任务:替换美术素材、填充剧情
1.替换和实装美术素材 (1.制作基督小怪闪电动画 (2.替换镰刀CD贴图 (3.重做贵族动画 (4.添加交互按键提示,包含catching物体时浮现Y键,以及被缠抱时浮现摇杆转动动画 (5.实装特洛伊木马的召唤炸弹攻击的动画 (6.实装玩家鬼魂动画 2.填充剧情 *.新的演出继承自进入式触发器,OnCall内编写演出内容 *.村的开幕演出中额外补上:根据当前玩家进度开关事件碰撞体的功能 制作演出: (1.贵族之怒演出编写完毕 (2.农民之叹演出编写完毕 (3.爱欲之附演出编写完毕 (4.安拉之拉演出编写完毕 (5.以撒之童演出编写完毕 (6.那位大人演出编写完毕 *.修改村开幕演出逻辑,使开幕演出时根据进度显示和隐藏剧情的触发器 (7.修改地藏开场演出,让其开场先执行一次敲钟攻击,很帅 (8.修改伊斯兰前置关演出,加上神之对话 (9.修改以撒开幕演出,增加一小段展示段 *优化和修复 1.修复以撒大闪电多次判定的问题 2.修复只有佛教前置关有死亡记录显示的bug *.修复运行测试发现问题: 1.佛教前置关开幕演出走出太多 2.佛教前置关开幕演出角色名字没有替换 3.佛教前置关遮挡关系异常 4.伊斯兰前置关开幕演出走出太多 5.伊斯兰前置关忘记安排小怪 6.伊斯兰前置关隔间演出触发器不够高 7.基督前置关对话UI人物太大 8.读取留言板UI存在问题,需要在每个场景分别解决 9.伊斯兰前置关转移块颜色未改透明 10.增加以撒生命值 11.最终对话错别字 *.至此,游戏除了音乐音效部分基本完成,还差一些美术素材 *.进入最后阶段,调试和看修改结果时,务必调用当前场景的OnCall,否则可能触发深不可测的Bug *建议 1.给基督小怪的闪电添加shader 2.目前炸弹爆炸没有效果 下班
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1678717123}
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m_Father: {fileID: 169839059}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!212 &1678717125
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SpriteRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1678717123}
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m_DynamicOccludee: 1
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m_MotionVectors: 1
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|
m_LightProbeUsage: 1
|
||||||
|
m_ReflectionProbeUsage: 1
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|
m_RayTracingMode: 0
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m_RayTraceProcedural: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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m_StaticBatchRoot: {fileID: 0}
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m_ProbeAnchor: {fileID: 0}
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_ReceiveGI: 1
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_StitchLightmapSeams: 1
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m_SelectedEditorRenderState: 0
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
|
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m_SortingLayerID: 1083748285
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m_SortingLayer: 6
|
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|
m_SortingOrder: 100
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m_Sprite: {fileID: 21300000, guid: 409e4d6576fa5b646a65a574d9e8afb4, type: 3}
|
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|
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
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|
m_FlipX: 0
|
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|
m_FlipY: 0
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|
m_DrawMode: 0
|
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m_Size: {x: 0.48, y: 0.48}
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|
m_AdaptiveModeThreshold: 0.5
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|
m_SpriteTileMode: 0
|
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|
m_WasSpriteAssigned: 1
|
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|
m_MaskInteraction: 0
|
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|
m_SpriteSortPoint: 0
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--- !u!1 &1802393384
|
--- !u!1 &1802393384
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
@ -102,7 +102,7 @@ public class YiSaGoust : MonoBehaviour
|
|||||||
|
|
||||||
private class Lightning : MonoBehaviour
|
private class Lightning : MonoBehaviour
|
||||||
{
|
{
|
||||||
void OnTriggerStay2D(Collider2D other){
|
void OnTriggerEnter2D(Collider2D other){
|
||||||
//如果创到玩家
|
//如果创到玩家
|
||||||
if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player)){
|
if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player)){
|
||||||
//告诉玩家,你被攻击了
|
//告诉玩家,你被攻击了
|
||||||
|
@ -172,7 +172,7 @@ public class DiZang : Enemy
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// 敲钟的时候Call这个
|
/// 敲钟的时候Call这个
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private IEnumerator RingTheBell(){
|
public IEnumerator RingTheBell(){
|
||||||
Debug.Log("正在使用:敲钟");
|
Debug.Log("正在使用:敲钟");
|
||||||
inBell = true;
|
inBell = true;
|
||||||
StartCoroutine(vibrationManager.ShakePad(0.5f,0.2f,6f,VibrationManager.PadShakeitem.撞钟攻击));
|
StartCoroutine(vibrationManager.ShakePad(0.5f,0.2f,6f,VibrationManager.PadShakeitem.撞钟攻击));
|
||||||
@ -200,7 +200,7 @@ public class DiZang : Enemy
|
|||||||
public override void OnFindThePlayer(Transform target){
|
public override void OnFindThePlayer(Transform target){
|
||||||
if(state == State.wander){
|
if(state == State.wander){
|
||||||
state = State.atk;
|
state = State.atk;
|
||||||
StartCoroutine(ATK());
|
//StartCoroutine(ATK());
|
||||||
//开始显示血条UI
|
//开始显示血条UI
|
||||||
FindObjectOfType<BossHPBar>().OnShowUI();
|
FindObjectOfType<BossHPBar>().OnShowUI();
|
||||||
}
|
}
|
||||||
|
@ -228,6 +228,8 @@ public class TrojanHorse : Enemy, Boomer.I_CanBeBoomedObj
|
|||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
private IEnumerator CallBoomer(){
|
private IEnumerator CallBoomer(){
|
||||||
Debug.Log("正在使用:召唤炸弹");
|
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)
|
//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++){
|
||||||
//实例化预制体
|
//实例化预制体
|
||||||
@ -253,6 +255,8 @@ 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);
|
||||||
}
|
}
|
||||||
|
//停止动画
|
||||||
|
GetComponent<Animator>().SetBool("isCallBoomer",false);
|
||||||
ATKEnd();
|
ATKEnd();
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
28
Assets/Scripts/UI/OperateTips.cs
Normal file
@ -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);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/UI/OperateTips.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 38dd7425d6a18ff45a2bd8811492f7b6
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -31,7 +31,6 @@ public class PlayerHpBar : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
void RefrashUI(int left){
|
void RefrashUI(int left){
|
||||||
Debug.Log("触发");
|
|
||||||
foreach(Image t in hearts){
|
foreach(Image t in hearts){
|
||||||
if(left > 0) t.sprite = full;
|
if(left > 0) t.sprite = full;
|
||||||
else t.sprite = empty;
|
else t.sprite = empty;
|
||||||
|
@ -56,6 +56,8 @@ public class NormalEnemy : Enemy
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
protected Tween tweenNow;
|
protected Tween tweenNow;
|
||||||
private Animator animator;
|
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 Start(){Init();}
|
||||||
void Update(){
|
void Update(){
|
||||||
if(isInFoStage && state != State.dead){
|
if(isInFoStage && state != State.dead && !isThisSpecial){
|
||||||
Seek();
|
Seek();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -119,11 +121,16 @@ public class NormalEnemy : Enemy
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="dir">被击方向</param>
|
/// <param name="dir">被击方向</param>
|
||||||
public void BeHitToFly(int dir){
|
public void BeHitToFly(int dir){
|
||||||
|
try{
|
||||||
m_rigidbody.velocity += new Vector2( //给予自身一个
|
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
|
-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
|
hitToflyParameter.y//Y方向为力度系数
|
||||||
//的绝对的速度
|
//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();}
|
if(CheckDead()) {deadDir = hitDir;OnDead();}
|
||||||
//被打飞了在着地前都不会挨打了
|
//被打飞了在着地前都不会挨打了
|
||||||
canBeHit = false;
|
canBeHit = false;
|
||||||
//播放受击动画
|
//播放受击动画 // 解决Bug用,不要删除后一个条件
|
||||||
if(animator != null)animator.SetBool("isBeHit",true);
|
if(animator != null && HPLeft < 10)animator.SetBool("isBeHit",true);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnRetouchedTheGround(){
|
public override void OnRetouchedTheGround(){
|
||||||
|
@ -41,13 +41,17 @@ public class YiSiLan : Enemy, Boomer.I_CanBeBoomedObj
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// seek函数中的追踪目标
|
/// seek函数中的追踪目标
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private Transform target;
|
public Transform target;
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 记录此时玩家是否在爆炸范围内
|
/// 记录此时玩家是否在爆炸范围内
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[Header("记录此时玩家是否在爆炸范围内")][SerializeField][FoldoutGroup("伊斯兰")][ReadOnly]
|
[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 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 +72,12 @@ public class YiSiLan : Enemy, Boomer.I_CanBeBoomedObj
|
|||||||
|
|
||||||
private void Init(){
|
private void Init(){
|
||||||
//初始化状态为Seek
|
//初始化状态为Seek
|
||||||
state = State.seek;
|
if(!isThisSpecial)state = State.seek;
|
||||||
//找到必要的组件
|
//找到必要的组件
|
||||||
m_rigidbody = GetComponent<Rigidbody2D>();
|
m_rigidbody = GetComponent<Rigidbody2D>();
|
||||||
target = FindObjectOfType<MyPlayer>().transform;
|
target = FindObjectOfType<MyPlayer>().transform;
|
||||||
animator = GetComponent<Animator>();
|
animator = GetComponent<Animator>();
|
||||||
|
if(!isThisSpecial) animator.SetBool("isMove",true);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -50,7 +50,7 @@ public class Enemy : MonoBehaviour
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// 当前状态
|
/// 当前状态
|
||||||
/// </summary>
|
/// </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;
|
public State state;
|
||||||
|
|
||||||
// _____ _ _
|
// _____ _ _
|
||||||
|
22
Assets/Scripts/抽象/HPRecorder.cs
Normal file
@ -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;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/抽象/HPRecorder.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ba280756e373eb84982d84fa906c287a
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -1,6 +1,7 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Cinemachine;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 控制以撒开幕演出
|
/// 控制以撒开幕演出
|
||||||
@ -9,12 +10,17 @@ public class YiSaOpeningStage : Stage
|
|||||||
{
|
{
|
||||||
private GameObject airWall;
|
private GameObject airWall;
|
||||||
private YiSa yiSa;
|
private YiSa yiSa;
|
||||||
|
private CinemachineVirtualCamera m_Camera;
|
||||||
|
public GameObject goust;
|
||||||
|
private PlayerInfo sql;
|
||||||
|
|
||||||
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");
|
||||||
yiSa = FindObjectOfType<YiSa>();
|
yiSa = FindObjectOfType<YiSa>();
|
||||||
|
m_Camera = FindObjectOfType<CinemachineVirtualCamera>();
|
||||||
|
sql = FindObjectOfType<PlayerInfo>();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override IEnumerator Main(){
|
protected override IEnumerator Main(){
|
||||||
@ -22,8 +28,23 @@ public class YiSaOpeningStage : Stage
|
|||||||
player.transform.position = new Vector3(0.430000007f,-2.91000009f,0f);
|
player.transform.position = new Vector3(0.430000007f,-2.91000009f,0f);
|
||||||
//更新玩家进度
|
//更新玩家进度
|
||||||
MyPlayer.progress = MyPlayer.Progress.通Ji;
|
MyPlayer.progress = MyPlayer.Progress.通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
|
//关闭空气墙
|
||||||
airWall.SetActive(false);
|
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>();
|
||||||
|
yield return new WaitForEndOfFrame();
|
||||||
|
t.RushATK(new Vector2(0,1));
|
||||||
|
yield return new WaitForSeconds(2f);
|
||||||
|
//重新锁回玩家
|
||||||
|
m_Camera.Follow = player.transform;
|
||||||
//开启以撒的攻击
|
//开启以撒的攻击
|
||||||
yiSa.state = Enemy.State.atk;
|
yiSa.state = Enemy.State.atk;
|
||||||
//开始显示血条UI
|
//开始显示血条UI
|
||||||
|
28
Assets/Scripts/演出/伊斯兰前置关/GodTalk.cs
Normal file
@ -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;}
|
||||||
|
}
|
11
Assets/Scripts/演出/伊斯兰前置关/GodTalk.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c09c607d5aad62d47aeda1bf992523ea
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -17,6 +17,7 @@ public class RoomEndStage : Stage
|
|||||||
|
|
||||||
|
|
||||||
protected override IEnumerator Main(){
|
protected override IEnumerator Main(){
|
||||||
|
player.inputDir = 0;
|
||||||
yield return new WaitForSeconds(2f);
|
yield return new WaitForSeconds(2f);
|
||||||
//解放相机可移动范围
|
//解放相机可移动范围
|
||||||
m_Camera.GetComponent<CinemachineConfiner>().m_BoundingShape2D =
|
m_Camera.GetComponent<CinemachineConfiner>().m_BoundingShape2D =
|
||||||
|
@ -14,8 +14,8 @@ public class RoomStartStage : Stage
|
|||||||
public PolygonCollider2D origin;
|
public PolygonCollider2D origin;
|
||||||
private PolygonCollider2D smaller;
|
private PolygonCollider2D smaller;
|
||||||
protected override IEnumerator Main(){
|
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
|
//左右移动一下镜头注视两门,表示门被关闭
|
||||||
yield return new WaitForSeconds(1f);
|
yield return new WaitForSeconds(1f);
|
||||||
m_Camera.Follow = left;
|
m_Camera.Follow = left;
|
||||||
|
@ -8,11 +8,13 @@ using UnityEngine;
|
|||||||
public class YiOpeningStage : Stage
|
public class YiOpeningStage : Stage
|
||||||
{
|
{
|
||||||
private GameObject airWall;
|
private GameObject airWall;
|
||||||
|
private PlayerInfo sql;
|
||||||
|
|
||||||
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>();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override IEnumerator Main(){
|
protected override IEnumerator Main(){
|
||||||
@ -20,12 +22,16 @@ public class YiOpeningStage : Stage
|
|||||||
player.transform.position = new Vector3(-21.9099998f,-3.67000008f,0f);
|
player.transform.position = new Vector3(-21.9099998f,-3.67000008f,0f);
|
||||||
//更新玩家进度
|
//更新玩家进度
|
||||||
MyPlayer.progress = MyPlayer.Progress.过佛;
|
MyPlayer.progress = MyPlayer.Progress.过佛;
|
||||||
|
//拉取留言板
|
||||||
|
sql.GetComponent<GetDateBaseBoard>().Get();
|
||||||
|
//拉取死亡列表
|
||||||
|
sql.GetComponent<GetDateBaseDead>().Get();
|
||||||
//关闭空气墙
|
//关闭空气墙
|
||||||
airWall.SetActive(false);
|
airWall.SetActive(false);
|
||||||
//修改玩家inputDir使玩家从屏幕外冲进到屏幕内部
|
//修改玩家inputDir使玩家从屏幕外冲进到屏幕内部
|
||||||
player.inputDir = 1;
|
player.inputDir = 1;
|
||||||
//等待一段时间
|
//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
|
//此时玩家应该走到某个合适的位置,停止玩家的inputDir
|
||||||
player.inputDir = 0;
|
player.inputDir = 0;
|
||||||
//等待一小段时间给玩家反应
|
//等待一小段时间给玩家反应
|
||||||
|
@ -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
|
//修改玩家inputDir使玩家从屏幕外冲进到屏幕内部
|
||||||
player.inputDir = 1;
|
player.inputDir = 1;
|
||||||
//等待一段时间
|
//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
|
//此时玩家应该走到某个合适的位置,停止玩家的inputDir
|
||||||
player.inputDir = 0;
|
player.inputDir = 0;
|
||||||
//等待一小段时间给玩家反应
|
//等待一小段时间给玩家反应
|
||||||
|
@ -12,11 +12,17 @@ using DG.Tweening;
|
|||||||
public class DiZangOpeningStage : Stage
|
public class DiZangOpeningStage : Stage
|
||||||
{
|
{
|
||||||
private GameObject airWall;
|
private GameObject airWall;
|
||||||
|
private DiZang diZang;
|
||||||
|
private CinemachineVirtualCamera m_Camera;
|
||||||
|
private PlayerInfo sql;
|
||||||
|
|
||||||
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");
|
||||||
|
m_Camera = FindObjectOfType<CinemachineVirtualCamera>();
|
||||||
|
diZang = FindObjectOfType<DiZang>();
|
||||||
|
sql = FindObjectOfType<PlayerInfo>();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override IEnumerator Main(){
|
protected override IEnumerator Main(){
|
||||||
@ -24,6 +30,10 @@ public class DiZangOpeningStage : Stage
|
|||||||
MyPlayer.progress = MyPlayer.Progress.通Fo;
|
MyPlayer.progress = MyPlayer.Progress.通Fo;
|
||||||
//初始化玩家位置
|
//初始化玩家位置
|
||||||
player.transform.position = new Vector3(-7.13999987f,-3.75999999f,0f);
|
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
|
//关闭空气墙
|
||||||
airWall.SetActive(false);
|
airWall.SetActive(false);
|
||||||
//修改玩家inputDir使玩家从屏幕外冲进到屏幕内部
|
//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;
|
player.inputDir = 0;
|
||||||
//等待一小段时间给玩家反应
|
//等待一小段时间给玩家反应
|
||||||
yield return new WaitForSeconds(0.8f);
|
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
|
//触发善后与结束事件
|
||||||
yield return new WaitForEndOfFrame();
|
yield return new WaitForEndOfFrame();
|
||||||
StartCoroutine(base.Main());
|
StartCoroutine(base.Main());
|
||||||
|
@ -5,14 +5,20 @@ using UnityEngine;
|
|||||||
public class JiOpeningStage : Stage
|
public class JiOpeningStage : Stage
|
||||||
{
|
{
|
||||||
private GameObject airWall;
|
private GameObject airWall;
|
||||||
|
private PlayerInfo sql;
|
||||||
|
|
||||||
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>();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override IEnumerator Main(){
|
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
|
//初始化玩家位置
|
||||||
player.transform.position = new Vector3(-7.5999999f,-9.39999962f,0f);
|
player.transform.position = new Vector3(-7.5999999f,-9.39999962f,0f);
|
||||||
//更新玩家进度
|
//更新玩家进度
|
||||||
|
58
Assets/Scripts/演出/村/AnLaNoLa.cs
Normal 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;}
|
||||||
|
}
|
11
Assets/Scripts/演出/村/AnLaNoLa.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 992190c3942f8ce4391e3ee3a98936cb
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -7,6 +7,14 @@ using UnityEngine;
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public class CunOpeningStage : Stage
|
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 GameObject airWall;
|
||||||
private PlayerInfo sql;
|
private PlayerInfo sql;
|
||||||
private GetDateBaseBoard getDateBaseBoard;
|
private GetDateBaseBoard getDateBaseBoard;
|
||||||
@ -25,6 +33,27 @@ 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;
|
||||||
|
//根据进度信息开关事件触发器
|
||||||
|
if(sql.rate == (int)MyPlayer.Progress.刚开){
|
||||||
|
foreach(GameObject temp in stages0){
|
||||||
|
temp.SetActive(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(sql.rate == (int)MyPlayer.Progress.过佛){
|
||||||
|
foreach(GameObject temp in stages1){
|
||||||
|
temp.SetActive(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(sql.rate == (int)MyPlayer.Progress.过伊){
|
||||||
|
foreach(GameObject temp in stages2){
|
||||||
|
temp.SetActive(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(sql.rate == (int)MyPlayer.Progress.过基){
|
||||||
|
foreach(GameObject temp in stages3){
|
||||||
|
temp.SetActive(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
//拉取场景板子信息
|
//拉取场景板子信息
|
||||||
getDateBaseBoard.Get();
|
getDateBaseBoard.Get();
|
||||||
//初始化玩家位置
|
//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
|
//修改玩家inputDir使玩家从屏幕外冲进到屏幕内部
|
||||||
player.inputDir = 1;
|
player.inputDir = 1;
|
||||||
//等待一段时间
|
//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
|
//此时玩家应该走到某个合适的位置,停止玩家的inputDir
|
||||||
player.inputDir = 0;
|
player.inputDir = 0;
|
||||||
//等待一小段时间给玩家反应
|
//等待一小段时间给玩家反应
|
||||||
|
31
Assets/Scripts/演出/村/ErosPossession.cs
Normal file
@ -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;}
|
||||||
|
}
|
11
Assets/Scripts/演出/村/ErosPossession.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3b4675bb383377746becbff2a9d79ddf
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
69
Assets/Scripts/演出/村/NobleFury.cs
Normal file
@ -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.反弹炸弹,-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;}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/演出/村/NobleFury.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a3243c17bef282a43a95d54796e2adfb
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
49
Assets/Scripts/演出/村/PeasantSigh.cs
Normal file
@ -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;}
|
||||||
|
}
|
11
Assets/Scripts/演出/村/PeasantSigh.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
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|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
userData:
|
||||||
|
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|
||||||
|
assetBundleVariant:
|
31
Assets/Scripts/演出/村/TheGreat.cs
Normal file
@ -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;}
|
||||||
|
}
|
11
Assets/Scripts/演出/村/TheGreat.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f0879ab98de86c64a9f555d132fb07d4
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
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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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|
||||||
|
assetBundleVariant:
|
30
Assets/Scripts/演出/村/YiSaNoBoy.cs
Normal file
@ -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;}
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/演出/村/YiSaNoBoy.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fd3f324d507348b439fbfad2cf8d051c
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -12,6 +12,7 @@ public class TrojanopeningStage : Stage
|
|||||||
private CinemachineVirtualCamera m_Camera;
|
private CinemachineVirtualCamera m_Camera;
|
||||||
private GameObject airWall;
|
private GameObject airWall;
|
||||||
private TrojanHorse horse;
|
private TrojanHorse horse;
|
||||||
|
private PlayerInfo sql;
|
||||||
|
|
||||||
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
|
||||||
@ -19,6 +20,7 @@ public class TrojanopeningStage : Stage
|
|||||||
airWall = GameObject.Find("空气墙");
|
airWall = GameObject.Find("空气墙");
|
||||||
m_Camera = FindObjectOfType<CinemachineVirtualCamera>();
|
m_Camera = FindObjectOfType<CinemachineVirtualCamera>();
|
||||||
horse = FindObjectOfType<TrojanHorse>();
|
horse = FindObjectOfType<TrojanHorse>();
|
||||||
|
sql = FindObjectOfType<PlayerInfo>();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override IEnumerator Main(){
|
protected override IEnumerator Main(){
|
||||||
@ -26,6 +28,10 @@ public class TrojanopeningStage : Stage
|
|||||||
player.transform.position = new Vector3(-9.04f,-3.48000002f,0f);
|
player.transform.position = new Vector3(-9.04f,-3.48000002f,0f);
|
||||||
//更新玩家进度
|
//更新玩家进度
|
||||||
MyPlayer.progress = MyPlayer.Progress.通Yi;
|
MyPlayer.progress = MyPlayer.Progress.通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
|
//关闭空气墙
|
||||||
airWall.SetActive(false);
|
airWall.SetActive(false);
|
||||||
//修改玩家inputDir使玩家从屏幕外冲进到屏幕内部
|
//修改玩家inputDir使玩家从屏幕外冲进到屏幕内部
|
||||||
|
8
Assets/Sprites/UI/交互提示.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
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|
||||||
|
guid: e3fc6b073df200847b9939d4a2d72590
|
||||||
|
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|
||||||
|
DefaultImporter:
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
BIN
Assets/Sprites/UI/交互提示/Y.png
Normal file
After Width: | Height: | Size: 288 B |
96
Assets/Sprites/UI/交互提示/Y.png.meta
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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|
||||||
|
mipmaps:
|
||||||
|
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|
||||||
|
enableMipMap: 0
|
||||||
|
sRGBTexture: 1
|
||||||
|
linearTexture: 0
|
||||||
|
fadeOut: 0
|
||||||
|
borderMipMap: 0
|
||||||
|
mipMapsPreserveCoverage: 0
|
||||||
|
alphaTestReferenceValue: 0.5
|
||||||
|
mipMapFadeDistanceStart: 1
|
||||||
|
mipMapFadeDistanceEnd: 3
|
||||||
|
bumpmap:
|
||||||
|
convertToNormalMap: 0
|
||||||
|
externalNormalMap: 0
|
||||||
|
heightScale: 0.25
|
||||||
|
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|
||||||
|
isReadable: 0
|
||||||
|
streamingMipmaps: 0
|
||||||
|
streamingMipmapsPriority: 0
|
||||||
|
vTOnly: 0
|
||||||
|
grayScaleToAlpha: 0
|
||||||
|
generateCubemap: 6
|
||||||
|
cubemapConvolution: 0
|
||||||
|
seamlessCubemap: 0
|
||||||
|
textureFormat: 1
|
||||||
|
maxTextureSize: 2048
|
||||||
|
textureSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
filterMode: 1
|
||||||
|
aniso: 1
|
||||||
|
mipBias: 0
|
||||||
|
wrapU: 1
|
||||||
|
wrapV: 1
|
||||||
|
wrapW: 1
|
||||||
|
nPOTScale: 0
|
||||||
|
lightmap: 0
|
||||||
|
compressionQuality: 50
|
||||||
|
spriteMode: 1
|
||||||
|
spriteExtrude: 1
|
||||||
|
spriteMeshType: 1
|
||||||
|
alignment: 0
|
||||||
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
|
spritePixelsToUnits: 100
|
||||||
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
|
alphaUsage: 1
|
||||||
|
alphaIsTransparency: 1
|
||||||
|
spriteTessellationDetail: -1
|
||||||
|
textureType: 8
|
||||||
|
textureShape: 1
|
||||||
|
singleChannelComponent: 0
|
||||||
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