任务:搭建前置关卡,编写演出逻辑
1.流程化游戏 (1.制作转移器,内含字典,根据玩家的静态属性“阶段”来决定到转移点后将会移动到哪一个场景 (2.制作转场器,水平方向从左到右 下班
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37
Assets/Scripts/抽象/Transfer.cs
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37
Assets/Scripts/抽象/Transfer.cs
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@ -0,0 +1,37 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using Sirenix.OdinInspector;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// 直译转移,控制玩家在关卡间的切换
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/// </summary>
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public class Transfer : EntryTrigger
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{
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/// <summary>
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/// 对应进度和场景名称
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/// </summary>
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[DictionaryDrawerSettings][ShowInInspector]
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public static Dictionary<MyPlayer.Progress, string> proToScene;
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void Start(){
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proToScene = new Dictionary<MyPlayer.Progress, string>();
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//将场景连成线
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proToScene.Add(MyPlayer.Progress.刚开,"FO");
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proToScene.Add(MyPlayer.Progress.通Fo,"DiZangStageTest");
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proToScene.Add(MyPlayer.Progress.通佛,"cun");
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proToScene.Add(MyPlayer.Progress.过佛,"Yi");
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proToScene.Add(MyPlayer.Progress.通Yi,"TeLuoYiStageTest");
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proToScene.Add(MyPlayer.Progress.通伊,"cun");
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proToScene.Add(MyPlayer.Progress.过伊,"Ji");
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proToScene.Add(MyPlayer.Progress.通Ji,"YiSaStageTest");
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proToScene.Add(MyPlayer.Progress.通基,"cun");
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proToScene.Add(MyPlayer.Progress.过基,"cun");
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}
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public override void OnCall(){
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SceneManager.LoadScene(proToScene[MyPlayer.progress]);
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}
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}
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11
Assets/Scripts/抽象/Transfer.cs.meta
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11
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@ -70,6 +70,13 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
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/// </summary>
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[Header("此时是否受着撞钟攻击的影响?")][FoldoutGroup("状态")][ReadOnly]
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public bool isAnnoying = false;
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public enum Progress{
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刚开, 通Fo, 通佛, 过佛,通Yi,通伊, 过伊, 通Ji, 通基, 过基
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}
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/// <summary>
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/// 玩家进度
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/// </summary>
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public static Progress progress = 0;
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// _____ _ _
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// | __ \ (_) | |
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@ -131,10 +138,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
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/// </summary>
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[Header("此时自己是否正在与物体交互")][ReadOnly][SerializeField][FoldoutGroup("状态")]
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private bool isInteractive = false;
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/// <summary>
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/// 玩家进度,0表示刚开,1注册进村,2通佛,3通伊,4通基(通关)
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/// </summary>
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public static float progress;
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private bool isDead;
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