任务:搭建前置关卡,编写演出逻辑

1.编写佛教前置关开场演出
(*.休整地形,使得左边多出一块地面,方便演出正常运作
(*.项目后期再通过逻辑触发该演出,目前先用调试方式触发演出
(1.关闭空气墙
(2.修改玩家inputDir使玩家从屏幕外冲进到屏幕内部
(3.等待一段时间
(4.此时玩家应该走到某个合适的位置,停止玩家的inputDir
(5.等待一小段时间给玩家反应
(6.修改相机offset,使其对准对话的两个小怪
(7.等待一小段时间给玩家反应
(8.触发Fungus对话
(9.Fungus对话结束后,返回标记命令演出Main继续执行
*.修改NormalEnemy,添加标识isInFoStage,在Update中判断,若是,使该怪物水平方向上追踪玩家,可以参考爱欲品的Seek
(10.修改左边小怪的isInFoStage
(11.开启右边小怪的Path动画,表现其慌忙逃跑
(12.Invoke一个延时,等右边小怪逃出视野后删除它
(13.触发善后和结束事件
(14.重写善后事件,重新开启空气墙

2.搭建伊斯兰前置关卡

3.创建伊斯兰前置关卡演出
(1.关闭空气墙
(2.修改玩家inputDir使玩家从屏幕外冲进到屏幕内部
(3.等待一段时间
(4.此时玩家应该走到某个合适的位置,停止玩家的inputDir
(5.等待一小段时间给玩家反应
(6.触发善后与结束事件

4.创建玩家隔间触发事件
(1.是进入式触发器对象
(2.触发时Call隔间演出

5.编写隔间演出逻辑
(1.表现关门
(2.左右晃一下镜头,中心移动到左右门处,表示门被关闭
(3.镜头回到玩家处,同时压缩相机可移动范围更窄
(4.打开隔间墙壁的空气墙
(5.设置EndEvent为伊斯兰事件

6.编写召唤伊斯兰事件
(1.摘自木马的召唤攻击,稍作修改
(2.当召唤的伊斯兰全部挂了,触发隔间结束事件

7.编写隔间结束事件
(1.表现开门
(2.关闭隔间的空气墙
(3.重设相机移动范围

8.搭建基督前置关卡

*.至此,第一关、第二关前置关卡的逻辑基本开发完毕

*.明天能做完所有前置关,顺便应该能搭完村场景,后天可以开始搭建新系统,目前还差留言、死亡标记等系统等待编写

下班
This commit is contained in:
Roman 2021-12-19 23:57:44 +08:00
parent cd22966ad7
commit f257b40d10
60 changed files with 12867 additions and 60 deletions

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@ -23,4 +23,4 @@
// | | | | ___ | \| | ___ | |_ | | ___ _ _ ___| |__
// | | | |/ _ \| . ` |/ _ \| __|| |/ _ \| | | |/ __| '_ \
// | |__| | (_) | |\ | (_) | |_ | | (_) | |_| | (__| | | |
// |_____/ \___/|_| \_|\___/ \__||_|\___/ \__,_|\___|_| |_|
// |_____/ \___/|_| \_|\___/ \__||_|\___/ \__,_|\___|_| |_|

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@ -1,9 +1,10 @@
{
"name": "Fungus",
"rootNamespace": "",
"references": [
"GUID:6055be8ebefd69e48b49212b09b47b2f"
"GUID:6055be8ebefd69e48b49212b09b47b2f",
"GUID:75469ad4d38634e559750d17036d5f7c"
],
"optionalUnityReferences": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
@ -11,5 +12,6 @@
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"versionDefines": []
"versionDefines": [],
"noEngineReferences": false
}

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@ -3,6 +3,7 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
namespace Fungus
{
@ -18,7 +19,9 @@ namespace Fungus
/// <summary> Click anywhere on Say Dialog to advance. </summary>
ClickOnDialog,
/// <summary> Click on continue button to advance. </summary>
ClickOnButton
ClickOnButton,
/// <summary> 自创方式,用就完了 </summary>
ClickAsMySelf
}
/// <summary>
@ -110,6 +113,14 @@ namespace Fungus
dialogClickedFlag = false;
}
break;
//私改插件,法力无边🥵🥵🥵🥵🥵🥵🥵🥵
case ClickMode.ClickAsMySelf:
if(Input.GetKeyDown(KeyCode.J) || (Gamepad.current != null) && Gamepad.current.aButton.wasPressedThisFrame)
{
SetNextLineFlag();
}
break;
//
}
if (ignoreClickTimer > 0f)

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@ -59,6 +59,7 @@ MonoBehaviour:
deadRotationRangeMax: 500
deadRotationRangeMin: 500
needWalk: 1
isInFoStage: 0
inPath: 1
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MonoBehaviour:

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@ -394,6 +394,7 @@ MonoBehaviour:
sickleCDLeft: 0
inControl: 1
HPLeft: 0
isInteractive: 0
--- !u!50 &482671855
Rigidbody2D:
serializedVersion: 4
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m_LocalPosition: {x: -0.59000015, y: -0.35653394, z: -10}
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@ -2238,7 +2239,7 @@ GameObject:
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@ -288,7 +288,7 @@ GameObject:
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m_LocalScale: {x: 1, y: 1, z: 1}
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@ -1182,6 +1182,7 @@ MonoBehaviour:
deadRotationRangeMax: 500
deadRotationRangeMin: 500
needWalk: 0
isInFoStage: 0
inPath: 1
catchOffset: {x: 0, y: 0, z: 0}
breakFreeCount: 5
@ -2251,6 +2252,66 @@ PrefabInstance:
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@ -0,0 +1,88 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 召唤伊斯兰事件,从伊斯兰隔间演出调用OnCall
/// </summary>
public class CallYiSiLan : Event
{
/// <summary>
/// 召唤的伊斯兰的数量
/// </summary>
[Header("召唤的伊斯兰的数量")]
public int count;
/// <summary>
/// 伊斯兰预制体
/// </summary>
[Header("伊斯兰预制体")]
public GameObject yiSiLan;
/// <summary>
/// 伊斯兰的召唤x范围广度
/// </summary>
[Header("伊斯兰的召唤x范围广度")]
public float callRange;
/// <summary>
/// 召唤伊斯兰的位置
/// </summary>
[Header("召唤伊斯兰的位置")]
private Transform callYiSiLanPosition;
[Header("最短召唤时间间隔")]
public float yiSiLanMinTime;
[Header("最长召唤时间间隔")]
public float yiSiLanMaxTime;
public List<YiSiLan> yiSiLans;
[Header("结束演出")]
public Stage endStage;
private void Init(){
yiSiLans = new List<YiSiLan>();
callYiSiLanPosition = GameObject.Find("伊斯兰召唤点").transform;
}
void Update(){
if(yiSiLans.Count > 0){
for(int i = 0; i < yiSiLans.Count; i ++){
if(yiSiLans[i].state == Enemy.State.dead)
yiSiLans.Remove(yiSiLans[i]);
}
}
}
[ContextMenu("OnCall")]
public override void OnCall(){
Init();
StartCoroutine(CallThem());
}
private IEnumerator CallThem(){
for(int i = 0; i < count; i++){
//实例化预制体
YiSiLan yi = Instantiate(
yiSiLan,
callYiSiLanPosition.position + new Vector3(Random.Range(-callRange,callRange),0,0),
Quaternion.identity
).GetComponent<YiSiLan>();
yiSiLans.Add(yi);
//等待范围内的随机时间
yield return new WaitForSeconds(
Random.Range(yiSiLanMinTime,yiSiLanMaxTime)
);
}
//全部召唤完后,等待玩家打完
yield return new WaitUntil(
() => {
return ((yiSiLans.Count == 0) ? true : false);
}
);
//打完后等待一段反应时间
yield return new WaitForSeconds(2f);
//触发结束演出
endStage.OnCall();
}
}

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@ -25,7 +25,7 @@ public class DropANormalEnemy : Event
);
temp.needWalk = false;
temp.GetComponent<Rigidbody2D>().gravityScale = 2f;
Invoke("MakeItFollowTheGround",0.5f);
Invoke("MakeItFollowTheGround",1f);
}
private void MakeItFollowTheGround(){
@ -33,5 +33,6 @@ public class DropANormalEnemy : Event
temp.transform.SetParent(
GameObject.Find("浮空平台").transform.Find("浮空平台5")
);
temp.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezePosition;
}
}

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@ -57,7 +57,7 @@ public class AiYuPin : NormalEnemy
/// 记录当前自己是否抓着玩家
/// </summary>
private bool isCatching = false;
private Animator animator;
private Animator aiYuPinAnimator;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
@ -85,7 +85,7 @@ public class AiYuPin : NormalEnemy
protected override void Init()
{
//找到必要的游戏物体和组件
animator = GetComponent<Animator>();
aiYuPinAnimator = GetComponent<Animator>();
//初始化基础属性
base.Init();
//初始化爱欲品属性
@ -181,8 +181,8 @@ public class AiYuPin : NormalEnemy
//标记自身正抓着玩家
isCatching = true;
//执行抓住动画
animator.SetBool("isBeHit",false);
animator.SetBool("isATK",true);
aiYuPinAnimator.SetBool("isBeHit",false);
aiYuPinAnimator.SetBool("isATK",true);
}
//如果玩家正被抓着则执行父类——普通小怪的Touch即击飞玩家
else{
@ -206,14 +206,14 @@ public class AiYuPin : NormalEnemy
target = FindObjectOfType<MyPlayer>().transform;//将目标指向玩家
OnFindThePlayer(target);//触发发现玩家事件
//执行受击动画
animator.SetBool("isBeHit",true);
aiYuPinAnimator.SetBool("isBeHit",true);
}
//原先会触发自动返回记录起点,但是不能,所以重写空的重新着地事件
public override void OnRetouchedTheGround(){
canBeHit = true;
//解除受击动画
animator.SetBool("isBeHit",false);
aiYuPinAnimator.SetBool("isBeHit",false);
}
/// <summary>
@ -236,8 +236,8 @@ public class AiYuPin : NormalEnemy
protected override void OnDead(){
//停止攻击动画,执行受击动画
animator.SetBool("isATK",false);
animator.SetBool("isBeHit",true);
aiYuPinAnimator.SetBool("isATK",false);
aiYuPinAnimator.SetBool("isBeHit",true);
base.OnDead();
if(
hasOwner &&

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@ -27,6 +27,10 @@ public class NormalEnemy : Enemy
/// </summary>
[FoldoutGroup("其他",false,0)][Header("这个小怪需要移动吗?")]
public bool needWalk;
/// <summary>
/// 记录自己是不是在佛教前置关卡的演出中
/// </summary>
public bool isInFoStage = false;
// _____ _ _
// | __ \ (_) | |
@ -60,13 +64,37 @@ public class NormalEnemy : Enemy
// | |___| (_| | | | |_) | (_| | (__| <
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
void Start(){Init();}
void Update(){
if(isInFoStage && state != State.dead){
Seek();
}
}
// _ _ _
// | \ | | | |
// | \| | ___ _ __ _ __ ___ __ _| |
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
private void Seek(){
Transform target = FindObjectOfType<MyPlayer>().transform;
Vector3 moveDir = (target.transform.position - transform.position).normalized;
// //给刚体添加位移
// m_rigidbody.position += (Vector2)moveDir * speed * Time.deltaTime * Vector2.right;
//给刚体以速度
if(canBeHit)
m_rigidbody.velocity = new Vector2(
((moveDir.x > 0) ? 1 : -1) * speed,
m_rigidbody.velocity.y
);
//将面部朝向与速度同步
transform.rotation = Quaternion.
Euler
(transform.rotation.x,
((target.position.x - transform.position.x > 0) ? 0:-180),
transform.rotation.z);
}
protected virtual void Init(){
//生命值初始化为满
HPLeft = HP;
@ -162,6 +190,8 @@ public class NormalEnemy : Enemy
protected override void OnDead()
{
//
m_rigidbody.constraints = RigidbodyConstraints2D.None;
//标记当前状态为死亡
state = State.dead;
//加一个扭矩,营造死亡的效果

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@ -12,6 +12,7 @@ public class Stage : Event
public Event endEvent;
protected MyPlayer player;
[ContextMenu("OnCall")]
public override void OnCall(){
//准备工作
Ready();

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@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
/// <summary>
/// 隔间挑战结束触发的事件
/// </summary>
public class RoomEndStage : Stage
{
private CinemachineVirtualCamera m_Camera;
//左右视野跟踪点,摇晃镜头用。属于屎山代码,但是,能满足需求的代码就是好代码🥵🥵
private Transform left;
private Transform right;
protected override IEnumerator Main(){
yield return new WaitForSeconds(2f);
//解放相机可移动范围
m_Camera.GetComponent<CinemachineConfiner>().m_BoundingShape2D =
FindObjectOfType<RoomStartStage>().origin;
//左右移动一下镜头注视两门,表示门被打开
//yield return new WaitForSeconds(1f);
m_Camera.Follow = left;
yield return new WaitForSeconds(1.5f);
m_Camera.Follow = right;
yield return new WaitForSeconds(1.5f);
m_Camera.Follow = player.transform;
yield return new WaitForSeconds(1.5f);
//解除空气墙
left.GetComponent<BoxCollider2D>().enabled = false;
right.GetComponent<BoxCollider2D>().enabled = false;
yield return base.Main();
}
protected override void Init()
{
//找到必要的游戏物体和组件
base.Init();
m_Camera = FindObjectOfType<CinemachineVirtualCamera>();
left = GameObject.Find("左墙").transform;
right = GameObject.Find("右墙").transform;
}
}

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@ -0,0 +1,42 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
public class RoomStartStage : Stage
{
private CinemachineVirtualCamera m_Camera;
//左右视野跟踪点,摇晃镜头用。属于屎山代码,但是,能满足需求的代码就是好代码🥵🥵
private Transform left;
private Transform right;
public PolygonCollider2D origin;
private PolygonCollider2D smaller;
protected override IEnumerator Main(){
//表现关门(现在还没有
//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;
yield return new WaitForSeconds(1.5f);
m_Camera.Follow = right;
yield return new WaitForSeconds(1.5f);
m_Camera.Follow = player.transform;
yield return new WaitForSeconds(1.5f);
//压缩相机可移动范围更窄
m_Camera.GetComponent<CinemachineConfiner>().m_BoundingShape2D = smaller;
//打开墙的碰撞体
left.GetComponent<BoxCollider2D>().enabled = true;
right.GetComponent<BoxCollider2D>().enabled = true;
yield return StartCoroutine(base.Main());
}
protected override void Init()
{
//找到必要的游戏物体和组件
base.Init();
m_Camera = FindObjectOfType<CinemachineVirtualCamera>();
left = GameObject.Find("左墙").transform;
right = GameObject.Find("右墙").transform;
origin = GameObject.Find("摄像机移动范围").GetComponent<PolygonCollider2D>();
smaller = origin.transform.GetChild(0).GetComponent<PolygonCollider2D>();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 伊斯兰前置关开幕演出
/// </summary>
public class YiOpeningStage : Stage
{
private GameObject airWall;
protected override void Init(){
//找到必要的游戏物体和组件
base.Init();
airWall = GameObject.Find("空气墙");
}
protected override IEnumerator Main(){
//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);
//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
yield return new WaitForSeconds(0.8f);
//触发善后与结束事件
yield return new WaitForEndOfFrame();
StartCoroutine(base.Main());
}
protected override void End(){
base.End();
airWall.SetActive(true);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
using Fungus;
using DG.Tweening;
public class FoOpeningStage : Stage
{
private GameObject airWall;
private CinemachineVirtualCamera m_Camera;
private NormalEnemy left;
private NormalEnemy right;
private bool isConversationComplete = false;
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>();
left = GameObject.Find("普通小怪(左").GetComponent<NormalEnemy>();
right = GameObject.Find("普通小怪(右").GetComponent<NormalEnemy>();
}
protected override IEnumerator Main(){
//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);
//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
yield return new WaitForSeconds(0.8f);
//修改相机offset使其对准对话的两个小怪
m_Camera.Follow = left.transform;
//等待一小段时间给玩家反应
yield return new WaitForSeconds(0.8f);
//触发Fungus对话
Flowchart.BroadcastFungusMessage("开幕演出");
//Fungus对话结束后返回标记命令演出Main继续执行
yield return new WaitUntil(
() => {
return isConversationComplete;
}
);
//重新将相机绑回玩家
m_Camera.Follow = player.transform;
//修改左边小怪的isInFoStage
left.isInFoStage = true;
//开启右边小怪的Path动画表现其慌忙逃跑
right.transform.localScale = new Vector3(1,1,1);
right.GetComponent<DOTweenPath>().DOPlay();
//Invoke一个延时等右边小怪逃出视野后删除它
Invoke("KillRight",2f);
//等待一小会儿再开启善后和结束事件避免最后一下确认触发跳跃的Bug
yield return new WaitForEndOfFrame();
StartCoroutine(base.Main());
}
protected override void End(){
base.End();
//恢复空气墙
airWall.SetActive(true);
}
private void ConversationComplete(){isConversationComplete = true;}
private void KillRight(){Destroy(right.gameObject);}
}

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@ -79,7 +79,7 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
private Rigidbody2D m_rigidbody;//自身刚体组件
[SerializeField][ReadOnly][FoldoutGroup("状态")]
private 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")]
private bool isLanding;//记录自己当前是否着地
private DOTweenAnimation wavingAnimation;//锤子挥动动画组件

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