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diff --git a/Assets/Scenes/YiSaStageTest.unity.meta b/Assets/Scenes/YiSaStageTest.unity.meta
new file mode 100644
index 0000000..9bbc612
--- /dev/null
+++ b/Assets/Scenes/YiSaStageTest.unity.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Scripts/Bommer.cs b/Assets/Scripts/Boomer.cs
similarity index 68%
rename from Assets/Scripts/Bommer.cs
rename to Assets/Scripts/Boomer.cs
index b4c29ca..65d194e 100644
--- a/Assets/Scripts/Bommer.cs
+++ b/Assets/Scripts/Boomer.cs
@@ -7,7 +7,7 @@ using Sirenix.OdinInspector;
///
/// 炸弹类,控制木马喷射和召唤的炸弹
///
-public class Bommer : MonoBehaviour
+public class Boomer : MonoBehaviour
{
// _____ _ _ _
// | __ \ | | | (_)
@@ -23,11 +23,19 @@ public class Bommer : MonoBehaviour
///
/// 被炸的时候触发
///
- void BeBoomed(float atk, int dir);
+ void BeBoomed(float atk, int dir, Boomer boomer);
Transform ObjTransform();
}
[HideInInspector]
public Rigidbody2D m_rigidbody;
+ ///
+ /// 落地后的爆炸时间
+ ///
+ public float landBoomTime = 0;
+ ///
+ /// 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;
// _____ _ _
// | __ \ (_) | |
@@ -40,7 +48,12 @@ public class Bommer : MonoBehaviour
///
/// 爆炸会受影响的东西,只能是伊斯兰、木马或者玩家
///
+ [ListDrawerSettings][ShowInInspector]
private List boomingObj;
+ ///
+ /// 记录正在播放的返回动画,爆炸的时候kill一下,否则会触发Tween插件的安全模式错误log
+ ///
+ private Tweener returnTweener;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
@@ -76,13 +89,36 @@ public class Bommer : MonoBehaviour
foreach(I_CanBeBoomedObj obj in boomingObj){
//执行被炸事件
obj.BeBoomed(owner.ATK,
- (obj.ObjTransform().position.x - transform.position.x > 0) ? 1 : 1
+ (obj.ObjTransform().position.x - transform.position.x > 0) ? 1 : 1,
+ this
);
}
+ returnTweener.Kill();
//销毁自己
Destroy(gameObject);
}
+ // ______ _
+ // | ____| | |
+ // | |____ _____ _ __ | |_
+ // | __\ \ / / _ \ '_ \| __|
+ // | |___\ V / __/ | | | |_
+ // |______\_/ \___|_| |_|\__|
+
+ ///
+ /// 被反击的时候触发
+ ///
+ public void Vengeance(){
+ //修改自身物理层使其不会与玩家相撞
+ gameObject.layer = 10;
+ //编写Tween动画使其飞向木马受击点
+ Tweener tweener = transform.DOMove(
+ owner.transform.Find("反弹炸弹受击点").position,
+ 0.2f,false
+ );
+ returnTweener = tweener;
+ }
+
// _____ _ _ _ _
// / ____| | | (_) (_)
// | | ___ | | |_ ___ _ ___ _ __
@@ -92,13 +128,19 @@ public class Bommer : MonoBehaviour
//当与物体碰上
void OnCollisionEnter2D(Collision2D other){
- //直接爆炸,不管是什么
- Boom();
+ //如果创到地面,执行爆炸延时
+ if(other.transform.tag == "地面"){
+ Invoke("Boom",landBoomTime);
+ }
+ else{
+ //否则直接炸
+ Boom();
+ }
}
//当有东西进入爆炸范围
void OnTriggerEnter2D(Collider2D other){
//看看是不是可被炸对象(对象需要实现被炸接口)
- if(other.TryGetComponent(out I_CanBeBoomedObj obj)){
+ if(other.TryGetComponent(out I_CanBeBoomedObj obj) && !other.isTrigger){
//是则将其加入被炸对象列表
boomingObj.Add(obj);
}
diff --git a/Assets/Scripts/Bommer.cs.meta b/Assets/Scripts/Boomer.cs.meta
similarity index 100%
rename from Assets/Scripts/Bommer.cs.meta
rename to Assets/Scripts/Boomer.cs.meta
diff --git a/Assets/Scripts/MyPlayer.cs b/Assets/Scripts/MyPlayer.cs
index 1760938..81b630c 100644
--- a/Assets/Scripts/MyPlayer.cs
+++ b/Assets/Scripts/MyPlayer.cs
@@ -8,7 +8,7 @@ using Sirenix.OdinInspector;
///
/// 玩家类,控制玩家相关的东西
///
-public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj
+public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
{
// _____ _ _ _
// | __ \ | | | (_)
@@ -84,6 +84,9 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj
private float hammerCDLeft = 0f;
[FoldoutGroup("CD")][Header("发射镰刀的CD还剩多长时间")][SerializeField][ReadOnly]
private float sickleCDLeft = 0f;
+ ///
+ /// 面部朝向,-1为左,1为右
+ ///
private int faceDir = 1;//面部朝向
private Transform sickleFirePoint;//镰刀发射点的transform
private Transform sickleClearerL;//左边的镰刀清除触发器
@@ -113,6 +116,10 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj
///
private bool isThrowing;
private VibrationManager vibrationManager;
+ ///
+ ///反击侦察器组件
+ ///
+ private CounterScout counterScout;
@@ -160,6 +167,7 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj
sickleClearerR.gameObject.AddComponent();
m_Animator = GetComponent();
vibrationManager = FindObjectOfType();
+ counterScout = gameObject.AddComponent();
//初始化生命值
HPLeft = HP;
//初始化攻击倍率字典
@@ -333,6 +341,15 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj
StartCoroutine(
vibrationManager.ShakePad(0.1f,0.1f,0.2f,VibrationManager.PadShakeitem.挥动锤子)
);
+ //检查是否有可反击的炸弹
+ if(counterScout.catchingBoomer != null && faceDir == -1)
+ {
+ //有则执行炸弹的反击功能
+ counterScout.catchingBoomer.Vengeance();
+ //剧烈震动手柄
+ StartCoroutine(vibrationManager.ShakePad(0.8f,0.2f,0.2f,VibrationManager.PadShakeitem.反弹炸弹));
+ }
+
}
}
@@ -480,7 +497,7 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj
// _| |_| | | | || __/ | | || (_| | (_| __/
// |_____|_| |_|\__\___|_| |_| \__,_|\___\___|
- public void BeBoomed(float atk, int dir){
+ public void BeBoomed(float atk, int dir, Boomer boomer){
OnBeHit(atk,dir);
}
@@ -496,8 +513,6 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj
// | | (_) | (_) | | |____| | (_| \__ \__ \
// |_|\___/ \___/|_|\_____|_|\__,_|___/___/
-
-
private class SickleClearer : MonoBehaviour
{
//一个工具小插件,单独写脚本实在太浪费,所以在这里写一下。
@@ -509,5 +524,33 @@ public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj
Destroy(temp.gameObject);
}
- }
+ }
+
+ ///
+ /// 反击侦察器,玩家的工具类
+ ///
+ private class CounterScout : MonoBehaviour
+ {
+ ///
+ /// 正捕获着的炸弹
+ ///
+ public Boomer catchingBoomer;
+
+ void OnTriggerEnter2D(Collider2D other){
+ //如果可捕获的炸弹进入捕获范围
+ if(other.TryGetComponent(out Boomer temp) &&
+ temp.isThisCanBeReturned){
+ //则记录下这个炸弹
+ catchingBoomer = temp;
+ }
+ }
+ void OnTriggerExit2D(Collider2D other){
+ //如果捕获着的炸弹离开,清空记录
+ if(other.TryGetComponent(out Boomer temp) &&
+ temp == catchingBoomer){
+ catchingBoomer = null;
+ }
+ }
+
+ }
}
diff --git a/Assets/Scripts/TrojanHorse.cs b/Assets/Scripts/TrojanHorse.cs
index 83c39b9..8744eea 100644
--- a/Assets/Scripts/TrojanHorse.cs
+++ b/Assets/Scripts/TrojanHorse.cs
@@ -7,7 +7,7 @@ using DG.Tweening;
///
/// 木马类
///
-public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj
+public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
{
// _____ _ _ _
// | __ \ | | | (_)
@@ -56,6 +56,11 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj
///
[Header("喷射炸弹的力度倍数")][FoldoutGroup("木马")]
public float sprayBoomerMultiple;
+ ///
+ /// 召唤炸弹攻击,炸弹从天而降的初速度
+ ///
+ [Header("召唤炸弹攻击,炸弹从天而降的初速度")][FoldoutGroup("木马")]
+ public Vector2 callBoomStartVelocity;
// _____ _ _
// | __ \ (_) | |
@@ -71,7 +76,7 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj
///
/// 开关,控制此时木马是否在移动
///
- [SerializeField][Header("此时木马是否在移动")][FoldoutGroup("状态")]
+ [SerializeField][Header("此时木马是否在移动")][FoldoutGroup("状态")][ReadOnly]
private bool isMove = false;
///
/// 召唤伊斯兰小怪的初始位置
@@ -81,6 +86,19 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj
/// 喷射炸弹的起点
///
private Transform sprayBoomerPosition;
+ ///
+ /// 召唤炸弹攻击的最左边
+ ///
+ private Transform callBoomerPositonLeft;
+ ///
+ /// 召唤炸弹攻击的最右边
+ ///
+ private Transform callBoomerPositonRight;
+ ///
+ /// 此时是否被打断?主要用来停止喷射攻击
+ ///
+ [Header("此时是否被打断")][SerializeField][FoldoutGroup("状态")][ReadOnly]
+ private bool wasInterupt = false;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
@@ -107,12 +125,14 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj
//找到必须的组件和物体
callYiSiLanPosition = transform.Find("小怪召唤点");
sprayBoomerPosition = transform.Find("喷射炸弹点");
+ callBoomerPositonLeft = transform.Find("召唤炸弹攻击最左点");
+ callBoomerPositonRight = transform.Find("召唤炸弹攻击最右点");
}
///
/// 执行一次攻击
///
- private new IEnumerator ATK(){
+ private IEnumerator StartAATK(){
//等待攻击间隔
yield return new WaitForSeconds(timeBetweenAttacks);
//决定行动
@@ -165,19 +185,22 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj
Debug.Log("正在使用:喷射炸弹");
//循环若干次(这里先硬编码成3次)
for(int i = 0; i < 3; i++){
+ if(wasInterupt) break;
//实例化预制体
- Bommer bommer = Instantiate(
+ Boomer boomer = Instantiate(
sprayBoomer,
sprayBoomerPosition.position,
Quaternion.identity
- ).GetComponent();
+ ).GetComponent();
//初始化喷出的炸弹
//给予初始的速度
yield return new WaitForEndOfFrame();
- bommer.m_rigidbody.velocity = sprayBoomerDir * (i + 1) * sprayBoomerMultiple;
+ boomer.m_rigidbody.velocity = sprayBoomerDir * (i + 1) * sprayBoomerMultiple;
+ boomer.isThisCanBeReturned = true;
//等待喷射炸弹时间间隔
yield return new WaitForSeconds(sprayBoomerTime);
}
+ wasInterupt = false;
ATKEnd();
}
///
@@ -185,8 +208,32 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj
///
///
private IEnumerator CallBoomer(){
- yield return new WaitForEndOfFrame();
Debug.Log("正在使用:召唤炸弹");
+ //循环若干次(这里先硬编码成3次)
+ for(int i = 0; i < 3; i++){
+ //实例化预制体
+ Boomer boomer = Instantiate(
+ sprayBoomer,
+ new Vector3(
+ //x取余范围内随机
+ Random.Range(callBoomerPositonLeft.position.x,
+ callBoomerPositonRight.position.x),
+ //yz随起点
+ callBoomerPositonLeft.position.y,
+ callBoomerPositonLeft.position.z
+ ),
+ Quaternion.identity
+ ).GetComponent();
+ //初始化喷出的炸弹
+ //先等待本帧结束,创建炸弹完毕
+ yield return new WaitForEndOfFrame();
+ //给予初始的速度
+ boomer.m_rigidbody.velocity = callBoomStartVelocity;
+ //修改炸弹的落地爆炸时间
+ boomer.landBoomTime = 1f;
+ //等待喷射炸弹时间间隔
+ yield return new WaitForSeconds(sprayBoomerTime);
+ }
ATKEnd();
}
///
@@ -215,7 +262,7 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj
//修改状态为发现玩家
state = State.atk;
//开始攻击
- StartCoroutine(ATK());
+ StartCoroutine(StartAATK());
//开始屏幕震动
FindObjectOfType().HorseShake();
//开始向右移动
@@ -226,7 +273,16 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj
///
/// 攻击结束的时候触发,重新开始新一轮攻击
///
- public void ATKEnd(){StartCoroutine(ATK());}
+ public void ATKEnd(){StartCoroutine(StartAATK());}
+
+ protected override void OnTouchThePlayer(MyPlayer player){
+ //当创到玩家,让玩家受伤
+ //告诉玩家,你被攻击了
+ player.OnBeHit(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
+ }
// _____ _ __
@@ -236,8 +292,11 @@ public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj
// _| |_| | | | || __/ | | || (_| | (_| __/
// |_____|_| |_|\__\___|_| |_| \__,_|\___\___|
- public void BeBoomed(float atk, int dir){
- OnBeHit(MyPlayer.AtkMethod.反弹炸弹,dir);
+ public void BeBoomed(float atk, int dir, Boomer boomer){
+ if(boomer.isThisCanBeReturned){
+ OnBeHit(MyPlayer.AtkMethod.反弹炸弹,dir);
+ wasInterupt = true;
+ }
}
public Transform ObjTransform(){return transform;}
diff --git a/Assets/Scripts/VibrationManager.cs b/Assets/Scripts/VibrationManager.cs
index 73dad41..60bb6a1 100644
--- a/Assets/Scripts/VibrationManager.cs
+++ b/Assets/Scripts/VibrationManager.cs
@@ -29,10 +29,11 @@ public class VibrationManager : MonoBehaviour
被击中,
发射镰刀,
挥动锤子,
- 木马移动
+ 木马移动,
+ 反弹炸弹
}
- public static PadShakeitem itemNow;
+ public PadShakeitem itemNow;
///
/// 是否处于特洛伊Boss关
///
@@ -59,10 +60,12 @@ public class VibrationManager : MonoBehaviour
if(Gamepad.current != null){
itemNow = item;
Gamepad.current.SetMotorSpeeds(left,right);
+ //Debug.Log("正在开始"+item+"的震动");
yield return new WaitForSeconds(time);
//只有震动项目和震动原因相同的时候,才会触发停止震动
//用来解决震动的覆盖问题
if(itemNow == item){
+ //Debug.Log("正在结束"+item+"的震动");
Gamepad.current.SetMotorSpeeds(0,0);
if(inHorseStage)HorseShakePad();
}
@@ -79,6 +82,6 @@ public class VibrationManager : MonoBehaviour
}
public void HorseShakePad(){
- StartCoroutine(ShakePad(0.1f,0.1f,20f,PadShakeitem.木马移动));
+ StartCoroutine(ShakePad(0f,0.1f,20f,PadShakeitem.木马移动));
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/YiSiLan.cs b/Assets/Scripts/YiSiLan.cs
index f69e57f..8fca1c6 100644
--- a/Assets/Scripts/YiSiLan.cs
+++ b/Assets/Scripts/YiSiLan.cs
@@ -6,7 +6,7 @@ using Sirenix.OdinInspector;
///
/// 伊斯兰小怪类
///
-public class YiSiLan : Enemy, Bommer.I_CanBeBoomedObj
+public class YiSiLan : Enemy, Boomer.I_CanBeBoomedObj
{
// _____ _ _ _
// | __ \ | | | (_)
@@ -185,7 +185,7 @@ public class YiSiLan : Enemy, Bommer.I_CanBeBoomedObj
// _| |_| | | | || __/ | | || (_| | (_| __/
// |_____|_| |_|\__\___|_| |_| \__,_|\___\___|
- public void BeBoomed(float atk, int dir){
+ public void BeBoomed(float atk, int dir, Boomer boomer){
//需要重写
OnBeHit(MyPlayer.AtkMethod.反弹炸弹,dir);
}
diff --git a/Assets/Sprites/早期临时混乱/3关石像.png b/Assets/Sprites/早期临时混乱/3关石像.png
new file mode 100644
index 0000000..a9dccef
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diff --git a/Assets/Sprites/早期临时混乱/3关石像.png.meta b/Assets/Sprites/早期临时混乱/3关石像.png.meta
new file mode 100644
index 0000000..bef38a2
--- /dev/null
+++ b/Assets/Sprites/早期临时混乱/3关石像.png.meta
@@ -0,0 +1,132 @@
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diff --git a/Assets/Sprites/早期临时混乱/地面 1.png b/Assets/Sprites/早期临时混乱/地面 1.png
new file mode 100644
index 0000000..610b37d
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diff --git a/Assets/Sprites/早期临时混乱/地面 1.png.meta b/Assets/Sprites/早期临时混乱/地面 1.png.meta
new file mode 100644
index 0000000..69f07e2
--- /dev/null
+++ b/Assets/Sprites/早期临时混乱/地面 1.png.meta
@@ -0,0 +1,96 @@
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+ pSDRemoveMatte: 0
+ pSDShowRemoveMatteOption: 0
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diff --git a/Assets/Sprites/早期临时混乱/背景.png b/Assets/Sprites/早期临时混乱/背景.png
new file mode 100644
index 0000000..ffae70e
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diff --git a/Assets/Sprites/早期临时混乱/背景.png.meta b/Assets/Sprites/早期临时混乱/背景.png.meta
new file mode 100644
index 0000000..580ac49
--- /dev/null
+++ b/Assets/Sprites/早期临时混乱/背景.png.meta
@@ -0,0 +1,96 @@
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diff --git a/Assets/材质/炸弹.physicsMaterial2D b/Assets/材质/炸弹.physicsMaterial2D
new file mode 100644
index 0000000..7d39b96
--- /dev/null
+++ b/Assets/材质/炸弹.physicsMaterial2D
@@ -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: "\u70B8\u5F39"
+ friction: 0.4
+ bounciness: 0.2
diff --git a/Assets/材质/炸弹.physicsMaterial2D.meta b/Assets/材质/炸弹.physicsMaterial2D.meta
new file mode 100644
index 0000000..cae9df6
--- /dev/null
+++ b/Assets/材质/炸弹.physicsMaterial2D.meta
@@ -0,0 +1,8 @@
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+guid: 7967053ffea0e0649bb2523acdc1e437
+NativeFormatImporter:
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diff --git a/Logs/ApiUpdaterCheck.txt b/Logs/ApiUpdaterCheck.txt
index d8ac907..762c935 100644
--- a/Logs/ApiUpdaterCheck.txt
+++ b/Logs/ApiUpdaterCheck.txt
@@ -145,3 +145,23 @@ C# parse time : 673ms
candidates check time : 49ms
console write time : 1ms
+[api-updater (non-obsolete-error-filter)] 2021/12/13 21:53:45 : Starting D:/unity/Editor/2020.3.20f1c1/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
+[api-updater (non-obsolete-error-filter)]
+----------------------------------
+jit/startup time : 761.8095ms
+moved types parse time: 55ms
+candidates parse time : 1ms
+C# parse time : 651ms
+candidates check time : 68ms
+console write time : 1ms
+
+[api-updater (non-obsolete-error-filter)] 2021/12/13 21:54:01 : Starting D:/unity/Editor/2020.3.20f1c1/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
+[api-updater (non-obsolete-error-filter)]
+----------------------------------
+jit/startup time : 79.517ms
+moved types parse time: 54ms
+candidates parse time : 1ms
+C# parse time : 221ms
+candidates check time : 46ms
+console write time : 0ms
+
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index 89db5be..cbd0c40 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -17,7 +17,7 @@ TagManager:
- "\u602A\u7269"
- "\u5730\u9762"
- "\u7A7A\u6C14\u5899"
- -
+ - "\u53CD\u5F39\u70B8\u5F39"
-
-
-
diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset
index 1dec951..97f66bc 100644
--- a/UserSettings/EditorUserSettings.asset
+++ b/UserSettings/EditorUserSettings.asset
@@ -6,34 +6,34 @@ EditorUserSettings:
serializedVersion: 4
m_ConfigSettings:
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flags: 0
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vcSharedLogLevel:
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