MonoBehaviour
/// </summary>
[Header("钟飞上去将要花费多少时间(降下来也是这个值)")]
public float upTime;
/// <summary>
/// 干扰多长时间能造成伤害和击飞?
/// </summary>
[Header("干扰多长时间能造成伤害和击飞?")]
public float annoyingToHitTime;
// _____ _ _
// | __ \ (_) | |
@ -54,6 +59,16 @@ public class Bell : MonoBehaviour
/// 浮动动画,用来重启浮动动画解决Tween的一些局限性问题
/// </summary>
private Tweener floatTweener;
private float annoyingToHitTimeLeft;
/// <summary>
/// 此时是否在干扰玩家
/// </summary>
[SerializeField]
private bool isAnnoyingPlayer;
/// <summary>
/// 钟的初始位置
/// </summary>
private Vector3 startPositon;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
@ -63,6 +78,8 @@ public class Bell : MonoBehaviour
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
void Start(){
annoyingToHitTimeLeft = annoyingToHitTime;
startPositon = transform.position;
//启动浮动动画
RestartFloat();
}
@ -70,10 +87,13 @@ public class Bell : MonoBehaviour
void Update(){
//如果钟正在攻击
if(isAtking){
if(!player.isAnnoying){
player.OnInAnnoying();
}
//创建一条从钟射向玩家的射线
Ray2D ray = new Ray2D(
(Vector2)transform.position,
(Vector2)( player.transform.position - transform.position)
(Vector2)(player.transform.position - transform.position)
);
Debug.DrawRay(ray.origin,ray.direction * 1500,Color.red);
//获取射线的碰撞结果
@ -82,6 +102,30 @@ public class Bell : MonoBehaviour
if(hit2D){
Debug.Log(hit2D.collider.name);
}
//如果射线击中玩家并且玩家未处于被攻击状态,说明刚被击中,触发玩家的被干扰事件
if(hit2D.collider.TryGetComponent<MyPlayer>(out MyPlayer trash) ){
// player.OnInAnnoying();
isAnnoyingPlayer = true;
}
//如果没有击中玩家,但是玩家处于被攻击状态,说明玩家脱离了攻击,触发玩家解除干扰事件
else if(!hit2D.collider.TryGetComponent<MyPlayer>(out MyPlayer trash1)){
//player.OnOutAnnoying();
isAnnoyingPlayer = false;
annoyingToHitTimeLeft = annoyingToHitTime;
}
}
if(isAnnoyingPlayer){
annoyingToHitTimeLeft -= Time.deltaTime;
if(annoyingToHitTimeLeft <= 0){
//告诉玩家,你被攻击了
player.OnBeHit(owner.ATK,
((transform.position.x -
player.transform.position.x)
> 0) ? 1 : -1);//通过自身位置和玩家位置的比较来返回玩家本次的受击方向
//恢复CD
annoyingToHitTimeLeft = annoyingToHitTime;
}
}
}
@ -100,7 +144,7 @@ public class Bell : MonoBehaviour
if(floatTweener != null){
floatTweener.Kill();
}
Tweener tweener = transform.DOShakePosition(5f,0.3f,1,150,false,false);
Tweener tweener = transform.DOShakePosition(5f,0.3f,1,90,false,false);
tweener.SetLoops(-1);
tweener.SetEase(Ease.InQuad);
floatTweener = tweener;
@ -153,9 +197,14 @@ public class Bell : MonoBehaviour
/// 攻击结束的时候触发
/// </summary>
private void ATKEnd(){
//如果玩家仍处于被干扰状态,解除干扰
if(player.isAnnoying) player.OnOutAnnoying();
annoyingToHitTimeLeft = annoyingToHitTime;
isAnnoyingPlayer = false;
//创建动画让钟回去
Tweener tweener =
transform.DOMoveY(transform.position.y - upDistance,upTime);
//transform.DOMoveY(transform.position.y - upDistance,upTime);
transform.DOMove(startPositon,upTime);
//创建和添加结束事件
TweenCallback action = () => {
//重启浮动动画

View File

@ -63,6 +63,11 @@ public class DiZang : Enemy
private List<ThrowingPoint> throwingPointGroupUse;
private Bell myBell;
private DiZangsHadn myHand;
public VibrationManager vibrationManager;
/// <summary>
/// 现在正在敲钟攻击吗?(包括上下浮)
/// </summary>
public bool inBell = false;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
@ -87,6 +92,7 @@ public class DiZang : Enemy
player = FindObjectOfType<MyPlayer>();
myBell = transform.Find("钟").GetComponent<Bell>();
myHand = transform.Find("手").GetComponent<DiZangsHadn>();
vibrationManager = FindObjectOfType<VibrationManager>();
//告诉钟自己是主人
myBell.owner = this;
}
@ -106,6 +112,10 @@ public class DiZang : Enemy
((Random.Range(-1f,1f) > 0) ? (Action)RingTheBell : (Action)CallAiYuPin);
StartCoroutine(action());
}
// //
// yield return new WaitForEndOfFrame();
// StartCoroutine(RingTheBell());
// //
}
/// <summary>
@ -161,8 +171,12 @@ public class DiZang : Enemy
/// </summary>
private IEnumerator RingTheBell(){
Debug.Log("正在使用:敲钟");
inBell = true;
StartCoroutine(vibrationManager.ShakePad(0.5f,0.2f,6f,VibrationManager.PadShakeitem.));
yield return new WaitForEndOfFrame();
myBell.ATK(player);
//开始震动屏幕
vibrationManager.BellShakeScream();
}
/// <summary>
@ -190,5 +204,5 @@ public class DiZang : Enemy
/// <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());}
public void ATKEnd(){StartCoroutine(ATK());inBell = false;}
}

View File

@ -53,6 +53,7 @@ public class DiZangsHadn : MonoBehaviour
/// </summary>
[Header("此时是否被打断")][SerializeField]
private bool wasInteruput;
private VibrationManager vibrationManager;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
@ -73,6 +74,7 @@ public class DiZangsHadn : MonoBehaviour
owner = FindObjectOfType<DiZang>();
target = owner.transform.Find("手的终点位置");
start = transform.position;
vibrationManager = FindObjectOfType<VibrationManager>();
}
/// <summary>
@ -87,6 +89,9 @@ public class DiZangsHadn : MonoBehaviour
target.position.y,
2f
);
//震动手柄和屏幕
vibrationManager.ShakeScream(Vector2.up,1f);
StartCoroutine(vibrationManager.ShakePad(0.4f,0.2f,2f,VibrationManager.PadShakeitem.));
//创建并给予下移动画结束事件
TweenCallback action = () =>{
//下移结束,标记为可被攻击
@ -123,8 +128,14 @@ public class DiZangsHadn : MonoBehaviour
floatTweener.Kill();
//通知主人,攻击结束
owner.ATKEnd();
//重置一下自己的状态
transform.position = start;
GetComponent<Rigidbody2D>().velocity = Vector2.zero;
};
tweener.OnComplete(action);
//震动手柄和屏幕
vibrationManager.ShakeScream(Vector2.up,1f);
StartCoroutine(vibrationManager.ShakePad(0.4f,0.2f,2f,VibrationManager.PadShakeitem.));
}
}
@ -175,6 +186,10 @@ public class DiZangsHadn : MonoBehaviour
owner.HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
//看下死了没
if(owner.CheckDead()) {}
//震动手柄和屏幕
vibrationManager.ShakeScream(Vector2.up,1f);
StartCoroutine(vibrationManager.ShakePad(0.4f,0.2f,0.2f,VibrationManager.PadShakeitem.));
}
// _____ _ _ _ _

View File

@ -9,6 +9,10 @@ using Sirenix.OdinInspector;
[RequireComponent(typeof(BoxCollider2D))]
public class MoneyBox : Interactive
{
/// <summary>
/// 桌上硬币,用来显示钱箱上是否有钱
/// </summary>
private GameObject coinOnTheTable;
/// <summary>
/// 箱子里有钱吗?
/// </summary>
@ -20,6 +24,7 @@ public class MoneyBox : Interactive
private void Init(){
itemName = ItemName.;
coinOnTheTable = transform.Find("桌上硬币").gameObject;
}
public override void OnCall(){
OnBeGaveMoney();
@ -28,10 +33,20 @@ public class MoneyBox : Interactive
/// <summary>
/// 当被塞钱的时候触发
/// </summary>
public override void OnBeGaveMoney(){hasMoney = true;}
public override void OnBeGaveMoney(){
//标记自身有钱
hasMoney = true;
//显示桌上硬币
coinOnTheTable.SetActive(true);
}
/// <summary>
/// 当被拿钱的时候触发
/// </summary>
public void OnBeTakeMoney(){hasMoney = false;}
public void OnBeTakeMoney(){
//标记自身不再有钱
hasMoney = false;
//隐藏桌上硬币
coinOnTheTable.SetActive(false);
}
}

View File

@ -64,6 +64,11 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
/// </summary>
[FoldoutGroup("状态")][Header("当前身上有多少特殊硬币,用来塞钱的那种")]
public int specialMoneyCount = 0;
/// <summary>
/// 此时是否受着撞钟攻击的影响?
/// </summary>
[Header("此时是否受着撞钟攻击的影响?")][FoldoutGroup("状态")][ReadOnly]
public bool isAnnoying = false;
// _____ _ _
// | __ \ (_) | |
@ -488,6 +493,27 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
//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;}
/// <summary>
/// 被撞钟攻击的开始瞬间触发
/// </summary>
public void OnInAnnoying(){
Debug.Log("我被干扰了");
//标记自身正在被影响
isAnnoying = true;
//减速减益
speed *= 0.5f;
}
/// <summary>
/// 当离开撞钟攻击范围的时候触发一次
/// </summary>
public void OnOutAnnoying(){
Debug.Log("我脱离了干扰");
//标记自身离开影响
isAnnoying = false;
//恢复减速减益
speed *= 2f;
}
// _____ _ __

View File

@ -154,7 +154,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
action = SprayBoomer;
else
action = CallBoomer;
return SprayBoomer;
return action;
}
/// <summary>
@ -264,7 +264,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
//开始攻击
StartCoroutine(StartAATK());
//开始屏幕震动
FindObjectOfType<VibrationManager>().HorseShake();
FindObjectOfType<VibrationManager>().HorseShakeScream();
//开始向右移动
isMove = true;
}

View File

@ -10,18 +10,6 @@ using UnityEngine.InputSystem;
/// </summary>
public class VibrationManager : MonoBehaviour
{
// //
// void Start(){
// HorseShake();
// }
// //
/// <summary>
/// 在特洛伊boss关吗?
/// </summary>
public enum PadShakeitem{
,
,
@ -30,8 +18,19 @@ public class VibrationManager : MonoBehaviour
,
,
,
,
,
}
/// <summary>
/// 不会停下的震动的编号
/// </summary>
public List<PadShakeitem> doNotStopShakeNum;
/// <summary>
/// 还接待新的震动吗?
/// </summary>
private bool tradeable = true;
public PadShakeitem itemNow;
/// <summary>
@ -39,6 +38,14 @@ public class VibrationManager : MonoBehaviour
/// </summary>
public bool inHorseStage;
void Start(){
doNotStopShakeNum = new List<PadShakeitem>();
doNotStopShakeNum.Add(PadShakeitem.);
doNotStopShakeNum.Add(PadShakeitem.);
}
/// <summary>
/// 震动相机,仅对于一些微小短小震动使用
/// </summary>
@ -58,8 +65,18 @@ public class VibrationManager : MonoBehaviour
/// <param name="item">震动原因</param>
public IEnumerator ShakePad(float left, float right, float time, PadShakeitem item){
if(Gamepad.current != null){
itemNow = item;
Gamepad.current.SetMotorSpeeds(left,right);
//只有处于可接待状态时,才接待震动
if(tradeable){
//记录震动项目并开始震动
itemNow = item;
Gamepad.current.SetMotorSpeeds(left,right);
}
//如果该项目是不可被打断列表中记录着的
if(doNotStopShakeNum.Contains(item)){
//标记自身不再接待新的震动
tradeable = false;
}
//Debug.Log("正在开始"+item+"的震动");
yield return new WaitForSeconds(time);
//只有震动项目和震动原因相同的时候,才会触发停止震动
@ -68,6 +85,7 @@ public class VibrationManager : MonoBehaviour
//Debug.Log("正在结束"+item+"的震动");
Gamepad.current.SetMotorSpeeds(0,0);
if(inHorseStage)HorseShakePad();
tradeable = true;
}
}
}
@ -75,11 +93,19 @@ public class VibrationManager : MonoBehaviour
/// <summary>
/// 木马震动,屏幕轻微快速上下震动
/// </summary>
public void HorseShake(){
public void HorseShakeScream(){
transform.Find("木马震动源").
GetComponent<CinemachineImpulseSource>().
GenerateImpulse();
}
/// <summary>
/// 撞钟攻击调用,屏幕中幅度震动
/// </summary>
public void BellShakeScream(){
transform.Find("撞钟震动源").
GetComponent<CinemachineImpulseSource>().
GenerateImpulse();
}
public void HorseShakePad(){
StartCoroutine(ShakePad(0f,0.1f,20f,PadShakeitem.));

View File

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