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。
This commit is contained in:
SAIPO 2021-12-28 05:01:18 +08:00
parent 0d7446d2e7
commit bf213bea54
365 changed files with 58011 additions and 3946 deletions

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@ -51,6 +51,20 @@ public class YiSa : Enemy
[Header("屏幕后特效组件")] [FoldoutGroup("材质")]
public Volume volume;
[Header("以撒冲撞音效")] [FoldoutGroup("音效")]
public AudioSource rushAudio;
[Header("以撒出现音效")] [FoldoutGroup("音效")]
public AudioSource appearAudio;
[Header("以撒之怒音效")] [FoldoutGroup("音效")]
public AudioSource angryAudio;
[Header("以撒咆哮音效")] [FoldoutGroup("音效")]
public AudioSource roarAudio;
[Header("雷击音效")] [FoldoutGroup("音效")]
public AudioSource lightningAudio;
[Header("死亡音效")] [FoldoutGroup("音效")]
public AudioSource deadAudio;
[Header("鬼魂消散音效")] [FoldoutGroup("音效")]
public AudioSource goustdeadAudio;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
@ -170,6 +184,7 @@ public class YiSa : Enemy
Vector2 rushDir = player.transform.position - t.transform.position;
//告知该鬼魂执行冲撞攻击
yield return new WaitForSeconds(1f);
rushAudio.Play();
t.RushATK(rushDir);
//ATKEnd();
}
@ -190,6 +205,7 @@ public class YiSa : Enemy
Tweener tweener = t.GetComponent<SpriteRenderer>().DOFade(1,0.5f);
//给玩家一秒的反应时间
yield return new WaitForSeconds(1f);
lightningAudio.Play();
t.LightningATK();
//ATKEnd();
}
@ -205,6 +221,7 @@ public class YiSa : Enemy
/// 进入狂暴状态
/// </summary>
private void InCrazy(){
roarAudio.Play();
//修改特效粒子为红色
GoustMaterial.SetColor("Color_",new Color(255,0,0));
//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){
//只有狂暴状态会受击
if(isCrazy){
angryAudio.Play();
//结算生命值
HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
//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

View File

@ -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

View File

@ -46,6 +46,8 @@ public class Bell : MonoBehaviour
public BellShader bellShader;
[Header("声波受击粒子")]
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);
//标记攻击结束

View File

@ -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")]
public float CallAiYuPinEndTime;
[Header("伸手音效")] [FoldoutGroup("音效")]
public AudioSource handAudio;
[Header("碎裂死亡音效")] [FoldoutGroup("音效")]
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");
inBell = true;
StartCoroutine(vibrationManager.ShakePad(0.5f,0.2f,6f,VibrationManager.PadShakeitem.));
@ -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

View File

@ -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);
}

View File

@ -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
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@ -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);
}
}

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@ -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);
}
}

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@ -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--;
}
}
}

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@ -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);
}
}

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@ -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

View File

@ -38,6 +38,8 @@ public class LightningAttackAdministrator : MonoBehaviour
/// 基督小怪攻击硬直
/// </summary>
public float Stiff;
// _____ _ _
// | __ \ (_) | |

View File

@ -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(){

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@ -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

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@ -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;
// _____ _ _
// | __ \ (_) | |

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@ -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

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@ -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;
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ba280756e373eb84982d84fa906c287a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -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.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

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@ -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;}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -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 =

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@ -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;

View File

@ -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.;
//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

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@ -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

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@ -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.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());

View File

@ -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

View 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;}
}

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@ -0,0 +1,11 @@
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@ -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.) MyPlayer.progress = MyPlayer.Progress.;
if(MyPlayer.progress == MyPlayer.Progress.) MyPlayer.progress = MyPlayer.Progress.;
if(MyPlayer.progress == MyPlayer.Progress.) MyPlayer.progress = MyPlayer.Progress.;
//根据进度信息开关事件触发器
if(sql.rate == (int)MyPlayer.Progress.){
foreach(GameObject temp in stages0){
temp.SetActive(true);
}
}
if(sql.rate == (int)MyPlayer.Progress.){
foreach(GameObject temp in stages1){
temp.SetActive(true);
}
}
if(sql.rate == (int)MyPlayer.Progress.){
foreach(GameObject temp in stages2){
temp.SetActive(true);
}
}
if(sql.rate == (int)MyPlayer.Progress.){
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

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@ -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;}
}

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@ -0,0 +1,11 @@
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@ -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.,-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;}
}

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@ -0,0 +1,11 @@
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@ -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;}
}

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@ -0,0 +1,11 @@
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@ -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;}
}

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@ -0,0 +1,11 @@
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@ -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;}
}

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@ -0,0 +1,11 @@
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@ -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.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

View File

@ -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");

View File

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@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Particleappear : MonoBehaviour
{
// Start is called before the first frame update
private AudioSource boomAudio;
void Start()
{
boomAudio = GetComponent<AudioSource>();
boomAudio.Play();
StartCoroutine(SetParticleColor(gameObject.GetComponent<ParticleSystem>(), 0, 6f));
}
public IEnumerator des()
{
yield return new WaitForSeconds(0.4f);
Destroy(gameObject);
}
//修改粒子,使粒子淡出
private IEnumerator SetParticleColor(ParticleSystem particleSystem,float endValue,float speed)
{
#pragma warning disable 0618
Color color = particleSystem.startColor;
while (particleSystem.startColor.a>0)
{
yield return new WaitForSeconds(0.1f);
color.a -= 1;
particleSystem.startColor = color;
}
StartCoroutine(des());
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