任务:编写留言系统、死亡记录系统、替换和实装美术素材
1.编写死亡记录系统 (1.当触发玩家死亡事件,传送一条记录前往服务器 (2.当触发玩家死亡事件,拉取云端死亡列表,挑选10条显示在场景 *.制作死亡玩家预制体 3.制作玩家UI 4.制作boss血条 *.替换和实装美术素材,增加部分动画 *优化和修复 1.调整了留言板的建立偏移,修复了留言板浮空的问题 2.修复了建板系统的操控性问题 3.解决了落在留言板上会导致动画异常的问题 建议: 1.给击中添加一些效果,目前还是打击感太弱 2.目前木马死后,灰尘不会消失 *.至此,死亡标记系统基本完成 下班
This commit is contained in:
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@ -24,7 +24,7 @@ public class @Player : IInputActionCollection, IDisposable
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""id"": ""4e75a7bf-f61d-4467-b879-29135d8cd3d0"",
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""expectedControlType"": ""Button"",
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""processors"": """",
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""interactions"": """"
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""interactions"": ""Press(behavior=2)""
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},
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{
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""name"": ""Jump"",
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@ -56,7 +56,7 @@ public class @Player : IInputActionCollection, IDisposable
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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"": ""Hold(duration=2,pressPoint=0.5),Press(behavior=2)""
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""interactions"": ""Hold""
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}
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],
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""bindings"": [
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@ -11,7 +11,7 @@
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"id": "4e75a7bf-f61d-4467-b879-29135d8cd3d0",
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"expectedControlType": "Button",
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"processors": "",
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"interactions": ""
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"interactions": "Press(behavior=2)"
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},
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{
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||||
"name": "Jump",
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||||
@ -43,7 +43,7 @@
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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": "Hold(duration=2,pressPoint=0.5),Press(behavior=2)"
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"interactions": "Hold"
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}
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],
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"bindings": [
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@ -24,6 +24,6 @@ MonoBehaviour:
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m_DefaultButtonPressPoint: 0.5
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m_DefaultTapTime: 0.2
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m_DefaultSlowTapTime: 0.5
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m_DefaultHoldTime: 0.4
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m_DefaultHoldTime: 2
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m_TapRadius: 5
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m_MultiTapDelayTime: 0.75
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|
@ -232,6 +232,7 @@ public class PlayerInfo : MonoBehaviour
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Destroy(gameObject);
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DontDestroyOnLoad(gameObject);
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BoardInfos = new List<BoardInfo>();
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DeadInfos = new List<DeadInfo>();
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//
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LinkInfo = "server="+dataScriptableObject.IP+";" +
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"port="+dataScriptableObject.Port+";" +
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@ -310,7 +310,7 @@ BoxCollider2D:
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adaptiveTiling: 0
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m_Size: {x: 1, y: 1}
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m_Size: {x: 0.59, y: 0.93}
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m_EdgeRadius: 0
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--- !u!95 &674563372791047601
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Animator:
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84
Assets/Prefabs/死亡玩家.prefab
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84
Assets/Prefabs/死亡玩家.prefab
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@ -0,0 +1,84 @@
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m_ReflectionProbeUsage: 1
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7
Assets/Prefabs/死亡玩家.prefab.meta
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7
Assets/Prefabs/死亡玩家.prefab.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: bc20d04da26ff184885ecb4437cb0739
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -75,7 +75,7 @@ SpriteRenderer:
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: -698741025
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m_Sprite: {fileID: 21300000, guid: 4b64b4c73bfa00a4a9552c672359f9fc, type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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@ -112,7 +112,7 @@ BoxCollider2D:
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adaptiveTiling: 0
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m_AutoTiling: 0
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serializedVersion: 2
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m_Size: {x: 0.768, y: 0.74}
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m_Size: {x: 0.44, y: 0.74}
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m_EdgeRadius: 0
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--- !u!61 &7746389308535175435
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BoxCollider2D:
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@ -306,6 +306,8 @@ MonoBehaviour:
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hitToflyParameter: {x: 3, y: 3}
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deadRotationRangeMax: 500
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deadRotationRangeMin: 500
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needWalk: 0
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isInFoStage: 0
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inPath: 1
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catchOffset: {x: -0.1, y: 0.4, z: 0}
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breakFreeCount: 5
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@ -14,7 +14,7 @@ GameObject:
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- component: {fileID: 8058067845890521741}
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m_Layer: 0
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m_Name: "\u7559\u8A00\u677F"
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m_TagString: Untagged
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m_TagString: "\u5730\u9762"
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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File diff suppressed because it is too large
Load Diff
@ -3471,6 +3471,22 @@ MonoBehaviour:
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m_Calls: []
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m_ActionId: 268f2409-b46a-4eed-abf4-ff0db96e8d46
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m_ActionName: NullMap/New action
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- m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 979777884}
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m_TargetAssemblyTypeName: MyPlayer, Assembly-CSharp
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m_MethodName: OnInteractive
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m_Mode: 0
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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m_ActionId: 2a6b3f1f-3ff5-4838-bb2c-e876543f27c5
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m_ActionName: Normal/Interactive1[/Keyboard/f]
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m_NeverAutoSwitchControlSchemes: 0
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m_DefaultControlScheme: Play
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m_DefaultActionMap: Normal
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@ -18,15 +18,23 @@ public class CreatABoard : MonoBehaviour
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private PlayerInfo sql;
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public InputField inputField;
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void Start(){
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void Awake(){
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Init();
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}
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void Start(){
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}
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void Update(){
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if(CheckComfirm()){
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StartCoroutine(CreatALocalBoard());
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}
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}
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public void Creat(){
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//player.GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
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//Time.timeScale = 0;
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}
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void Init(){
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//找到必要的物体和组件
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@ -35,9 +43,8 @@ public class CreatABoard : MonoBehaviour
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}
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private IEnumerator CreatALocalBoard(){
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Debug.Log("执行了新建");
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//新建一个板子
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Board temp = Instantiate(board,player.transform.position + new Vector3(0,0.4f,0),Quaternion.identity).GetComponent<Board>();
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Board temp = Instantiate(board,player.transform.position + new Vector3(0,0.3f,0),Quaternion.identity).GetComponent<Board>();
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yield return new WaitForEndOfFrame();
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//初始化板子
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temp.uid = sql.uid;
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@ -47,7 +54,9 @@ public class CreatABoard : MonoBehaviour
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gameObject.SetActive(false);
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inputField.text = null;
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//恢复玩家操作地图
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player.GetComponent<PlayerInput>().SwitchCurrentActionMap("Normal");
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//player.GetComponent<PlayerInput>().SwitchCurrentActionMap("Normal");
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player.inControl = true;
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player.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeRotation;
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//将板子信息传向云端
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sql.CreateBoard(SceneManager.GetActiveScene().buildIndex,temp.postion,temp.text);
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}
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40
Assets/Scripts/抽象/GetDateBaseDead.cs
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40
Assets/Scripts/抽象/GetDateBaseDead.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using DG.Tweening;
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/// <summary>
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/// 获取死亡列表的时候用这个
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/// </summary>
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public class GetDateBaseDead : MonoBehaviour
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{
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public GameObject deadPlayer;
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public List<DeadInfo> deadInfos;
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public void Get(){
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//将所有死亡信息拉到本地
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deadInfos = GetComponent<PlayerInfo>().GetDeadInfo(SceneManager.GetActiveScene().buildIndex);
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//筛选出10条
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while(deadInfos.Count > 10){
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deadInfos.RemoveAt(Random.Range(0,deadInfos.Count));
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}
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}
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public void Show(){
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//初始化所有死亡玩家
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foreach(DeadInfo info in deadInfos){
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//创建一个死亡玩家
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GameObject temp = Instantiate(deadPlayer,info.postion,Quaternion.identity);
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//根据信息初始化这个玩家
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temp.transform.position = info.postion;
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//淡入显示死亡玩家
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temp.GetComponent<SpriteRenderer>().DOFade(
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0.6f,
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0.5f
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);
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}
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}
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}
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11
Assets/Scripts/抽象/GetDateBaseDead.cs.meta
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11
Assets/Scripts/抽象/GetDateBaseDead.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 001bc6c6fd9d2324b8eb091df8a616d1
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -13,6 +13,7 @@ public class FoOpeningStage : Stage
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private NormalEnemy left;
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private NormalEnemy right;
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private bool isConversationComplete = false;
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private PlayerInfo sql;
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protected override void Init(){
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//找到必要的游戏物体和组件
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@ -21,6 +22,7 @@ public class FoOpeningStage : Stage
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m_Camera = FindObjectOfType<CinemachineVirtualCamera>();
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left = GameObject.Find("普通小怪(左").GetComponent<NormalEnemy>();
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right = GameObject.Find("普通小怪(右").GetComponent<NormalEnemy>();
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sql = FindObjectOfType<PlayerInfo>();
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}
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protected override IEnumerator Main(){
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@ -28,6 +30,10 @@ public class FoOpeningStage : Stage
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player.transform.position = new Vector3(
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-22.0799999f,-1.89999998f,0
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);
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//拉取留言板
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sql.GetComponent<GetDateBaseBoard>().Get();
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//拉取死亡列表
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sql.GetComponent<GetDateBaseDead>().Get();
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//关闭空气墙
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airWall.SetActive(false);
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//修改玩家inputDir使玩家从屏幕外冲进到屏幕内部
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@ -110,7 +110,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
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private Transform sickleClearerL;//左边的镰刀清除触发器
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private Transform sickleClearerR;//右边的镰刀清除触发器
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[FoldoutGroup("状态",false,1)][Header("玩家现在是否处于控制状态下(物理)")][SerializeField][ReadOnly]
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private bool inControl = true;
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public bool inControl = true;
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[SerializeField][ReadOnly][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
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private float HPLeft;
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/// <summary>
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@ -143,8 +143,9 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
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/// </summary>
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[Header("此时自己是否正在与物体交互")][ReadOnly][SerializeField][FoldoutGroup("状态")]
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private bool isInteractive = false;
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public bool isDead;
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private PlayerInfo sql;
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private
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@ -196,6 +197,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
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m_Animator = GetComponent<Animator>();
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vibrationManager = FindObjectOfType<VibrationManager>();
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counterScout = gameObject.AddComponent<CounterScout>();
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sql = FindObjectOfType<PlayerInfo>();
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//初始化生命值
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HPLeft = HP;
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//初始化攻击倍率字典
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@ -445,9 +447,8 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
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||||
}
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public void OnInteractive(InputAction.CallbackContext context){
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Debug.Log("触发交互监听");
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||||
//当按下交互键
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||||
if(context.performed && catching != null){
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||||
if(context.started && catching != null){
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||||
//根据所捕获物体的不同,区分一下操作
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||||
switch(catching.itemName){
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case Interactive.ItemName.塞钱箱 :
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@ -483,11 +484,12 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
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catching.OnCallCancel();
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isInteractive = false;
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}
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//当抬起交互键,且长按了两秒
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//当长按了两秒
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if(context.performed && context.duration > 2f && inControl && !isInteractive && catching == null){
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Debug.Log("创建一个留言板");
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creatBoardUI.SetActive(true);
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//GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
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creatBoardUI.GetComponent<CreatABoard>().Creat();
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inControl = false;
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m_rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
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}
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||||
}
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|
||||
@ -637,10 +639,19 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
||||
GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||
//播放死亡动画
|
||||
isDead = true;
|
||||
//显示死亡列表并将他们显示在地图上
|
||||
sql.GetComponent<GetDateBaseDead>().Show();
|
||||
//记录死亡位置
|
||||
Vector3 deadPos = transform.position;
|
||||
//等待一段时间
|
||||
yield return new WaitForSeconds(3f);
|
||||
//使用转场块
|
||||
FindObjectOfType<Transfer>().transType = Blcak.Type.竖直;
|
||||
FindObjectOfType<Transfer>().OnCall();
|
||||
//等待一段时间
|
||||
yield return new WaitForSeconds(0.8f);
|
||||
//传输死亡记录
|
||||
sql.CreateDead(SceneManager.GetActiveScene().buildIndex,deadPos);
|
||||
//重新加载本场景(在转场块执行)
|
||||
//SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
//停止木马
|
||||
|
@ -15,25 +15,25 @@ EditorUserSettings:
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||||
value: 22424703114646680e0b0227036c7b192c16162d1f3c2737281d1820f6ae2136ebf32f
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flags: 0
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RecentlyUsedScenePath-3:
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||||
value: 22424703114646680e0b0227036c791f580216233831
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flags: 0
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RecentlyUsedScenePath-4:
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||||
value: 22424703114646680e0b0227036c6619580216233831
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||||
flags: 0
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RecentlyUsedScenePath-5:
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||||
RecentlyUsedScenePath-4:
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||||
value: 22424703114646680e0b0227036c7519580216233831
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flags: 0
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RecentlyUsedScenePath-6:
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RecentlyUsedScenePath-5:
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value: 22424703114646680e0b0227036c661925162b3e2d2f2304283a097df7ee3d2cfb
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flags: 0
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RecentlyUsedScenePath-7:
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RecentlyUsedScenePath-6:
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value: 22424703114646680e0b0227036c6b153a021713251b32312a2c2936f1f47a2decee22f0
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flags: 0
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||||
RecentlyUsedScenePath-7:
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||||
value: 22424703114646680e0b0227036c7000131911242b66333e243d04
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||||
flags: 0
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RecentlyUsedScenePath-8:
|
||||
value: 22424703114646680e0b0227036c5c0518590d24253c3f
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||||
flags: 0
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||||
RecentlyUsedScenePath-9:
|
||||
value: 22424703114646680e0b0227036c7000131911242b66333e243d04
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||||
value: 22424703114646680e0b0227036c791f580216233831
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||||
flags: 0
|
||||
UnityEditor.ShaderGraph.Blackboard:
|
||||
value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4ba75e435d8715fa32c70d15d11612dacc11fee5d3c5d1fe9ab1bf968e93e2ffcbc3e7e2f0b3ffe0e8b0be9af8ffaeffff8e85dd8390e3949c8899daa7
|
||||
|
Loading…
x
Reference in New Issue
Block a user