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