diff --git a/Assets/Scenes/test.unity b/Assets/Scenes/test.unity
index d0cd87b..97f91cc 100644
--- a/Assets/Scenes/test.unity
+++ b/Assets/Scenes/test.unity
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m_SortingLayer: 0
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--- !u!114 &326335326
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@@ -736,7 +736,7 @@ MonoBehaviour:
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@@ -919,6 +919,315 @@ MonoBehaviour:
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diff --git a/Assets/Scripts/AiYuPin.cs b/Assets/Scripts/AiYuPin.cs
new file mode 100644
index 0000000..0b15aa6
--- /dev/null
+++ b/Assets/Scripts/AiYuPin.cs
@@ -0,0 +1,169 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using Sirenix.OdinInspector;
+
+///
+/// 爱欲品类,继承自三关都有的那个小怪类
+///
+public class AiYuPin : NormalEnemy
+{
+ // _____ _ _ _
+ // | __ \ | | | (_)
+ // | |__) | _| |__ | |_ ___
+ // | ___/ | | | '_ \| | |/ __|
+ // | | | |_| | |_) | | | (__
+ // |_| \__,_|_.__/|_|_|\___|
+
+ ///
+ /// 爱欲品抓住玩家后贴在玩家身上时的位置偏移量
+ ///
+ [FoldoutGroup("爱欲品")][Header("爬到玩家身上的时候的位置偏移量")]
+ public Vector3 catchOffset;
+ ///
+ /// 玩家挣脱爱欲品需要多少次方向转换操作
+ ///
+ [Header("玩家挣脱爱欲品需要多少次方向转换操作")][FoldoutGroup("爱欲品")]
+ public int breakFreeCount;
+ ///
+ /// 玩家挣脱爱欲品还需要多少次方向转换操作
+ ///
+ [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;
+
+ // _____ _ _
+ // | __ \ (_) | |
+ // | |__) | __ ___ ____ _| |_ ___
+ // | ___/ '__| \ \ / / _` | __/ _ \
+ // | | | | | |\ V / (_| | || __/
+ // |_| |_| |_| \_/ \__,_|\__\___|
+
+ ///
+ /// 爱欲品发动Seek后追击的目标
+ ///
+ //虽说是目标,但爱欲品只会抓玩家吧。直接初始化成玩家了
+ protected Transform target;
+
+ // _____ _ _ ____ _
+ // / ____| | | | _ \ | |
+ // | | __ _| | | |_) | __ _ ___| | __
+ // | | / _` | | | _ < / _` |/ __| |/ /
+ // | |___| (_| | | | |_) | (_| | (__| <
+ // \_____\__,_|_|_|____/ \__,_|\___|_|\_\
+ void Update(){
+ //如果在Seek状态,则Seek
+ if(state == State.seek) Seek(target);
+ }
+
+ // _ _ _
+ // | \ | | | |
+ // | \| | ___ _ __ _ __ ___ __ _| |
+ // | . ` |/ _ \| '__| '_ ` _ \ / _` | |
+ // | |\ | (_) | | | | | | | | (_| | |
+ // |_| \_|\___/|_| |_| |_| |_|\__,_|_|
+ protected override void Init()
+ {
+ //初始化基础属性
+ base.Init();
+ //初始化爱欲品属性
+ breakFreeCountLeft = breakFreeCount;//初始化挣脱需要的操作次数
+ target = FindObjectOfType().transform;//初始化追踪目标为玩家
+ }
+
+ ///
+ /// 控制爱欲品追踪传入的Transform,每帧调用一次
+ ///
+ /// 要追踪的目标的transform组件
+ protected void Seek(Transform target){
+ //!!!注意,需要修改。此时会给予爱欲品向上的速度,但Seek只需要左右的速度
+ Vector3 moveDir = (target.transform.position - transform.position).normalized;
+ //给刚体添加位移
+ m_rigidbody.position += (Vector2)moveDir * speed * Time.deltaTime;
+ //将面部朝向与速度同步
+ transform.rotation = Quaternion.
+ Euler
+ (transform.rotation.x,
+ ((target.position.x - transform.position.x > 0) ? 0:-180),
+ transform.rotation.z);
+ }
+
+ // ______ _
+ // | ____| | |
+ // | |____ _____ _ __ | |_
+ // | __\ \ / / _ \ '_ \| __|
+ // | |___\ V / __/ | | | |_
+ // |______\_/ \___|_| |_|\__|
+
+ ///
+ /// 当爱欲品发现玩家
+ ///
+ protected override void OnFindThePlayer(Transform target){
+ //如果没死
+ if(state != State.dead)
+ {
+ //标记自身状态
+ state = State.seek;
+ //赋予自身目标以玩家Transform
+ this.target = target;
+ //关闭巡逻动画
+ doTweenPath.DOPause();
+ }
+ }
+
+ ///
+ /// 当爱欲品抓住玩家
+ ///
+ protected override void OnTouchThePlayer(MyPlayer player)
+ {
+ //改变自身状态为ATK
+ state = State.atk;
+ //关闭自身碰撞体,因为要贴在玩家身上
+ GetComponent().enabled = false;
+ //将自身位置和玩家位置同步,但是需要一个附身offset二维向量
+ //因为玩家的图片不在游戏物体的中心
+ transform.position = target.position + catchOffset;
+ //通知玩家,你被爱欲品附身了
+ player.BeCatchedByAiYuPin(this);
+ //暂时清空重力系数
+ m_rigidbody.gravityScale = 0;
+ }
+
+ ///
+ /// 当爱欲品被攻击了
+ ///
+ /// 攻击方式
+ /// 攻击来袭方向
+ public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
+ //爱欲品会额外触发发现玩家事件
+ target = FindObjectOfType().transform;//将目标指向玩家
+ OnFindThePlayer(target);//触发发现玩家事件
+ //执行被击飞、死亡检查等事宜
+ base.OnBeHit(hitMethod, hitDir);
+ }
+
+ //原先会触发自动返回记录起点,但是不能,所以重写空的重新着地事件
+ protected override void OnRetouchedTheGround(){}
+
+ ///
+ /// 完全挣脱的时候触发
+ ///
+ protected void OnBreakFreeCompletely(){
+ //恢复一下抓到玩家的时候消除的重力系数
+ m_rigidbody.gravityScale = 1;
+ //随机一个死亡面部朝向
+ deadDir = (Random.Range(-1f,1f) > 0) ? 1: -1;
+ //触发死亡事件
+ OnDead();
+ //给一个击飞
+ BeHitToFly((Random.Range(-1f,1f) > 0) ? 1: -1);
+ }
+
+ ///
+ /// 玩家尝试挣脱的时候触发这个
+ ///
+ [ContextMenu("挣脱")]
+ protected void OnBreakFree(){
+ if(--breakFreeCountLeft <= 0) OnBreakFreeCompletely();
+ }
+
+}
diff --git a/Assets/Scripts/AiYuPin.cs.meta b/Assets/Scripts/AiYuPin.cs.meta
new file mode 100644
index 0000000..26f32ad
--- /dev/null
+++ b/Assets/Scripts/AiYuPin.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f210b45e49a9b004da5dff2a3e6278d8
+MonoImporter:
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+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
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diff --git a/Assets/Scripts/Enemy.cs b/Assets/Scripts/Enemy.cs
index d0aa181..7fb8dc2 100644
--- a/Assets/Scripts/Enemy.cs
+++ b/Assets/Scripts/Enemy.cs
@@ -5,7 +5,7 @@ using Sirenix.OdinInspector;
///
-/// 敌人的基类,一般怪物都继承其而来
+/// 敌人的基类,包含一些基本的功能和事件的虚函数
///
public class Enemy : MonoBehaviour
{
@@ -90,7 +90,7 @@ public class Enemy : MonoBehaviour
///
/// 当怪物发现玩家的时候Call这个
///
- protected void OnFindThePlayer(){}
+ protected virtual void OnFindThePlayer(Transform target){}
///
/// 当怪物着地的时候触发一次
///
@@ -125,18 +125,13 @@ public class Enemy : MonoBehaviour
(transform.position.x -
sickle.transform.position.x > 0) ? -1 : 1);
Destroy(sickle.gameObject);}
- // //如果被锤子锤到,和上面一样(由于用碰撞体会存在很多问题,锤子的判定写在锤子类中,用触发器来实现)
- // else if(other.collider.gameObject.TryGetComponent(out Hammer hammer))
- // {OnBeHit(MyPlayer.AtkMethod.锤子,
- // (transform.position.x -
- // hammer.transform.position.x > 0) ? -1 : 1);}
else if(other.gameObject.tag == "地面")
{OnRetouchedTheGround();}
}
protected void OnTriggerEnter2D(Collider2D other)
{
if(other.gameObject.TryGetComponent(out MyPlayer player))
- {OnFindThePlayer();}//如果监视范围出现玩家,则Call事件
+ {OnFindThePlayer(other.transform);}//如果监视范围出现玩家,则Call事件
}
diff --git a/Assets/Scripts/MyPlayer.cs b/Assets/Scripts/MyPlayer.cs
index 958deea..0eaf643 100644
--- a/Assets/Scripts/MyPlayer.cs
+++ b/Assets/Scripts/MyPlayer.cs
@@ -183,6 +183,7 @@ public class MyPlayer : MonoBehaviour
/// 被击方向
public void BeHitToFly(int dir)
{
+ m_rigidbody.velocity = Vector2.zero;
m_rigidbody.velocity += new Vector2(
-1 * dir * hitToflyParameter.x,
hitToflyParameter.y
@@ -209,6 +210,8 @@ public class MyPlayer : MonoBehaviour
m_Animator.SetBool("isAttacking",isAttacking);
//记录着地
m_Animator.SetBool("isLanding",isLanding);
+ //被击飞动画触发
+ m_Animator.SetBool("isBeHitting",!inControl);
}
//碰撞检测代码
// _____ _ _ _ _
@@ -245,8 +248,7 @@ public class MyPlayer : MonoBehaviour
inputDir = (context.ReadValue() > 0) ? 1 : -1;
else inputDir = 0;
- if(faceDir * inputDir < 0)
- {
+ if(faceDir * inputDir < 0){
TurnAround();
}
}
@@ -318,8 +320,6 @@ public class MyPlayer : MonoBehaviour
/// 攻击来源的方向,-1左,1右
public void OnBeHit(float atk, int dir)
{
- Debug.Log("我被攻击了!受到的攻击力是:" + atk +
- "攻击方向来自" + ((dir == 1) ? "右边" : "左边"));
BeHitToFly(dir);
inControl = false;
HPLeft -= atk;
@@ -330,6 +330,14 @@ public class MyPlayer : MonoBehaviour
///
public void StopAttacking(){isAttacking = false;}
+ ///
+ /// 当玩家被爱欲品抓住后触发这个事件
+ ///
+ /// 这个爱欲品的爱欲品组件
+ public void BeCatchedByAiYuPin(AiYuPin aiYuPin){
+
+ }
+
// _______ _ _____ _
// |__ __| | |/ ____| |
diff --git a/Assets/Scripts/NormalEnemy.cs b/Assets/Scripts/NormalEnemy.cs
index 7a24ec2..a2706f6 100644
--- a/Assets/Scripts/NormalEnemy.cs
+++ b/Assets/Scripts/NormalEnemy.cs
@@ -45,7 +45,7 @@ public class NormalEnemy : Enemy
///
/// 现在正在执行的动画,在受击中断的时候用
///
- private Tween tweenNow;
+ protected Tween tweenNow;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
@@ -61,7 +61,7 @@ public class NormalEnemy : Enemy
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
- protected void Init(){
+ protected virtual void Init(){
//生命值初始化为满
HPLeft = HP;
//Get插件
diff --git a/Assets/Sprites/早期临时混乱/1关boss.png b/Assets/Sprites/早期临时混乱/1关boss.png
new file mode 100644
index 0000000..9850179
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diff --git a/Assets/Sprites/早期临时混乱/1关boss.png.meta b/Assets/Sprites/早期临时混乱/1关boss.png.meta
new file mode 100644
index 0000000..7025206
--- /dev/null
+++ b/Assets/Sprites/早期临时混乱/1关boss.png.meta
@@ -0,0 +1,96 @@
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diff --git a/Assets/Sprites/早期临时混乱/1关怪.png b/Assets/Sprites/早期临时混乱/1关怪.png
new file mode 100644
index 0000000..ee9eb18
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diff --git a/Assets/动画/Source/Player/锤子攻击/攻击3.png.meta b/Assets/Sprites/早期临时混乱/1关怪.png.meta
similarity index 98%
rename from Assets/动画/Source/Player/锤子攻击/攻击3.png.meta
rename to Assets/Sprites/早期临时混乱/1关怪.png.meta
index 201313d..6d490e3 100644
--- a/Assets/动画/Source/Player/锤子攻击/攻击3.png.meta
+++ b/Assets/Sprites/早期临时混乱/1关怪.png.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
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externalObjects: {}
diff --git a/Assets/Sprites/早期临时混乱/2关怪.png b/Assets/Sprites/早期临时混乱/2关怪.png
new file mode 100644
index 0000000..2742238
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diff --git a/Assets/Sprites/早期临时混乱/2关怪.png.meta b/Assets/Sprites/早期临时混乱/2关怪.png.meta
new file mode 100644
index 0000000..3204854
--- /dev/null
+++ b/Assets/Sprites/早期临时混乱/2关怪.png.meta
@@ -0,0 +1,96 @@
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+ spritePackingTag:
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+ userData:
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diff --git a/Assets/Sprites/早期临时混乱/3关怪.png b/Assets/Sprites/早期临时混乱/3关怪.png
new file mode 100644
index 0000000..7841a9a
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diff --git a/Assets/Sprites/早期临时混乱/3关怪.png.meta b/Assets/Sprites/早期临时混乱/3关怪.png.meta
new file mode 100644
index 0000000..d67a8ea
--- /dev/null
+++ b/Assets/Sprites/早期临时混乱/3关怪.png.meta
@@ -0,0 +1,96 @@
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diff --git a/Assets/动画/AC/Player.controller b/Assets/动画/AC/Player.controller
index 3527648..2528efc 100644
--- a/Assets/动画/AC/Player.controller
+++ b/Assets/动画/AC/Player.controller
@@ -1,5 +1,30 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
+--- !u!1101 &-8944186334331625140
+AnimatorStateTransition:
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name:
+ m_Conditions:
+ - m_ConditionMode: 2
+ m_ConditionEvent: isBeHitting
+ m_EventTreshold: 0
+ m_DstStateMachine: {fileID: 0}
+ m_DstState: {fileID: -1583730504211193444}
+ m_Solo: 0
+ m_Mute: 0
+ m_IsExit: 0
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+ m_ExitTime: 0.75
+ m_HasExitTime: 0
+ m_HasFixedDuration: 1
+ m_InterruptionSource: 0
+ m_OrderedInterruption: 1
+ m_CanTransitionToSelf: 1
--- !u!1101 &-8446496490227672240
AnimatorStateTransition:
m_ObjectHideFlags: 1
@@ -25,6 +50,33 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
+--- !u!1102 &-6062018812019289139
+AnimatorState:
+ serializedVersion: 6
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: "\u88AB\u51FB\u98DE"
+ m_Speed: 1
+ m_CycleOffset: 0
+ m_Transitions:
+ - {fileID: -8944186334331625140}
+ m_StateMachineBehaviours: []
+ m_Position: {x: 50, y: 50, z: 0}
+ m_IKOnFeet: 0
+ m_WriteDefaultValues: 1
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+ m_Tag:
+ m_SpeedParameter:
+ m_MirrorParameter:
+ m_CycleOffsetParameter:
+ m_TimeParameter:
--- !u!1102 &-4928358884535203626
AnimatorState:
serializedVersion: 6
@@ -52,6 +104,31 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
+--- !u!1101 &-4244742946253361688
+AnimatorStateTransition:
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name:
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+ m_DstState: {fileID: -6062018812019289139}
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+ m_OrderedInterruption: 1
+ m_CanTransitionToSelf: 0
--- !u!1101 &-3042985106059425338
AnimatorStateTransition:
m_ObjectHideFlags: 1
@@ -66,7 +143,7 @@ AnimatorStateTransition:
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
- m_TransitionDuration: 0.25
+ m_TransitionDuration: 0
m_TransitionOffset: 0
m_ExitTime: 0.75
m_HasExitTime: 1
@@ -168,6 +245,12 @@ AnimatorController:
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 0}
+ - m_Name: isBeHitting
+ m_Type: 4
+ m_DefaultFloat: 0
+ m_DefaultInt: 0
+ m_DefaultBool: 0
+ m_Controller: {fileID: 0}
m_AnimatorLayers:
- serializedVersion: 5
m_Name: Base Layer
@@ -307,13 +390,17 @@ AnimatorStateMachine:
- serializedVersion: 1
m_State: {fileID: 634860784232356001}
m_Position: {x: 20, y: 160, z: 0}
+ - serializedVersion: 1
+ m_State: {fileID: -6062018812019289139}
+ m_Position: {x: -160, y: 370, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions:
- {fileID: 8855304824937711920}
+ - {fileID: -4244742946253361688}
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
- m_AnyStatePosition: {x: 50, y: 20, z: 0}
+ m_AnyStatePosition: {x: -240, y: 230, z: 0}
m_EntryPosition: {x: 200, y: 490, z: 0}
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
diff --git a/Assets/动画/AM/Player/下落.anim b/Assets/动画/AM/Player/下落.anim
index 7276a9c..09e7241 100644
--- a/Assets/动画/AM/Player/下落.anim
+++ b/Assets/动画/AM/Player/下落.anim
@@ -20,13 +20,13 @@ AnimationClip:
m_PPtrCurves:
- curve:
- time: 0
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- - time: 0.1
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- - time: 0.3
- value: {fileID: 21300000, guid: dede92ffb0e1c084a85834b97baf5083, type: 3}
+ value: {fileID: 21300000, guid: 8a3897de1b002964bb1412a654bfa453, type: 3}
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+ - time: 0.35
+ value: {fileID: 21300000, guid: 191aca1ff7141ac4daf2aff5f4fc4fad, type: 3}
attribute: m_Sprite
path:
classID: 212
@@ -46,16 +46,16 @@ AnimationClip:
customType: 23
isPPtrCurve: 1
pptrCurveMapping:
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- - {fileID: 21300000, guid: dede92ffb0e1c084a85834b97baf5083, type: 3}
+ - {fileID: 21300000, guid: 8a3897de1b002964bb1412a654bfa453, type: 3}
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m_AnimationClipSettings:
serializedVersion: 2
m_AdditiveReferencePoseClip: {fileID: 0}
m_AdditiveReferencePoseTime: 0
m_StartTime: 0
- m_StopTime: 0.3166667
+ m_StopTime: 0.36666667
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m_Level: 0
m_CycleOffset: 0
diff --git a/Assets/动画/AM/Player/待机.anim b/Assets/动画/AM/Player/待机.anim
index 88f4b75..234c639 100644
--- a/Assets/动画/AM/Player/待机.anim
+++ b/Assets/动画/AM/Player/待机.anim
@@ -20,17 +20,19 @@ AnimationClip:
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attribute: m_Sprite
path:
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@@ -50,18 +52,19 @@ AnimationClip:
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pptrCurveMapping:
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m_AnimationClipSettings:
serializedVersion: 2
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m_AdditiveReferencePoseTime: 0
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- m_StopTime: 1
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