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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 Binary files /dev/null and b/Assets/Sprites/早期临时混乱/1关boss地面.png differ diff --git a/Assets/Sprites/早期临时混乱/1关boss地面.png.meta b/Assets/Sprites/早期临时混乱/1关boss地面.png.meta new file mode 100644 index 0000000..7fdf84e --- /dev/null +++ b/Assets/Sprites/早期临时混乱/1关boss地面.png.meta @@ -0,0 +1,96 @@ +fileFormatVersion: 2 +guid: 68f8e3f156be0f64c86685a3acb253e6 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - 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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: - 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