fix:添加穿梭特效,调整野猪关卡语音介绍

This commit is contained in:
bzx
2026-03-20 18:49:27 +08:00
parent a439a970de
commit bbf4f744f2
29 changed files with 45426 additions and 61 deletions

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@ -969,11 +969,9 @@ MonoBehaviour:
animator: {fileID: 7772795440062126162}
heartLiverItem: {fileID: 9212366280833990950, guid: 935da66a5b7e7b9409545ab45028f02d,
type: 3}
itemFlyDuration: 1
itemFlyDistance: 1.5
itemDisplayDuration: 4
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itemFlyToHandDuration: 4
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repathRate: 0.5

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@ -5,6 +5,7 @@ using DarkTonic.MasterAudio;
using Unity.XR.PXR;
using UnityEngine;
using System.Collections;
using DragonLi.Core;
public enum GameKey
{
@ -131,6 +132,8 @@ public class GameLocal : MonoBehaviour
public PXR_Manager PXRManager;
public State BGMState;
public GameObject[] BGM;
public GameObject goEffect;
private AuthInfo authInfo = new AuthInfo();
public Transform startDoorPos;
@ -153,6 +156,8 @@ public class GameLocal : MonoBehaviour
{
item.SetActive(false);
}
HideGoEffect(-1);
//BGMState.StateChange(0);
//PXRManager.enabled = true;
#if !UNITY_EDITOR && UNITY_ANDROID && PICO
@ -275,6 +280,26 @@ public class GameLocal : MonoBehaviour
request.Send();
}
public void ShowGoEffect(float userTime,int bgmId,Action cb=null)
{
goEffect.transform.position = MRCamera.transform.position + new Vector3(0, 0, 20);
goEffect.SetActive(true);
GameManager.Ins.StopBGM();
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
HideGoEffect(bgmId);
cb?.Invoke();
}, userTime);
}
public void HideGoEffect(int bgmId)
{
goEffect.SetActive(false);
if(bgmId<0)
return;
GameManager.Ins.PlayBGM(bgmId);
}
public long GetTimestamp()
{
return (long)DateTime.Now.Subtract(new DateTime(1970, 1, 1)).TotalSeconds;

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@ -114,7 +114,7 @@ public class GameManager : MonoBehaviour
yield return new WaitForSeconds(1f);
// 开始第一个过场
StartCutscene(3);
StartCutscene(2);
}
public void StartCutscene(int id)
@ -192,6 +192,14 @@ public class GameManager : MonoBehaviour
}
GameLocal.Ins.BGM[id].SetActive(true);
}
public void StopBGM()
{
foreach (var item in GameLocal.Ins.BGM)
{
item.SetActive(false);
}
}
public void GameOver(GameState state)
{
@ -224,11 +232,6 @@ public class GameManager : MonoBehaviour
Debug.Log("游戏数值更新 -> complete");
}
public void StopBgm()
{
}
public void PlaySound2DRPC(string sound)
{

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@ -182,11 +182,20 @@ public class CrystalStatueEvent : CutsceneBase
if (debugMode)
Debug.Log("[CrystalStatueEvent] ========== 水晶雕像事件完成 ==========");
crystalEnvironment.SetActive(false);
GameManager.Ins.StartCutscene(2);
Cleanup();
TriggerComplete();
}
protected override void TriggerComplete()
{
base.TriggerComplete();
GameLocal.Ins.ShowGoEffect(5,2, () =>
{
GameManager.Ins.StartCutscene(2);
});
}
/// <summary>
/// 执行一轮挑战
/// </summary>

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@ -360,7 +360,7 @@ public abstract class CutsceneBase : MonoBehaviour
/// <summary>
/// 触发完成事件
/// </summary>
protected void TriggerComplete()
protected virtual void TriggerComplete()
{
isPlaying = false;

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@ -345,6 +345,7 @@ public class Scene1Cutscene : CutsceneBase
currentState = CutsceneState.Complete;
currentStep = 13;
environment.SetActive(false);
TriggerComplete();
}
@ -438,27 +439,26 @@ public class Scene1Cutscene : CutsceneBase
/// </summary>
[Header("事件链")]
public CrystalStatueEvent nextCrystalStatueEvent;
/// <summary>
/// 重写完成方法,触发下一个事件
/// </summary>
protected virtual void TriggerComplete()
protected override void TriggerComplete()
{
base.TriggerComplete();
// 触发水晶雕像事件
if (nextCrystalStatueEvent != null)
{
if (debugMode)
Debug.Log("[Scene1Cutscene] 触发水晶雕像事件...");
DOVirtual.DelayedCall(1f, () =>
GameLocal.Ins.ShowGoEffect(5,1);
DOVirtual.DelayedCall(5f, () =>
{
nextCrystalStatueEvent.StartCutscene();
});
}
}
#endregion
#region

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@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using DarkTonic.MasterAudio;
using DG.Tweening;
using SpiritSystem;
using UnityEngine;
/// <summary>
@ -64,11 +65,16 @@ public class ForestHuntEvent : CutsceneBase
[Header("小精灵配置")]
[TextArea(3, 5)]
[NonSerialized]
public string spiritIntroText = "白雪公主,邪恶的女巫派来了猎人要取你的性命,猎人同情你的遭遇决定放过你,但是他也要跟女巫交差,我们需要猎杀一头野猪,拿野猪的心肝代替你的,这样才能逃过女巫的眼睛。准备战斗吧!"; // 1.12介绍文本
[TextArea(3, 5)]
[NonSerialized]
public string spiritIntroText2 = "白雪公主,请拿起地面上的弓箭,准备射杀凶猛的野猪,野猪即会躲避你的箭矢也会冲向你进行攻击,你需要多次击中它才能顺序的击杀成功,期待你的表现,加油!"; // 1.13介绍文本
[NonSerialized]
public string spiritIntroText3 = "左手是弓箭,右手按住扳机键可以拉弓搭箭,松开扳机键即可把箭射出去,注意准心瞄准到野猪身上呢!"; // 1.13介绍文本
[TextArea(2, 3)]
public string spiritEndText = "太棒了!你成功击败了野猪!"; // 小精灵结束文本
[NonSerialized]
public string spiritEndText = "白雪公主,这就是野猪的心肝,猎人终于可以拿去交差了,不过我们依然要小心邪恶女巫,她迟早会发现这里面的问题,我们要做好迎战的准备。!"; // 小精灵结束文本
public float spiritDanceDuration = 3f; // 跳舞持续时间
#endregion
@ -142,9 +148,6 @@ public class ForestHuntEvent : CutsceneBase
if (forestEnvironment != null)
forestEnvironment.SetActive(true);
// 播放森林BGM
GameManager.Ins?.PlayBGM(2);
yield return new WaitForSeconds(1f);
var spirit = SpiritSystem.SpiritController.Instance;
@ -162,12 +165,9 @@ public class ForestHuntEvent : CutsceneBase
// 同时让小精灵飞到玩家面前介绍1.12文字
if (spirit != null)
{
spirit.StartIntroduction(spiritIntroText, null, 3f);
spirit.StartIntroduction(spiritIntroText, null, 18f);
}
// 等待1.12语音播放完成
yield return StartCoroutine(WaitForAudioComplete(introAudio, 15f));
// 等待小精灵介绍完成
if (spirit != null)
{
@ -194,12 +194,9 @@ public class ForestHuntEvent : CutsceneBase
// 同时让小精灵飞到玩家面前介绍1.13文字
if (spirit != null)
{
spirit.StartIntroduction(spiritIntroText2, null, 3f);
spirit.StartIntroduction(spiritIntroText2, null, 15f);
}
// 等待1.13语音播放完成
yield return StartCoroutine(WaitForAudioComplete(bowPickupAudio, 15f));
// 等待小精灵介绍完成
if (spirit != null)
{
@ -225,7 +222,16 @@ public class ForestHuntEvent : CutsceneBase
Debug.Log("[ForestHuntEvent] 步骤3: 操作教学");
PlayAudio2D(teachingAudio);
yield return StartCoroutine(WaitForAudioComplete(teachingAudio, 15f));
if (spirit != null)
{
spirit.StartIntroduction(spiritIntroText3, null, 10f);
}
// 等待小精灵介绍完成
if (spirit != null)
{
yield return new WaitUntil(() => !spirit.IsCurrentlyIntroducing());
}
// ========== 激活野猪,开始战斗 ==========
currentState = ForestHuntState.Battle;
@ -591,22 +597,11 @@ public class ForestHuntEvent : CutsceneBase
currentStep = 5;
// 播放胜利语音
PlayAudio2D(victoryAudio);
//PlayAudio2D(victoryAudio);
// 播放胜利音效
PlayAudio2D("2.2");
// 让小精灵跳舞
var spirit = SpiritSystem.SpiritController.Instance;
if (spirit != null)
{
spirit.PlayDance(() =>
{
// 跳舞完成后显示结束语
spirit.StartIntroduction(spiritEndText, null, 3f);
});
}
// 开始完成流程
StartCoroutine(VictorySequence());
}
@ -616,11 +611,19 @@ public class ForestHuntEvent : CutsceneBase
/// </summary>
private IEnumerator VictorySequence()
{
// 等待胜利语音播放完成
yield return StartCoroutine(WaitForAudioComplete(victoryAudio, 10f));
// 等待心肝飞过来
yield return new WaitForSeconds(3f);
PlayAudio2D(victoryAudio);
// 让小精灵跳舞
var spirit = SpiritController.Instance;
if (spirit != null)
{
spirit.PlayDance(() =>
{
// 跳舞完成后显示结束语
spirit.StartIntroduction(spiritEndText, null, 15f);
});
}
yield return new WaitForSeconds(18f);
// 完成
currentState = ForestHuntState.Complete;
@ -628,11 +631,19 @@ public class ForestHuntEvent : CutsceneBase
if (debugMode)
Debug.Log("[ForestHuntEvent] ========== 森林猎杀事件完成 ==========");
Cleanup();
GameLocal.Ins.self.CloseBow();
TriggerComplete();
yield return new WaitForSeconds(6f);
Cleanup();
GameManager.Ins.StartCutscene(3);
}
protected override void TriggerComplete()
{
base.TriggerComplete();
GameLocal.Ins.ShowGoEffect(5,3, () =>
{
GameManager.Ins.StartCutscene(3);
});
}
/// <summary>
@ -756,6 +767,14 @@ public class ForestHuntEvent : CutsceneBase
remainingTime = 0;
OnTimeUp();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Q))
{
TestTimeUp();
}
}
#endif
#endregion

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@ -76,8 +76,6 @@ public class WildBoar : MonoBehaviour
[Header("心肝掉落")]
public GameObject heartLiverItem; // 心肝道具预制体
public float itemFlyDuration = 1f; // 道具飞向玩家时长
public float itemFlyDistance = 1.5f; // 道具停在玩家面前的距离
public float itemDisplayDuration = 4f; // 心肝展示几秒
public float itemScaleDownDuration = 1f; // 缩小动画时长
public float itemFlyToHandDuration = 2f; // 飞到右手的时长

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@ -54,10 +54,6 @@ public class HUDPanel : UIBehaviour
}
void Update()
{
if (Input.GetKeyDown(KeyCode.X))
{
ShowGhostUI();
}
}
#region

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