SAIPO bf213bea54 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。
2021-12-28 05:01:18 +08:00

349 lines
11 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using Sirenix.OdinInspector;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
/// <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;
[Header("以撒冲撞音效")] [FoldoutGroup("音效")]
public AudioSource rushAudio;
[Header("以撒出现音效")] [FoldoutGroup("音效")]
public AudioSource appearAudio;
[Header("以撒之怒音效")] [FoldoutGroup("音效")]
public AudioSource angryAudio;
[Header("以撒咆哮音效")] [FoldoutGroup("音效")]
public AudioSource roarAudio;
[Header("雷击音效")] [FoldoutGroup("音效")]
public AudioSource lightningAudio;
[Header("死亡音效")] [FoldoutGroup("音效")]
public AudioSource deadAudio;
[Header("鬼魂消散音效")] [FoldoutGroup("音效")]
public AudioSource goustdeadAudio;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
// | ___/ '__| \ \ / / _` | __/ _ \
// | | | | | |\ 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;
GoustMaterial.SetColor("Color_",new Color(14,61,255));
//初始化生命值
HPLeft = HP;
}
/// <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);
rushAudio.Play();
t.RushATK(rushDir);
//ATKEnd();
}
private IEnumerator Lighting(){
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>();
yield return new WaitForEndOfFrame();
//给鬼魂以颜色补正
t.GetComponent<SpriteRenderer>().DOColor(colorOffset,2f);
//激活鬼魂动画
t.animator.SetBool("isLightning",true);
//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);
lightningAudio.Play();
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(){
roarAudio.Play();
//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
StartCoroutine(SetVolumeColor(volume, 0));
//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
StartCoroutine(SetVolumeColor(volume, 1));
//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){
angryAudio.Play();
//结算生命值
HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
//解除狂暴
OutCrazy();
if(CheckDead()) OnDead();
}
}
public override void OnDead(){
goustdeadAudio.Play();
deadAudio.Play();
//新建一个以撒灵魂,播放其消亡动画
StartCoroutine(ShowADeadGoust());
//播放自身碎裂动画
GetComponent<Animator>().SetBool("isDead",true);
state = State.dead;
FindObjectOfType<Transfer>().GetComponent<BoxCollider2D>().enabled = true;
//上传玩家进度
FindObjectOfType<PlayerInfo>().rate = (int) MyPlayer.Progress.;
FindObjectOfType<PlayerInfo>().UpdatePlayerInfo();
}
/// <summary>
/// //新建一个以撒灵魂,播放其消亡动画
/// </summary>
private IEnumerator ShowADeadGoust(){
//在雕像上方生成一个鬼魂
YiSaGoust t = Instantiate(
goust,transform.position +
new Vector3(0,2f,0),Quaternion.identity
).GetComponent<YiSaGoust>();
yield return new WaitForEndOfFrame();
//播放鬼魂消亡动画
t.animator.SetBool("isDead",true);
t.GetComponent<SpriteRenderer>().DOFade(0,0.8f);
yield return new WaitForSeconds(1f);
Destroy(t.gameObject);
}
/// <summary>
/// 修改屏幕后特效
/// </summary>
private IEnumerator SetVolumeColor(Volume volume,float endValue)
{
Bloom bloom;
volume.profile.TryGet<Bloom>(out bloom);
Color color = bloom.tint.value;
if (color.g > endValue)
{
while (color.g>endValue)
{
yield return new WaitForSeconds(0.05f);
color.g -= 0.1f;
color.b -= 0.1f;
bloom.tint.SetValue(new ColorParameter(color));
}
}
else
{
while (color.g<endValue)
{
yield return new WaitForSeconds(0.05f);
color.g += 0.1f;
color.b += 0.1f;
bloom.tint.SetValue(new ColorParameter(color));
}
}
}
}