
commit bf213bea549de72d8545a79c04e46b25d5a37b26 Author: SAIPO <grasste0403@hotmail.com> Date: Tue Dec 28 05:01:18 2021 +0800 优化游戏特效及制作游戏音效 优化: 1.基督小怪的shader添加完毕,但是小怪的闪电似乎有bug,见末尾bug集合 2.给炸弹爆炸加入了粒子特效 3.优化了死亡的屏幕后特效,现在做到了只有黑白区域才会渲染死亡鬼魂的效果 音效: 1.制作了地藏的全部音效 2.制作了特洛伊木马的全部音效 3.制作了以撒的全部音效 4.制作了玩家 跳跃,挥锤子,扔镰刀,受击,死亡,与击中敌人的音效,目前还缺少交互音效 5.制作了爱欲品的抱人音效 6.制作了所有与爆炸相关的音效 音效大体上已经制作完毕,逻辑也已经写完了 如果有不合适的音效改起来还算容易 问题: 1.目前在交互时(对话,看牌子),玩家可以进行挥砍和跳跃 2.基督石像的雷击效果只有一半不知道是不是bug 3.基督石像我没有找到他的受击函数,所以他的受击音效我没有制作 下班,绷不住了,真就干了后半夜。 commit 0d7446d2e7a625f033cda6acc496c6cddfe2d75f Author: SAIPO <grasste0403@hotmail.com> Date: Sat Dec 25 22:53:32 2021 +0800 修改建议及完善特效 修改建议: 1.添加了击中的粒子特效,但是还需要迭代 2.修复马死后灰尘不会消失的bug 完善特效 1.制作了死亡时的阴间特效,已经在全场景实装 2.制作了闪电的辉光特效。 3.调整了所有场景的全局shader以适配死亡阴间特效 # Conflicts: # Assets/Prefabs/基督闪电攻击器.prefab # Assets/Prefabs/死亡玩家.prefab # Assets/Scenes/DiZangStageTest.unity # Assets/Scenes/Fo.unity # Assets/Scenes/Ji.unity # Assets/Scenes/TeLuoYiStageTest.unity # Assets/Scenes/Yi.unity # Assets/Scenes/YiSaStageTest.unity # Assets/Scenes/cun.unity # Assets/Scripts/Boss/木马/TrojanHorse.cs # Assets/Scripts/演出/以撒/YiSaOpeningStage.cs # Assets/Scripts/玩家/MyPlayer.cs # Assets/Shader/大落雷/Shader Graphs_大落雷.mat # Assets/Shader/阴间/Shader Graphs_阴间.mat # Assets/Shader/阴间/阴间.shadergraph # UserSettings/EditorUserSettings.asset
143 lines
4.6 KiB
C#
143 lines
4.6 KiB
C#
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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/// <summary>
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/// 敌人的基类,包含一些基本的功能和事件的虚函数
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/// </summary>
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public class Enemy : MonoBehaviour
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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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// |_| \__,_|_.__/|_|_|\___|
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/// <summary>
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/// 生命值上限
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/// </summary>
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[FoldoutGroup("属性")][Header("生命值上限")]
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public float HP;
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/// <summary>
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/// 攻击力
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/// </summary>
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[FoldoutGroup("属性")][Header("攻击力")]
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public float ATK;
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/// <summary>
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/// 速度
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/// </summary>
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[FoldoutGroup("属性")][Header("移动速度")]
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public float speed;
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/// <summary>
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/// 打死后掉多少金币
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/// </summary>
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[FoldoutGroup("属性")][Header("掉落金币数")]
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public int coin;
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/// <summary>
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/// 怪物拥有的几种状态
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/// </summary>
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public enum State{wander,seek,atk,dead};
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/// <summary>
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/// 此时怪物能否被攻击
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/// </summary>
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[FoldoutGroup("状态")][Header("当前是否能被攻击")][ReadOnly]
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public bool canBeHit = true;
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/// <summary>
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/// 当前状态
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/// </summary>
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[EnumPaging][SerializeField][Header("当前状态")][FoldoutGroup("状态")]
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public State state;
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[Header("击中音效")] [FoldoutGroup("音效")]
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public AudioSource attackAudio;
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// _____ _ _
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// | __ \ (_) | |
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// | |__) | __ ___ ____ _| |_ ___
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// | ___/ '__| \ \ / / _` | __/ _ \
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// | | | | | |\ V / (_| | || __/
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// |_| |_| |_| \_/ \__,_|\__\___|
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/// <summary>
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/// 当前生命值
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/// </summary>
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[ReadOnly][SerializeField][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
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public float HPLeft;
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// ______ _
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// | ____| | |
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// | |____ _____ _ __ | |_
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// | __\ \ / / _ \ '_ \| __|
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// | |___\ V / __/ | | | |_
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// |______\_/ \___|_| |_|\__|
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/// <summary>
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/// 当怪物死的时候Call这个函数
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/// </summary>
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public virtual void OnDead(){}
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/// <summary>
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/// 当怪物触碰到玩家的时候Call这个
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/// </summary>
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protected virtual void OnTouchThePlayer(MyPlayer player){}
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/// <summary>
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/// 当怪物被打的时候触发
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/// </summary>
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/// <param name="hitMethod">攻击方式,枚举类型,具体看MyPlayer</param>
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/// <param name="hitDir">受击方向,-1左,1右</param>
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public virtual void OnBeHit(MyPlayer.AtkMethod hitMethod,int hitDir){}
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/// <summary>
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/// 当怪物发现玩家的时候Call这个
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/// </summary>
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public virtual void OnFindThePlayer(Transform target){}
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/// <summary>
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/// 当怪物着地的时候触发一次
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/// </summary>
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public virtual void OnRetouchedTheGround(){}
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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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/// <summary>
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/// 看看死了没
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/// </summary>
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public bool CheckDead(){return !(HPLeft > 0);}
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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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protected void OnCollisionEnter2D(Collision2D other)//当有物体碰上
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{
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if(other.collider.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
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{OnTouchThePlayer(player);}//如果创到的是玩家,则Call事件
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//如果被镰刀创到,Call一下OnBeHit事件,传入攻击方式和攻击来袭方向
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else if(other.collider.gameObject.TryGetComponent<Sickle>(out Sickle sickle))
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{OnBeHit(MyPlayer.AtkMethod.镰刀,
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(transform.position.x -
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sickle.transform.position.x > 0) ? -1 : 1);
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Destroy(sickle.gameObject);}
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else if(other.gameObject.tag == "地面")
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{OnRetouchedTheGround();}
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}
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protected virtual void OnTriggerEnter2D(Collider2D other)
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{
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if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
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{OnFindThePlayer(other.transform);}//如果监视范围出现玩家,则Call事件
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}
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}
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