religion/ProjectSettings/Physics2DSettings.asset
Roman 07d619494b 任务:搭建基本的系统
1.优化一些手感和战斗效果
(1.走动时轻微震动手柄(通过动画Event实现,以匹配脚步)
(2.被打的时候剧烈震动手柄,中幅度震动屏幕
(3.锤子击中的时候中幅度震动手柄
(*.完善震动管理员逻辑以解决震动的覆盖问题
(4.发射镰刀的时候轻微震动手柄,轻微震动屏幕
(5.为发射镰刀添加动画
(6.为锤子的空挥添加轻微震动

2.创建木马BossStageTest场景
(1.创建一些必要的元素
(2.创建木马逻辑组件

3.编写木马逻辑
(1.继承自Enemy
(2.参考地藏逻辑,做出三种攻击的协程
(3.让木马动起来,始终向右
(4.让相机上下轻微震动起来
(5.让手柄一直震动,模拟大型物体的感觉
(6.将空气墙绑在马身上
(7.编写召唤小怪的攻击方式
(*:当触发召唤小怪的攻击,在视野右边,每隔若干随机时间生成一个伊斯兰,生成到指定数量后,发送攻击结束信号。

4.编写地面逻辑
(1.让地面能够无限向右平铺
(*:在地面的末端安排一个触发器,当木马完全离开触发器,使地面移动至地面宽度两倍的右边
(2.将光源绑在地面,这样不会出现远了会失去光照的问题

*:目前伊斯兰小怪在BossStage有一些Bug,明天再修吧
2021-12-12 02:08:39 +08:00

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Physics2DSettings:
m_ObjectHideFlags: 0
serializedVersion: 5
m_Gravity: {x: 0, y: -9.81}
m_DefaultMaterial: {fileID: 0}
m_VelocityIterations: 8
m_PositionIterations: 3
m_VelocityThreshold: 1
m_MaxLinearCorrection: 0.2
m_MaxAngularCorrection: 8
m_MaxTranslationSpeed: 100
m_MaxRotationSpeed: 360
m_BaumgarteScale: 0.2
m_BaumgarteTimeOfImpactScale: 0.75
m_TimeToSleep: 0.5
m_LinearSleepTolerance: 0.01
m_AngularSleepTolerance: 2
m_DefaultContactOffset: 0.01
m_JobOptions:
serializedVersion: 2
useMultithreading: 0
useConsistencySorting: 0
m_InterpolationPosesPerJob: 100
m_NewContactsPerJob: 30
m_CollideContactsPerJob: 100
m_ClearFlagsPerJob: 200
m_ClearBodyForcesPerJob: 200
m_SyncDiscreteFixturesPerJob: 50
m_SyncContinuousFixturesPerJob: 50
m_FindNearestContactsPerJob: 100
m_UpdateTriggerContactsPerJob: 100
m_IslandSolverCostThreshold: 100
m_IslandSolverBodyCostScale: 1
m_IslandSolverContactCostScale: 10
m_IslandSolverJointCostScale: 10
m_IslandSolverBodiesPerJob: 50
m_IslandSolverContactsPerJob: 50
m_SimulationMode: 0
m_QueriesHitTriggers: 1
m_QueriesStartInColliders: 1
m_CallbacksOnDisable: 1
m_ReuseCollisionCallbacks: 1
m_AutoSyncTransforms: 0
m_AlwaysShowColliders: 0
m_ShowColliderSleep: 1
m_ShowColliderContacts: 0
m_ShowColliderAABB: 0
m_ContactArrowScale: 0.2
m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
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