任务:搭建基本的系统
1.编写塞钱箱逻辑 (1.初始为有钱 (2.创建事件,当被塞钱,修改塞钱箱状态 (3.创建事件,当被拿钱,修改塞钱箱状态 (*:修改塞钱箱继承自普通可交互物体 2.编写玩家塞钱逻辑 (1.创建交互按键,当检测到交互执行,执行所catch物体的OnCall,根据所catch物体不同触发不同的动作。当catch到的是塞钱箱,执行塞钱功能 (2.创建塞钱功能,持有特殊金币-1 3.修改爱欲品掉钱逻辑 (1.修改死亡事件,当检测到主人为地藏并且玩家身上已经没钱了的时候,生成一个特殊硬币 4.编写特殊硬币逻辑 (1.继承于可交互物体(×) (2.OnCall的时候触发玩家加钱功能 (3.物理层上不与除地面以外的其他东西碰撞 (4.捡拾上,给硬币添加一个子物体,通过子物体上的触发器和攻击类来判断捡拾与否 5.编写地藏拿钱攻击逻辑 (*.参照钟的逻辑 (1.新建地藏手 (2.新建组件:地藏手 (3.收到攻击信号后,从外部从上至下伸入一只手,伴随抖动,到一定位置后停止 (4.手有碰撞体,触碰到玩家时,对玩家造成伤害 (5.抄一段普通怪物的受击逻辑,当手被攻击了,触发动画,稍微抬起一小段,并且剧烈震动,同时通知主人被打 6.整理脚本 至此,关卡已经能按照正常的逻辑跑起来了
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@ -49,6 +49,14 @@ public class @Player : IInputActionCollection, IDisposable
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""expectedControlType"": ""Button"",
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""interactions"": """"
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""interactions"": """"
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}
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],
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""bindings"": [
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@ -183,6 +191,28 @@ public class @Player : IInputActionCollection, IDisposable
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""action"": ""Sickle"",
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@ -212,6 +242,7 @@ public class @Player : IInputActionCollection, IDisposable
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m_Normal_Jump = m_Normal.FindAction("Jump", throwIfNotFound: true);
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m_Normal_Wave = m_Normal.FindAction("Wave", throwIfNotFound: true);
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m_Normal_Sickle = m_Normal.FindAction("Sickle", throwIfNotFound: true);
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m_Normal_Interactive = m_Normal.FindAction("Interactive", throwIfNotFound: true);
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}
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public void Dispose()
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@ -265,6 +296,7 @@ public class @Player : IInputActionCollection, IDisposable
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private readonly InputAction m_Normal_Jump;
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private readonly InputAction m_Normal_Wave;
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private readonly InputAction m_Normal_Sickle;
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private readonly InputAction m_Normal_Interactive;
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public struct NormalActions
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{
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private @Player m_Wrapper;
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@ -273,6 +305,7 @@ public class @Player : IInputActionCollection, IDisposable
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public InputAction @Jump => m_Wrapper.m_Normal_Jump;
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public InputAction @Wave => m_Wrapper.m_Normal_Wave;
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public InputAction @Sickle => m_Wrapper.m_Normal_Sickle;
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public InputAction @Interactive => m_Wrapper.m_Normal_Interactive;
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public InputActionMap Get() { return m_Wrapper.m_Normal; }
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public void Enable() { Get().Enable(); }
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public void Disable() { Get().Disable(); }
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@ -294,6 +327,9 @@ public class @Player : IInputActionCollection, IDisposable
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@Sickle.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnSickle;
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@Sickle.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnSickle;
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@Sickle.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnSickle;
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@Interactive.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteractive;
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@Interactive.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteractive;
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@Interactive.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnInteractive;
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}
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m_Wrapper.m_NormalActionsCallbackInterface = instance;
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if (instance != null)
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@ -310,6 +346,9 @@ public class @Player : IInputActionCollection, IDisposable
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@Sickle.started += instance.OnSickle;
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@Sickle.performed += instance.OnSickle;
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@Sickle.canceled += instance.OnSickle;
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@Interactive.started += instance.OnInteractive;
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@Interactive.performed += instance.OnInteractive;
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@Interactive.canceled += instance.OnInteractive;
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}
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}
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}
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@ -329,5 +368,6 @@ public class @Player : IInputActionCollection, IDisposable
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void OnJump(InputAction.CallbackContext context);
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void OnWave(InputAction.CallbackContext context);
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void OnSickle(InputAction.CallbackContext context);
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void OnInteractive(InputAction.CallbackContext context);
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}
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}
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@ -36,6 +36,14 @@
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"expectedControlType": "Button",
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@ -170,6 +178,28 @@
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@ -30,6 +30,16 @@ public class AiYuPin : NormalEnemy
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/// </summary>
|
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[Header("玩家挣脱爱欲品还需要多少次方向转换操作")][FoldoutGroup("爱欲品")][ReadOnly]
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public int breakFreeCountLeft;
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/// <summary>
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/// 这个爱欲品有主人吗?也就是地藏
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/// </summary>
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[HideInInspector]
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public bool hasOwner;
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/// <summary>
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/// 打死后掉落的钱的预制体
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/// </summary>
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[Header("打死后掉落的钱的预制体")][FoldoutGroup("预制体")]
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public GameObject coinObj;
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// _____ _ _
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// | __ \ (_) | |
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@ -78,6 +88,7 @@ public class AiYuPin : NormalEnemy
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//初始化爱欲品属性
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breakFreeCountLeft = breakFreeCount;//初始化挣脱需要的操作次数
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target = FindObjectOfType<MyPlayer>().transform;//初始化追踪目标为玩家
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if(FindObjectOfType<DiZang>()) hasOwner = true;
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}
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/// <summary>
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@ -96,6 +107,21 @@ public class AiYuPin : NormalEnemy
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transform.rotation.z);
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}
|
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/// <summary>
|
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/// 制造一个特殊的钱,用来塞钱的那种
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/// </summary>
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private void MakeAnCoin(){
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GameObject coin = Instantiate(
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coinObj,
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transform.position,
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Quaternion.identity
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);
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coin.GetComponent<Rigidbody2D>().velocity = new Vector2(
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Random.Range(-1f,1f),
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Random.Range(-1f,1f)
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).normalized * (5f);
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||||
}
|
||||
|
||||
// ______ _
|
||||
// | ____| | |
|
||||
// | |____ _____ _ __ | |_
|
||||
@ -190,6 +216,15 @@ public class AiYuPin : NormalEnemy
|
||||
FindObjectOfType<MyPlayer>().BreakFreeCompletely();
|
||||
}
|
||||
|
||||
protected override void OnDead(){
|
||||
base.OnDead();
|
||||
if(
|
||||
hasOwner &&
|
||||
target.GetComponent<MyPlayer>().specialMoneyCount == 0 &&
|
||||
FindObjectOfType<Coin>() == null
|
||||
)MakeAnCoin();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 玩家尝试挣脱的时候触发这个
|
||||
/// </summary>
|
||||
|
50
Assets/Scripts/Coin.cs
Normal file
50
Assets/Scripts/Coin.cs
Normal file
@ -0,0 +1,50 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 用来塞的钱那个类,但是是小怪打死后掉落的那种
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(BoxCollider2D))]
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
public class Coin : MonoBehaviour
|
||||
{
|
||||
public Rigidbody2D m_rigidbody;
|
||||
|
||||
void Start(){
|
||||
Init();
|
||||
}
|
||||
|
||||
void Init(){
|
||||
m_rigidbody = GetComponent<Rigidbody2D>();
|
||||
transform.GetChild(0).gameObject.AddComponent<PickUpCoin>().owner = this;
|
||||
}
|
||||
|
||||
public void PlayerPickUpMe(){
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 本类的工具类,初始化时给子物体装一个组件,用来检测玩家是否能捡拾硬币
|
||||
/// </summary>
|
||||
private class PickUpCoin : Interactive
|
||||
{
|
||||
/// <summary>
|
||||
/// 这个捡拾范围所存在于的硬币
|
||||
/// </summary>
|
||||
public Coin owner;
|
||||
void Start(){
|
||||
Init();
|
||||
}
|
||||
|
||||
private void Init(){
|
||||
itemName = ItemName.硬币;
|
||||
}
|
||||
public override void OnCall(){
|
||||
owner.PlayerPickUpMe();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/Coin.cs.meta
Normal file
11
Assets/Scripts/Coin.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b5bb24587f94d94f81dfbe3ac6df31c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -62,6 +62,7 @@ public class DiZang : Enemy
|
||||
[SerializeField][ListDrawerSettings][ReadOnly]
|
||||
private List<ThrowingPoint> throwingPointGroupUse;
|
||||
private Bell myBell;
|
||||
private DiZangsHadn myHand;
|
||||
|
||||
// _____ _ _ ____ _
|
||||
// / ____| | | | _ \ | |
|
||||
@ -84,7 +85,8 @@ public class DiZang : Enemy
|
||||
//找到组件和物体
|
||||
moneyBox = FindObjectOfType<MoneyBox>();
|
||||
player = FindObjectOfType<MyPlayer>();
|
||||
myBell = transform.GetChild(0).GetComponent<Bell>();
|
||||
myBell = transform.Find("钟").GetComponent<Bell>();
|
||||
myHand = transform.Find("手").GetComponent<DiZangsHadn>();
|
||||
//告诉钟自己是主人
|
||||
myBell.owner = this;
|
||||
}
|
||||
@ -110,7 +112,7 @@ public class DiZang : Enemy
|
||||
/// 召唤爱欲品的时候Call这个
|
||||
/// </summary>
|
||||
private IEnumerator CallAiYuPin(){
|
||||
Debug.Log("正在使用:召唤");
|
||||
Debug.Log("正在使用:召唤");
|
||||
//确定玩家在上半边还是下半边
|
||||
PlayerState playerState =
|
||||
((player.transform.position.y > aiYuPinBuildLimit) ? PlayerState.上半: PlayerState.下半);
|
||||
@ -158,7 +160,7 @@ public class DiZang : Enemy
|
||||
/// 敲钟的时候Call这个
|
||||
/// </summary>
|
||||
private IEnumerator RingTheBell(){
|
||||
Debug.Log("正在使用:敲钟");
|
||||
Debug.Log("正在使用:敲钟");
|
||||
yield return new WaitForEndOfFrame();
|
||||
myBell.ATK(player);
|
||||
}
|
||||
@ -168,8 +170,8 @@ public class DiZang : Enemy
|
||||
/// </summary>
|
||||
private IEnumerator TakeTheMoney(){
|
||||
yield return new WaitForEndOfFrame();
|
||||
Debug.Log("正在使用:拿钱");
|
||||
|
||||
Debug.Log("正在使用:拿钱");
|
||||
myHand.ATK();
|
||||
}
|
||||
|
||||
// ______ _
|
||||
|
197
Assets/Scripts/DiZangsHadn.cs
Normal file
197
Assets/Scripts/DiZangsHadn.cs
Normal file
@ -0,0 +1,197 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using Sirenix.OdinInspector;
|
||||
|
||||
/// <summary>
|
||||
/// 地藏的手组件
|
||||
/// </summary>
|
||||
public class DiZangsHadn : MonoBehaviour
|
||||
{
|
||||
// _____ _ _ _
|
||||
// | __ \ | | | (_)
|
||||
// | |__) | _| |__ | |_ ___
|
||||
// | ___/ | | | '_ \| | |/ __|
|
||||
// | | | |_| | |_) | | | (__
|
||||
// |_| \__,_|_.__/|_|_|\___|
|
||||
[HideInInspector]
|
||||
public DiZang owner;
|
||||
|
||||
/// <summary>
|
||||
/// 手下落到目标点后会停留多长时间
|
||||
/// </summary>
|
||||
public float TakeMoneyTime;
|
||||
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
// | |__) | __ ___ ____ _| |_ ___
|
||||
// | ___/ '__| \ \ / / _` | __/ _ \
|
||||
// | | | | | |\ V / (_| | || __/
|
||||
// |_| |_| |_| \_/ \__,_|\__\___|
|
||||
|
||||
/// <summary>
|
||||
/// 手拿钱移动到的目标点位
|
||||
/// </summary>
|
||||
private Transform target;
|
||||
/// <summary>
|
||||
/// 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;
|
||||
/// <summary>
|
||||
/// 手在屏幕外的起点
|
||||
/// </summary>
|
||||
private Vector3 start;
|
||||
/// <summary>
|
||||
/// 此时是否可被攻击
|
||||
/// </summary>
|
||||
[Header("此时能否被攻击")][SerializeField]
|
||||
private bool canBeHit = false;
|
||||
/// <summary>
|
||||
/// 是否被玩家的攻击打断了?
|
||||
/// </summary>
|
||||
[Header("此时是否被打断")][SerializeField]
|
||||
private bool wasInteruput;
|
||||
|
||||
// _____ _ _ ____ _
|
||||
// / ____| | | | _ \ | |
|
||||
// | | __ _| | | |_) | __ _ ___| | __
|
||||
// | | / _` | | | _ < / _` |/ __| |/ /
|
||||
// | |___| (_| | | | |_) | (_| | (__| <
|
||||
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
|
||||
void Start(){Init();}
|
||||
|
||||
// _ _ _
|
||||
// | \ | | | |
|
||||
// | \| | ___ _ __ _ __ ___ __ _| |
|
||||
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
|
||||
// | |\ | (_) | | | | | | | | (_| | |
|
||||
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
|
||||
private void Init(){
|
||||
//找到需要的物体和组件
|
||||
owner = FindObjectOfType<DiZang>();
|
||||
target = owner.transform.Find("手的终点位置");
|
||||
start = transform.position;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 主人发命令拿钱时触发
|
||||
/// </summary>
|
||||
public void ATK(){
|
||||
//创建、播放并记录一个抖动动画
|
||||
Tweener floatTweener = transform.DOShakePosition(2f,0.05f,50,90,false,false);
|
||||
this.floatTweener = floatTweener;
|
||||
//创建、播放并记录一个下移动画
|
||||
Tweener tweener = transform.DOMoveY(
|
||||
target.position.y,
|
||||
2f
|
||||
);
|
||||
//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
|
||||
canBeHit = true;
|
||||
//删掉正在播放的抖动动画
|
||||
floatTweener.Kill();
|
||||
//拿走钱
|
||||
FindObjectOfType<MoneyBox>().OnBeTakeMoney();
|
||||
//开始协程,等待拿钱时间结束后上移回去手
|
||||
Invoke("TakeMoneyAndRun",TakeMoneyTime);
|
||||
};
|
||||
tweener.OnComplete(action);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 手到塞钱箱后触发,执行等待和返回操作
|
||||
/// </summary>
|
||||
private void TakeMoneyAndRun(){
|
||||
//如果没有被打断,才会执行正常的上移
|
||||
if(!wasInteruput){
|
||||
//创建、播放并记录一个抖动动画
|
||||
Tweener floatTweener = transform.DOShakePosition(2f,0.05f,50,90,false,false);
|
||||
this.floatTweener = floatTweener;
|
||||
//创建、播放并记录一个上移动画
|
||||
Tweener tweener = transform.DOMoveY(
|
||||
start.y,
|
||||
2f
|
||||
);
|
||||
//创建并给予下移动画结束事件
|
||||
TweenCallback action = () =>{
|
||||
//为下一次下移做准备,标记自身不可再被击中
|
||||
canBeHit = false;
|
||||
//删掉抖动动画
|
||||
floatTweener.Kill();
|
||||
//通知主人,攻击结束
|
||||
owner.ATKEnd();
|
||||
};
|
||||
tweener.OnComplete(action);
|
||||
}
|
||||
}
|
||||
|
||||
// ______ _
|
||||
// | ____| | |
|
||||
// | |____ _____ _ __ | |_
|
||||
// | __\ \ / / _ \ '_ \| __|
|
||||
// | |___\ V / __/ | | | |_
|
||||
// |______\_/ \___|_| |_|\__|
|
||||
|
||||
/// <summary>
|
||||
/// 当创到玩家触发,触发玩家的被击功能
|
||||
/// </summary>
|
||||
private void OnTouchThePlayer(MyPlayer player){
|
||||
//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
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 当手被攻击触发
|
||||
/// </summary>
|
||||
public void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
|
||||
//标记此时被打断
|
||||
wasInteruput = true;
|
||||
CancelInvoke("TakeMoneyAndRun");
|
||||
//突然抬起一段,伴随着剧烈的震动
|
||||
//创建、播放并记录一个抖动动画
|
||||
Tweener floatTweener = transform.DOShakePosition(0.5f,0.5f,50,90,false,false);
|
||||
this.floatTweener = floatTweener;
|
||||
//创建一个猛烈上移动画
|
||||
Tweener tweener = transform.DOMoveY(
|
||||
transform.position.y + 2f,
|
||||
0.5f
|
||||
);
|
||||
//给猛烈上移动画添加结束事件
|
||||
TweenCallback action = () =>{
|
||||
floatTweener.Kill();
|
||||
canBeHit = false;
|
||||
wasInteruput = false;
|
||||
Invoke("TakeMoneyAndRun",TakeMoneyTime);
|
||||
};
|
||||
tweener.OnComplete(action);
|
||||
|
||||
//结算生命值
|
||||
owner.HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
|
||||
//看下死了没
|
||||
if(owner.CheckDead()) {}
|
||||
}
|
||||
|
||||
// _____ _ _ _ _
|
||||
// / ____| | | (_) (_)
|
||||
// | | ___ | | |_ ___ _ ___ _ __
|
||||
// | | / _ \| | | / __| |/ _ \| '_ \
|
||||
// | |___| (_) | | | \__ \ | (_) | | | |
|
||||
// \_____\___/|_|_|_|___/_|\___/|_| |_|
|
||||
protected void OnCollisionEnter2D(Collision2D other)//当有物体碰上
|
||||
{
|
||||
if(other.collider.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
|
||||
{OnTouchThePlayer(player);}//如果创到的是玩家,则Call事件
|
||||
//如果被镰刀创到,Call一下OnBeHit事件,传入攻击方式和攻击来袭方向
|
||||
else if(other.collider.gameObject.TryGetComponent<Sickle>(out Sickle sickle)){
|
||||
if(canBeHit)
|
||||
OnBeHit(MyPlayer.AtkMethod.镰刀,
|
||||
(transform.position.x - sickle.transform.position.x > 0) ? -1 : 1);
|
||||
Destroy(sickle.gameObject);}
|
||||
}
|
||||
}
|
11
Assets/Scripts/DiZangsHadn.cs.meta
Normal file
11
Assets/Scripts/DiZangsHadn.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9301adfb53cc18946a129399d50298bf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -64,7 +64,7 @@ public class Enemy : MonoBehaviour
|
||||
/// 当前生命值
|
||||
/// </summary>
|
||||
[ReadOnly][SerializeField][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
|
||||
protected float HPLeft;
|
||||
public float HPLeft;
|
||||
|
||||
|
||||
// ______ _
|
||||
@ -110,7 +110,7 @@ public class Enemy : MonoBehaviour
|
||||
/// <summary>
|
||||
/// 看看死了没
|
||||
/// </summary>
|
||||
protected bool CheckDead(){return !(HPLeft > 0);}
|
||||
public bool CheckDead(){return !(HPLeft > 0);}
|
||||
|
||||
|
||||
// _____ _ _ _ _
|
||||
|
37
Assets/Scripts/Interactive.cs
Normal file
37
Assets/Scripts/Interactive.cs
Normal file
@ -0,0 +1,37 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 可交互物体基类
|
||||
/// </summary>
|
||||
public class Interactive : MonoBehaviour
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// 这个是什么东西
|
||||
/// </summary>
|
||||
public enum ItemName{
|
||||
塞钱箱,
|
||||
硬币
|
||||
};
|
||||
|
||||
public ItemName itemName;
|
||||
|
||||
//这是一对碰撞检测代码。当玩家进入,将自身传给玩家。当玩家退出,把玩家的catch清空
|
||||
void OnTriggerEnter2D(Collider2D other){
|
||||
if(other.TryGetComponent<MyPlayer>(out MyPlayer player))
|
||||
player.catching = this;
|
||||
}
|
||||
void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if(other.TryGetComponent<MyPlayer>(out MyPlayer player)){
|
||||
//如果目前退出当前交互区域的时候,玩家的捕捉物体是自己,才把玩家的捕捉清空。否则说明玩家在推出前就捕捉到了新的
|
||||
//对象。这样是用来解决排布密集的可交互物体的问题
|
||||
if(player.catching == this)player.catching = null;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void OnCall(){}
|
||||
public virtual void OnBeGaveMoney(){}
|
||||
}
|
11
Assets/Scripts/Interactive.cs.meta
Normal file
11
Assets/Scripts/Interactive.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 32fadff7625f74747a7fb890f3ff39df
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,14 +1,37 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector;
|
||||
|
||||
/// <summary>
|
||||
/// 塞钱箱类
|
||||
/// </summary>
|
||||
public class MoneyBox : MonoBehaviour
|
||||
[RequireComponent(typeof(BoxCollider2D))]
|
||||
public class MoneyBox : Interactive
|
||||
{
|
||||
/// <summary>
|
||||
/// 箱子里有钱吗?
|
||||
/// </summary>
|
||||
public bool hasMoney = false;
|
||||
|
||||
public bool hasMoney;
|
||||
void Start(){
|
||||
Init();
|
||||
}
|
||||
|
||||
private void Init(){
|
||||
itemName = ItemName.塞钱箱;
|
||||
}
|
||||
public override void OnCall(){
|
||||
OnBeGaveMoney();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 当被塞钱的时候触发
|
||||
/// </summary>
|
||||
public override void OnBeGaveMoney(){hasMoney = true;}
|
||||
|
||||
/// <summary>
|
||||
/// 当被拿钱的时候触发
|
||||
/// </summary>
|
||||
public void OnBeTakeMoney(){hasMoney = false;}
|
||||
}
|
||||
|
@ -17,9 +17,9 @@ public class MyPlayer : MonoBehaviour
|
||||
// | | | |_| | |_) | | | (__
|
||||
// |_| \__,_|_.__/|_|_|\___|
|
||||
|
||||
[Header("玩家平时地面移动的速度")][FoldoutGroup("Info")]
|
||||
[Header("玩家平时地面移动的速度")][FoldoutGroup("属性")]
|
||||
public float speed = 10f;
|
||||
[Header("玩家跳跃力度的大小")][FoldoutGroup("Info")]
|
||||
[Header("玩家跳跃力度的大小")][FoldoutGroup("属性")]
|
||||
public float jumpForce = 10f;
|
||||
[FoldoutGroup("CD")][Header("挥动锤子的CD时长")]
|
||||
public float hammerCD = 1f;
|
||||
@ -31,7 +31,7 @@ public class MyPlayer : MonoBehaviour
|
||||
/// <summary>
|
||||
/// 生命值上限
|
||||
/// </summary>
|
||||
[FoldoutGroup("Info")][Header("生命值上限")]
|
||||
[FoldoutGroup("属性")][Header("生命值上限")]
|
||||
public float HP;
|
||||
/// <summary>
|
||||
/// 被击飞后的飞行方向的调整值
|
||||
@ -46,7 +46,7 @@ public class MyPlayer : MonoBehaviour
|
||||
/// <summary>
|
||||
/// 记录此时自己是否被爱欲品缠抱
|
||||
/// </summary>
|
||||
[Header("被缠抱了吗?")][SerializeField][ReadOnly][FoldoutGroup("Info")]
|
||||
[Header("被缠抱了吗?")][SerializeField][ReadOnly][FoldoutGroup("状态")]
|
||||
public bool isCatching = false;
|
||||
/// <summary>
|
||||
/// 正抓着玩家的爱欲品
|
||||
@ -54,6 +54,17 @@ public class MyPlayer : MonoBehaviour
|
||||
[HideInInspector]
|
||||
public AiYuPin catingAiYuPin;
|
||||
|
||||
/// <summary>
|
||||
/// 玩家此时捕捉着的可交互物体
|
||||
/// </summary>
|
||||
[Header("玩家此时捕捉着的可交互物体")][FoldoutGroup("状态")][ReadOnly]
|
||||
public Interactive catching;
|
||||
/// <summary>
|
||||
/// 当前身上有多少特殊硬币,用来塞钱的那种
|
||||
/// </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;
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
// | |__) | __ ___ ____ _| |_ ___
|
||||
@ -62,9 +73,9 @@ public class MyPlayer : MonoBehaviour
|
||||
// |_| |_| |_| \_/ \__,_|\__\___|
|
||||
|
||||
private Rigidbody2D m_rigidbody;//自身刚体组件
|
||||
[SerializeField][ReadOnly][FoldoutGroup("Info")]
|
||||
[SerializeField][ReadOnly][FoldoutGroup("状态")]
|
||||
private int inputDir;//当前输入方向,-1左,1右,0静止
|
||||
[SerializeField][ReadOnly][FoldoutGroup("Info")]
|
||||
[SerializeField][ReadOnly][FoldoutGroup("状态")]
|
||||
private bool isLanding;//记录自己当前是否着地
|
||||
private DOTweenAnimation wavingAnimation;//锤子挥动动画组件
|
||||
private SpriteRenderer hammerSprite;//锤子的图片组件
|
||||
@ -77,9 +88,9 @@ public class MyPlayer : MonoBehaviour
|
||||
private Transform sickleFirePoint;//镰刀发射点的transform
|
||||
private Transform sickleClearerL;//左边的镰刀清除触发器
|
||||
private Transform sickleClearerR;//右边的镰刀清除触发器
|
||||
[FoldoutGroup("其他",false,1)][Header("玩家现在是否处于控制状态下(物理)")][SerializeField][ReadOnly]
|
||||
[FoldoutGroup("状态",false,1)][Header("玩家现在是否处于控制状态下(物理)")][SerializeField][ReadOnly]
|
||||
private bool inControl = true;
|
||||
[SerializeField][ReadOnly][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("Info")]
|
||||
[SerializeField][ReadOnly][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
|
||||
private float HPLeft;
|
||||
/// <summary>
|
||||
/// 自身动画控制器组件
|
||||
@ -226,6 +237,20 @@ public class MyPlayer : MonoBehaviour
|
||||
HPLeft -= FindObjectOfType<AiYuPin>().ATK;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 塞钱
|
||||
/// </summary>
|
||||
private void GiveMoney(){
|
||||
specialMoneyCount--;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 捡到钱了
|
||||
/// </summary>
|
||||
private void IPickedACoin(){
|
||||
specialMoneyCount++;
|
||||
}
|
||||
|
||||
// _____ _ _ _ _
|
||||
// / ____| | | (_) (_)
|
||||
// | | ___ | | |_ ___ _ ___ _ __
|
||||
@ -301,18 +326,37 @@ public class MyPlayer : MonoBehaviour
|
||||
|
||||
public void OnSickle(InputAction.CallbackContext context)
|
||||
{
|
||||
if(context.started && sickleCDLeft <= 0 && inControl)
|
||||
{
|
||||
if(context.started && sickleCDLeft <= 0 && inControl){
|
||||
Sickle sickle = Instantiate(
|
||||
sicklePrefab,
|
||||
sickleFirePoint.position,
|
||||
Quaternion.identity).
|
||||
GetComponent<Sickle>();
|
||||
sicklePrefab,
|
||||
sickleFirePoint.position,
|
||||
Quaternion.identity
|
||||
).GetComponent<Sickle>();
|
||||
sickle.dir = faceDir;
|
||||
sickleCDLeft = sickleCD;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnInteractive(InputAction.CallbackContext context){
|
||||
if(context.performed && catching != null){
|
||||
switch(catching.itemName){
|
||||
case Interactive.ItemName.塞钱箱 :
|
||||
if(
|
||||
specialMoneyCount > 0 &&
|
||||
!FindObjectOfType<MoneyBox>().hasMoney
|
||||
){
|
||||
catching.OnCall();
|
||||
GiveMoney();
|
||||
}
|
||||
break;
|
||||
case Interactive.ItemName.硬币 :
|
||||
IPickedACoin();
|
||||
catching.OnCall();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ______ _
|
||||
// | ____| | |
|
||||
// | |____ _____ _ __ | |_
|
||||
|
11
Assets/材质/弹性.physicsMaterial2D
Normal file
11
Assets/材质/弹性.physicsMaterial2D
Normal file
@ -0,0 +1,11 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!62 &6200000
|
||||
PhysicsMaterial2D:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: "\u5F39\u6027"
|
||||
friction: 0.4
|
||||
bounciness: 0.5
|
8
Assets/材质/弹性.physicsMaterial2D.meta
Normal file
8
Assets/材质/弹性.physicsMaterial2D.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6129a8c119a09f446a90609124f9bfbe
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 6200000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -135,3 +135,13 @@ C# parse time : 185ms
|
||||
candidates check time : 34ms
|
||||
console write time : 0ms
|
||||
|
||||
[api-updater (non-obsolete-error-filter)] 2021/12/11 0:02:14 : Starting D:/unity/Editor/2020.3.20f1c1/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
|
||||
[api-updater (non-obsolete-error-filter)]
|
||||
----------------------------------
|
||||
jit/startup time : 835.39ms
|
||||
moved types parse time: 53ms
|
||||
candidates parse time : 1ms
|
||||
C# parse time : 673ms
|
||||
candidates check time : 49ms
|
||||
console write time : 1ms
|
||||
|
||||
|
@ -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: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_LayerCollisionMatrix: bfffffffbfffffffbfffffffbfffffffbfffffffbfffffff00ffffffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
|
@ -10,12 +10,12 @@ TagManager:
|
||||
- Default
|
||||
- TransparentFX
|
||||
- Ignore Raycast
|
||||
-
|
||||
- "\u73A9\u5BB6"
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
-
|
||||
-
|
||||
- "\u786C\u5E01"
|
||||
- "\u602A\u7269"
|
||||
- "\u5730\u9762"
|
||||
-
|
||||
-
|
||||
-
|
||||
|
Loading…
x
Reference in New Issue
Block a user