fix:添加穿梭特效,调整野猪关卡语音介绍
This commit is contained in:
4960
Assets/DC/穿梭特效.prefab
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4960
Assets/DC/穿梭特效.prefab
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7
Assets/DC/穿梭特效.prefab.meta
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7
Assets/DC/穿梭特效.prefab.meta
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 588713d505753a041b4f1d3349698cde
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/_SnowWhite/Audios/幻宠穿梭.mp3
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BIN
Assets/_SnowWhite/Audios/幻宠穿梭.mp3
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23
Assets/_SnowWhite/Audios/幻宠穿梭.mp3.meta
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23
Assets/_SnowWhite/Audios/幻宠穿梭.mp3.meta
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@ -0,0 +1,23 @@
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fileFormatVersion: 2
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guid: d331640d27f1efc4d9ab3c6d00cf8acb
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AudioImporter:
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externalObjects: {}
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serializedVersion: 7
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defaultSettings:
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serializedVersion: 2
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loadType: 0
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sampleRateSetting: 0
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sampleRateOverride: 44100
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compressionFormat: 1
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quality: 1
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||||
conversionMode: 0
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preloadAudioData: 0
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platformSettingOverrides: {}
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forceToMono: 0
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normalize: 1
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||||
loadInBackground: 0
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ambisonic: 0
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3D: 1
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -969,11 +969,9 @@ MonoBehaviour:
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animator: {fileID: 7772795440062126162}
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heartLiverItem: {fileID: 9212366280833990950, guid: 935da66a5b7e7b9409545ab45028f02d,
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type: 3}
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itemFlyDuration: 1
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itemFlyDistance: 1.5
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itemDisplayDuration: 4
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itemScaleDownDuration: 1
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itemFlyToHandDuration: 2
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itemScaleDownDuration: 4
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itemFlyToHandDuration: 4
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itemStartScale: {x: 1, y: 1, z: 1}
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itemEndScale: {x: 0, y: 0, z: 0}
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repathRate: 0.5
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@ -5,6 +5,7 @@ using DarkTonic.MasterAudio;
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using Unity.XR.PXR;
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using UnityEngine;
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using System.Collections;
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using DragonLi.Core;
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public enum GameKey
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{
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@ -131,6 +132,8 @@ public class GameLocal : MonoBehaviour
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public PXR_Manager PXRManager;
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public State BGMState;
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public GameObject[] BGM;
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public GameObject goEffect;
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private AuthInfo authInfo = new AuthInfo();
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public Transform startDoorPos;
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@ -153,6 +156,8 @@ public class GameLocal : MonoBehaviour
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{
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item.SetActive(false);
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}
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HideGoEffect(-1);
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//BGMState.StateChange(0);
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//PXRManager.enabled = true;
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#if !UNITY_EDITOR && UNITY_ANDROID && PICO
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@ -275,6 +280,26 @@ public class GameLocal : MonoBehaviour
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request.Send();
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}
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public void ShowGoEffect(float userTime,int bgmId,Action cb=null)
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{
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goEffect.transform.position = MRCamera.transform.position + new Vector3(0, 0, 20);
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goEffect.SetActive(true);
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GameManager.Ins.StopBGM();
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CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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{
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HideGoEffect(bgmId);
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cb?.Invoke();
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}, userTime);
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}
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public void HideGoEffect(int bgmId)
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{
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goEffect.SetActive(false);
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if(bgmId<0)
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return;
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GameManager.Ins.PlayBGM(bgmId);
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}
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public long GetTimestamp()
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{
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return (long)DateTime.Now.Subtract(new DateTime(1970, 1, 1)).TotalSeconds;
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@ -114,7 +114,7 @@ public class GameManager : MonoBehaviour
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yield return new WaitForSeconds(1f);
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// 开始第一个过场
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StartCutscene(3);
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StartCutscene(2);
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}
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public void StartCutscene(int id)
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@ -192,6 +192,14 @@ public class GameManager : MonoBehaviour
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}
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GameLocal.Ins.BGM[id].SetActive(true);
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}
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public void StopBGM()
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{
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foreach (var item in GameLocal.Ins.BGM)
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{
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item.SetActive(false);
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}
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}
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public void GameOver(GameState state)
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{
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@ -224,11 +232,6 @@ public class GameManager : MonoBehaviour
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Debug.Log("游戏数值更新 -> complete");
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}
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public void StopBgm()
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{
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}
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public void PlaySound2DRPC(string sound)
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{
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@ -182,11 +182,20 @@ public class CrystalStatueEvent : CutsceneBase
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if (debugMode)
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Debug.Log("[CrystalStatueEvent] ========== 水晶雕像事件完成 ==========");
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crystalEnvironment.SetActive(false);
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GameManager.Ins.StartCutscene(2);
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Cleanup();
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TriggerComplete();
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}
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protected override void TriggerComplete()
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{
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base.TriggerComplete();
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GameLocal.Ins.ShowGoEffect(5,2, () =>
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{
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GameManager.Ins.StartCutscene(2);
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});
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}
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/// <summary>
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/// 执行一轮挑战
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/// </summary>
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@ -360,7 +360,7 @@ public abstract class CutsceneBase : MonoBehaviour
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/// <summary>
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/// 触发完成事件
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/// </summary>
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protected void TriggerComplete()
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protected virtual void TriggerComplete()
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{
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isPlaying = false;
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@ -345,6 +345,7 @@ public class Scene1Cutscene : CutsceneBase
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currentState = CutsceneState.Complete;
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currentStep = 13;
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environment.SetActive(false);
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TriggerComplete();
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}
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@ -438,27 +439,26 @@ public class Scene1Cutscene : CutsceneBase
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/// </summary>
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[Header("事件链")]
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public CrystalStatueEvent nextCrystalStatueEvent;
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/// <summary>
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/// 重写完成方法,触发下一个事件
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/// </summary>
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protected virtual void TriggerComplete()
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protected override void TriggerComplete()
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{
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base.TriggerComplete();
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// 触发水晶雕像事件
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if (nextCrystalStatueEvent != null)
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||||
{
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||||
if (debugMode)
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Debug.Log("[Scene1Cutscene] 触发水晶雕像事件...");
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DOVirtual.DelayedCall(1f, () =>
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GameLocal.Ins.ShowGoEffect(5,1);
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DOVirtual.DelayedCall(5f, () =>
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{
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nextCrystalStatueEvent.StartCutscene();
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});
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}
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}
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#endregion
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||||
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#region 编辑器辅助
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@ -3,6 +3,7 @@ using System.Collections;
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using System.Collections.Generic;
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using DarkTonic.MasterAudio;
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using DG.Tweening;
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using SpiritSystem;
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using UnityEngine;
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/// <summary>
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||||
@ -64,11 +65,16 @@ public class ForestHuntEvent : CutsceneBase
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||||
[Header("小精灵配置")]
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[TextArea(3, 5)]
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[NonSerialized]
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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
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[TextArea(3, 5)]
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[NonSerialized]
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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
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[NonSerialized]
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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
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[TextArea(2, 3)]
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public string spiritEndText = "太棒了!你成功击败了野猪!"; // 小精灵结束文本
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[NonSerialized]
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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
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public float spiritDanceDuration = 3f; // 跳舞持续时间
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||||
#endregion
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||||
@ -142,9 +148,6 @@ public class ForestHuntEvent : CutsceneBase
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if (forestEnvironment != null)
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forestEnvironment.SetActive(true);
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// 播放森林BGM
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GameManager.Ins?.PlayBGM(2);
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yield return new WaitForSeconds(1f);
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||||
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||||
var spirit = SpiritSystem.SpiritController.Instance;
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||||
@ -162,12 +165,9 @@ public class ForestHuntEvent : CutsceneBase
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||||
// 同时让小精灵飞到玩家面前介绍1.12文字
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if (spirit != null)
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{
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spirit.StartIntroduction(spiritIntroText, null, 3f);
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spirit.StartIntroduction(spiritIntroText, null, 18f);
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||||
}
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// 等待1.12语音播放完成
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yield return StartCoroutine(WaitForAudioComplete(introAudio, 15f));
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||||
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||||
// 等待小精灵介绍完成
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||||
if (spirit != null)
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||||
{
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||||
@ -194,12 +194,9 @@ public class ForestHuntEvent : CutsceneBase
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||||
// 同时让小精灵飞到玩家面前介绍1.13文字
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||||
if (spirit != null)
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||||
{
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spirit.StartIntroduction(spiritIntroText2, null, 3f);
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||||
spirit.StartIntroduction(spiritIntroText2, null, 15f);
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||||
}
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||||
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// 等待1.13语音播放完成
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yield return StartCoroutine(WaitForAudioComplete(bowPickupAudio, 15f));
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||||
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||||
// 等待小精灵介绍完成
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||||
if (spirit != null)
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||||
{
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||||
@ -225,7 +222,16 @@ public class ForestHuntEvent : CutsceneBase
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Debug.Log("[ForestHuntEvent] 步骤3: 操作教学");
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PlayAudio2D(teachingAudio);
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yield return StartCoroutine(WaitForAudioComplete(teachingAudio, 15f));
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if (spirit != null)
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{
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spirit.StartIntroduction(spiritIntroText3, null, 10f);
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}
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// 等待小精灵介绍完成
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if (spirit != null)
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{
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yield return new WaitUntil(() => !spirit.IsCurrentlyIntroducing());
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}
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||||
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// ========== 激活野猪,开始战斗 ==========
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currentState = ForestHuntState.Battle;
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||||
@ -591,22 +597,11 @@ public class ForestHuntEvent : CutsceneBase
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currentStep = 5;
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// 播放胜利语音
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PlayAudio2D(victoryAudio);
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//PlayAudio2D(victoryAudio);
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// 播放胜利音效
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PlayAudio2D("2.2");
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// 让小精灵跳舞
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var spirit = SpiritSystem.SpiritController.Instance;
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if (spirit != null)
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{
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spirit.PlayDance(() =>
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{
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// 跳舞完成后显示结束语
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spirit.StartIntroduction(spiritEndText, null, 3f);
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||||
});
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}
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// 开始完成流程
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StartCoroutine(VictorySequence());
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}
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@ -616,11 +611,19 @@ public class ForestHuntEvent : CutsceneBase
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/// </summary>
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private IEnumerator VictorySequence()
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{
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// 等待胜利语音播放完成
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yield return StartCoroutine(WaitForAudioComplete(victoryAudio, 10f));
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// 等待心肝飞过来
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yield return new WaitForSeconds(3f);
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PlayAudio2D(victoryAudio);
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// 让小精灵跳舞
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var spirit = SpiritController.Instance;
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if (spirit != null)
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{
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spirit.PlayDance(() =>
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{
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// 跳舞完成后显示结束语
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spirit.StartIntroduction(spiritEndText, null, 15f);
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});
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}
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yield return new WaitForSeconds(18f);
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// 完成
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||||
currentState = ForestHuntState.Complete;
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@ -628,11 +631,19 @@ public class ForestHuntEvent : CutsceneBase
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if (debugMode)
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Debug.Log("[ForestHuntEvent] ========== 森林猎杀事件完成 ==========");
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Cleanup();
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GameLocal.Ins.self.CloseBow();
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TriggerComplete();
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yield return new WaitForSeconds(6f);
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Cleanup();
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GameManager.Ins.StartCutscene(3);
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}
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||||
protected override void TriggerComplete()
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||||
{
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base.TriggerComplete();
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||||
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GameLocal.Ins.ShowGoEffect(5,3, () =>
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||||
{
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GameManager.Ins.StartCutscene(3);
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});
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||||
}
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||||
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/// <summary>
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||||
@ -756,6 +767,14 @@ public class ForestHuntEvent : CutsceneBase
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||||
remainingTime = 0;
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||||
OnTimeUp();
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||||
}
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||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Q))
|
||||
{
|
||||
TestTimeUp();
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||||
}
|
||||
}
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||||
#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
|
||||
|
||||
@ -54,10 +54,6 @@ public class HUDPanel : UIBehaviour
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.X))
|
||||
{
|
||||
ShowGhostUI();
|
||||
}
|
||||
}
|
||||
|
||||
#region 森林猎杀事件
|
||||
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||||
8
Assets/sucai/chuansuo.meta
Normal file
8
Assets/sucai/chuansuo.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 381b08a260d3063488ea2bc0a316c36e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/sucai/chuansuo/01_Textures.meta
Normal file
8
Assets/sucai/chuansuo/01_Textures.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7fd7c14fa407afd458bcaab7ee9002ab
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
BIN
Assets/sucai/chuansuo/01_Textures/Tex01.png
Normal file
BIN
Assets/sucai/chuansuo/01_Textures/Tex01.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 156 KiB |
74
Assets/sucai/chuansuo/01_Textures/Tex01.png.meta
Normal file
74
Assets/sucai/chuansuo/01_Textures/Tex01.png.meta
Normal file
@ -0,0 +1,74 @@
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||||
fileFormatVersion: 2
|
||||
guid: 1007f7aec0e21fe40a3dec68a82daa52
|
||||
timeCreated: 1536564483
|
||||
licenseType: Pro
|
||||
TextureImporter:
|
||||
fileIDToRecycleName: {}
|
||||
serializedVersion: 4
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 1
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
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