任务:编写留言系统、替换和实装美术素材
1.编写留言系统 (1.当玩家无Catch的时候,记录长按Y的时间,若时间大于两秒,呼唤UI,触发相应事件 *.编写撰写留言板逻辑 (*.清空操作地图 (1.呼出留言板UI (2.当按下确认键,确认建立一个本地留言板,并初始化该本地留言板,恢复操作地图 (3.将留言板数据传向云端 *.编写留言板逻辑 (1.内含BoardInfo内的信息 (2.继承于可交互物体 (3.当交互,呼出留言板UI,显示内容、UID等信息 (4.当按下返回键,关闭UI *.编写拉取留言板系统 (1.加在开幕演出中,开幕时呼叫sql上的脚本,拉取若干条留言板 (2.在场景内创建留言板,并初始化信息 *.替换和实装美术素材,增加部分动画 1.增加村内上树动画 2.更新村场景,使得玩家可以走到村下 3.制作以撒闪电攻击动画 4.制作以撒冲撞攻击动画 5.制作以撒雕像碎裂动画 6.贴上对话框 7.制作以撒闪电攻击动画 8.制作村民和贵族的待机角色 9.制作特洛伊木马死亡动画 10.制作特洛伊木马的喷射动画 *优化和修复 1.修复佛教前置关掉怪陷阱有时不会触发的问题 2.重做渲染层,避免出现覆盖问题 3.修复玩家会卡在村里桥上的问题 4.解决了屎山代码的warming问题 5.删除了子弹时间,效果太差 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,留言系统全部完成 下班
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/// 获取指定世界的留言板链表。
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/// 获取指定世界的留言板链表。
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public List<BoardInfo> GetBoardInfo(int WorldId)
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@ -175,17 +175,19 @@ public class YiSa : Enemy
|
|||||||
}
|
}
|
||||||
|
|
||||||
private IEnumerator Lighting(){
|
private IEnumerator Lighting(){
|
||||||
yield return new WaitForEndOfFrame();
|
|
||||||
Debug.Log("以撒使用了落雷");
|
Debug.Log("以撒使用了落雷");
|
||||||
//在玩家头顶某位置召唤鬼魂
|
//在玩家头顶某位置召唤鬼魂
|
||||||
YiSaGoust t = Instantiate(
|
YiSaGoust t = Instantiate(
|
||||||
goust,player.transform.position +
|
goust,player.transform.position +
|
||||||
new Vector3(0,2f,0),Quaternion.identity
|
new Vector3(0,2f,0),Quaternion.identity
|
||||||
).GetComponent<YiSaGoust>();
|
).GetComponent<YiSaGoust>();
|
||||||
|
yield return new WaitForEndOfFrame();
|
||||||
//给鬼魂以颜色补正
|
//给鬼魂以颜色补正
|
||||||
t.GetComponent<SpriteRenderer>().DOColor(colorOffset,2f);
|
t.GetComponent<SpriteRenderer>().DOColor(colorOffset,2f);
|
||||||
// //0.5秒淡入显示鬼魂
|
//激活鬼魂动画
|
||||||
// Tweener tweener = t.GetComponent<SpriteRenderer>().DOFade(1,0.5f);
|
t.animator.SetBool("isLightning",true);
|
||||||
|
//0.5秒淡入显示鬼魂
|
||||||
|
Tweener tweener = t.GetComponent<SpriteRenderer>().DOFade(1,0.5f);
|
||||||
//给玩家一秒的反应时间
|
//给玩家一秒的反应时间
|
||||||
yield return new WaitForSeconds(1f);
|
yield return new WaitForSeconds(1f);
|
||||||
t.LightningATK();
|
t.LightningATK();
|
||||||
@ -262,12 +264,32 @@ public class YiSa : Enemy
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override void OnDead(){
|
public override void OnDead(){
|
||||||
|
//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
|
||||||
|
GetComponent<Animator>().SetBool("isDead",true);
|
||||||
state = State.dead;
|
state = State.dead;
|
||||||
FindObjectOfType<Transfer>().GetComponent<BoxCollider2D>().enabled = true;
|
FindObjectOfType<Transfer>().GetComponent<BoxCollider2D>().enabled = true;
|
||||||
//上传玩家进度
|
//上传玩家进度
|
||||||
FindObjectOfType<PlayerInfo>().rate = (int) MyPlayer.Progress.过基;
|
FindObjectOfType<PlayerInfo>().rate = (int) MyPlayer.Progress.过基;
|
||||||
FindObjectOfType<PlayerInfo>().UpdatePlayerInfo();
|
FindObjectOfType<PlayerInfo>().UpdatePlayerInfo();
|
||||||
}
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// //新建一个以撒灵魂,播放其消亡动画
|
||||||
|
/// </summary>
|
||||||
|
private IEnumerator ShowADeadGoust(){
|
||||||
|
//在雕像上方生成一个鬼魂
|
||||||
|
YiSaGoust t = Instantiate(
|
||||||
|
goust,transform.position +
|
||||||
|
new Vector3(0,2f,0),Quaternion.identity
|
||||||
|
).GetComponent<YiSaGoust>();
|
||||||
|
yield return new WaitForEndOfFrame();
|
||||||
|
//播放鬼魂消亡动画
|
||||||
|
t.animator.SetBool("isDead",true);
|
||||||
|
t.GetComponent<SpriteRenderer>().DOFade(0,0.8f);
|
||||||
|
yield return new WaitForSeconds(1f);
|
||||||
|
Destroy(t.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -22,13 +22,16 @@ public class YiSaGoust : MonoBehaviour
|
|||||||
public GameObject lightning;
|
public GameObject lightning;
|
||||||
|
|
||||||
[Header("粒子材质")]
|
[Header("粒子材质")]
|
||||||
|
#pragma warning disable 0108
|
||||||
public ParticleSystem particleSystem;
|
public ParticleSystem particleSystem;
|
||||||
private CapsuleCollider2D capsuleCollider2D;
|
private CapsuleCollider2D capsuleCollider2D;
|
||||||
|
public Animator animator;
|
||||||
void Start(){
|
void Start(){
|
||||||
Init();
|
Init();
|
||||||
}
|
}
|
||||||
private void Init(){
|
private void Init(){
|
||||||
//找到必要的组件和物体
|
//找到必要的组件和物体
|
||||||
|
animator = GetComponent<Animator>();
|
||||||
owner = FindObjectOfType<YiSa>();
|
owner = FindObjectOfType<YiSa>();
|
||||||
capsuleCollider2D = GetComponent<CapsuleCollider2D>();
|
capsuleCollider2D = GetComponent<CapsuleCollider2D>();
|
||||||
//如果落雷没有落雷组件,则添加一个
|
//如果落雷没有落雷组件,则添加一个
|
||||||
@ -57,7 +60,9 @@ public class YiSaGoust : MonoBehaviour
|
|||||||
tweener.OnStepComplete(action);
|
tweener.OnStepComplete(action);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 闪电攻击的时候触发
|
||||||
|
/// </summary>
|
||||||
public void LightningATK(){
|
public void LightningATK(){
|
||||||
//激活落雷
|
//激活落雷
|
||||||
lightning.SetActive(true);
|
lightning.SetActive(true);
|
||||||
@ -112,6 +117,7 @@ public class YiSaGoust : MonoBehaviour
|
|||||||
//修改粒子,使粒子淡出
|
//修改粒子,使粒子淡出
|
||||||
private IEnumerator SetParticleColor(ParticleSystem particleSystem,float endValue,float speed)
|
private IEnumerator SetParticleColor(ParticleSystem particleSystem,float endValue,float speed)
|
||||||
{
|
{
|
||||||
|
#pragma warning disable 0618
|
||||||
Color color = particleSystem.startColor;
|
Color color = particleSystem.startColor;
|
||||||
while (particleSystem.startColor.a>0)
|
while (particleSystem.startColor.a>0)
|
||||||
{
|
{
|
||||||
|
@ -231,26 +231,30 @@ public class Bell : MonoBehaviour
|
|||||||
};
|
};
|
||||||
tweener.OnComplete(action);
|
tweener.OnComplete(action);
|
||||||
}
|
}
|
||||||
|
|
||||||
//修改粒子,使粒子淡出
|
//修改粒子,使粒子淡出
|
||||||
private IEnumerator SetParticleColor(ParticleSystem particleSystem,float endValue,float speed)
|
private IEnumerator SetParticleColor(ParticleSystem particleSystem,float endValue,float speed)
|
||||||
{
|
{
|
||||||
Color color = particleSystem.startColor;
|
Color color = particleSystem.main.startColor.color;
|
||||||
if (color.a > endValue)
|
if (color.a > endValue)
|
||||||
{
|
{
|
||||||
while (particleSystem.startColor.a>endValue)
|
while (particleSystem.main.startColor.color.a>endValue)
|
||||||
{
|
{
|
||||||
yield return new WaitForSeconds(0.1f);
|
yield return new WaitForSeconds(0.1f);
|
||||||
color.a -= 0.1f;
|
color.a -= 0.1f;
|
||||||
|
//解决warming
|
||||||
|
#pragma warning disable 0618
|
||||||
particleSystem.startColor = color;
|
particleSystem.startColor = color;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
while (particleSystem.startColor.a<endValue)
|
while (particleSystem.main.startColor.color.a<endValue)
|
||||||
{
|
{
|
||||||
yield return new WaitForSeconds(0.1f);
|
yield return new WaitForSeconds(0.1f);
|
||||||
color.a += 0.1f;
|
color.a += 0.1f;
|
||||||
|
//解决warming
|
||||||
|
#pragma warning disable 0618
|
||||||
particleSystem.startColor = color;
|
particleSystem.startColor = color;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -22,7 +22,7 @@ public class DiZangsHadn : MonoBehaviour
|
|||||||
/// 手下落到目标点后会停留多长时间
|
/// 手下落到目标点后会停留多长时间
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public float TakeMoneyTime;
|
public float TakeMoneyTime;
|
||||||
|
#pragma warning disable 0108
|
||||||
public ParticleSystem particleSystem;
|
public ParticleSystem particleSystem;
|
||||||
|
|
||||||
|
|
||||||
|
@ -123,7 +123,7 @@ public class Boomer : MonoBehaviour
|
|||||||
//编写Tween动画使其飞向木马受击点
|
//编写Tween动画使其飞向木马受击点
|
||||||
Tweener tweener = transform.DOMove(
|
Tweener tweener = transform.DOMove(
|
||||||
owner.transform.Find("反弹炸弹受击点").position,
|
owner.transform.Find("反弹炸弹受击点").position,
|
||||||
0.2f,false
|
0.5f,false
|
||||||
);
|
);
|
||||||
returnTweener = tweener;
|
returnTweener = tweener;
|
||||||
}
|
}
|
||||||
@ -157,7 +157,7 @@ public class Boomer : MonoBehaviour
|
|||||||
//当有东西离开爆炸范围
|
//当有东西离开爆炸范围
|
||||||
void OnTriggerExit2D(Collider2D other){
|
void OnTriggerExit2D(Collider2D other){
|
||||||
//看看是不是可被炸对象(对象需要实现被炸接口)
|
//看看是不是可被炸对象(对象需要实现被炸接口)
|
||||||
if(other.TryGetComponent<I_CanBeBoomedObj>(out I_CanBeBoomedObj obj)){
|
if(other.TryGetComponent<I_CanBeBoomedObj>(out I_CanBeBoomedObj obj ) && !other.isTrigger){
|
||||||
//是则将其移除出被炸对象列表
|
//是则将其移除出被炸对象列表
|
||||||
boomingObj.Remove(obj);
|
boomingObj.Remove(obj);
|
||||||
}
|
}
|
||||||
|
@ -122,6 +122,8 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
|||||||
// | |\ | (_) | | | | | | | | (_| | |
|
// | |\ | (_) | | | | | | | | (_| | |
|
||||||
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
|
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
|
||||||
private void Init(){
|
private void Init(){
|
||||||
|
//初始化生命值
|
||||||
|
HPLeft = HP;
|
||||||
//找到必须的组件和物体
|
//找到必须的组件和物体
|
||||||
callYiSiLanPosition = transform.Find("小怪召唤点");
|
callYiSiLanPosition = transform.Find("小怪召唤点");
|
||||||
sprayBoomerPosition = transform.Find("喷射炸弹点");
|
sprayBoomerPosition = transform.Find("喷射炸弹点");
|
||||||
@ -154,7 +156,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
|||||||
action = SprayBoomer;
|
action = SprayBoomer;
|
||||||
else
|
else
|
||||||
action = CallBoomer;
|
action = CallBoomer;
|
||||||
return action;
|
return SprayBoomer;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -182,6 +184,9 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
private IEnumerator SprayBoomer(){
|
private IEnumerator SprayBoomer(){
|
||||||
|
//开始喷射动画
|
||||||
|
GetComponent<Animator>().SetBool("isSpray",true);
|
||||||
|
yield return new WaitForSeconds(1f);
|
||||||
Debug.Log("正在使用:喷射炸弹");
|
Debug.Log("正在使用:喷射炸弹");
|
||||||
//循环若干次(这里先硬编码成3次)
|
//循环若干次(这里先硬编码成3次)
|
||||||
for(int i = 0; i < 3; i++){
|
for(int i = 0; i < 3; i++){
|
||||||
@ -203,6 +208,9 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
|||||||
//等待喷射炸弹时间间隔
|
//等待喷射炸弹时间间隔
|
||||||
yield return new WaitForSeconds(sprayBoomerTime);
|
yield return new WaitForSeconds(sprayBoomerTime);
|
||||||
}
|
}
|
||||||
|
//结束喷射动画
|
||||||
|
yield return new WaitForSeconds(2f);
|
||||||
|
GetComponent<Animator>().SetBool("isSpray",false);
|
||||||
wasInterupt = false;
|
wasInterupt = false;
|
||||||
ATKEnd();
|
ATKEnd();
|
||||||
}
|
}
|
||||||
@ -293,6 +301,8 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
|||||||
}
|
}
|
||||||
|
|
||||||
public override void OnDead(){
|
public override void OnDead(){
|
||||||
|
//播放死亡动画
|
||||||
|
GetComponent<Animator>().SetBool("isDead",true);
|
||||||
Debug.Log("啊我死了");
|
Debug.Log("啊我死了");
|
||||||
isMove = false;
|
isMove = false;
|
||||||
state = State.dead;
|
state = State.dead;
|
||||||
@ -304,6 +314,11 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
|||||||
FindObjectOfType<PlayerInfo>().UpdatePlayerInfo();
|
FindObjectOfType<PlayerInfo>().UpdatePlayerInfo();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void OnBeHit(MyPlayer.AtkMethod hitMethod,int hitDir){
|
||||||
|
//结算生命值
|
||||||
|
HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
68
Assets/Scripts/可交互/Board.cs
Normal file
@ -0,0 +1,68 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 板子组件
|
||||||
|
/// </summary>
|
||||||
|
public class Board : Interactive
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 留言板内容
|
||||||
|
/// </summary>
|
||||||
|
public string text;
|
||||||
|
/// <summary>
|
||||||
|
/// 留言板主人的uid
|
||||||
|
/// </summary>
|
||||||
|
public int uid;
|
||||||
|
/// <summary>
|
||||||
|
/// 留言板位置
|
||||||
|
/// </summary>
|
||||||
|
public Vector2 postion;
|
||||||
|
private GameObject UI;
|
||||||
|
private Text textUI;
|
||||||
|
private Text UIDUI;
|
||||||
|
private MyPlayer player;
|
||||||
|
|
||||||
|
Board(Vector2 postion, int uid, string text){
|
||||||
|
this.postion = postion;
|
||||||
|
this.uid = uid;
|
||||||
|
this.text = text;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start(){
|
||||||
|
Init();
|
||||||
|
}
|
||||||
|
void Update(){
|
||||||
|
if(CheckComfirm()){
|
||||||
|
UI.SetActive(false);
|
||||||
|
player.GetComponent<PlayerInput>().SwitchCurrentActionMap("Normal");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Init(){
|
||||||
|
UI = GameObject.Find("留言板相关").transform.GetChild(1).gameObject;
|
||||||
|
textUI = UI.GetComponent<RectTransform>().GetChild(0).GetChild(0).GetComponent<Text>();
|
||||||
|
UIDUI = UI.GetComponent<RectTransform>().GetChild(0).GetChild(1).GetComponent<Text>();
|
||||||
|
player = FindObjectOfType<MyPlayer>();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 当玩家与留言板互动
|
||||||
|
/// </summary>
|
||||||
|
public override void OnCall(){
|
||||||
|
UI.SetActive(true);
|
||||||
|
textUI.text = text;
|
||||||
|
UIDUI.text = "UID:"+uid;
|
||||||
|
player.GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool CheckComfirm(){
|
||||||
|
//如果按下此帧按下此二键中的一个
|
||||||
|
return (Gamepad.current!= null &&
|
||||||
|
Gamepad.current.buttonEast.wasPressedThisFrame) ||
|
||||||
|
Input.GetKeyDown(KeyCode.K);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/可交互/Board.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 35bbbd6d726c14a41b4cfd371f1575b1
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
61
Assets/Scripts/抽象/CreatABoard.cs
Normal file
@ -0,0 +1,61 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 创建一个留言板的时候由UI调用
|
||||||
|
/// </summary>
|
||||||
|
public class CreatABoard : MonoBehaviour
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 游戏内板子的预制体
|
||||||
|
/// </summary>
|
||||||
|
public GameObject board;
|
||||||
|
private MyPlayer player;
|
||||||
|
private PlayerInfo sql;
|
||||||
|
public InputField inputField;
|
||||||
|
|
||||||
|
void Start(){
|
||||||
|
Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update(){
|
||||||
|
if(CheckComfirm()){
|
||||||
|
StartCoroutine(CreatALocalBoard());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Init(){
|
||||||
|
//找到必要的物体和组件
|
||||||
|
player = FindObjectOfType<MyPlayer>();
|
||||||
|
sql = FindObjectOfType<PlayerInfo>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator CreatALocalBoard(){
|
||||||
|
Debug.Log("执行了新建");
|
||||||
|
//新建一个板子
|
||||||
|
Board temp = Instantiate(board,player.transform.position + new Vector3(0,0.4f,0),Quaternion.identity).GetComponent<Board>();
|
||||||
|
yield return new WaitForEndOfFrame();
|
||||||
|
//初始化板子
|
||||||
|
temp.uid = sql.uid;
|
||||||
|
temp.text = inputField.text;
|
||||||
|
temp.postion = temp.transform.position;
|
||||||
|
//关闭UI
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
inputField.text = null;
|
||||||
|
//恢复玩家操作地图
|
||||||
|
player.GetComponent<PlayerInput>().SwitchCurrentActionMap("Normal");
|
||||||
|
//将板子信息传向云端
|
||||||
|
sql.CreateBoard(SceneManager.GetActiveScene().buildIndex,temp.postion,temp.text);
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool CheckComfirm(){
|
||||||
|
//如果按下此帧按下此二键中的一个
|
||||||
|
return (Gamepad.current!= null &&
|
||||||
|
Gamepad.current.buttonSouth.wasPressedThisFrame) ||
|
||||||
|
Input.GetKeyDown(KeyCode.Return);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/抽象/CreatABoard.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d0b4aa1a2c1be254ba932434b0342176
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
33
Assets/Scripts/抽象/GetDateBaseBoard.cs
Normal file
@ -0,0 +1,33 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 需要拉取云端板子信息的时候用这个类
|
||||||
|
/// </summary>
|
||||||
|
public class GetDateBaseBoard : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject board;
|
||||||
|
public List<BoardInfo> boardInfos; //公告板信息链表
|
||||||
|
/// <summary>
|
||||||
|
/// 由各开幕演出调用,拉取并初始化各板子
|
||||||
|
/// </summary>
|
||||||
|
public void Get(){
|
||||||
|
//将所有板子信息拉到本地
|
||||||
|
boardInfos = GetComponent<PlayerInfo>().GetBoardInfo(SceneManager.GetActiveScene().buildIndex);
|
||||||
|
//筛选出10条
|
||||||
|
while(boardInfos.Count > 10){
|
||||||
|
boardInfos.RemoveAt(Random.Range(0,boardInfos.Count));
|
||||||
|
}
|
||||||
|
//初始化所有板子
|
||||||
|
foreach(BoardInfo info in boardInfos){
|
||||||
|
//创建一个板子
|
||||||
|
Board temp = Instantiate(board,info.postion,Quaternion.identity).GetComponent<Board>();
|
||||||
|
//根据信息初始化这个板子
|
||||||
|
temp.postion = info.postion;
|
||||||
|
temp.uid = info.uid;
|
||||||
|
temp.text = info.text;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/抽象/GetDateBaseBoard.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: 01ffe76acb4050146b4e51d3a2c47e35
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
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|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -14,7 +14,8 @@ public class Interactive : MonoBehaviour
|
|||||||
public enum ItemName{
|
public enum ItemName{
|
||||||
塞钱箱,
|
塞钱箱,
|
||||||
硬币,
|
硬币,
|
||||||
男童
|
男童,
|
||||||
|
留言板
|
||||||
};
|
};
|
||||||
|
|
||||||
public ItemName itemName;
|
public ItemName itemName;
|
||||||
|
@ -8,11 +8,15 @@ using UnityEngine;
|
|||||||
public class CunOpeningStage : Stage
|
public class CunOpeningStage : Stage
|
||||||
{
|
{
|
||||||
private GameObject airWall;
|
private GameObject airWall;
|
||||||
|
private PlayerInfo sql;
|
||||||
|
private GetDateBaseBoard getDateBaseBoard;
|
||||||
|
|
||||||
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
|
||||||
base.Init();
|
base.Init();
|
||||||
airWall = GameObject.Find("空气墙");
|
airWall = GameObject.Find("空气墙");
|
||||||
|
sql = FindObjectOfType<PlayerInfo>();
|
||||||
|
getDateBaseBoard = sql.GetComponent<GetDateBaseBoard>();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override IEnumerator Main(){
|
protected override IEnumerator Main(){
|
||||||
@ -21,6 +25,8 @@ public class CunOpeningStage : Stage
|
|||||||
if(MyPlayer.progress == MyPlayer.Progress.通佛) MyPlayer.progress = MyPlayer.Progress.过佛;
|
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.通伊) MyPlayer.progress = MyPlayer.Progress.过伊;
|
||||||
if(MyPlayer.progress == MyPlayer.Progress.通基) MyPlayer.progress = MyPlayer.Progress.过基;
|
if(MyPlayer.progress == MyPlayer.Progress.通基) MyPlayer.progress = MyPlayer.Progress.过基;
|
||||||
|
//拉取场景板子信息
|
||||||
|
getDateBaseBoard.Get();
|
||||||
//初始化玩家位置
|
//初始化玩家位置
|
||||||
player.transform.position = new Vector3(-19.8999996f,0.699999988f,0f);
|
player.transform.position = new Vector3(-19.8999996f,0.699999988f,0f);
|
||||||
//关闭空气墙
|
//关闭空气墙
|
||||||
|
@ -16,8 +16,8 @@ public class Hammer : MonoBehaviour
|
|||||||
transform.position.x > 0) ? -1 : 1);
|
transform.position.x > 0) ? -1 : 1);
|
||||||
//击中成功后中幅度震动一下手柄
|
//击中成功后中幅度震动一下手柄
|
||||||
StartCoroutine(FindObjectOfType<VibrationManager>().ShakePad(0.5f,0.3f,0.2f,VibrationManager.PadShakeitem.锤子击中));
|
StartCoroutine(FindObjectOfType<VibrationManager>().ShakePad(0.5f,0.3f,0.2f,VibrationManager.PadShakeitem.锤子击中));
|
||||||
//再触发一下子弹时间
|
// //再触发一下子弹时间
|
||||||
FindObjectOfType<VibrationManager>().TimeSlow();
|
// FindObjectOfType<VibrationManager>().TimeSlow();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -77,6 +77,11 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
|||||||
/// 玩家进度
|
/// 玩家进度
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public static Progress progress = 0;
|
public static Progress progress = 0;
|
||||||
|
/// <summary>
|
||||||
|
/// 创建留言板的UI
|
||||||
|
/// </summary>
|
||||||
|
[Header("创建留言板的UI")][FoldoutGroup("预制体")]
|
||||||
|
public GameObject creatBoardUI;
|
||||||
|
|
||||||
// _____ _ _
|
// _____ _ _
|
||||||
// | __ \ (_) | |
|
// | __ \ (_) | |
|
||||||
@ -86,7 +91,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
|||||||
// |_| |_| |_| \_/ \__,_|\__\___|
|
// |_| |_| |_| \_/ \__,_|\__\___|
|
||||||
|
|
||||||
private Rigidbody2D m_rigidbody;//自身刚体组件
|
private Rigidbody2D m_rigidbody;//自身刚体组件
|
||||||
[SerializeField][ReadOnly][FoldoutGroup("状态")]
|
[SerializeField][FoldoutGroup("状态")]
|
||||||
public int inputDir;//当前输入方向,-1左,1右,0静止
|
public int inputDir;//当前输入方向,-1左,1右,0静止
|
||||||
[SerializeField][ReadOnly][FoldoutGroup("状态")]
|
[SerializeField][ReadOnly][FoldoutGroup("状态")]
|
||||||
private bool isLanding;//记录自己当前是否着地
|
private bool isLanding;//记录自己当前是否着地
|
||||||
@ -440,6 +445,7 @@ 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.performed && 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
|
||||||
@ -463,6 +469,9 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
|||||||
isInteractive = true;
|
isInteractive = true;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case Interactive.ItemName.留言板 :
|
||||||
|
catching.OnCall();
|
||||||
|
break;
|
||||||
default :
|
default :
|
||||||
catching.OnCall();
|
catching.OnCall();
|
||||||
isInteractive = true;
|
isInteractive = true;
|
||||||
@ -474,6 +483,12 @@ 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
|
||||||
|
if(context.performed && context.duration > 2f && inControl && !isInteractive && catching == null){
|
||||||
|
Debug.Log("创建一个留言板");
|
||||||
|
creatBoardUI.SetActive(true);
|
||||||
|
//GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ______ _
|
// ______ _
|
||||||
|
@ -42,5 +42,5 @@ Material:
|
|||||||
m_Colors:
|
m_Colors:
|
||||||
- _Color: {r: 0.3679245, g: 0.33263615, b: 0.26205945, a: 0.49019608}
|
- _Color: {r: 0.3679245, g: 0.33263615, b: 0.26205945, a: 0.49019608}
|
||||||
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
- _TintColor: {r: 0.6603774, g: 0.5257374, b: 0, a: 0.42745098}
|
- _TintColor: {r: 0.22352941, g: 0.36078432, b: 0.41568628, a: 0.42745098}
|
||||||
m_BuildTextureStacks: []
|
m_BuildTextureStacks: []
|
||||||
|
8
Assets/Sprites/UI.meta
Normal file
@ -0,0 +1,8 @@
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/Sprites/UI/对话框.png
Normal file
After Width: | Height: | Size: 5.0 KiB |
96
Assets/Sprites/UI/对话框.png.meta
Normal file
@ -0,0 +1,96 @@
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|
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|
spritePivot: {x: 0.5, y: 0.5}
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|
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applyGammaDecoding: 0
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|
platformSettings:
|
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|
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|
buildTarget: DefaultTexturePlatform
|
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|
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|
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|
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|
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|
||||||
|
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|
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|
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|
outline: []
|
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|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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||||||
|
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||||||
|
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|
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|
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Normal file
After Width: | Height: | Size: 33 KiB |
96
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Normal file
@ -0,0 +1,96 @@
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|
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|
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|
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|
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|
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|
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|
cubemapConvolution: 0
|
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|
seamlessCubemap: 0
|
||||||
|
textureFormat: 1
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||||||
|
maxTextureSize: 2048
|
||||||
|
textureSettings:
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
alignment: 0
|
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|
spritePivot: {x: 0.5, y: 0.5}
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|
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|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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|
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|
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|
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|
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|
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|
textureShape: 1
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|
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|
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|
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|
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|
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|
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|
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||||||
|
applyGammaDecoding: 0
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|
platformSettings:
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|
- serializedVersion: 3
|
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|
buildTarget: DefaultTexturePlatform
|
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|
maxTextureSize: 2048
|
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|
resizeAlgorithm: 0
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|
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|
textureCompression: 1
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|
compressionQuality: 50
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|
crunchedCompression: 0
|
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|
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|
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|
androidETC2FallbackOverride: 0
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|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
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|
spriteSheet:
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|
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|
||||||
|
sprites: []
|
||||||
|
outline: []
|
||||||
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