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:
Roman 2021-12-25 18:27:29 +08:00
parent ca1cc0162d
commit 9f3ffbb94c
17 changed files with 1336 additions and 38 deletions

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@ -24,7 +24,7 @@ public class @Player : IInputActionCollection, IDisposable
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""expectedControlType"": ""Button"", ""expectedControlType"": ""Button"",
""processors"": """", ""processors"": """",
""interactions"": """" ""interactions"": ""Press(behavior=2)""
}, },
{ {
""name"": ""Jump"", ""name"": ""Jump"",
@ -56,7 +56,7 @@ public class @Player : IInputActionCollection, IDisposable
""id"": ""7cf0a787-dc2d-42b1-9ed9-c840ccfa3ce9"", ""id"": ""7cf0a787-dc2d-42b1-9ed9-c840ccfa3ce9"",
""expectedControlType"": ""Button"", ""expectedControlType"": ""Button"",
""processors"": """", ""processors"": """",
""interactions"": ""Hold(duration=2,pressPoint=0.5),Press(behavior=2)"" ""interactions"": ""Hold""
} }
], ],
""bindings"": [ ""bindings"": [

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@ -11,7 +11,7 @@
"id": "4e75a7bf-f61d-4467-b879-29135d8cd3d0", "id": "4e75a7bf-f61d-4467-b879-29135d8cd3d0",
"expectedControlType": "Button", "expectedControlType": "Button",
"processors": "", "processors": "",
"interactions": "" "interactions": "Press(behavior=2)"
}, },
{ {
"name": "Jump", "name": "Jump",
@ -43,7 +43,7 @@
"id": "7cf0a787-dc2d-42b1-9ed9-c840ccfa3ce9", "id": "7cf0a787-dc2d-42b1-9ed9-c840ccfa3ce9",
"expectedControlType": "Button", "expectedControlType": "Button",
"processors": "", "processors": "",
"interactions": "Hold(duration=2,pressPoint=0.5),Press(behavior=2)" "interactions": "Hold"
} }
], ],
"bindings": [ "bindings": [

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@ -24,6 +24,6 @@ MonoBehaviour:
m_DefaultButtonPressPoint: 0.5 m_DefaultButtonPressPoint: 0.5
m_DefaultTapTime: 0.2 m_DefaultTapTime: 0.2
m_DefaultSlowTapTime: 0.5 m_DefaultSlowTapTime: 0.5
m_DefaultHoldTime: 0.4 m_DefaultHoldTime: 2
m_TapRadius: 5 m_TapRadius: 5
m_MultiTapDelayTime: 0.75 m_MultiTapDelayTime: 0.75

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@ -232,6 +232,7 @@ public class PlayerInfo : MonoBehaviour
Destroy(gameObject); Destroy(gameObject);
DontDestroyOnLoad(gameObject); DontDestroyOnLoad(gameObject);
BoardInfos = new List<BoardInfo>(); BoardInfos = new List<BoardInfo>();
DeadInfos = new List<DeadInfo>();
// //
LinkInfo = "server="+dataScriptableObject.IP+";" + LinkInfo = "server="+dataScriptableObject.IP+";" +
"port="+dataScriptableObject.Port+";" + "port="+dataScriptableObject.Port+";" +

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Animator: Animator:

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@ -3471,6 +3471,22 @@ MonoBehaviour:
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m_DefaultControlScheme: Play m_DefaultControlScheme: Play
m_DefaultActionMap: Normal m_DefaultActionMap: Normal

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@ -18,15 +18,23 @@ public class CreatABoard : MonoBehaviour
private PlayerInfo sql; private PlayerInfo sql;
public InputField inputField; public InputField inputField;
void Start(){ void Awake(){
Init(); Init();
} }
void Start(){
}
void Update(){ void Update(){
if(CheckComfirm()){ if(CheckComfirm()){
StartCoroutine(CreatALocalBoard()); StartCoroutine(CreatALocalBoard());
} }
} }
public void Creat(){
//player.GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
//Time.timeScale = 0;
}
void Init(){ void Init(){
//找到必要的物体和组件 //找到必要的物体和组件
@ -35,9 +43,8 @@ public class CreatABoard : MonoBehaviour
} }
private IEnumerator CreatALocalBoard(){ private IEnumerator CreatALocalBoard(){
Debug.Log("执行了新建");
//新建一个板子 //新建一个板子
Board temp = Instantiate(board,player.transform.position + new Vector3(0,0.4f,0),Quaternion.identity).GetComponent<Board>(); Board temp = Instantiate(board,player.transform.position + new Vector3(0,0.3f,0),Quaternion.identity).GetComponent<Board>();
yield return new WaitForEndOfFrame(); yield return new WaitForEndOfFrame();
//初始化板子 //初始化板子
temp.uid = sql.uid; temp.uid = sql.uid;
@ -47,7 +54,9 @@ public class CreatABoard : MonoBehaviour
gameObject.SetActive(false); gameObject.SetActive(false);
inputField.text = null; inputField.text = null;
//恢复玩家操作地图 //恢复玩家操作地图
player.GetComponent<PlayerInput>().SwitchCurrentActionMap("Normal"); //player.GetComponent<PlayerInput>().SwitchCurrentActionMap("Normal");
player.inControl = true;
player.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeRotation;
//将板子信息传向云端 //将板子信息传向云端
sql.CreateBoard(SceneManager.GetActiveScene().buildIndex,temp.postion,temp.text); sql.CreateBoard(SceneManager.GetActiveScene().buildIndex,temp.postion,temp.text);
} }

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@ -0,0 +1,40 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using DG.Tweening;
/// <summary>
/// 获取死亡列表的时候用这个
/// </summary>
public class GetDateBaseDead : MonoBehaviour
{
public GameObject deadPlayer;
public List<DeadInfo> deadInfos;
public void Get(){
//将所有死亡信息拉到本地
deadInfos = GetComponent<PlayerInfo>().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<SpriteRenderer>().DOFade(
0.6f,
0.5f
);
}
}
}

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@ -13,6 +13,7 @@ public class FoOpeningStage : Stage
private NormalEnemy left; private NormalEnemy left;
private NormalEnemy right; private NormalEnemy right;
private bool isConversationComplete = false; private bool isConversationComplete = false;
private PlayerInfo sql;
protected override void Init(){ protected override void Init(){
//找到必要的游戏物体和组件 //找到必要的游戏物体和组件
@ -21,6 +22,7 @@ public class FoOpeningStage : Stage
m_Camera = FindObjectOfType<CinemachineVirtualCamera>(); m_Camera = FindObjectOfType<CinemachineVirtualCamera>();
left = GameObject.Find("普通小怪(左").GetComponent<NormalEnemy>(); left = GameObject.Find("普通小怪(左").GetComponent<NormalEnemy>();
right = GameObject.Find("普通小怪(右").GetComponent<NormalEnemy>(); right = GameObject.Find("普通小怪(右").GetComponent<NormalEnemy>();
sql = FindObjectOfType<PlayerInfo>();
} }
protected override IEnumerator Main(){ protected override IEnumerator Main(){
@ -28,6 +30,10 @@ public class FoOpeningStage : Stage
player.transform.position = new Vector3( player.transform.position = new Vector3(
-22.0799999f,-1.89999998f,0 -22.0799999f,-1.89999998f,0
); );
//拉取留言板
sql.GetComponent<GetDateBaseBoard>().Get();
//拉取死亡列表
sql.GetComponent<GetDateBaseDead>().Get();
//关闭空气墙 //关闭空气墙
airWall.SetActive(false); airWall.SetActive(false);
//修改玩家inputDir使玩家从屏幕外冲进到屏幕内部 //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
private Transform sickleClearerL;//左边的镰刀清除触发器 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 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] [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")] [SerializeField][ReadOnly][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
private float HPLeft; private float HPLeft;
/// <summary> /// <summary>
@ -143,8 +143,9 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
/// </summary> /// </summary>
[Header("此时自己是否正在与物体交互")][ReadOnly][SerializeField][FoldoutGroup("状态")] [Header("此时自己是否正在与物体交互")][ReadOnly][SerializeField][FoldoutGroup("状态")]
private bool isInteractive = false; private bool isInteractive = false;
public bool isDead; public bool isDead;
private PlayerInfo sql;
private
@ -196,6 +197,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
m_Animator = GetComponent<Animator>(); m_Animator = GetComponent<Animator>();
vibrationManager = FindObjectOfType<VibrationManager>(); vibrationManager = FindObjectOfType<VibrationManager>();
counterScout = gameObject.AddComponent<CounterScout>(); counterScout = gameObject.AddComponent<CounterScout>();
sql = FindObjectOfType<PlayerInfo>();
//初始化生命值 //初始化生命值
HPLeft = HP; HPLeft = HP;
//初始化攻击倍率字典 //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){ public void OnInteractive(InputAction.CallbackContext context){
Debug.Log("触发交互监听");
//当按下交互键 //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 //根据所捕获物体的不同,区分一下操作
switch(catching.itemName){ switch(catching.itemName){
case Interactive.ItemName. : case Interactive.ItemName. :
@ -483,11 +484,12 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
catching.OnCallCancel(); catching.OnCallCancel();
isInteractive = false; 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){ if(context.performed && context.duration > 2f && inControl && !isInteractive && catching == null){
Debug.Log("创建一个留言板");
creatBoardUI.SetActive(true); creatBoardUI.SetActive(true);
//GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap"); creatBoardUI.GetComponent<CreatABoard>().Creat();
inControl = false;
m_rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
} }
} }
@ -637,10 +639,19 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap"); GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
//播放死亡动画 //播放死亡动画
isDead = true; 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); yield return new WaitForSeconds(3f);
//使用转场块 //使用转场块
FindObjectOfType<Transfer>().transType = Blcak.Type.; FindObjectOfType<Transfer>().transType = Blcak.Type.;
FindObjectOfType<Transfer>().OnCall(); 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) //重新加载本场景(在转场块执行)
//SceneManager.LoadScene(SceneManager.GetActiveScene().name); //SceneManager.LoadScene(SceneManager.GetActiveScene().name);
//停止木马 //停止木马

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