Roman f936d7f799 *.编写黑块逻辑
(*.具有状态in、all、out
(1.当被呼出,执行呼出事件
((1.分type执行“入”的Tween动画
((2.入动画结束后,修改自身状态至all
((3.等待一定的加载时间后,修改自身状态为out,并开始出动画
((4.出动画结束后,找到“开幕演出”游戏物体,找到它的Stage并触发
((5.完成善后工作,将块移回原来的位置

1.制作转场
(1.触发转移
(2.关闭操作地图
(4.令玩家一直向右移动
(3.呼出黑块
(4.等待、直到黑块进入全覆盖状态
(5.根据字典经行场景转移
(6.黑块内部协程级时结束后,揭开黑幕
(7.揭开动画结束后
(8.找到“开幕演出”游戏物体,找到它的Stage并触发
2021-12-22 11:17:21 +08:00

56 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using Sirenix.OdinInspector;
using UnityEngine.SceneManagement;
using UnityEngine.InputSystem;
/// <summary>
/// 直译转移,控制玩家在关卡间的切换
/// </summary>
public class Transfer : EntryTrigger
{
/// <summary>
/// 对应进度和场景名称
/// </summary>
[DictionaryDrawerSettings][ShowInInspector][ReadOnly]
public static Dictionary<MyPlayer.Progress, string> proToScene;
private MyPlayer player;
[Header("水平黑块")]
public Blcak blcakHori;
[Header("竖直黑块")]
public Blcak blcakVert;
public Blcak.Type transType;
void Start(){
proToScene = new Dictionary<MyPlayer.Progress, string>();
//将场景连成线
proToScene.Add(MyPlayer.Progress.,"Fo");
proToScene.Add(MyPlayer.Progress.Fo,"DiZangStageTest");
proToScene.Add(MyPlayer.Progress.,"cun");
proToScene.Add(MyPlayer.Progress.,"Yi");
proToScene.Add(MyPlayer.Progress.Yi,"TeLuoYiStageTest");
proToScene.Add(MyPlayer.Progress.,"cun");
proToScene.Add(MyPlayer.Progress.,"Ji");
proToScene.Add(MyPlayer.Progress.Ji,"YiSaStageTest");
proToScene.Add(MyPlayer.Progress.,"cun");
proToScene.Add(MyPlayer.Progress.,"cun");
//找到必要的游戏物体和组件
player = FindObjectOfType<MyPlayer>();
}
public override void OnCall(){
//关闭操作地图
player.GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
//令玩家一直向右移动
player.inputDir = 1;
//呼出黑块
if(transType == Blcak.Type.) blcakHori.OnCall(transType);
if(transType == Blcak.Type.) blcakVert.OnCall(transType);
//
//SceneManager.LoadScene(proToScene[MyPlayer.progress]);
}
}