优化游戏特效及制作游戏音效
优化: 1.基督小怪的shader添加完毕,但是小怪的闪电似乎有bug,见末尾bug集合 2.给炸弹爆炸加入了粒子特效 3.优化了死亡的屏幕后特效,现在做到了只有黑白区域才会渲染死亡鬼魂的效果 音效: 1.制作了地藏的全部音效 2.制作了特洛伊木马的全部音效 3.制作了以撒的全部音效 4.制作了玩家 跳跃,挥锤子,扔镰刀,受击,死亡,与击中敌人的音效,目前还缺少交互音效 5.制作了爱欲品的抱人音效 6.制作了所有与爆炸相关的音效 音效大体上已经制作完毕,逻辑也已经写完了 如果有不合适的音效改起来还算容易 问题: 1.目前在交互时(对话,看牌子),玩家可以进行挥砍和跳跃 2.基督石像的雷击效果只有一半不知道是不是bug 3.基督石像我没有找到他的受击函数,所以他的受击音效我没有制作 下班,绷不住了,真就干了后半夜。
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10362
Assets/Scenes/cun.unity
10362
Assets/Scenes/cun.unity
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@ -51,6 +51,20 @@ public class YiSa : Enemy
|
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[Header("屏幕后特效组件")] [FoldoutGroup("材质")]
|
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public Volume volume;
|
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|
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[Header("以撒冲撞音效")] [FoldoutGroup("音效")]
|
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public AudioSource rushAudio;
|
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[Header("以撒出现音效")] [FoldoutGroup("音效")]
|
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public AudioSource appearAudio;
|
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[Header("以撒之怒音效")] [FoldoutGroup("音效")]
|
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public AudioSource angryAudio;
|
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[Header("以撒咆哮音效")] [FoldoutGroup("音效")]
|
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public AudioSource roarAudio;
|
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[Header("雷击音效")] [FoldoutGroup("音效")]
|
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public AudioSource lightningAudio;
|
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[Header("死亡音效")] [FoldoutGroup("音效")]
|
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public AudioSource deadAudio;
|
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[Header("鬼魂消散音效")] [FoldoutGroup("音效")]
|
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public AudioSource goustdeadAudio;
|
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// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
// | |__) | __ ___ ____ _| |_ ___
|
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@ -170,6 +184,7 @@ public class YiSa : Enemy
|
||||
Vector2 rushDir = player.transform.position - t.transform.position;
|
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//告知该鬼魂执行冲撞攻击
|
||||
yield return new WaitForSeconds(1f);
|
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rushAudio.Play();
|
||||
t.RushATK(rushDir);
|
||||
//ATKEnd();
|
||||
}
|
||||
@ -190,6 +205,7 @@ public class YiSa : Enemy
|
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Tweener tweener = t.GetComponent<SpriteRenderer>().DOFade(1,0.5f);
|
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//给玩家一秒的反应时间
|
||||
yield return new WaitForSeconds(1f);
|
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lightningAudio.Play();
|
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t.LightningATK();
|
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//ATKEnd();
|
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}
|
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@ -205,6 +221,7 @@ public class YiSa : Enemy
|
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/// 进入狂暴状态
|
||||
/// </summary>
|
||||
private void InCrazy(){
|
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roarAudio.Play();
|
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//修改特效粒子为红色
|
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GoustMaterial.SetColor("Color_",new Color(255,0,0));
|
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//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){
|
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//只有狂暴状态会受击
|
||||
if(isCrazy){
|
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angryAudio.Play();
|
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//结算生命值
|
||||
HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
|
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//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
|
||||
|
@ -102,7 +102,7 @@ public class YiSaGoust : MonoBehaviour
|
||||
|
||||
private class Lightning : MonoBehaviour
|
||||
{
|
||||
void OnTriggerStay2D(Collider2D other){
|
||||
void OnTriggerEnter2D(Collider2D other){
|
||||
//如果创到玩家
|
||||
if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player)){
|
||||
//告诉玩家,你被攻击了
|
||||
|
@ -46,6 +46,8 @@ public class Bell : MonoBehaviour
|
||||
public BellShader bellShader;
|
||||
[Header("声波受击粒子")]
|
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public List<ParticleSystem> particleObjs;
|
||||
[Header("敲钟音效")] [FoldoutGroup("音效")]
|
||||
public AudioSource doBellAudio;
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
// | |__) | __ ___ ____ _| |_ ___
|
||||
@ -195,6 +197,7 @@ public class Bell : MonoBehaviour
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private IEnumerator WaitAndTurnDownThebutton(){
|
||||
doBellAudio.Play();
|
||||
//等待攻击时长结束
|
||||
yield return new WaitForSeconds(atkTime);
|
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//标记攻击结束
|
||||
|
@ -43,6 +43,12 @@ public class DiZang : Enemy
|
||||
/// </summary>
|
||||
[Header("使用召唤爱欲品后有多少时间的后摇")][FoldoutGroup("地藏")]
|
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public float CallAiYuPinEndTime;
|
||||
|
||||
|
||||
[Header("伸手音效")] [FoldoutGroup("音效")]
|
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public AudioSource handAudio;
|
||||
[Header("碎裂死亡音效")] [FoldoutGroup("音效")]
|
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public AudioSource deadAudio;
|
||||
|
||||
|
||||
// _____ _ _
|
||||
@ -96,6 +102,8 @@ public class DiZang : Enemy
|
||||
vibrationManager = FindObjectOfType<VibrationManager>();
|
||||
//告诉钟自己是主人
|
||||
myBell.owner = this;
|
||||
//初始化生命值
|
||||
HPLeft = HP;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -170,7 +178,7 @@ public class DiZang : Enemy
|
||||
/// <summary>
|
||||
/// 敲钟的时候Call这个
|
||||
/// </summary>
|
||||
private IEnumerator RingTheBell(){
|
||||
public IEnumerator RingTheBell(){
|
||||
Debug.Log("正在使用:敲钟");
|
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inBell = true;
|
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StartCoroutine(vibrationManager.ShakePad(0.5f,0.2f,6f,VibrationManager.PadShakeitem.撞钟攻击));
|
||||
@ -184,6 +192,7 @@ public class DiZang : Enemy
|
||||
/// 拿钱的时候Call这个
|
||||
/// </summary>
|
||||
private IEnumerator TakeTheMoney(){
|
||||
handAudio.Play();
|
||||
yield return new WaitForEndOfFrame();
|
||||
Debug.Log("正在使用:拿钱");
|
||||
myHand.ATK();
|
||||
@ -198,7 +207,9 @@ public class DiZang : Enemy
|
||||
public override void OnFindThePlayer(Transform target){
|
||||
if(state == State.wander){
|
||||
state = State.atk;
|
||||
StartCoroutine(ATK());
|
||||
//StartCoroutine(ATK());
|
||||
//开始显示血条UI
|
||||
FindObjectOfType<BossHPBar>().OnShowUI();
|
||||
}
|
||||
}
|
||||
|
||||
@ -212,6 +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
|
||||
|
@ -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
|
||||
/// </summary>
|
||||
public bool isThisCanBeReturned = false;
|
||||
/// <summary>
|
||||
/// 爆炸粒子
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
|
@ -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<ParticleSystem> 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++)
|
||||
{
|
||||
@ -164,7 +169,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
||||
action = SprayBoomer;
|
||||
else
|
||||
action = CallBoomer;
|
||||
return SprayBoomer;
|
||||
return action;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -228,6 +233,8 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
||||
/// <returns></returns>
|
||||
private IEnumerator CallBoomer(){
|
||||
Debug.Log("正在使用:召唤炸弹");
|
||||
//播放动画
|
||||
GetComponent<Animator>().SetBool("isCallBoomer",true);
|
||||
//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
|
||||
@ -253,12 +260,15 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
||||
//等待喷射炸弹时间间隔
|
||||
yield return new WaitForSeconds(sprayBoomerTime);
|
||||
}
|
||||
//停止动画
|
||||
GetComponent<Animator>().SetBool("isCallBoomer",false);
|
||||
ATKEnd();
|
||||
}
|
||||
/// <summary>
|
||||
/// 木马不停右移的函数,每帧调用一次,有开关控制
|
||||
/// </summary>
|
||||
private void Move(){
|
||||
|
||||
//给自身位置加上向右的速度
|
||||
transform.position += new Vector3(
|
||||
speed * Time.deltaTime,0,0
|
||||
@ -278,6 +288,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
||||
/// <param name="target"></param>
|
||||
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
|
||||
@ -286,6 +297,8 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
||||
FindObjectOfType<VibrationManager>().HorseShakeScream();
|
||||
//开始向右移动
|
||||
isMove = true;
|
||||
//开始显示血条UI
|
||||
FindObjectOfType<BossHPBar>().OnShowUI();
|
||||
}
|
||||
}
|
||||
|
||||
@ -309,6 +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++)
|
||||
{
|
||||
|
8
Assets/Scripts/UI.meta
Normal file
8
Assets/Scripts/UI.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b8b322f6861f9bf42801ab4c932ff2e5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
52
Assets/Scripts/UI/BossHPBar.cs
Normal file
52
Assets/Scripts/UI/BossHPBar.cs
Normal file
@ -0,0 +1,52 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
using Sirenix.OdinInspector;
|
||||
|
||||
/// <summary>
|
||||
/// 控制Boss血条UI
|
||||
/// </summary>
|
||||
public class BossHPBar : MonoBehaviour
|
||||
{
|
||||
private float HPLeft = -1f;
|
||||
public Enemy boss;
|
||||
private Image empty;
|
||||
private Text bossName;
|
||||
private Image self;
|
||||
|
||||
void Start(){
|
||||
self = GetComponent<Image>();
|
||||
empty = transform.Find("血条(底").GetComponent<Image>();
|
||||
bossName = transform.Find("Boos名").GetComponent<Text>();
|
||||
if(boss.gameObject.name == "地藏") bossName.text = "地藏王菩萨";
|
||||
if(boss.gameObject.name == "木马") bossName.text = "特洛伊木马";
|
||||
if(boss.gameObject.name == "以撒雕像") bossName.text = "以撒";
|
||||
}
|
||||
|
||||
void Update(){
|
||||
//
|
||||
//Debug.Log(boss.HPLeft + ", " + boss.HP);
|
||||
//
|
||||
//每帧检查,当UI剩余血量和玩家真实剩余血量不一致,触发重刷新UI功能
|
||||
if(HPLeft != boss.HPLeft) RefrashUI(boss.HPLeft/boss.HP);
|
||||
HPLeft = boss.HPLeft;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// boss进入攻击状态的时候调用,开始显示boss血条
|
||||
/// </summary>
|
||||
public void OnShowUI(){
|
||||
self.DOFade(1,1f);
|
||||
empty.DOFade(1,1f);
|
||||
bossName.DOFade(1,1f);
|
||||
}
|
||||
|
||||
private void RefrashUI(float HPPrograss){
|
||||
self.DOFillAmount(HPPrograss,2f);
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
11
Assets/Scripts/UI/BossHPBar.cs.meta
Normal file
11
Assets/Scripts/UI/BossHPBar.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5c2c83cf886588a46ab30cd919e596b5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
28
Assets/Scripts/UI/OperateTips.cs
Normal file
28
Assets/Scripts/UI/OperateTips.cs
Normal file
@ -0,0 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 操作提示类
|
||||
/// </summary>
|
||||
public class OperateTips : MonoBehaviour
|
||||
{
|
||||
private GameObject y;
|
||||
private GameObject sitckL;
|
||||
private MyPlayer player;
|
||||
void Start(){
|
||||
y = transform.Find("Y").gameObject;
|
||||
sitckL = transform.Find("转动摇杆").gameObject;
|
||||
player = FindObjectOfType<MyPlayer>();
|
||||
}
|
||||
|
||||
void Update(){
|
||||
transform.position = player.transform.position;
|
||||
//处理Y键显示
|
||||
if(player.catching != null && !y.activeInHierarchy) y.SetActive(true);
|
||||
if(player.catching == null && y.activeInHierarchy) y.SetActive(false);
|
||||
//处理左摇杆显示
|
||||
if(player.isCatching && !sitckL.activeInHierarchy) sitckL.SetActive(true);
|
||||
if(!player.isCatching && sitckL.activeInHierarchy) sitckL.SetActive(false);
|
||||
}
|
||||
}
|
11
Assets/Scripts/UI/OperateTips.cs.meta
Normal file
11
Assets/Scripts/UI/OperateTips.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 38dd7425d6a18ff45a2bd8811492f7b6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
41
Assets/Scripts/UI/PlayerHpBar.cs
Normal file
41
Assets/Scripts/UI/PlayerHpBar.cs
Normal file
@ -0,0 +1,41 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
|
||||
public class PlayerHpBar : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private float HPLeft = -1f;
|
||||
private MyPlayer player;
|
||||
[SerializeField][ListDrawerSettings]
|
||||
private List<Image> hearts;
|
||||
public Sprite full;
|
||||
public Sprite empty;
|
||||
|
||||
void Start(){
|
||||
hearts = new List<Image>();
|
||||
//找到必要的物体和组件
|
||||
player = FindObjectOfType<MyPlayer>();
|
||||
for(int i = 0; i < 10; i++){
|
||||
hearts.Add(transform.GetChild(i).GetComponent<Image>());
|
||||
}
|
||||
}
|
||||
|
||||
void Update(){
|
||||
//每帧检查,当UI剩余血量和玩家真实剩余血量不一致,触发重刷新UI功能
|
||||
if(HPLeft != player.HPLeft) RefrashUI((int) player.HPLeft);
|
||||
HPLeft = player.HPLeft;
|
||||
}
|
||||
|
||||
void RefrashUI(int left){
|
||||
foreach(Image t in hearts){
|
||||
if(left > 0) t.sprite = full;
|
||||
else t.sprite = empty;
|
||||
left--;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/UI/PlayerHpBar.cs.meta
Normal file
11
Assets/Scripts/UI/PlayerHpBar.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 46dcb50df9c92ad44841d0cdbe66c46d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
35
Assets/Scripts/UI/SickleCD.cs
Normal file
35
Assets/Scripts/UI/SickleCD.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
using Sirenix.OdinInspector;
|
||||
|
||||
/// <summary>
|
||||
/// 控制镰刀CDUI的脚本
|
||||
/// </summary>
|
||||
public class SickleCD : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 镰刀CD总时长,初始化的时候从玩家获取
|
||||
/// </summary>
|
||||
private float allTime;
|
||||
private MyPlayer player;
|
||||
private Image image;
|
||||
void Start(){
|
||||
player = FindObjectOfType<MyPlayer>();
|
||||
allTime = player.sickleCD;
|
||||
image = GetComponent<Image>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 玩家发射镰刀的时候顺便触发,开始计算镰刀UI
|
||||
/// </summary>
|
||||
public void OnSickle(){
|
||||
//先让标志shake一下,很酷
|
||||
transform.parent.DOShakePosition(0.5f,10);
|
||||
//再开始Tween填充
|
||||
image.fillAmount = 0;
|
||||
image.DOFillAmount(1,allTime).SetEase(Ease.Linear);
|
||||
}
|
||||
}
|
11
Assets/Scripts/UI/SickleCD.cs.meta
Normal file
11
Assets/Scripts/UI/SickleCD.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 78d7f9c1ad1fdbc44baa74d2a3174742
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -198,6 +198,7 @@ public class AiYuPin : NormalEnemy
|
||||
/// <param name="hitMethod">攻击方式</param>
|
||||
/// <param name="hitDir">攻击来袭方向</param>
|
||||
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
|
||||
|
@ -38,6 +38,8 @@ public class LightningAttackAdministrator : MonoBehaviour
|
||||
/// 基督小怪攻击硬直
|
||||
/// </summary>
|
||||
public float Stiff;
|
||||
|
||||
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
|
@ -56,6 +56,8 @@ public class NormalEnemy : Enemy
|
||||
/// </summary>
|
||||
protected Tween tweenNow;
|
||||
private Animator animator;
|
||||
//记录自己是否是特殊的,特殊的用在剧情里,不按正常的来
|
||||
public bool isThisSpecial;
|
||||
|
||||
// _____ _ _ ____ _
|
||||
// / ____| | | | _ \ | |
|
||||
@ -65,7 +67,7 @@ public class NormalEnemy : Enemy
|
||||
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
|
||||
void Start(){Init();}
|
||||
void Update(){
|
||||
if(isInFoStage && state != State.dead){
|
||||
if(isInFoStage && state != State.dead && !isThisSpecial){
|
||||
Seek();
|
||||
}
|
||||
}
|
||||
@ -119,11 +121,16 @@ public class NormalEnemy : Enemy
|
||||
/// </summary>
|
||||
/// <param name="dir">被击方向</param>
|
||||
public void BeHitToFly(int dir){
|
||||
m_rigidbody.velocity += new Vector2( //给予自身一个
|
||||
try{
|
||||
m_rigidbody.velocity += new Vector2( //给予自身一个
|
||||
-1 * dir * hitToflyParameter.x,//X方向为力度系数乘以受击方向
|
||||
hitToflyParameter.y//Y方向为力度系数
|
||||
//的绝对的速度
|
||||
);
|
||||
);
|
||||
}catch(System.Exception)
|
||||
{
|
||||
Debug.Log("请检查这个小怪是否是可被攻击那种,如果不是,请给他添加刚体,并检查try代码");
|
||||
}
|
||||
}
|
||||
|
||||
// ______ _
|
||||
@ -154,8 +161,8 @@ public class NormalEnemy : Enemy
|
||||
if(CheckDead()) {deadDir = hitDir;OnDead();}
|
||||
//被打飞了在着地前都不会挨打了
|
||||
canBeHit = false;
|
||||
//播放受击动画
|
||||
if(animator != null)animator.SetBool("isBeHit",true);
|
||||
//播放受击动画 // 解决Bug用,不要删除后一个条件
|
||||
if(animator != null && HPLeft < 10)animator.SetBool("isBeHit",true);
|
||||
}
|
||||
|
||||
public override void OnRetouchedTheGround(){
|
||||
|
@ -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;
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
// | |__) | __ ___ ____ _| |_ ___
|
||||
@ -41,13 +43,17 @@ public class YiSiLan : Enemy, Boomer.I_CanBeBoomedObj
|
||||
/// <summary>
|
||||
/// seek函数中的追踪目标
|
||||
/// </summary>
|
||||
private Transform target;
|
||||
public Transform target;
|
||||
/// <summary>
|
||||
/// 记录此时玩家是否在爆炸范围内
|
||||
/// </summary>
|
||||
[Header("记录此时玩家是否在爆炸范围内")][SerializeField][FoldoutGroup("伊斯兰")][ReadOnly]
|
||||
private bool canHitPlayer;
|
||||
private Animator animator;
|
||||
public Animator animator;
|
||||
/// <summary>
|
||||
/// 这个小怪特殊吗?特殊的是剧情用的
|
||||
/// </summary>
|
||||
public bool isThisSpecial = false;
|
||||
|
||||
// _____ _ _ ____ _
|
||||
// / ____| | | | _ \ | |
|
||||
@ -68,11 +74,12 @@ public class YiSiLan : Enemy, Boomer.I_CanBeBoomedObj
|
||||
|
||||
private void Init(){
|
||||
//初始化状态为Seek
|
||||
state = State.seek;
|
||||
if(!isThisSpecial)state = State.seek;
|
||||
//找到必要的组件
|
||||
m_rigidbody = GetComponent<Rigidbody2D>();
|
||||
target = FindObjectOfType<MyPlayer>().transform;
|
||||
animator = GetComponent<Animator>();
|
||||
if(!isThisSpecial) animator.SetBool("isMove",true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -96,6 +103,7 @@ public class YiSiLan : Enemy, Boomer.I_CanBeBoomedObj
|
||||
/// </summary>
|
||||
private void Boom(){
|
||||
//
|
||||
boomAudio.Play();
|
||||
deadRotationRangeMax *= 3;
|
||||
deadRotationRangeMin *= 3;
|
||||
hitToflyParameter *= 3;
|
||||
@ -154,6 +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
|
||||
|
@ -50,8 +50,10 @@ public class Enemy : MonoBehaviour
|
||||
/// <summary>
|
||||
/// 当前状态
|
||||
/// </summary>
|
||||
[EnumPaging][SerializeField][ReadOnly][Header("当前状态")][FoldoutGroup("状态")]
|
||||
[EnumPaging][SerializeField][Header("当前状态")][FoldoutGroup("状态")]
|
||||
public State state;
|
||||
[Header("击中音效")] [FoldoutGroup("音效")]
|
||||
public AudioSource attackAudio;
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
|
@ -24,6 +24,7 @@ public class GetDateBaseDead : MonoBehaviour
|
||||
}
|
||||
|
||||
public void Show(){
|
||||
if(deadInfos == null) deadInfos = new List<DeadInfo>();
|
||||
//初始化所有死亡玩家
|
||||
foreach(DeadInfo info in deadInfos){
|
||||
//创建一个死亡玩家
|
||||
|
22
Assets/Scripts/抽象/HPRecorder.cs
Normal file
22
Assets/Scripts/抽象/HPRecorder.cs
Normal file
@ -0,0 +1,22 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// HP记录员,用来在关卡间记录玩家剩余血量等信息
|
||||
/// </summary>
|
||||
public class HPRecorder : MonoBehaviour
|
||||
{
|
||||
private MyPlayer player;
|
||||
public float HPLeft;
|
||||
void Start(){
|
||||
if(FindObjectsOfType<HPRecorder>().Length > 1) Destroy(gameObject);
|
||||
DontDestroyOnLoad(gameObject);
|
||||
player = FindObjectOfType<MyPlayer>();
|
||||
}
|
||||
void Update(){
|
||||
HPLeft = player.HPLeft;
|
||||
}
|
||||
|
||||
|
||||
}
|
11
Assets/Scripts/抽象/HPRecorder.cs.meta
Normal file
11
Assets/Scripts/抽象/HPRecorder.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ba280756e373eb84982d84fa906c287a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,6 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Cinemachine;
|
||||
|
||||
/// <summary>
|
||||
/// 控制以撒开幕演出
|
||||
@ -9,12 +10,20 @@ public class YiSaOpeningStage : Stage
|
||||
{
|
||||
private GameObject airWall;
|
||||
private YiSa yiSa;
|
||||
private CinemachineVirtualCamera m_Camera;
|
||||
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();
|
||||
airWall = GameObject.Find("空气墙");
|
||||
yiSa = FindObjectOfType<YiSa>();
|
||||
m_Camera = FindObjectOfType<CinemachineVirtualCamera>();
|
||||
sql = FindObjectOfType<PlayerInfo>();
|
||||
}
|
||||
|
||||
protected override IEnumerator Main(){
|
||||
@ -22,10 +31,29 @@ public class YiSaOpeningStage : Stage
|
||||
player.transform.position = new Vector3(0.430000007f,-2.91000009f,0f);
|
||||
//更新玩家进度
|
||||
MyPlayer.progress = MyPlayer.Progress.通Ji;
|
||||
//拉取留言板
|
||||
sql.GetComponent<GetDateBaseBoard>().Get();
|
||||
//拉取死亡列表
|
||||
sql.GetComponent<GetDateBaseDead>().Get();
|
||||
//关闭空气墙
|
||||
airWall.SetActive(false);
|
||||
yield return new WaitForSeconds(2f);
|
||||
//镜头移到以撒
|
||||
m_Camera.Follow = yiSa.transform;
|
||||
yield return new WaitForSeconds(1f);
|
||||
//生成一个鬼魂
|
||||
YiSaGoust t = Instantiate(goust,yiSa.transform.position,Quaternion.identity).GetComponent<YiSaGoust>();
|
||||
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;
|
||||
//开启以撒的攻击
|
||||
yiSa.state = Enemy.State.atk;
|
||||
//开始显示血条UI
|
||||
FindObjectOfType<BossHPBar>().OnShowUI();
|
||||
StartCoroutine(yiSa.StartAATK());
|
||||
yield return new WaitForSeconds(0.8f);
|
||||
//触发善后与结束事件
|
||||
|
28
Assets/Scripts/演出/伊斯兰前置关/GodTalk.cs
Normal file
28
Assets/Scripts/演出/伊斯兰前置关/GodTalk.cs
Normal file
@ -0,0 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Fungus;
|
||||
|
||||
/// <summary>
|
||||
/// 演出,神的对话
|
||||
/// </summary>
|
||||
public class GodTalk : Stage
|
||||
{
|
||||
public GameObject lightRing;
|
||||
private bool conversationEnd = false;
|
||||
protected override IEnumerator Main(){
|
||||
yield return new WaitForSeconds(1f);
|
||||
//触发对话
|
||||
Flowchart.BroadcastFungusMessage("神之对话");
|
||||
yield return new WaitUntil(
|
||||
() => {
|
||||
return conversationEnd;
|
||||
}
|
||||
);
|
||||
lightRing.SetActive(true);
|
||||
yield return new WaitForSeconds(1f);
|
||||
StartCoroutine(base.Main());
|
||||
}
|
||||
|
||||
public void ConversationEnd(){conversationEnd = true;}
|
||||
}
|
11
Assets/Scripts/演出/伊斯兰前置关/GodTalk.cs.meta
Normal file
11
Assets/Scripts/演出/伊斯兰前置关/GodTalk.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c09c607d5aad62d47aeda1bf992523ea
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -17,6 +17,7 @@ public class RoomEndStage : Stage
|
||||
|
||||
|
||||
protected override IEnumerator Main(){
|
||||
player.inputDir = 0;
|
||||
yield return new WaitForSeconds(2f);
|
||||
//解放相机可移动范围
|
||||
m_Camera.GetComponent<CinemachineConfiner>().m_BoundingShape2D =
|
||||
|
@ -14,8 +14,8 @@ public class RoomStartStage : Stage
|
||||
public PolygonCollider2D origin;
|
||||
private PolygonCollider2D smaller;
|
||||
protected override IEnumerator Main(){
|
||||
//表现关门(现在还没有
|
||||
|
||||
//让玩家停下来
|
||||
player.inputDir = 0;
|
||||
//左右移动一下镜头注视两门,表示门被关闭
|
||||
yield return new WaitForSeconds(1f);
|
||||
m_Camera.Follow = left;
|
||||
|
@ -8,11 +8,13 @@ using UnityEngine;
|
||||
public class YiOpeningStage : Stage
|
||||
{
|
||||
private GameObject airWall;
|
||||
private PlayerInfo sql;
|
||||
|
||||
protected override void Init(){
|
||||
//找到必要的游戏物体和组件
|
||||
base.Init();
|
||||
airWall = GameObject.Find("空气墙");
|
||||
sql = FindObjectOfType<PlayerInfo>();
|
||||
}
|
||||
|
||||
protected override IEnumerator Main(){
|
||||
@ -20,12 +22,16 @@ public class YiOpeningStage : Stage
|
||||
player.transform.position = new Vector3(-21.9099998f,-3.67000008f,0f);
|
||||
//更新玩家进度
|
||||
MyPlayer.progress = MyPlayer.Progress.过佛;
|
||||
//拉取留言板
|
||||
sql.GetComponent<GetDateBaseBoard>().Get();
|
||||
//拉取死亡列表
|
||||
sql.GetComponent<GetDateBaseDead>().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
|
||||
player.inputDir = 1;
|
||||
//等待一段时间
|
||||
yield return new WaitForSeconds(1.8f);
|
||||
yield return new WaitForSeconds(0.8f);
|
||||
//此时玩家应该走到某个合适的位置,停止玩家的inputDir
|
||||
player.inputDir = 0;
|
||||
//等待一小段时间给玩家反应
|
||||
|
@ -39,7 +39,7 @@ public class FoOpeningStage : Stage
|
||||
//修改玩家inputDir使玩家从屏幕外冲进到屏幕内部
|
||||
player.inputDir = 1;
|
||||
//等待一段时间
|
||||
yield return new WaitForSeconds(1.8f);
|
||||
yield return new WaitForSeconds(1.2f);
|
||||
//此时玩家应该走到某个合适的位置,停止玩家的inputDir
|
||||
player.inputDir = 0;
|
||||
//等待一小段时间给玩家反应
|
||||
|
@ -12,11 +12,17 @@ using DG.Tweening;
|
||||
public class DiZangOpeningStage : Stage
|
||||
{
|
||||
private GameObject airWall;
|
||||
private DiZang diZang;
|
||||
private CinemachineVirtualCamera m_Camera;
|
||||
private PlayerInfo sql;
|
||||
|
||||
protected override void Init(){
|
||||
//找到必要的游戏物体和组件
|
||||
base.Init();
|
||||
airWall = GameObject.Find("空气墙");
|
||||
m_Camera = FindObjectOfType<CinemachineVirtualCamera>();
|
||||
diZang = FindObjectOfType<DiZang>();
|
||||
sql = FindObjectOfType<PlayerInfo>();
|
||||
}
|
||||
|
||||
protected override IEnumerator Main(){
|
||||
@ -24,6 +30,10 @@ public class DiZangOpeningStage : Stage
|
||||
MyPlayer.progress = MyPlayer.Progress.通Fo;
|
||||
//初始化玩家位置
|
||||
player.transform.position = new Vector3(-7.13999987f,-3.75999999f,0f);
|
||||
//拉取留言板
|
||||
//sql.GetComponent<GetDateBaseBoard>().Get();
|
||||
//拉取死亡列表
|
||||
sql.GetComponent<GetDateBaseDead>().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
|
||||
@ -34,6 +44,15 @@ public class DiZangOpeningStage : Stage
|
||||
player.inputDir = 0;
|
||||
//等待一小段时间给玩家反应
|
||||
yield return new WaitForSeconds(0.8f);
|
||||
//让地藏发现玩家
|
||||
diZang.OnFindThePlayer(player.transform);
|
||||
//镜头移动向地藏
|
||||
m_Camera.Follow = diZang.transform;
|
||||
//执行一次敲钟攻击
|
||||
StartCoroutine(diZang.RingTheBell());
|
||||
yield return new WaitForSeconds(3f);
|
||||
//镜头回看玩家
|
||||
m_Camera.Follow = player.transform;
|
||||
//触发善后与结束事件
|
||||
yield return new WaitForEndOfFrame();
|
||||
StartCoroutine(base.Main());
|
||||
|
@ -5,14 +5,20 @@ using UnityEngine;
|
||||
public class JiOpeningStage : Stage
|
||||
{
|
||||
private GameObject airWall;
|
||||
private PlayerInfo sql;
|
||||
|
||||
protected override void Init(){
|
||||
//找到必要的游戏物体和组件
|
||||
base.Init();
|
||||
airWall = GameObject.Find("空气墙");
|
||||
sql = FindObjectOfType<PlayerInfo>();
|
||||
}
|
||||
|
||||
protected override IEnumerator Main(){
|
||||
//拉取留言板
|
||||
sql.GetComponent<GetDateBaseBoard>().Get();
|
||||
//拉取死亡列表
|
||||
sql.GetComponent<GetDateBaseDead>().Get();
|
||||
//初始化玩家位置
|
||||
player.transform.position = new Vector3(-7.5999999f,-9.39999962f,0f);
|
||||
//更新玩家进度
|
||||
|
58
Assets/Scripts/演出/村/AnLaNoLa.cs
Normal file
58
Assets/Scripts/演出/村/AnLaNoLa.cs
Normal file
@ -0,0 +1,58 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Fungus;
|
||||
|
||||
/// <summary>
|
||||
/// 安拉之拉
|
||||
/// </summary>
|
||||
public class AnLaNoLa : Stage
|
||||
{
|
||||
public YiSiLan left;
|
||||
public YiSiLan right;
|
||||
public Transform target;
|
||||
private bool conversationEnd = false;
|
||||
private bool conversationEnd1 = false;
|
||||
|
||||
protected override void Init(){
|
||||
base.Init();
|
||||
}
|
||||
|
||||
protected override IEnumerator Main(){
|
||||
yield return new WaitForEndOfFrame();
|
||||
//停止玩家移动
|
||||
player.inputDir = 0;
|
||||
yield return new WaitForSeconds(1f);
|
||||
//触发对话
|
||||
Flowchart.BroadcastFungusMessage("安拉之拉");
|
||||
yield return new WaitUntil(
|
||||
() => {
|
||||
return conversationEnd;
|
||||
}
|
||||
);
|
||||
yield return new WaitForSeconds(1f);
|
||||
//让伊斯兰走到屏幕外
|
||||
left.target = target;
|
||||
left.animator.SetBool("isMove",true);
|
||||
left.state = Enemy.State.seek;
|
||||
right.target = target;
|
||||
right.animator.SetBool("isMove",true);
|
||||
right.transform.localScale = new Vector3(1,1,1);
|
||||
right.state = Enemy.State.seek;
|
||||
yield return new WaitForSeconds(2f);
|
||||
Destroy(left.gameObject);
|
||||
Destroy(right.gameObject);
|
||||
//触发玩家自语
|
||||
Flowchart.BroadcastFungusMessage("玩家自语");
|
||||
yield return new WaitUntil(
|
||||
() => {
|
||||
return conversationEnd1;
|
||||
}
|
||||
);
|
||||
yield return new WaitForSeconds(1f);
|
||||
StartCoroutine(base.Main());
|
||||
}
|
||||
|
||||
public void ConversationEnd(){conversationEnd = true;}
|
||||
public void ConversationEnd1(){conversationEnd1 = true;}
|
||||
}
|
11
Assets/Scripts/演出/村/AnLaNoLa.cs.meta
Normal file
11
Assets/Scripts/演出/村/AnLaNoLa.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 992190c3942f8ce4391e3ee3a98936cb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -7,6 +7,14 @@ using UnityEngine;
|
||||
/// </summary>
|
||||
public class CunOpeningStage : Stage
|
||||
{
|
||||
//阶段0事件列表
|
||||
public List<GameObject> stages0;
|
||||
//阶段1事件列表
|
||||
public List<GameObject> stages1;
|
||||
//阶段2事件列表
|
||||
public List<GameObject> stages2;
|
||||
//阶段3事件列表
|
||||
public List<GameObject> stages3;
|
||||
private GameObject airWall;
|
||||
private PlayerInfo sql;
|
||||
private GetDateBaseBoard getDateBaseBoard;
|
||||
@ -25,6 +33,27 @@ public class CunOpeningStage : Stage
|
||||
if(MyPlayer.progress == MyPlayer.Progress.通佛) MyPlayer.progress = MyPlayer.Progress.过佛;
|
||||
if(MyPlayer.progress == MyPlayer.Progress.通伊) MyPlayer.progress = MyPlayer.Progress.过伊;
|
||||
if(MyPlayer.progress == MyPlayer.Progress.通基) MyPlayer.progress = MyPlayer.Progress.过基;
|
||||
//根据进度信息开关事件触发器
|
||||
if(sql.rate == (int)MyPlayer.Progress.刚开){
|
||||
foreach(GameObject temp in stages0){
|
||||
temp.SetActive(true);
|
||||
}
|
||||
}
|
||||
if(sql.rate == (int)MyPlayer.Progress.过佛){
|
||||
foreach(GameObject temp in stages1){
|
||||
temp.SetActive(true);
|
||||
}
|
||||
}
|
||||
if(sql.rate == (int)MyPlayer.Progress.过伊){
|
||||
foreach(GameObject temp in stages2){
|
||||
temp.SetActive(true);
|
||||
}
|
||||
}
|
||||
if(sql.rate == (int)MyPlayer.Progress.过基){
|
||||
foreach(GameObject temp in stages3){
|
||||
temp.SetActive(true);
|
||||
}
|
||||
}
|
||||
//拉取场景板子信息
|
||||
getDateBaseBoard.Get();
|
||||
//初始化玩家位置
|
||||
@ -34,7 +63,7 @@ public class CunOpeningStage : Stage
|
||||
//修改玩家inputDir使玩家从屏幕外冲进到屏幕内部
|
||||
player.inputDir = 1;
|
||||
//等待一段时间
|
||||
yield return new WaitForSeconds(1f);
|
||||
yield return new WaitForSeconds(0.6f);
|
||||
//此时玩家应该走到某个合适的位置,停止玩家的inputDir
|
||||
player.inputDir = 0;
|
||||
//等待一小段时间给玩家反应
|
||||
|
31
Assets/Scripts/演出/村/ErosPossession.cs
Normal file
31
Assets/Scripts/演出/村/ErosPossession.cs
Normal file
@ -0,0 +1,31 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Fungus;
|
||||
|
||||
/// <summary>
|
||||
/// 演出,爱欲之附
|
||||
/// </summary>
|
||||
public class ErosPossession : Stage
|
||||
{
|
||||
private bool conversationEnd = false;
|
||||
|
||||
protected override void Init(){
|
||||
base.Init();
|
||||
}
|
||||
|
||||
protected override IEnumerator Main(){
|
||||
//停下玩家
|
||||
player.inputDir = 0;
|
||||
yield return new WaitForSeconds(1f);
|
||||
//触发对话
|
||||
Flowchart.BroadcastFungusMessage("爱欲之附");
|
||||
yield return new WaitUntil(
|
||||
() => {
|
||||
return conversationEnd;
|
||||
}
|
||||
);
|
||||
StartCoroutine(base.Main());
|
||||
}
|
||||
public void ConversationEnd(){conversationEnd = true;}
|
||||
}
|
11
Assets/Scripts/演出/村/ErosPossession.cs.meta
Normal file
11
Assets/Scripts/演出/村/ErosPossession.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b4675bb383377746becbff2a9d79ddf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
69
Assets/Scripts/演出/村/NobleFury.cs
Normal file
69
Assets/Scripts/演出/村/NobleFury.cs
Normal file
@ -0,0 +1,69 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Cinemachine;
|
||||
using Sirenix.OdinInspector;
|
||||
using Fungus;
|
||||
|
||||
/// <summary>
|
||||
/// 演出,贵族之怒
|
||||
/// </summary>
|
||||
public class NobleFury : Stage
|
||||
{
|
||||
[Header("贵族")]
|
||||
public Transform noble;
|
||||
[Header("宗教信徒")]
|
||||
public NormalEnemy enemy;
|
||||
|
||||
private bool conversationEnd = false;
|
||||
private bool conversationEnd1 = false;
|
||||
private CinemachineVirtualCamera m_Camera;
|
||||
protected override void Init(){
|
||||
//找到必要的游戏物体和组件
|
||||
base.Init();
|
||||
m_Camera = FindObjectOfType<CinemachineVirtualCamera>();
|
||||
}
|
||||
|
||||
protected override IEnumerator Main(){
|
||||
yield return new WaitForEndOfFrame();
|
||||
//让玩家停下来
|
||||
player.inputDir = 0;
|
||||
//让怪物停下来
|
||||
enemy.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll;
|
||||
//镜头指向贵族
|
||||
m_Camera.Follow = noble;
|
||||
yield return new WaitForSeconds(1f);
|
||||
//执行贵族踢人动画
|
||||
noble.GetComponent<Animator>().SetBool("isKick",true);
|
||||
//执行宗教小怪的死亡动画
|
||||
enemy.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.None;
|
||||
enemy.OnBeHit(MyPlayer.AtkMethod.反弹炸弹,-1);
|
||||
yield return new WaitForSeconds(2f);
|
||||
noble.GetComponent<Animator>().SetBool("isKick",false);
|
||||
//Callfungus对话
|
||||
Flowchart.BroadcastFungusMessage("贵族之怒");
|
||||
yield return new WaitUntil(
|
||||
() => {
|
||||
return conversationEnd;
|
||||
}
|
||||
);
|
||||
yield return new WaitForSeconds(1f);
|
||||
noble.localScale = new Vector3(1,1,1);
|
||||
yield return new WaitForSeconds(1f);
|
||||
Flowchart.BroadcastFungusMessage("贵族对话");
|
||||
yield return new WaitUntil(
|
||||
() => {
|
||||
return conversationEnd1;
|
||||
}
|
||||
);
|
||||
//将摄像机重新对准玩家
|
||||
m_Camera.Follow = player.transform;
|
||||
//执行善后工作
|
||||
StartCoroutine(base.Main());
|
||||
}
|
||||
|
||||
public void ConversationEnd(){conversationEnd = true;}
|
||||
public void ConversationEnd1(){conversationEnd1 = true;}
|
||||
|
||||
|
||||
}
|
11
Assets/Scripts/演出/村/NobleFury.cs.meta
Normal file
11
Assets/Scripts/演出/村/NobleFury.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a3243c17bef282a43a95d54796e2adfb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
49
Assets/Scripts/演出/村/PeasantSigh.cs
Normal file
49
Assets/Scripts/演出/村/PeasantSigh.cs
Normal file
@ -0,0 +1,49 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Fungus;
|
||||
|
||||
/// <summary>
|
||||
/// 演出,农民之叹
|
||||
/// </summary>
|
||||
public class PeasantSigh : Stage
|
||||
{
|
||||
[Header("农民")]
|
||||
public Transform peasant;
|
||||
|
||||
private bool conversationEnd = false;
|
||||
private bool conversationEnd1 = false;
|
||||
|
||||
protected override void Init(){
|
||||
base.Init();
|
||||
}
|
||||
|
||||
protected override IEnumerator Main(){
|
||||
//停止玩家移动
|
||||
player.inputDir = 0;
|
||||
yield return new WaitForSeconds(1f);
|
||||
//触发第一段农民自言自语
|
||||
Flowchart.BroadcastFungusMessage("农民自语");
|
||||
yield return new WaitUntil(
|
||||
() => {
|
||||
return conversationEnd;
|
||||
}
|
||||
);
|
||||
yield return new WaitForSeconds(1f);
|
||||
//农民转身
|
||||
peasant.localScale = new Vector3(1,1,1);
|
||||
yield return new WaitForSeconds(1f);
|
||||
//触发第二段对话
|
||||
Flowchart.BroadcastFungusMessage("农民对话");
|
||||
yield return new WaitUntil(
|
||||
() => {
|
||||
return conversationEnd1;
|
||||
}
|
||||
);
|
||||
//完成善后工作
|
||||
StartCoroutine(base.Main());
|
||||
}
|
||||
|
||||
public void ConversationEnd(){conversationEnd = true;}
|
||||
public void ConversationEnd1(){conversationEnd1 = true;}
|
||||
}
|
11
Assets/Scripts/演出/村/PeasantSigh.cs.meta
Normal file
11
Assets/Scripts/演出/村/PeasantSigh.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7ce8659afa4d13240bbdcf1fd291fc90
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
31
Assets/Scripts/演出/村/TheGreat.cs
Normal file
31
Assets/Scripts/演出/村/TheGreat.cs
Normal file
@ -0,0 +1,31 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Fungus;
|
||||
|
||||
/// <summary>
|
||||
/// 演出,那位大人
|
||||
/// </summary>
|
||||
public class TheGreat : Stage
|
||||
{
|
||||
private bool conversationEnd = false;
|
||||
protected override void Init(){
|
||||
base.Init();
|
||||
}
|
||||
protected override IEnumerator Main(){
|
||||
//yield return new WaitForSeconds(1f);
|
||||
//停止玩家移动
|
||||
player.inputDir = 0;
|
||||
//触发对话
|
||||
Flowchart.BroadcastFungusMessage("那位大人");
|
||||
yield return new WaitUntil(
|
||||
() => {
|
||||
return conversationEnd;
|
||||
}
|
||||
);
|
||||
yield return new WaitForSeconds(1f);
|
||||
StartCoroutine(base.Main());
|
||||
}
|
||||
|
||||
public void ConversationEnd(){conversationEnd = true;}
|
||||
}
|
11
Assets/Scripts/演出/村/TheGreat.cs.meta
Normal file
11
Assets/Scripts/演出/村/TheGreat.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0879ab98de86c64a9f555d132fb07d4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
30
Assets/Scripts/演出/村/YiSaNoBoy.cs
Normal file
30
Assets/Scripts/演出/村/YiSaNoBoy.cs
Normal file
@ -0,0 +1,30 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Fungus;
|
||||
|
||||
/// <summary>
|
||||
/// 演出,以撒之童
|
||||
/// </summary>
|
||||
public class YiSaNoBoy : Stage
|
||||
{
|
||||
private bool conversationEnd = false;
|
||||
protected override void Init(){
|
||||
base.Init();
|
||||
}
|
||||
|
||||
protected override IEnumerator Main(){
|
||||
player.inputDir = 0;
|
||||
yield return new WaitForSeconds(1);
|
||||
Flowchart.BroadcastFungusMessage("以撒之童");
|
||||
yield return new WaitUntil(
|
||||
() => {
|
||||
return conversationEnd;
|
||||
}
|
||||
);
|
||||
StartCoroutine(base.Main());
|
||||
}
|
||||
|
||||
public void ConversationEnd(){conversationEnd = true;}
|
||||
|
||||
}
|
11
Assets/Scripts/演出/村/YiSaNoBoy.cs.meta
Normal file
11
Assets/Scripts/演出/村/YiSaNoBoy.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fd3f324d507348b439fbfad2cf8d051c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -12,6 +12,7 @@ public class TrojanopeningStage : Stage
|
||||
private CinemachineVirtualCamera m_Camera;
|
||||
private GameObject airWall;
|
||||
private TrojanHorse horse;
|
||||
private PlayerInfo sql;
|
||||
|
||||
protected override void Init(){
|
||||
//找到必要的游戏物体和组件
|
||||
@ -19,6 +20,7 @@ public class TrojanopeningStage : Stage
|
||||
airWall = GameObject.Find("空气墙");
|
||||
m_Camera = FindObjectOfType<CinemachineVirtualCamera>();
|
||||
horse = FindObjectOfType<TrojanHorse>();
|
||||
sql = FindObjectOfType<PlayerInfo>();
|
||||
}
|
||||
|
||||
protected override IEnumerator Main(){
|
||||
@ -26,6 +28,10 @@ public class TrojanopeningStage : Stage
|
||||
player.transform.position = new Vector3(-9.04f,-3.48000002f,0f);
|
||||
//更新玩家进度
|
||||
MyPlayer.progress = MyPlayer.Progress.通Yi;
|
||||
//拉取留言板
|
||||
//sql.GetComponent<GetDateBaseBoard>().Get();
|
||||
//拉取死亡列表
|
||||
sql.GetComponent<GetDateBaseDead>().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
|
||||
@ -38,6 +44,8 @@ public class TrojanopeningStage : Stage
|
||||
yield return new WaitForSeconds(0.8f);
|
||||
//提前打开玩家的操作地图
|
||||
player.GetComponent<PlayerInput>().SwitchCurrentActionMap("Normal");
|
||||
//提前打开空气墙
|
||||
airWall.SetActive(true);
|
||||
//让木马开始追逐
|
||||
horse.OnFindThePlayer(player.transform);
|
||||
//打开木马碰撞体
|
||||
|
@ -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;
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
// | |__) | __ ___ ____ _| |_ ___
|
||||
@ -114,7 +127,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
||||
[FoldoutGroup("状态",false,1)][Header("玩家现在是否处于控制状态下(物理)")][SerializeField][ReadOnly]
|
||||
public bool inControl = true;
|
||||
[SerializeField][ReadOnly][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
|
||||
private float HPLeft;
|
||||
public float HPLeft;
|
||||
/// <summary>
|
||||
/// 自身动画控制器组件
|
||||
/// </summary>
|
||||
@ -347,6 +360,8 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
||||
isLanding = true;
|
||||
//如果没有被附身,则着地时再表示自己inControl
|
||||
if(!isCatching)inControl = true;
|
||||
//如果死了,锁定所有刚体移动
|
||||
if(isDead) m_rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -388,6 +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
|
||||
@ -403,8 +419,9 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
||||
public void OnWave(InputAction.CallbackContext context)
|
||||
{
|
||||
//当执行Wave动作
|
||||
if (context.performed && hammerCDLeft <= 0)
|
||||
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
|
||||
@ -430,7 +447,8 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
||||
public void OnSickle(InputAction.CallbackContext context)
|
||||
{
|
||||
//按下就触发 CD好了 玩家处于控制状态
|
||||
if(context.started && sickleCDLeft <= 0 && inControl){
|
||||
if(context.started && sickleCDLeft <= 0 && inControl && !isThrowing){
|
||||
attacksickleAudio.Play();
|
||||
//实例化一个镰刀游戏物体
|
||||
Sickle sickle = Instantiate(
|
||||
sicklePrefab,
|
||||
@ -451,6 +469,8 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
||||
vibrationManager.ShakeScream(Vector2.right,0.2f);
|
||||
//改变标记表示开始播放丢镰刀动画
|
||||
isThrowing = true;
|
||||
//通知UI
|
||||
FindObjectOfType<SickleCD>().OnSickle();
|
||||
}
|
||||
}
|
||||
|
||||
@ -526,6 +546,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
||||
/// <param name="dir">攻击来源的方向,-1左,1右</param>
|
||||
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
|
||||
@ -562,6 +583,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
||||
/// </summary>
|
||||
/// <param name="aiYuPin">这个爱欲品的爱欲品组件</param>
|
||||
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
|
||||
@ -580,6 +602,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
||||
/// 完全挣脱的时候从爱欲品Call过来
|
||||
/// </summary>
|
||||
public void BreakFreeCompletely(){
|
||||
catchAudio.Stop();
|
||||
//取消被抓住的标记
|
||||
isCatching = false;
|
||||
//恢复移动操控
|
||||
@ -642,6 +665,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
||||
/// 玩家死亡的时候触发
|
||||
/// </summary>
|
||||
public IEnumerator OnDead(){
|
||||
deadAudio.Play();
|
||||
yield return new WaitForEndOfFrame();
|
||||
//关闭操作地图
|
||||
GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||
|
@ -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:
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Normal file
37
Assets/Shader/弹反炸弹拖尾粒子shader/Particleappear.cs
Normal file
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using System.Collections;
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using UnityEngine;
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Reference in New Issue
Block a user