Roman 19a870409a 任务:流程化游戏
1.实装数据库系统
(1.制作简易opening场景
(2.放置输入框
(3.放置确认按钮
(4.当输入框开启时,若检测到按下某键,触发检查
(5.若检查结果为有该用户,拉取用户信息
(6.若没有,创建一个用户再拉取用户信息
(7.完成善后工作,转移到场景“cun”

*.制作和替换美术素材,增加部分动画

*优化和修复
1.修复佛教前置关掉怪陷阱下落太慢的问题

建议:
1.给普通关卡和村也加上类似Boos的全局shader,目前从关卡间过度的时候能够看出明显的区别
2.建议给地藏敲钟攻击的灰尘加上渐隐,目前是瞬间消失的,十分违和
3.建议给普通的炸弹也加上拖尾,很酷
4.以撒发怒时变红太快了,消散得也太快了
5.以撒鬼魂的粒子也建议加上淡入和淡出

*.

下班
2021-12-23 18:22:59 +08:00

283 lines
8.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using Sirenix.OdinInspector;
using UnityEngine.Rendering;
/// <summary>
/// 以撒类,控制以撒Boss
/// </summary>
public class YiSa : Enemy
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
/// <summary>
/// 攻击用鬼魂的预制体
/// </summary>
[Header("攻击用鬼魂的预制体")][FoldoutGroup("预制体")]
public GameObject goust;
/// <summary>
/// 鬼魂攻击玩家时,生成位置离玩家的距离
/// </summary>
[Header("鬼魂攻击玩家时,生成位置离玩家的距离")][FoldoutGroup("以撒")]
public float atkOffsetDistance;
/// <summary>
/// 疯狂的鬼魂的攻击间隔时间
/// </summary>
[Header("疯狂的鬼魂的攻击间隔时间")][FoldoutGroup("以撒")]
public float crazyGoustTimeBetweenAttacks;
/// <summary>
/// 正常的鬼魂的攻击间隔时间
/// </summary>
[Header("正常的鬼魂的攻击间隔时间")][FoldoutGroup("以撒")]
public float normalGoustTimeBetweenAttacks;
/// <summary>
/// 鬼魂的粒子材质
/// </summary>
[Header("鬼魂的粒子材质")][FoldoutGroup("材质")]
public Material GoustMaterial;
/// <summary>
/// 屏幕后特效组件
/// </summary>
[Header("屏幕后特效组件")] [FoldoutGroup("材质")]
public Volume volume;
/// <summary>
/// 屏幕后特效默认材质
/// </summary>
[Header("屏幕后特效默认材质")] [FoldoutGroup("材质")]
public VolumeProfile volumeProfileDefault;
/// <summary>
/// 屏幕后特效狂暴材质
/// </summary>
[Header("屏幕后特效狂暴材质")] [FoldoutGroup("材质")]
public VolumeProfile volumeProfileCrazy;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
// | ___/ '__| \ \ / / _` | __/ _ \
// | | | | | |\ V / (_| | || __/
// |_| |_| |_| \_/ \__,_|\__\___|
/// <summary>
/// 攻击之间的间隔时间
/// </summary>
private float timeBetweenAttacks;
/// <summary>
/// 返回类型为协程、参数为空的委托类型
/// </summary>
private delegate IEnumerator Action();
private MyPlayer player;
/// <summary>
/// 目前是否处于狂暴状态
/// </summary>
[Header("目前是否处于狂暴状态")][FoldoutGroup("状态")][ReadOnly]
private bool isCrazy;
/// <summary>
/// 颜色补正,主要在狂暴系统中更改
/// </summary>
private Color colorOffset;
/// <summary>
/// 震动动画
/// </summary>
private Tweener shakeTweener;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
// | | __ _| | | |_) | __ _ ___| | __
// | | / _` | | | _ < / _` |/ __| |/ /
// | |___| (_| | | | |_) | (_| | (__| <
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
void Start(){
Init();
//测试用开启
//InCrazy();
//StartCoroutine(StartAATK());
}
// _ _ _
// | \ | | | |
// | \| | ___ _ __ _ __ ___ __ _| |
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
private void Init(){
//找到必要的物体和组件
player = FindObjectOfType<MyPlayer>();
//初始化攻击间隔时间
timeBetweenAttacks = normalGoustTimeBetweenAttacks;
//初始化颜色补正
colorOffset = Color.white;
}
/// <summary>
/// 执行一次攻击
/// </summary>
public IEnumerator StartAATK(){
//等待攻击间隔
yield return new WaitForSeconds(timeBetweenAttacks);
//决定行动
Action action = DecideAAction();
//开始行动
StartCoroutine(action());
}
/// <summary>
/// 决定行动的函数
/// </summary>
private Action DecideAAction(){
Action action;
///从0、1中随机生成一种
int r = Random.Range(0,2);
if(r == 0)
action = Rush;
else
action = Lighting;
return action;
}
private IEnumerator Rush(){
yield return new WaitForEndOfFrame();
Debug.Log("以撒使用了冲撞");
//当以撒使用冲撞时
//首先构建一个生成位置,以玩家为中心,向随机位置偏移固定距离便是
Vector3 appearPos = (
//玩家位置
player.transform.position +
//加上定长随机方向偏移量
new Vector3(
Random.Range(-1f,1f),Random.Range(-1f,1f),0
).normalized *
atkOffsetDistance
);
//在该位置生成一个鬼魂
YiSaGoust t = Instantiate(
goust,
appearPos,
Quaternion.identity
).GetComponent<YiSaGoust>();
//给鬼魂以颜色补正
t.GetComponent<SpriteRenderer>().DOColor(colorOffset,2f);
//让鬼魂淡出
//Tweener tweener = t.GetComponent<SpriteRenderer>().DOFade(1,0.5f);
//记录一下本次攻击的冲撞方向
Vector2 rushDir = player.transform.position - t.transform.position;
//告知该鬼魂执行冲撞攻击
yield return new WaitForSeconds(1f);
t.RushATK(rushDir);
//ATKEnd();
}
private IEnumerator Lighting(){
yield return new WaitForEndOfFrame();
Debug.Log("以撒使用了落雷");
//在玩家头顶某位置召唤鬼魂
YiSaGoust t = Instantiate(
goust,player.transform.position +
new Vector3(0,2f,0),Quaternion.identity
).GetComponent<YiSaGoust>();
//给鬼魂以颜色补正
t.GetComponent<SpriteRenderer>().DOColor(colorOffset,2f);
// //0.5秒淡入显示鬼魂
// Tweener tweener = t.GetComponent<SpriteRenderer>().DOFade(1,0.5f);
//给玩家一秒的反应时间
yield return new WaitForSeconds(1f);
t.LightningATK();
//ATKEnd();
}
/// <summary>
/// 攻击结束的时候触发,重新开始新一轮攻击
/// </summary>
public void ATKEnd(){
if(state == State.atk) StartCoroutine(StartAATK());
}
/// <summary>
/// 进入狂暴状态
/// </summary>
private void InCrazy(){
//修改特效粒子为红色
GoustMaterial.SetColor("Color_",new Color(255,0,0));
//修改屏幕后特效辉光为红色
volume.profile = volumeProfileCrazy;
//修改标记表示开始狂暴
isCrazy = true;
//修改攻击间隔时间
timeBetweenAttacks = crazyGoustTimeBetweenAttacks;
//修改鬼魂颜色补正
colorOffset = Color.red;
//让石像震动
shakeTweener = transform.DOShakePosition(0.5f,0.1f,50,90,false,false).SetLoops(-1);
}
/// <summary>
/// 脱离狂暴装填
/// </summary>
private void OutCrazy(){
//修改特效粒子为原色
GoustMaterial.SetColor("Color_",new Color(14,61,255));
//修改屏幕后特效辉光为红色
volume.profile = volumeProfileDefault;
//消除狂暴标记
isCrazy = false;
//修改攻击间隔时间
timeBetweenAttacks = normalGoustTimeBetweenAttacks;
//修改鬼魂颜色补正
colorOffset = Color.white;
//让石像停止震动
shakeTweener.Kill();
}
// ______ _
// | ____| | |
// | |____ _____ _ __ | |_
// | __\ \ / / _ \ '_ \| __|
// | |___\ V / __/ | | | |_
// |______\_/ \___|_| |_|\__|
/// <summary>
/// 当有男童被救的时候从男童触发
/// </summary>
public void OnSave(Boy boy){
//当有男童被救,触发狂暴
InCrazy();
}
public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
//只有狂暴状态会受击
if(isCrazy){
//结算生命值
HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
//解除狂暴
OutCrazy();
if(CheckDead()) OnDead();
}
}
public override void OnDead(){
state = State.dead;
FindObjectOfType<Transfer>().GetComponent<BoxCollider2D>().enabled = true;
//上传玩家进度
FindObjectOfType<PlayerInfo>().rate = (int) MyPlayer.Progress.;
FindObjectOfType<PlayerInfo>().UpdatePlayerInfo();
}
}