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_____ _ _ // | __ \ (_) | | // | |__) | __ ___ ____ _| |_ ___ @@ -170,6 +184,7 @@ public class YiSa : Enemy Vector2 rushDir = player.transform.position - t.transform.position; //告知该鬼魂执行冲撞攻击 yield return new WaitForSeconds(1f); + rushAudio.Play(); t.RushATK(rushDir); //ATKEnd(); } @@ -190,6 +205,7 @@ public class YiSa : Enemy Tweener tweener = t.GetComponent().DOFade(1,0.5f); //给玩家一秒的反应时间 yield return new WaitForSeconds(1f); + lightningAudio.Play(); t.LightningATK(); //ATKEnd(); } @@ -205,6 +221,7 @@ public class YiSa : Enemy /// 进入狂暴状态 /// private void InCrazy(){ + roarAudio.Play(); //修改特效粒子为红色 GoustMaterial.SetColor("Color_",new Color(255,0,0)); //修改屏幕后特效辉光为红色 @@ -256,6 +273,7 @@ public class YiSa : Enemy public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){ //只有狂暴状态会受击 if(isCrazy){ + angryAudio.Play(); //结算生命值 HPLeft -= MyPlayer.atkMethodMagnification[hitMethod]; //解除狂暴 @@ -264,6 +282,8 @@ public class YiSa : Enemy } } public override void OnDead(){ + goustdeadAudio.Play(); + deadAudio.Play(); //新建一个以撒灵魂,播放其消亡动画 StartCoroutine(ShowADeadGoust()); //播放自身碎裂动画 diff --git a/Assets/Scripts/Boss/地藏/Bell.cs b/Assets/Scripts/Boss/地藏/Bell.cs index 856e0a8..05a5da4 100644 --- a/Assets/Scripts/Boss/地藏/Bell.cs +++ b/Assets/Scripts/Boss/地藏/Bell.cs @@ -46,6 +46,8 @@ public class Bell : MonoBehaviour public BellShader bellShader; [Header("声波受击粒子")] public List particleObjs; + [Header("敲钟音效")] [FoldoutGroup("音效")] + public AudioSource doBellAudio; // _____ _ _ // | __ \ (_) | | // | |__) | __ ___ ____ _| |_ ___ @@ -195,6 +197,7 @@ public class Bell : MonoBehaviour /// /// private IEnumerator WaitAndTurnDownThebutton(){ + doBellAudio.Play(); //等待攻击时长结束 yield return new WaitForSeconds(atkTime); //标记攻击结束 diff --git a/Assets/Scripts/Boss/地藏/DiZang.cs b/Assets/Scripts/Boss/地藏/DiZang.cs index 2803fe7..1f875d0 100644 --- a/Assets/Scripts/Boss/地藏/DiZang.cs +++ b/Assets/Scripts/Boss/地藏/DiZang.cs @@ -43,6 +43,12 @@ public class DiZang : Enemy /// [Header("使用召唤爱欲品后有多少时间的后摇")][FoldoutGroup("地藏")] public float CallAiYuPinEndTime; + + + [Header("伸手音效")] [FoldoutGroup("音效")] + public AudioSource handAudio; + [Header("碎裂死亡音效")] [FoldoutGroup("音效")] + public AudioSource deadAudio; // _____ _ _ @@ -186,6 +192,7 @@ public class DiZang : Enemy /// 拿钱的时候Call这个 /// private IEnumerator TakeTheMoney(){ + handAudio.Play(); yield return new WaitForEndOfFrame(); Debug.Log("正在使用:拿钱"); myHand.ATK(); @@ -216,6 +223,7 @@ public class DiZang : Enemy } public override void OnDead(){ + deadAudio.Play(); //修改状态至死亡 state = State.dead; //播放死亡动画 diff --git a/Assets/Scripts/Boss/木马/Boomer.cs b/Assets/Scripts/Boss/木马/Boomer.cs index 2bcc9db..2413230 100644 --- a/Assets/Scripts/Boss/木马/Boomer.cs +++ b/Assets/Scripts/Boss/木马/Boomer.cs @@ -36,6 +36,12 @@ public class Boomer : MonoBehaviour /// 这个炸弹能否被反击呢?默认无法反击,如果要反击,请在初始化的时候修改此属性 /// public bool isThisCanBeReturned = false; + /// + /// 爆炸粒子 + /// + public GameObject boomParticle; + + // _____ _ _ // | __ \ (_) | | @@ -102,6 +108,8 @@ public class Boomer : MonoBehaviour ); } returnTweener.Kill(); + + Instantiate(boomParticle, this.transform.position, Quaternion.identity); //销毁自己 Destroy(gameObject); } diff --git a/Assets/Scripts/Boss/木马/TrojanHorse.cs b/Assets/Scripts/Boss/木马/TrojanHorse.cs index 8fa8605..8e1b54d 100644 --- a/Assets/Scripts/Boss/木马/TrojanHorse.cs +++ b/Assets/Scripts/Boss/木马/TrojanHorse.cs @@ -64,6 +64,10 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj [Header("召唤炸弹攻击,炸弹从天而降的初速度")] [FoldoutGroup("木马")] public List trojanHorseParticleSystems; + [Header("移动音效")] [FoldoutGroup("音效")] + public AudioSource moveAudio; + [Header("死亡音效")] [FoldoutGroup("音效")] + public AudioSource deadAudio; // _____ _ _ // | __ \ (_) | | @@ -125,6 +129,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj // | |\ | (_) | | | | | | | | (_| | | // |_| \_|\___/|_| |_| |_| |_|\__,_|_| private void Init(){ + //开启粒子 for (int i = 0; i < trojanHorseParticleSystems.Count; i++) { @@ -263,6 +268,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj /// 木马不停右移的函数,每帧调用一次,有开关控制 /// private void Move(){ + //给自身位置加上向右的速度 transform.position += new Vector3( speed * Time.deltaTime,0,0 @@ -282,6 +288,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj /// public override void OnFindThePlayer(Transform target){ if(state == State.wander){ + moveAudio.Play(); //修改状态为发现玩家 state = State.atk; //开始攻击 @@ -315,6 +322,8 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj } public override void OnDead(){ + moveAudio.Stop(); + deadAudio.Play(); //修改粒子透明度 for (int i = 0; i < trojanHorseParticleSystems.Count; i++) { diff --git a/Assets/Scripts/小怪/AiYuPin.cs b/Assets/Scripts/小怪/AiYuPin.cs index 8b58b7a..d526ac3 100644 --- a/Assets/Scripts/小怪/AiYuPin.cs +++ b/Assets/Scripts/小怪/AiYuPin.cs @@ -198,6 +198,7 @@ public class AiYuPin : NormalEnemy /// 攻击方式 /// 攻击来袭方向 public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){ + attackAudio.Play(); //被打飞在着地前都不会挨打了 canBeHit = false; //执行被击飞、死亡检查等事宜 diff --git a/Assets/Scripts/小怪/LightningAttackAdministrator.cs b/Assets/Scripts/小怪/LightningAttackAdministrator.cs index af9ecf9..203b9f2 100644 --- a/Assets/Scripts/小怪/LightningAttackAdministrator.cs +++ b/Assets/Scripts/小怪/LightningAttackAdministrator.cs @@ -38,6 +38,8 @@ public class LightningAttackAdministrator : MonoBehaviour /// 基督小怪攻击硬直 /// public float Stiff; + + // _____ _ _ // | __ \ (_) | | diff --git a/Assets/Scripts/小怪/YiSiLan.cs b/Assets/Scripts/小怪/YiSiLan.cs index 195b9cb..74e42ac 100644 --- a/Assets/Scripts/小怪/YiSiLan.cs +++ b/Assets/Scripts/小怪/YiSiLan.cs @@ -30,6 +30,8 @@ public class YiSiLan : Enemy, Boomer.I_CanBeBoomedObj [Header("被攻击后击飞的力度调整值")][FoldoutGroup("其他",false,0)] public Vector2 hitToflyParameter; + public AudioSource boomAudio; + // _____ _ _ // | __ \ (_) | | // | |__) | __ ___ ____ _| |_ ___ @@ -101,6 +103,7 @@ public class YiSiLan : Enemy, Boomer.I_CanBeBoomedObj /// private void Boom(){ // + boomAudio.Play(); deadRotationRangeMax *= 3; deadRotationRangeMin *= 3; hitToflyParameter *= 3; @@ -159,6 +162,7 @@ public class YiSiLan : Enemy, Boomer.I_CanBeBoomedObj } public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){ + attackAudio.Play(); //让自己被击飞 BeHitToFly(hitDir); //结算生命值 diff --git a/Assets/Scripts/抽象/Enemy.cs b/Assets/Scripts/抽象/Enemy.cs index 97a1a95..de5048a 100644 --- a/Assets/Scripts/抽象/Enemy.cs +++ b/Assets/Scripts/抽象/Enemy.cs @@ -52,6 +52,8 @@ public class Enemy : MonoBehaviour /// [EnumPaging][SerializeField][Header("当前状态")][FoldoutGroup("状态")] public State state; + [Header("击中音效")] [FoldoutGroup("音效")] + public AudioSource attackAudio; // _____ _ _ // | __ \ (_) | | diff --git a/Assets/Scripts/演出/以撒/YiSaOpeningStage.cs b/Assets/Scripts/演出/以撒/YiSaOpeningStage.cs index ad0ed51..dfeac37 100644 --- a/Assets/Scripts/演出/以撒/YiSaOpeningStage.cs +++ b/Assets/Scripts/演出/以撒/YiSaOpeningStage.cs @@ -14,6 +14,9 @@ public class YiSaOpeningStage : Stage public GameObject goust; private PlayerInfo sql; + public AudioSource rushaudio; + public AudioSource appearaudio; + protected override void Init(){ //找到必要的游戏物体和组件 base.Init(); @@ -40,8 +43,10 @@ public class YiSaOpeningStage : Stage yield return new WaitForSeconds(1f); //生成一个鬼魂 YiSaGoust t = Instantiate(goust,yiSa.transform.position,Quaternion.identity).GetComponent(); + appearaudio.Play(); yield return new WaitForEndOfFrame(); t.RushATK(new Vector2(0,1)); + rushaudio.Play(); yield return new WaitForSeconds(2f); //重新锁回玩家 m_Camera.Follow = player.transform; diff --git a/Assets/Scripts/玩家/MyPlayer.cs b/Assets/Scripts/玩家/MyPlayer.cs index b1bfe28..a5eef7f 100644 --- a/Assets/Scripts/玩家/MyPlayer.cs +++ b/Assets/Scripts/玩家/MyPlayer.cs @@ -85,6 +85,19 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj public GameObject attackParticleSystem; + [Header("跳跃音效")] [FoldoutGroup("音效")] + public AudioSource jumpAudio; + [Header("锤子音效")] [FoldoutGroup("音效")] + public AudioSource attackHammerAudio; + [Header("镰刀音效")] [FoldoutGroup("音效")] + public AudioSource attacksickleAudio; + [Header("受击音效")] [FoldoutGroup("音效")] + public AudioSource hitAudio; + [Header("死亡音效")] [FoldoutGroup("音效")] + public AudioSource deadAudio; + [Header("爱欲品抱住音效")] [FoldoutGroup("音效")] + public AudioSource catchAudio; + // _____ _ _ // | __ \ (_) | | // | |__) | __ ___ ____ _| |_ ___ @@ -390,6 +403,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj { if(isLanding && inControl){//如果当前着地 //给予自身刚体 + jumpAudio.Play(); m_rigidbody.velocity = new Vector2(m_rigidbody.velocity.x,//水平方向速度不变 jumpForce);//垂直方向给予预设跳跃速度 //标记自身正在跳跃 @@ -407,6 +421,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj //当执行Wave动作 if (context.performed && hammerCDLeft <= 0 && !isThrowing) { + attackHammerAudio.Play(); hammerSprite.DOFade(1, 0f);//把锤子显示,Debug用,后期请删除 hammerCollider.enabled = true;//打开锤子碰撞体 wavingAnimation.DOPlay();//播放挥动锤子动画 @@ -433,6 +448,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj { //按下就触发 CD好了 玩家处于控制状态 if(context.started && sickleCDLeft <= 0 && inControl && !isThrowing){ + attacksickleAudio.Play(); //实例化一个镰刀游戏物体 Sickle sickle = Instantiate( sicklePrefab, @@ -530,6 +546,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj /// 攻击来源的方向,-1左,1右 public void OnBeHit(float atk, int dir) { + hitAudio.Play(); //触发一个击飞 BeHitToFly(dir); //标记自身不受控制 @@ -566,6 +583,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj /// /// 这个爱欲品的爱欲品组件 public void BeCatchedByAiYuPin(AiYuPin aiYuPin){ + catchAudio.Play(); //标记自身正被抓着 isCatching = true; //标记自身失去控制 @@ -584,6 +602,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj /// 完全挣脱的时候从爱欲品Call过来 /// public void BreakFreeCompletely(){ + catchAudio.Stop(); //取消被抓住的标记 isCatching = false; //恢复移动操控 @@ -646,6 +665,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj /// 玩家死亡的时候触发 /// public IEnumerator OnDead(){ + deadAudio.Play(); yield return new WaitForEndOfFrame(); //关闭操作地图 GetComponent().SwitchCurrentActionMap("NullMap"); diff --git a/Assets/Shader/人物描边/Shader Graphs_Stroke.mat b/Assets/Shader/人物描边/Shader Graphs_Stroke.mat index 99b3fdf..800fa40 100644 --- a/Assets/Shader/人物描边/Shader Graphs_Stroke.mat +++ b/Assets/Shader/人物描边/Shader Graphs_Stroke.mat @@ -36,8 +36,8 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - Vector1_a4c475ff9078478494461e8c1d5e0e38: 14.41 + - Vector1_a4c475ff9078478494461e8c1d5e0e38: 2.34 - Vector1_cc3dfb2d044a4e5e8864a583602b2f65: 0.01 m_Colors: - - Color_dd2e21a0917542b4bb4f40cfdd27180e: {r: 766.9961, g: 437.7098, b: 0, a: 1} + - Color_dd2e21a0917542b4bb4f40cfdd27180e: {r: 111.43047, g: 70.853874, b: 1.7502137, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Shader/人物描边/Stroke.shadergraph b/Assets/Shader/人物描边/Stroke.shadergraph index dd56c38..62d79d1 100644 --- a/Assets/Shader/人物描边/Stroke.shadergraph +++ b/Assets/Shader/人物描边/Stroke.shadergraph @@ -552,6 +552,20 @@ 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m_SavedProperties: serializedVersion: 3 m_TexEnvs: + - Texture2D_607d69e768c74a9f8d436016921330aa: + m_Texture: {fileID: 8400000, guid: 394bfc912eff66a4c8af8e4c8ad2198b, type: 2} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} diff --git a/Assets/Shader/阴间/Under.cs b/Assets/Shader/阴间/Under.cs new file mode 100644 index 0000000..87fb46c --- /dev/null +++ b/Assets/Shader/阴间/Under.cs @@ -0,0 +1,8 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Under : MonoBehaviour +{ + +} diff --git a/Assets/Shader/阴间/Under.cs.meta b/Assets/Shader/阴间/Under.cs.meta new file mode 100644 index 0000000..04157e9 --- /dev/null +++ b/Assets/Shader/阴间/Under.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f89567d085934b94d9e42e9c148516ac +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + 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"m_ObjectId": "207d82ddfa924c0ca2ce6f93df146572", + "m_Id": 1, + "m_DisplayName": "Texture", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "Texture", + "m_StageCapability": 3, + "m_BareResource": false, + "m_Texture": { + "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_Guid": "" + }, + "m_DefaultType": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector2MaterialSlot", @@ -1100,6 +1244,28 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.UVMaterialSlot", + "m_ObjectId": "2da1d70da78f4469bd39875ef6ba171e", + "m_Id": 2, + "m_DisplayName": "UV", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "UV", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0 + }, + "m_Labels": [], + "m_Channel": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -1196,10 +1362,10 @@ "m_Expanded": true, "m_Position": { 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} } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "7c5ec4aafb0a4ec08201d5481157d434", + "m_Id": 4, + "m_DisplayName": "R", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "R", + "m_StageCapability": 2, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -2913,6 +3117,21 @@ "m_Channel": 0 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "b45c21aa70d14ec7ae10fe635f18b85e", + "m_Id": 5, + "m_DisplayName": "G", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "G", + "m_StageCapability": 2, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.TilingAndOffsetNode", @@ -3541,6 +3760,36 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": 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