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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""expectedControlType"": ""Button"",
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""processors"": """",
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""processors"": """",
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""interactions"": """"
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""interactions"": """"
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},
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{
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||||||
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""name"": ""Interactive"",
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||||||
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""type"": ""Button"",
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""id"": ""7cf0a787-dc2d-42b1-9ed9-c840ccfa3ce9"",
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""expectedControlType"": ""Button"",
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""processors"": """",
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""interactions"": """"
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}
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}
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],
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],
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""bindings"": [
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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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""action"": ""Sickle"",
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""isComposite"": false,
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""isComposite"": false,
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""isPartOfComposite"": false
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""isPartOfComposite"": false
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},
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{
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""name"": """",
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""id"": ""d5e36b3d-645c-4a18-914e-7a7ae9046eda"",
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""path"": ""<XInputController>/buttonNorth"",
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""interactions"": """",
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""processors"": """",
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""groups"": ""Play"",
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""action"": ""Interactive"",
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""isComposite"": false,
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""isPartOfComposite"": false
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},
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{
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""name"": """",
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""id"": ""30b75de0-1d5e-403d-8da3-a8da696490ee"",
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""path"": ""<Keyboard>/f"",
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""interactions"": """",
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""processors"": """",
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""groups"": ""Play"",
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""action"": ""Interactive"",
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""isComposite"": false,
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""isPartOfComposite"": false
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}
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}
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]
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]
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}
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}
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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_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_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_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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}
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public void Dispose()
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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_Jump;
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private readonly InputAction m_Normal_Wave;
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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_Sickle;
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private readonly InputAction m_Normal_Interactive;
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public struct NormalActions
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public struct NormalActions
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{
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{
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private @Player m_Wrapper;
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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 @Jump => m_Wrapper.m_Normal_Jump;
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public InputAction @Wave => m_Wrapper.m_Normal_Wave;
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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 @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 InputActionMap Get() { return m_Wrapper.m_Normal; }
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public void Enable() { Get().Enable(); }
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public void Enable() { Get().Enable(); }
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public void Disable() { Get().Disable(); }
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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.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnSickle;
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@Sickle.performed -= 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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@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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}
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m_Wrapper.m_NormalActionsCallbackInterface = instance;
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m_Wrapper.m_NormalActionsCallbackInterface = instance;
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if (instance != null)
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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.started += instance.OnSickle;
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@Sickle.performed += instance.OnSickle;
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@Sickle.performed += instance.OnSickle;
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@Sickle.canceled += 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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}
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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 OnJump(InputAction.CallbackContext context);
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void OnWave(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 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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}
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}
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@ -36,6 +36,14 @@
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"expectedControlType": "Button",
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"expectedControlType": "Button",
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"processors": "",
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"processors": "",
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"interactions": ""
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"interactions": ""
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},
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{
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"name": "Interactive",
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"type": "Button",
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"id": "7cf0a787-dc2d-42b1-9ed9-c840ccfa3ce9",
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"expectedControlType": "Button",
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"processors": "",
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"interactions": ""
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}
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}
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],
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],
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"bindings": [
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"bindings": [
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@ -170,6 +178,28 @@
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"action": "Sickle",
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"action": "Sickle",
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"isComposite": false,
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"isComposite": false,
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"isPartOfComposite": false
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"isPartOfComposite": false
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{
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"name": "",
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"id": "d5e36b3d-645c-4a18-914e-7a7ae9046eda",
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"path": "<XInputController>/buttonNorth",
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"interactions": "",
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"processors": "",
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"groups": "Play",
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"isComposite": false,
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}
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@ -309,3 +309,5 @@ MonoBehaviour:
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232
Assets/Prefabs/硬币.prefab
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232
Assets/Prefabs/硬币.prefab
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@ -0,0 +1,232 @@
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|
||||||
@ -745,6 +922,22 @@ MonoBehaviour:
|
|||||||
m_CallState: 2
|
m_CallState: 2
|
||||||
m_ActionId: d92eaf00-7eaf-4292-ae80-6bfff20b5930
|
m_ActionId: d92eaf00-7eaf-4292-ae80-6bfff20b5930
|
||||||
m_ActionName: Normal/Sickle[/Keyboard/u,/XInputControllerWindows/rightTrigger]
|
m_ActionName: Normal/Sickle[/Keyboard/u,/XInputControllerWindows/rightTrigger]
|
||||||
|
- m_PersistentCalls:
|
||||||
|
m_Calls:
|
||||||
|
- m_Target: {fileID: 761593105}
|
||||||
|
m_TargetAssemblyTypeName: MyPlayer, Assembly-CSharp
|
||||||
|
m_MethodName: OnInteractive
|
||||||
|
m_Mode: 0
|
||||||
|
m_Arguments:
|
||||||
|
m_ObjectArgument: {fileID: 0}
|
||||||
|
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
|
||||||
|
m_IntArgument: 0
|
||||||
|
m_FloatArgument: 0
|
||||||
|
m_StringArgument:
|
||||||
|
m_BoolArgument: 0
|
||||||
|
m_CallState: 2
|
||||||
|
m_ActionId: 7cf0a787-dc2d-42b1-9ed9-c840ccfa3ce9
|
||||||
|
m_ActionName: Normal/Interactive[/XInputControllerWindows/buttonNorth,/Keyboard/f]
|
||||||
m_NeverAutoSwitchControlSchemes: 0
|
m_NeverAutoSwitchControlSchemes: 0
|
||||||
m_DefaultControlScheme: Play
|
m_DefaultControlScheme: Play
|
||||||
m_DefaultActionMap: Normal
|
m_DefaultActionMap: Normal
|
||||||
@ -769,14 +962,16 @@ MonoBehaviour:
|
|||||||
sicklePrefab: {fileID: 8280362330273855463, guid: 2e2fb120ae20d5e4faaad5a2a2fcca30, type: 3}
|
sicklePrefab: {fileID: 8280362330273855463, guid: 2e2fb120ae20d5e4faaad5a2a2fcca30, type: 3}
|
||||||
HP: 10
|
HP: 10
|
||||||
hitToflyParameter: {x: 10, y: 10}
|
hitToflyParameter: {x: 10, y: 10}
|
||||||
|
isCatching: 0
|
||||||
|
catingAiYuPin: {fileID: 0}
|
||||||
|
catching: {fileID: 0}
|
||||||
|
specialMoneyCount: 0
|
||||||
inputDir: 0
|
inputDir: 0
|
||||||
isLanding: 0
|
isLanding: 0
|
||||||
hammerCDLeft: 0
|
hammerCDLeft: 0
|
||||||
sickleCDLeft: 0
|
sickleCDLeft: 0
|
||||||
inControl: 1
|
inControl: 1
|
||||||
HPLeft: 0
|
HPLeft: 0
|
||||||
isCatching: 0
|
|
||||||
catingAiYuPin: {fileID: 0}
|
|
||||||
--- !u!50 &761593106
|
--- !u!50 &761593106
|
||||||
Rigidbody2D:
|
Rigidbody2D:
|
||||||
serializedVersion: 4
|
serializedVersion: 4
|
||||||
@ -903,7 +1098,7 @@ GameObject:
|
|||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 861291080}
|
- component: {fileID: 861291080}
|
||||||
- component: {fileID: 861291081}
|
- component: {fileID: 861291081}
|
||||||
m_Layer: 0
|
m_Layer: 3
|
||||||
m_Name: "\u9524\u5B50\u7684\u65CB\u8F6C\u4E2D\u5FC3"
|
m_Name: "\u9524\u5B50\u7684\u65CB\u8F6C\u4E2D\u5FC3"
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
@ -1510,7 +1705,7 @@ Transform:
|
|||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_GameObject: {fileID: 1226109627}
|
m_GameObject: {fileID: 1226109627}
|
||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 0.037861586, y: -1.6225245, z: -10}
|
m_LocalPosition: {x: 0.037862062, y: -1.6225212, z: -10}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
@ -1723,7 +1918,7 @@ GameObject:
|
|||||||
- component: {fileID: 1322954041}
|
- component: {fileID: 1322954041}
|
||||||
- component: {fileID: 1322954040}
|
- component: {fileID: 1322954040}
|
||||||
- component: {fileID: 1322954039}
|
- component: {fileID: 1322954039}
|
||||||
m_Layer: 0
|
m_Layer: 3
|
||||||
m_Name: "\u9524\u5B50"
|
m_Name: "\u9524\u5B50"
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
@ -1929,7 +2124,7 @@ GameObject:
|
|||||||
- component: {fileID: 1625727453}
|
- component: {fileID: 1625727453}
|
||||||
- component: {fileID: 1625727455}
|
- component: {fileID: 1625727455}
|
||||||
- component: {fileID: 1625727454}
|
- component: {fileID: 1625727454}
|
||||||
m_Layer: 0
|
m_Layer: 3
|
||||||
m_Name: "\u9570\u5200\u98DE\u51FA\u6D88\u9664\u89E6\u53D1\u5668\u5DE6"
|
m_Name: "\u9570\u5200\u98DE\u51FA\u6D88\u9664\u89E6\u53D1\u5668\u5DE6"
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
@ -2176,7 +2371,7 @@ GameObject:
|
|||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 1678223710}
|
- component: {fileID: 1678223710}
|
||||||
- component: {fileID: 1678223709}
|
- component: {fileID: 1678223709}
|
||||||
m_Layer: 0
|
m_Layer: 8
|
||||||
m_Name: "\u7A7A\u6C14\u5899\uFF08\u5DE6"
|
m_Name: "\u7A7A\u6C14\u5899\uFF08\u5DE6"
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
@ -2526,7 +2721,7 @@ GameObject:
|
|||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 1954591987}
|
- component: {fileID: 1954591987}
|
||||||
m_Layer: 0
|
m_Layer: 3
|
||||||
m_Name: "\u9570\u5200\u53D1\u5C04\u70B9"
|
m_Name: "\u9570\u5200\u53D1\u5C04\u70B9"
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
@ -2558,7 +2753,7 @@ GameObject:
|
|||||||
- component: {fileID: 1963485815}
|
- component: {fileID: 1963485815}
|
||||||
- component: {fileID: 1963485814}
|
- component: {fileID: 1963485814}
|
||||||
- component: {fileID: 1963485816}
|
- component: {fileID: 1963485816}
|
||||||
m_Layer: 0
|
m_Layer: 8
|
||||||
m_Name: "01-1\u573A\u666F\u8349\u56FE"
|
m_Name: "01-1\u573A\u666F\u8349\u56FE"
|
||||||
m_TagString: "\u5730\u9762"
|
m_TagString: "\u5730\u9762"
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
@ -2830,6 +3025,36 @@ Transform:
|
|||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_RootOrder: 19
|
m_RootOrder: 19
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
|
--- !u!1 &2086773091
|
||||||
|
GameObject:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
serializedVersion: 6
|
||||||
|
m_Component:
|
||||||
|
- component: {fileID: 2086773092}
|
||||||
|
m_Layer: 2
|
||||||
|
m_Name: "\u624B\u7684\u7EC8\u70B9\u4F4D\u7F6E"
|
||||||
|
m_TagString: Untagged
|
||||||
|
m_Icon: {fileID: 0}
|
||||||
|
m_NavMeshLayer: 0
|
||||||
|
m_StaticEditorFlags: 0
|
||||||
|
m_IsActive: 1
|
||||||
|
--- !u!4 &2086773092
|
||||||
|
Transform:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
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_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_Children: []
|
||||||
|
m_Father: {fileID: 552131609}
|
||||||
|
m_RootOrder: 2
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
--- !u!1 &2132302661
|
--- !u!1 &2132302661
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
@ -30,6 +30,16 @@ public class AiYuPin : NormalEnemy
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
[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]
|
[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]
|
||||||
public int breakFreeCountLeft;
|
public int breakFreeCountLeft;
|
||||||
|
/// <summary>
|
||||||
|
/// 这个爱欲品有主人吗?也就是地藏
|
||||||
|
/// </summary>
|
||||||
|
[HideInInspector]
|
||||||
|
public bool hasOwner;
|
||||||
|
/// <summary>
|
||||||
|
/// 打死后掉落的钱的预制体
|
||||||
|
/// </summary>
|
||||||
|
[Header("打死后掉落的钱的预制体")][FoldoutGroup("预制体")]
|
||||||
|
public GameObject coinObj;
|
||||||
|
|
||||||
// _____ _ _
|
// _____ _ _
|
||||||
// | __ \ (_) | |
|
// | __ \ (_) | |
|
||||||
@ -78,6 +88,7 @@ public class AiYuPin : NormalEnemy
|
|||||||
//初始化爱欲品属性
|
//初始化爱欲品属性
|
||||||
breakFreeCountLeft = breakFreeCount;//初始化挣脱需要的操作次数
|
breakFreeCountLeft = breakFreeCount;//初始化挣脱需要的操作次数
|
||||||
target = FindObjectOfType<MyPlayer>().transform;//初始化追踪目标为玩家
|
target = FindObjectOfType<MyPlayer>().transform;//初始化追踪目标为玩家
|
||||||
|
if(FindObjectOfType<DiZang>()) hasOwner = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -96,6 +107,21 @@ public class AiYuPin : NormalEnemy
|
|||||||
transform.rotation.z);
|
transform.rotation.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 制造一个特殊的钱,用来塞钱的那种
|
||||||
|
/// </summary>
|
||||||
|
private void MakeAnCoin(){
|
||||||
|
GameObject coin = Instantiate(
|
||||||
|
coinObj,
|
||||||
|
transform.position,
|
||||||
|
Quaternion.identity
|
||||||
|
);
|
||||||
|
coin.GetComponent<Rigidbody2D>().velocity = new Vector2(
|
||||||
|
Random.Range(-1f,1f),
|
||||||
|
Random.Range(-1f,1f)
|
||||||
|
).normalized * (5f);
|
||||||
|
}
|
||||||
|
|
||||||
// ______ _
|
// ______ _
|
||||||
// | ____| | |
|
// | ____| | |
|
||||||
// | |____ _____ _ __ | |_
|
// | |____ _____ _ __ | |_
|
||||||
@ -190,6 +216,15 @@ public class AiYuPin : NormalEnemy
|
|||||||
FindObjectOfType<MyPlayer>().BreakFreeCompletely();
|
FindObjectOfType<MyPlayer>().BreakFreeCompletely();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override void OnDead(){
|
||||||
|
base.OnDead();
|
||||||
|
if(
|
||||||
|
hasOwner &&
|
||||||
|
target.GetComponent<MyPlayer>().specialMoneyCount == 0 &&
|
||||||
|
FindObjectOfType<Coin>() == null
|
||||||
|
)MakeAnCoin();
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 玩家尝试挣脱的时候触发这个
|
/// 玩家尝试挣脱的时候触发这个
|
||||||
/// </summary>
|
/// </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]
|
[SerializeField][ListDrawerSettings][ReadOnly]
|
||||||
private List<ThrowingPoint> throwingPointGroupUse;
|
private List<ThrowingPoint> throwingPointGroupUse;
|
||||||
private Bell myBell;
|
private Bell myBell;
|
||||||
|
private DiZangsHadn myHand;
|
||||||
|
|
||||||
// _____ _ _ ____ _
|
// _____ _ _ ____ _
|
||||||
// / ____| | | | _ \ | |
|
// / ____| | | | _ \ | |
|
||||||
@ -84,7 +85,8 @@ public class DiZang : Enemy
|
|||||||
//找到组件和物体
|
//找到组件和物体
|
||||||
moneyBox = FindObjectOfType<MoneyBox>();
|
moneyBox = FindObjectOfType<MoneyBox>();
|
||||||
player = FindObjectOfType<MyPlayer>();
|
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
|
//告诉钟自己是主人
|
||||||
myBell.owner = this;
|
myBell.owner = this;
|
||||||
}
|
}
|
||||||
@ -110,7 +112,7 @@ public class DiZang : Enemy
|
|||||||
/// 召唤爱欲品的时候Call这个
|
/// 召唤爱欲品的时候Call这个
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private IEnumerator CallAiYuPin(){
|
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
|
//确定玩家在上半边还是下半边
|
||||||
PlayerState playerState =
|
PlayerState playerState =
|
||||||
((player.transform.position.y > aiYuPinBuildLimit) ? PlayerState.上半: PlayerState.下半);
|
((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
|
/// 敲钟的时候Call这个
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private IEnumerator RingTheBell(){
|
private IEnumerator RingTheBell(){
|
||||||
Debug.Log("正在使用:敲钟");
|
Debug.Log("正在使用:敲钟");
|
||||||
yield return new WaitForEndOfFrame();
|
yield return new WaitForEndOfFrame();
|
||||||
myBell.ATK(player);
|
myBell.ATK(player);
|
||||||
}
|
}
|
||||||
@ -168,8 +170,8 @@ public class DiZang : Enemy
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private IEnumerator TakeTheMoney(){
|
private IEnumerator TakeTheMoney(){
|
||||||
yield return new WaitForEndOfFrame();
|
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
|
/// 当前生命值
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[ReadOnly][SerializeField][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
|
[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>
|
/// <summary>
|
||||||
/// 看看死了没
|
/// 看看死了没
|
||||||
/// </summary>
|
/// </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;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Sirenix.OdinInspector;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 塞钱箱类
|
/// 塞钱箱类
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class MoneyBox : MonoBehaviour
|
[RequireComponent(typeof(BoxCollider2D))]
|
||||||
|
public class MoneyBox : Interactive
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 箱子里有钱吗?
|
/// 箱子里有钱吗?
|
||||||
/// </summary>
|
/// </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;
|
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;
|
public float jumpForce = 10f;
|
||||||
[FoldoutGroup("CD")][Header("挥动锤子的CD时长")]
|
[FoldoutGroup("CD")][Header("挥动锤子的CD时长")]
|
||||||
public float hammerCD = 1f;
|
public float hammerCD = 1f;
|
||||||
@ -31,7 +31,7 @@ public class MyPlayer : MonoBehaviour
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// 生命值上限
|
/// 生命值上限
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[FoldoutGroup("Info")][Header("生命值上限")]
|
[FoldoutGroup("属性")][Header("生命值上限")]
|
||||||
public float HP;
|
public float HP;
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 被击飞后的飞行方向的调整值
|
/// 被击飞后的飞行方向的调整值
|
||||||
@ -46,7 +46,7 @@ public class MyPlayer : MonoBehaviour
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// 记录此时自己是否被爱欲品缠抱
|
/// 记录此时自己是否被爱欲品缠抱
|
||||||
/// </summary>
|
/// </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;
|
public bool isCatching = false;
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 正抓着玩家的爱欲品
|
/// 正抓着玩家的爱欲品
|
||||||
@ -54,6 +54,17 @@ public class MyPlayer : MonoBehaviour
|
|||||||
[HideInInspector]
|
[HideInInspector]
|
||||||
public AiYuPin catingAiYuPin;
|
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
|
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
|
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 bool isLanding;//记录自己当前是否着地
|
||||||
private DOTweenAnimation wavingAnimation;//锤子挥动动画组件
|
private DOTweenAnimation wavingAnimation;//锤子挥动动画组件
|
||||||
private SpriteRenderer hammerSprite;//锤子的图片组件
|
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 sickleFirePoint;//镰刀发射点的transform
|
||||||
private Transform sickleClearerL;//左边的镰刀清除触发器
|
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
|
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;
|
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;
|
private float HPLeft;
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 自身动画控制器组件
|
/// 自身动画控制器组件
|
||||||
@ -226,6 +237,20 @@ public class MyPlayer : MonoBehaviour
|
|||||||
HPLeft -= FindObjectOfType<AiYuPin>().ATK;
|
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)
|
public void OnSickle(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
if(context.started && sickleCDLeft <= 0 && inControl)
|
if(context.started && sickleCDLeft <= 0 && inControl){
|
||||||
{
|
|
||||||
Sickle sickle = Instantiate(
|
Sickle sickle = Instantiate(
|
||||||
sicklePrefab,
|
sicklePrefab,
|
||||||
sickleFirePoint.position,
|
sickleFirePoint.position,
|
||||||
Quaternion.identity).
|
Quaternion.identity
|
||||||
GetComponent<Sickle>();
|
).GetComponent<Sickle>();
|
||||||
sickle.dir = faceDir;
|
sickle.dir = faceDir;
|
||||||
sickleCDLeft = sickleCD;
|
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
|
candidates check time : 34ms
|
||||||
console write time : 0ms
|
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_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_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
|
||||||
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
|
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
|
||||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
m_LayerCollisionMatrix: bfffffffbfffffffbfffffffbfffffffbfffffffbfffffff00ffffffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||||
|
@ -10,12 +10,12 @@ TagManager:
|
|||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
- Ignore Raycast
|
- Ignore Raycast
|
||||||
-
|
- "\u73A9\u5BB6"
|
||||||
- Water
|
- Water
|
||||||
- UI
|
- UI
|
||||||
-
|
- "\u786C\u5E01"
|
||||||
-
|
- "\u602A\u7269"
|
||||||
-
|
- "\u5730\u9762"
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
Loading…
x
Reference in New Issue
Block a user