任务:制作UI
1.制作玩家UI (1.制作玩家血条UI ((1.作为一个独立的Canvas物体 ((2.当检查到记录中血量和真实剩余血量不一样,重刷新血量UI ((3.保存子物体列表,一共10个爱心 ((4.保存两张UI图片 ((5.当触发重刷新UI,遍历10个爱心,把前Left个数的爱心换成红色,其他的换成白色 ((6.将血条UI放置到每一个场景 (2.制作镰刀CDUI ((1.初始化时,获取玩家镰刀CD总时长 ((2.当玩家发射镰刀,额外让玩家找到UI组件,并发送信号,触发Tween动画,以圆圈形式从0到1重显现CDUI ((3.适配到每一个场景 2.制作boss血条 (1.逻辑基本上与玩家的一致 (2.额外增加一个boss名字文字栏 (3.当Boss进入攻击状态,开始显示血条和名字 *优化和修复 1.镰刀攻击同时按卡动画 2.修复读板时按确定会出错的问题 3.修复疯狂发射镰刀会卡动画的问题 4.修复玩家死后着地会滑动的问题 5.修复了未开启开幕演出,死亡后报错的问题 6.修复各个场景玩家UI和专场块的遮挡问题 下班
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@ -674,7 +674,7 @@ Canvas:
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m_SortingBucketNormalizedSize: 0
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m_SortingBucketNormalizedSize: 0
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m_AdditionalShaderChannelsFlag: 0
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m_AdditionalShaderChannelsFlag: 0
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m_SortingLayerID: 0
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m_SortingLayerID: 0
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m_SortingOrder: 0
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m_SortingOrder: 100
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m_TargetDisplay: 0
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m_TargetDisplay: 0
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--- !u!224 &747723876
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@ -96,6 +96,8 @@ public class DiZang : Enemy
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vibrationManager = FindObjectOfType<VibrationManager>();
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vibrationManager = FindObjectOfType<VibrationManager>();
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//告诉钟自己是主人
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//告诉钟自己是主人
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myBell.owner = this;
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myBell.owner = this;
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//初始化生命值
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HPLeft = HP;
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}
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}
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/// <summary>
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/// <summary>
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@ -198,7 +200,9 @@ public class DiZang : Enemy
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public override void OnFindThePlayer(Transform target){
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public override void OnFindThePlayer(Transform target){
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if(state == State.wander){
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if(state == State.wander){
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state = State.atk;
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state = State.atk;
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StartCoroutine(ATK());
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StartCoroutine(ATK());
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//开始显示血条UI
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FindObjectOfType<BossHPBar>().OnShowUI();
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}
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}
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}
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}
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@ -164,7 +164,7 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
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action = SprayBoomer;
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action = SprayBoomer;
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else
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else
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action = CallBoomer;
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action = CallBoomer;
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return SprayBoomer;
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return action;
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}
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}
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/// <summary>
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/// <summary>
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@ -286,6 +286,8 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
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FindObjectOfType<VibrationManager>().HorseShakeScream();
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FindObjectOfType<VibrationManager>().HorseShakeScream();
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//开始向右移动
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//开始向右移动
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isMove = true;
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isMove = true;
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//开始显示血条UI
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FindObjectOfType<BossHPBar>().OnShowUI();
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}
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}
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}
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}
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8
Assets/Scripts/UI.meta
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8
Assets/Scripts/UI.meta
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52
Assets/Scripts/UI/BossHPBar.cs
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Assets/Scripts/UI/BossHPBar.cs
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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 UnityEngine.UI;
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using DG.Tweening;
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using Sirenix.OdinInspector;
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/// <summary>
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/// 控制Boss血条UI
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/// </summary>
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public class BossHPBar : MonoBehaviour
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{
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private float HPLeft = -1f;
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public Enemy boss;
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private Image empty;
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private Text bossName;
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private Image self;
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void Start(){
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self = GetComponent<Image>();
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empty = transform.Find("血条(底").GetComponent<Image>();
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bossName = transform.Find("Boos名").GetComponent<Text>();
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if(boss.gameObject.name == "地藏") bossName.text = "地藏王菩萨";
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if(boss.gameObject.name == "木马") bossName.text = "特洛伊木马";
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if(boss.gameObject.name == "以撒雕像") bossName.text = "以撒";
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}
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void Update(){
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//
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//Debug.Log(boss.HPLeft + ", " + boss.HP);
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//
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//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
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if(HPLeft != boss.HPLeft) RefrashUI(boss.HPLeft/boss.HP);
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HPLeft = boss.HPLeft;
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}
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/// <summary>
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/// boss进入攻击状态的时候调用,开始显示boss血条
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/// </summary>
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public void OnShowUI(){
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self.DOFade(1,1f);
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empty.DOFade(1,1f);
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bossName.DOFade(1,1f);
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}
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private void RefrashUI(float HPPrograss){
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self.DOFillAmount(HPPrograss,2f);
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}
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}
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11
Assets/Scripts/UI/BossHPBar.cs.meta
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serializedVersion: 2
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executionOrder: 0
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42
Assets/Scripts/UI/PlayerHpBar.cs
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Assets/Scripts/UI/PlayerHpBar.cs
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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 Sirenix.OdinInspector;
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using UnityEngine.UI;
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using DG.Tweening;
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public class PlayerHpBar : MonoBehaviour
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{
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[SerializeField]
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private float HPLeft = -1f;
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private MyPlayer player;
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[SerializeField][ListDrawerSettings]
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private List<Image> hearts;
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public Sprite full;
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public Sprite empty;
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void Start(){
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hearts = new List<Image>();
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//找到必要的物体和组件
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player = FindObjectOfType<MyPlayer>();
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for(int i = 0; i < 10; i++){
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hearts.Add(transform.GetChild(i).GetComponent<Image>());
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}
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}
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void Update(){
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//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
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if(HPLeft != player.HPLeft) RefrashUI((int) player.HPLeft);
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HPLeft = player.HPLeft;
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}
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void RefrashUI(int left){
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Debug.Log("触发");
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foreach(Image t in hearts){
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if(left > 0) t.sprite = full;
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else t.sprite = empty;
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left--;
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}
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}
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}
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11
Assets/Scripts/UI/PlayerHpBar.cs.meta
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11
Assets/Scripts/UI/PlayerHpBar.cs.meta
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executionOrder: 0
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icon: {instanceID: 0}
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35
Assets/Scripts/UI/SickleCD.cs
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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 UnityEngine.UI;
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using DG.Tweening;
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using Sirenix.OdinInspector;
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/// <summary>
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/// 控制镰刀CDUI的脚本
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/// </summary>
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public class SickleCD : MonoBehaviour
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{
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/// <summary>
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/// 镰刀CD总时长,初始化的时候从玩家获取
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/// </summary>
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private float allTime;
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private MyPlayer player;
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private Image image;
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void Start(){
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player = FindObjectOfType<MyPlayer>();
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allTime = player.sickleCD;
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image = GetComponent<Image>();
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}
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/// <summary>
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/// 玩家发射镰刀的时候顺便触发,开始计算镰刀UI
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/// </summary>
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public void OnSickle(){
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//先让标志shake一下,很酷
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transform.parent.DOShakePosition(0.5f,10);
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//再开始Tween填充
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image.fillAmount = 0;
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image.DOFillAmount(1,allTime).SetEase(Ease.Linear);
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}
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}
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11
Assets/Scripts/UI/SickleCD.cs.meta
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Assets/Scripts/UI/SickleCD.cs.meta
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fileFormatVersion: 2
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guid: 78d7f9c1ad1fdbc44baa74d2a3174742
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MonoImporter:
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externalObjects: {}
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||||||
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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@ -24,6 +24,7 @@ public class GetDateBaseDead : MonoBehaviour
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}
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}
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public void Show(){
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public void Show(){
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if(deadInfos == null) deadInfos = new List<DeadInfo>();
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//初始化所有死亡玩家
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//初始化所有死亡玩家
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foreach(DeadInfo info in deadInfos){
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foreach(DeadInfo info in deadInfos){
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//创建一个死亡玩家
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//创建一个死亡玩家
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airWall.SetActive(false);
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airWall.SetActive(false);
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//开启以撒的攻击
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//开启以撒的攻击
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yiSa.state = Enemy.State.atk;
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yiSa.state = Enemy.State.atk;
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//开始显示血条UI
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FindObjectOfType<BossHPBar>().OnShowUI();
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StartCoroutine(yiSa.StartAATK());
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StartCoroutine(yiSa.StartAATK());
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yield return new WaitForSeconds(0.8f);
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yield return new WaitForSeconds(0.8f);
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//触发善后与结束事件
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//触发善后与结束事件
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yield return new WaitForSeconds(0.8f);
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yield return new WaitForSeconds(0.8f);
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//提前打开玩家的操作地图
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//提前打开玩家的操作地图
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player.GetComponent<PlayerInput>().SwitchCurrentActionMap("Normal");
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player.GetComponent<PlayerInput>().SwitchCurrentActionMap("Normal");
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//提前打开空气墙
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airWall.SetActive(true);
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//让木马开始追逐
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//让木马开始追逐
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horse.OnFindThePlayer(player.transform);
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horse.OnFindThePlayer(player.transform);
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//打开木马碰撞体
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//打开木马碰撞体
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@ -114,7 +114,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
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[FoldoutGroup("状态",false,1)][Header("玩家现在是否处于控制状态下(物理)")][SerializeField][ReadOnly]
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[FoldoutGroup("状态",false,1)][Header("玩家现在是否处于控制状态下(物理)")][SerializeField][ReadOnly]
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public bool inControl = true;
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public bool inControl = true;
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[SerializeField][ReadOnly][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
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[SerializeField][ReadOnly][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
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private float HPLeft;
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public float HPLeft;
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/// <summary>
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/// <summary>
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/// 自身动画控制器组件
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/// 自身动画控制器组件
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/// </summary>
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/// </summary>
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@ -347,6 +347,8 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
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isLanding = true;
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isLanding = true;
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//如果没有被附身,则着地时再表示自己inControl
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//如果没有被附身,则着地时再表示自己inControl
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if(!isCatching)inControl = true;
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if(!isCatching)inControl = true;
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//如果死了,锁定所有刚体移动
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|
if(isDead) m_rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
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}
|
}
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}
|
}
|
||||||
}
|
}
|
||||||
@ -403,7 +405,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
|||||||
public void OnWave(InputAction.CallbackContext context)
|
public void OnWave(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
//当执行Wave动作
|
//当执行Wave动作
|
||||||
if (context.performed && hammerCDLeft <= 0)
|
if (context.performed && hammerCDLeft <= 0 && !isThrowing)
|
||||||
{
|
{
|
||||||
hammerSprite.DOFade(1, 0f);//把锤子显示,Debug用,后期请删除
|
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
|
hammerCollider.enabled = true;//打开锤子碰撞体
|
||||||
@ -430,7 +432,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
|||||||
public void OnSickle(InputAction.CallbackContext context)
|
public void OnSickle(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
//按下就触发 CD好了 玩家处于控制状态
|
//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){
|
||||||
//实例化一个镰刀游戏物体
|
//实例化一个镰刀游戏物体
|
||||||
Sickle sickle = Instantiate(
|
Sickle sickle = Instantiate(
|
||||||
sicklePrefab,
|
sicklePrefab,
|
||||||
@ -451,6 +453,8 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
|
|||||||
vibrationManager.ShakeScream(Vector2.right,0.2f);
|
vibrationManager.ShakeScream(Vector2.right,0.2f);
|
||||||
//改变标记表示开始播放丢镰刀动画
|
//改变标记表示开始播放丢镰刀动画
|
||||||
isThrowing = true;
|
isThrowing = true;
|
||||||
|
//通知UI
|
||||||
|
FindObjectOfType<SickleCD>().OnSickle();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -37,6 +37,6 @@ Material:
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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- Color_: {r: 14, g: 61, b: 255, a: 1}
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|
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m_BuildTextureStacks: []
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m_BuildTextureStacks: []
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Loading…
x
Reference in New Issue
Block a user