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+ m_Curve: []
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ m_AttackTime: 0
+ m_SustainTime: 6
+ m_DecayTime: 0.7
+ m_ScaleWithImpact: 1
+ m_HoldForever: 0
+ m_ImpactRadius: 100
+ m_DirectionMode: 0
+ m_DissipationMode: 2
+ m_DissipationDistance: 1000
+ m_PropagationSpeed: 343
+ m_LayerMask:
+ serializedVersion: 2
+ m_Bits: 1
+ m_IgnoreTag:
+ m_UseImpactDirection: 0
+ m_ScaleImpactWithMass: 0
+ m_ScaleImpactWithSpeed: 0
--- !u!1 &1954591986
GameObject:
m_ObjectHideFlags: 0
@@ -2817,7 +3073,7 @@ SpriteRenderer:
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
- m_SortingOrder: -1
+ m_SortingOrder: -2
m_Sprite: {fileID: 21300000, guid: 45468251348e26f44b5c7755ea556758, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
@@ -2838,8 +3094,9 @@ Transform:
m_GameObject: {fileID: 1963485813}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
- m_LocalScale: {x: 1, y: 1, z: 1}
- m_Children: []
+ m_LocalScale: {x: 1.1, y: 1.1, z: 1.1}
+ m_Children:
+ - {fileID: 2057861409}
m_Father: {fileID: 0}
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -2951,7 +3208,7 @@ Transform:
m_LocalScale: {x: 3.6625, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
- m_RootOrder: 11
+ m_RootOrder: 12
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!61 &2021758233
BoxCollider2D:
@@ -2998,6 +3255,88 @@ PlatformEffector2D:
m_UseSideFriction: 0
m_UseSideBounce: 0
m_SideArc: 1
+--- !u!1 &2057861408
+GameObject:
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+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!4 &2057861409
+Transform:
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+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 2057861408}
+ m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
+ m_LocalPosition: {x: 0, y: -4.05, z: 0}
+ m_LocalScale: {x: 0.90909094, y: 0.90909094, z: 0.90909094}
+ m_Children: []
+ m_Father: {fileID: 1963485815}
+ m_RootOrder: 0
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!212 &2057861410
+SpriteRenderer:
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+ m_PrefabInstance: {fileID: 0}
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+ m_ReceiveShadows: 0
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+ m_ReflectionProbeUsage: 1
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+ m_RenderingLayerMask: 1
+ m_RendererPriority: 0
+ m_Materials:
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+ subMeshCount: 0
+ m_StaticBatchRoot: {fileID: 0}
+ m_ProbeAnchor: {fileID: 0}
+ m_LightProbeVolumeOverride: {fileID: 0}
+ m_ScaleInLightmap: 1
+ m_ReceiveGI: 1
+ m_PreserveUVs: 0
+ m_IgnoreNormalsForChartDetection: 0
+ m_ImportantGI: 0
+ m_StitchLightmapSeams: 1
+ m_SelectedEditorRenderState: 0
+ m_MinimumChartSize: 4
+ m_AutoUVMaxDistance: 0.5
+ m_AutoUVMaxAngle: 89
+ m_LightmapParameters: {fileID: 0}
+ m_SortingLayerID: 0
+ m_SortingLayer: 0
+ m_SortingOrder: 1
+ m_Sprite: {fileID: 21300000, guid: 68f8e3f156be0f64c86685a3acb253e6, type: 3}
+ m_Color: {r: 1, g: 1, b: 1, a: 1}
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+ m_Size: {x: 12.44, y: 0.76}
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--- !u!1 &2059592403
GameObject:
m_ObjectHideFlags: 0
@@ -3041,7 +3380,7 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
- m_RootOrder: 19
+ m_RootOrder: 20
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &2086773091
GameObject:
@@ -3067,7 +3406,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2086773091}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
- m_LocalPosition: {x: 0.12, y: 4.8, z: 0}
+ m_LocalPosition: {x: 0.12, y: 4.07, z: 0}
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:
diff --git a/Assets/Scenes/TeLuoYiStageTest.unity b/Assets/Scenes/TeLuoYiStageTest.unity
index fdbe875..8e00ff4 100644
--- a/Assets/Scenes/TeLuoYiStageTest.unity
+++ b/Assets/Scenes/TeLuoYiStageTest.unity
@@ -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:
diff --git a/Assets/Scenes/test.unity b/Assets/Scenes/test.unity
index 5f69d11..4ed1843 100644
--- a/Assets/Scenes/test.unity
+++ b/Assets/Scenes/test.unity
@@ -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:
objectReference: {fileID: 0}
- target: {fileID: 4312721376048571783, guid: fbfdd225dbb0dfe4ca6246532e0ec9cb, type: 3}
propertyPath: m_IsActive
- value: 0
+ value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: fbfdd225dbb0dfe4ca6246532e0ec9cb, type: 3}
@@ -2384,7 +2385,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 7746389308535175434, guid: 6d2fc6e5da22cf748b7c6730494b0460, type: 3}
propertyPath: m_IsActive
- value: 0
+ value: 1
objectReference: {fileID: 0}
- target: {fileID: 7746389308535175438, guid: 6d2fc6e5da22cf748b7c6730494b0460, type: 3}
propertyPath: m_RootOrder
diff --git a/Assets/Scripts/Bell.cs b/Assets/Scripts/Bell.cs
index ae6ccb9..76f7ff9 100644
--- a/Assets/Scripts/Bell.cs
+++ b/Assets/Scripts/Bell.cs
@@ -36,6 +36,11 @@ public class Bell : MonoBehaviour
///
[Header("钟飞上去将要花费多少时间(降下来也是这个值)")]
public float upTime;
+ ///
+ /// 干扰多长时间能造成伤害和击飞?
+ ///
+ [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
///
private Tweener floatTweener;
+ private float annoyingToHitTimeLeft;
+ ///
+ /// 此时是否在干扰玩家
+ ///
+ [SerializeField]
+ private bool isAnnoyingPlayer;
+ ///
+ /// 钟的初始位置
+ ///
+ 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(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(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
///
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
diff --git a/Assets/Scripts/DiZang.cs b/Assets/Scripts/DiZang.cs
index 6b2002a..d41c51b 100644
--- a/Assets/Scripts/DiZang.cs
+++ b/Assets/Scripts/DiZang.cs
@@ -63,6 +63,11 @@ public class DiZang : Enemy
private List throwingPointGroupUse;
private Bell myBell;
private DiZangsHadn myHand;
+ public VibrationManager vibrationManager;
+ ///
+ /// 现在正在敲钟攻击吗?(包括上下浮)
+ ///
+ public bool inBell = false;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
@@ -87,6 +92,7 @@ public class DiZang : Enemy
player = FindObjectOfType();
myBell = transform.Find("钟").GetComponent();
myHand = transform.Find("手").GetComponent();
+ vibrationManager = FindObjectOfType();
//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());
+ // //
}
///
@@ -161,8 +171,12 @@ public class DiZang : Enemy
///
private IEnumerator RingTheBell(){
Debug.Log("正在使用:敲钟");
+ inBell = true;
+ StartCoroutine(vibrationManager.ShakePad(0.5f,0.2f,6f,VibrationManager.PadShakeitem.撞钟攻击));
yield return new WaitForEndOfFrame();
myBell.ATK(player);
+ //开始震动屏幕
+ vibrationManager.BellShakeScream();
}
///
@@ -190,5 +204,5 @@ public class DiZang : Enemy
///
/// 攻击结束的时候触发,重新开始新一轮攻击
///
- public void ATKEnd(){StartCoroutine(ATK());}
+ public void ATKEnd(){StartCoroutine(ATK());inBell = false;}
}
diff --git a/Assets/Scripts/DiZangsHadn.cs b/Assets/Scripts/DiZangsHadn.cs
index 29ed398..cdd3070 100644
--- a/Assets/Scripts/DiZangsHadn.cs
+++ b/Assets/Scripts/DiZangsHadn.cs
@@ -53,6 +53,7 @@ public class DiZangsHadn : MonoBehaviour
///
[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();
target = owner.transform.Find("手的终点位置");
start = transform.position;
+ vibrationManager = FindObjectOfType();
}
///
@@ -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.伸手拿钱));
//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().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.伸手拿钱));
}
}
@@ -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.伸手拿钱));
}
// _____ _ _ _ _
diff --git a/Assets/Scripts/MoneyBox.cs b/Assets/Scripts/MoneyBox.cs
index 09e209e..2b6583e 100644
--- a/Assets/Scripts/MoneyBox.cs
+++ b/Assets/Scripts/MoneyBox.cs
@@ -9,6 +9,10 @@ using Sirenix.OdinInspector;
[RequireComponent(typeof(BoxCollider2D))]
public class MoneyBox : Interactive
{
+ ///
+ /// 桌上硬币,用来显示钱箱上是否有钱
+ ///
+ private GameObject coinOnTheTable;
///
/// 箱子里有钱吗?
///
@@ -20,6 +24,7 @@ public class MoneyBox : Interactive
private void Init(){
itemName = ItemName.塞钱箱;
+ coinOnTheTable = transform.Find("桌上硬币").gameObject;
}
public override void OnCall(){
OnBeGaveMoney();
@@ -28,10 +33,20 @@ public class MoneyBox : Interactive
///
/// 当被塞钱的时候触发
///
- 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);
+ }
///
/// 当被拿钱的时候触发
///
- 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);
+ }
}
diff --git a/Assets/Scripts/MyPlayer.cs b/Assets/Scripts/MyPlayer.cs
index 81b630c..1635fd7 100644
--- a/Assets/Scripts/MyPlayer.cs
+++ b/Assets/Scripts/MyPlayer.cs
@@ -64,6 +64,11 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
///
[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;
+ ///
+ /// 此时是否受着撞钟攻击的影响?
+ ///
+ [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;}
+ ///
+ /// 被撞钟攻击的开始瞬间触发
+ ///
+ 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;
+ }
+
+ ///
+ /// 当离开撞钟攻击范围的时候触发一次
+ ///
+ 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;
+ }
// _____ _ __
diff --git a/Assets/Scripts/TrojanHorse.cs b/Assets/Scripts/TrojanHorse.cs
index 8744eea..9adff95 100644
--- a/Assets/Scripts/TrojanHorse.cs
+++ b/Assets/Scripts/TrojanHorse.cs
@@ -154,7 +154,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
action = SprayBoomer;
else
action = CallBoomer;
- return SprayBoomer;
+ return action;
}
///
@@ -264,7 +264,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
//开始攻击
StartCoroutine(StartAATK());
//开始屏幕震动
- FindObjectOfType().HorseShake();
+ FindObjectOfType().HorseShakeScream();
//开始向右移动
isMove = true;
}
diff --git a/Assets/Scripts/VibrationManager.cs b/Assets/Scripts/VibrationManager.cs
index 60bb6a1..0c8dadd 100644
--- a/Assets/Scripts/VibrationManager.cs
+++ b/Assets/Scripts/VibrationManager.cs
@@ -10,18 +10,6 @@ using UnityEngine.InputSystem;
///
public class VibrationManager : MonoBehaviour
{
-
- // //
- // void Start(){
- // HorseShake();
- // }
- // //
-
- ///
- /// 在特洛伊boss关吗?
- ///
-
-
public enum PadShakeitem{
移动,
跳跃,
@@ -30,8 +18,19 @@ public class VibrationManager : MonoBehaviour
发射镰刀,
挥动锤子,
木马移动,
- 反弹炸弹
+ 反弹炸弹,
+ 撞钟攻击,
+ 伸手拿钱
}
+ ///
+ /// 不会停下的震动的编号
+ ///
+ public List doNotStopShakeNum;
+
+ ///
+ /// 还接待新的震动吗?
+ ///
+ private bool tradeable = true;
public PadShakeitem itemNow;
///
@@ -39,6 +38,14 @@ public class VibrationManager : MonoBehaviour
///
public bool inHorseStage;
+ void Start(){
+ doNotStopShakeNum = new List();
+ doNotStopShakeNum.Add(PadShakeitem.撞钟攻击);
+ doNotStopShakeNum.Add(PadShakeitem.伸手拿钱);
+ }
+
+
+
///
/// 震动相机,仅对于一些微小短小震动使用
///
@@ -58,8 +65,18 @@ public class VibrationManager : MonoBehaviour
/// 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);
+
+ //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
///
/// 木马震动,屏幕轻微快速上下震动
///
- public void HorseShake(){
+ public void HorseShakeScream(){
transform.Find("木马震动源").
GetComponent().
GenerateImpulse();
}
+ ///
+ /// 撞钟攻击调用,屏幕中幅度震动
+ ///
+ public void BellShakeScream(){
+ transform.Find("撞钟震动源").
+ GetComponent().
+ GenerateImpulse();
+ }
public void HorseShakePad(){
StartCoroutine(ShakePad(0f,0.1f,20f,PadShakeitem.木马移动));
diff --git a/Assets/Shader/闪光效果/Custom_Flash.mat b/Assets/Shader/闪光效果/Custom_Flash.mat
index 3ab1492..3783cfb 100644
--- a/Assets/Shader/闪光效果/Custom_Flash.mat
+++ b/Assets/Shader/闪光效果/Custom_Flash.mat
@@ -24,11 +24,11 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- - _Angle: 84
- - _DelayTime: 0.2
- - _FlashTime: 1
- - _LoopInterval: 2
- - _Width: 0.2
+ - _Angle: 60
+ - _DelayTime: 0.5
+ - _FlashTime: 0.1
+ - _LoopInterval: 3
+ - _Width: 0.74
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Sprites/早期临时混乱/1关boss地面.png b/Assets/Sprites/早期临时混乱/1关boss地面.png
new file mode 100644
index 0000000..6e03a92
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new file mode 100644
index 0000000..7fdf84e
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+++ b/Assets/Sprites/早期临时混乱/1关boss地面.png.meta
@@ -0,0 +1,96 @@
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diff --git a/Assets/Sprites/早期临时混乱/手.png b/Assets/Sprites/早期临时混乱/手.png
new file mode 100644
index 0000000..49a7799
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new file mode 100644
index 0000000..8c8f7a5
--- /dev/null
+++ b/Assets/Sprites/早期临时混乱/手.png.meta
@@ -0,0 +1,96 @@
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diff --git a/Assets/Sprites/早期临时混乱/装钱箱子.png b/Assets/Sprites/早期临时混乱/装钱箱子.png
new file mode 100644
index 0000000..3ce56a7
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new file mode 100644
index 0000000..35557ca
--- /dev/null
+++ b/Assets/Sprites/早期临时混乱/装钱箱子.png.meta
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diff --git a/Assets/Sprites/早期临时混乱/钱.png b/Assets/Sprites/早期临时混乱/钱.png
new file mode 100644
index 0000000..9155580
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new file mode 100644
index 0000000..a84a715
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+++ b/Assets/Sprites/早期临时混乱/钱.png.meta
@@ -0,0 +1,96 @@
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diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index 744e910..9f5198f 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -11,6 +11,12 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/test.unity
guid: 57c7619c790d5a94890207bd10cc8aca
+ - enabled: 0
+ path: Assets/Scenes/DiZangStageTest.unity
+ guid: bb3ae1879e9805b4cb5101b71e80cbd4
+ - enabled: 0
+ path: Assets/Scenes/TeLuoYiStageTest.unity
+ guid: fc238b8ec8a03f44eb93e84f5fc3af9c
m_configObjects:
com.unity.adaptiveperformance.loader_settings: {fileID: 11400000, guid: c904ac9773b374d419329ca1a0f380ac, type: 2}
com.unity.adaptiveperformance.simulator.provider_settings: {fileID: 11400000, guid: ad690714d07fc1a44849fae3ac890474, type: 2}
diff --git a/ProjectSettings/Physics2DSettings.asset b/ProjectSettings/Physics2DSettings.asset
index 1347c8c..784a268 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: bfffffffbfffffffbfffffffbfffffffbfffffffbfffffff00ffffffbffdffffffffffff7fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
+ m_LayerCollisionMatrix: bfffffffbfffffffbbfeffffbfffffffbfffffffbfffffff00ffffff3ffdfffffbffffff7fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset
index 97f66bc..f86deaa 100644
--- a/UserSettings/EditorUserSettings.asset
+++ b/UserSettings/EditorUserSettings.asset
@@ -24,10 +24,10 @@ EditorUserSettings:
value: 224247031146466b011b0b2b1e301034131a112d25292824620d3207f5e53136d2f539a9c2223e31290eea2f4b1a2e0be50f0c05d7050306101af4011fc0311707c416c61fcc5109c51008d7
flags: 0
RecentlyUsedScenePath-6:
- value: 22424703114646680e0b0227036c6b153a021713251b32312a2c2936f1f47a2decee22f0
+ value: 22424703114646680e0b0227036c7b192c16162d1f3c2737281d1820f6ae2136ebf32f
flags: 0
RecentlyUsedScenePath-7:
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+ value: 22424703114646680e0b0227036c6b153a021713251b32312a2c2936f1f47a2decee22f0
flags: 0
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