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m_PersistentCalls: + m_Calls: + - m_Target: {fileID: 979777884} + 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: 2a6b3f1f-3ff5-4838-bb2c-e876543f27c5 + m_ActionName: Normal/Interactive1[/Keyboard/f] m_NeverAutoSwitchControlSchemes: 0 m_DefaultControlScheme: Play m_DefaultActionMap: Normal diff --git a/Assets/Scripts/抽象/CreatABoard.cs b/Assets/Scripts/抽象/CreatABoard.cs index eee1d74..e54569f 100644 --- a/Assets/Scripts/抽象/CreatABoard.cs +++ b/Assets/Scripts/抽象/CreatABoard.cs @@ -18,15 +18,23 @@ public class CreatABoard : MonoBehaviour private PlayerInfo sql; public InputField inputField; - void Start(){ + void Awake(){ Init(); } + void Start(){ + + } + void Update(){ if(CheckComfirm()){ StartCoroutine(CreatALocalBoard()); } } + public void Creat(){ + //player.GetComponent().SwitchCurrentActionMap("NullMap"); + //Time.timeScale = 0; + } void Init(){ //找到必要的物体和组件 @@ -35,9 +43,8 @@ public class CreatABoard : MonoBehaviour } private IEnumerator CreatALocalBoard(){ - Debug.Log("执行了新建"); //新建一个板子 - Board temp = Instantiate(board,player.transform.position + new Vector3(0,0.4f,0),Quaternion.identity).GetComponent(); + Board temp = Instantiate(board,player.transform.position + new Vector3(0,0.3f,0),Quaternion.identity).GetComponent(); yield return new WaitForEndOfFrame(); //初始化板子 temp.uid = sql.uid; @@ -47,7 +54,9 @@ public class CreatABoard : MonoBehaviour gameObject.SetActive(false); inputField.text = null; //恢复玩家操作地图 - player.GetComponent().SwitchCurrentActionMap("Normal"); + //player.GetComponent().SwitchCurrentActionMap("Normal"); + player.inControl = true; + player.GetComponent().constraints = RigidbodyConstraints2D.FreezeRotation; //将板子信息传向云端 sql.CreateBoard(SceneManager.GetActiveScene().buildIndex,temp.postion,temp.text); } diff --git a/Assets/Scripts/抽象/GetDateBaseDead.cs b/Assets/Scripts/抽象/GetDateBaseDead.cs new file mode 100644 index 0000000..4942f68 --- /dev/null +++ b/Assets/Scripts/抽象/GetDateBaseDead.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using DG.Tweening; + +/// +/// 获取死亡列表的时候用这个 +/// +public class GetDateBaseDead : MonoBehaviour +{ + + public GameObject deadPlayer; + public List deadInfos; + + public void Get(){ + //将所有死亡信息拉到本地 + deadInfos = GetComponent().GetDeadInfo(SceneManager.GetActiveScene().buildIndex); + //筛选出10条 + while(deadInfos.Count > 10){ + deadInfos.RemoveAt(Random.Range(0,deadInfos.Count)); + } + + } + + public void Show(){ + //初始化所有死亡玩家 + foreach(DeadInfo info in deadInfos){ + //创建一个死亡玩家 + GameObject temp = Instantiate(deadPlayer,info.postion,Quaternion.identity); + //根据信息初始化这个玩家 + temp.transform.position = info.postion; + //淡入显示死亡玩家 + temp.GetComponent().DOFade( + 0.6f, + 0.5f + ); + } + } +} diff --git a/Assets/Scripts/抽象/GetDateBaseDead.cs.meta b/Assets/Scripts/抽象/GetDateBaseDead.cs.meta new file mode 100644 index 0000000..d7ac36f --- /dev/null +++ b/Assets/Scripts/抽象/GetDateBaseDead.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 001bc6c6fd9d2324b8eb091df8a616d1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/演出/佛教前置关/FoOpeningStage.cs b/Assets/Scripts/演出/佛教前置关/FoOpeningStage.cs index 095b357..3895a10 100644 --- a/Assets/Scripts/演出/佛教前置关/FoOpeningStage.cs +++ b/Assets/Scripts/演出/佛教前置关/FoOpeningStage.cs @@ -13,6 +13,7 @@ public class FoOpeningStage : Stage private NormalEnemy left; private NormalEnemy right; private bool isConversationComplete = false; + private PlayerInfo sql; protected override void Init(){ //找到必要的游戏物体和组件 @@ -21,6 +22,7 @@ public class FoOpeningStage : Stage m_Camera = FindObjectOfType(); left = GameObject.Find("普通小怪(左").GetComponent(); right = GameObject.Find("普通小怪(右").GetComponent(); + sql = FindObjectOfType(); } protected override IEnumerator Main(){ @@ -28,6 +30,10 @@ public class FoOpeningStage : Stage player.transform.position = new Vector3( -22.0799999f,-1.89999998f,0 ); + //拉取留言板 + sql.GetComponent().Get(); + //拉取死亡列表 + sql.GetComponent().Get(); //关闭空气墙 airWall.SetActive(false); //修改玩家inputDir使玩家从屏幕外冲进到屏幕内部 diff --git a/Assets/Scripts/玩家/MyPlayer.cs b/Assets/Scripts/玩家/MyPlayer.cs index beab513..35c1d6f 100644 --- a/Assets/Scripts/玩家/MyPlayer.cs +++ b/Assets/Scripts/玩家/MyPlayer.cs @@ -110,7 +110,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj 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 [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; + public bool inControl = true; [SerializeField][ReadOnly][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")] private float HPLeft; /// @@ -143,8 +143,9 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj /// [Header("此时自己是否正在与物体交互")][ReadOnly][SerializeField][FoldoutGroup("状态")] private bool isInteractive = false; - public bool isDead; + private PlayerInfo sql; + private @@ -196,6 +197,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj m_Animator = GetComponent(); vibrationManager = FindObjectOfType(); counterScout = gameObject.AddComponent(); + sql = FindObjectOfType(); //初始化生命值 HPLeft = HP; //初始化攻击倍率字典 @@ -445,9 +447,8 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj } public void OnInteractive(InputAction.CallbackContext context){ - Debug.Log("触发交互监听"); //当按下交互键 - if(context.performed && catching != null){ + if(context.started && catching != null){ //根据所捕获物体的不同,区分一下操作 switch(catching.itemName){ case Interactive.ItemName.塞钱箱 : @@ -483,11 +484,12 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj catching.OnCallCancel(); isInteractive = false; } - //当抬起交互键,且长按了两秒 + //当长按了两秒 if(context.performed && context.duration > 2f && inControl && !isInteractive && catching == null){ - Debug.Log("创建一个留言板"); creatBoardUI.SetActive(true); - //GetComponent().SwitchCurrentActionMap("NullMap"); + creatBoardUI.GetComponent().Creat(); + inControl = false; + m_rigidbody.constraints = RigidbodyConstraints2D.FreezeAll; } } @@ -637,10 +639,19 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj GetComponent().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().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().transType = Blcak.Type.竖直; FindObjectOfType().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 diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 7573ed7..b83e822 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -15,25 +15,25 @@ EditorUserSettings: value: 22424703114646680e0b0227036c7b192c16162d1f3c2737281d1820f6ae2136ebf32f flags: 0 RecentlyUsedScenePath-3: - 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