fix:添加各个音效
This commit is contained in:
48102
Assets/DC/僵尸/撕咬.anim
48102
Assets/DC/僵尸/撕咬.anim
File diff suppressed because it is too large
Load Diff
37447
Assets/DC/僵尸/走3.anim
37447
Assets/DC/僵尸/走3.anim
File diff suppressed because it is too large
Load Diff
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File diff suppressed because it is too large
Load Diff
@@ -1,270 +1,51 @@
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using System.Collections;
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using UnityEngine;
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using Animancer;
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using DarkTonic.MasterAudio;
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[RequireComponent(typeof(AnimancerComponent))]
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public class ZombieAI : MonoBehaviour
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{
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[Header("Animancer")]
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public AnimancerComponent animancer;
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[Header("出生音效")]
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[SoundGroup]
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public string bothSound;
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[Header("死亡音效")]
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[SoundGroup]
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public string dieSound;
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[Header("移动音效")]
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[SoundGroup]
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public string moveSound;
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[Header("攻击音效")]
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[SoundGroup]
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public string attackSound;
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[Header("受击音效")]
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[SoundGroup]
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public string hitSound;
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||||
[Header("动画片段")]
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||||
public AnimationClip introClip; // 开场(非循环)
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||||
public AnimationClip walkClip; // 行走(Loop)
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||||
public AnimationClip attackClip; // 攻击
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public AnimationClip hitLeftClip; // 受击 左
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public AnimationClip hitRightClip; // 受击 右
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public AnimationClip deathClip; // 死亡动画(非循环)
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[Header("目标 / 移动")]
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||||
public Transform player;
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||||
public float moveSpeed = 1.2f; // 移动速度(慢速)
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public float rotSpeed = 180f; // 旋转速度(度/秒)
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public float attackDistance = 1.5f; // 到达此距离开始攻击
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[Header("控制")]
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public CharacterController controller; // 可选,用于移动更稳定
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[Header("生命值")]
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public float maxHealth = 100f;
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public float currentHealth;
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[Header("死亡处理")]
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||||
public bool destroyOnDeath = false; // 死亡后是否销毁 GameObject(否则只禁用行为)
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||||
public MonoBehaviour behaviorTreeComponentToDisable; // 可选:行为树组件,在死亡时禁用
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||||
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||||
// 状态
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||||
bool introPlayed = false;
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||||
bool isChasing = false;
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||||
bool isAttacking = false;
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||||
bool isDead = false;
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||||
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||||
// 保存当前行走 state(仅用于视觉播放,不影响逻辑)
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||||
private AnimancerState walkState;
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||||
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||||
// 可对外订阅的死亡事件
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||||
public System.Action OnDeath;
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||||
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||||
void Reset()
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||||
public void PlaySound(int id)
|
||||
{
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||||
animancer = GetComponent<AnimancerComponent>();
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||||
}
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||||
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||||
void Awake()
|
||||
{
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||||
currentHealth = maxHealth;
|
||||
if (animancer == null) animancer = GetComponent<AnimancerComponent>();
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||||
}
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||||
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||||
void Start()
|
||||
{
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||||
// 自动开始开场流程
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||||
StartCoroutine(IntroAndStartChase());
|
||||
}
|
||||
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||||
IEnumerator IntroAndStartChase()
|
||||
{
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||||
if (introClip != null)
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||||
string curSound = "";
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switch (id)
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||||
{
|
||||
var s = animancer.Play(introClip);
|
||||
bool finished = false;
|
||||
s.Events(this).OnEnd = () => finished = true; // 绑定到 this
|
||||
yield return new WaitUntil(() => finished);
|
||||
}
|
||||
|
||||
introPlayed = true;
|
||||
StartChase();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!introPlayed || player == null || isDead) return;
|
||||
|
||||
if (isChasing && !isAttacking)
|
||||
{
|
||||
// 面向玩家(平面)
|
||||
Vector3 toPlayer = player.position - transform.position;
|
||||
toPlayer.y = 0;
|
||||
if (toPlayer.sqrMagnitude > 0.0001f)
|
||||
{
|
||||
Quaternion target = Quaternion.LookRotation(toPlayer);
|
||||
transform.rotation = Quaternion.RotateTowards(transform.rotation, target, rotSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
float dx = transform.position.x - player.position.x;
|
||||
float dz = transform.position.z - player.position.z;
|
||||
float dist = Mathf.Sqrt(dx * dx + dz * dz);
|
||||
|
||||
if (dist > attackDistance)
|
||||
{
|
||||
// 移动向前(基于 transform.forward)
|
||||
Vector3 move = transform.forward * moveSpeed * Time.deltaTime;
|
||||
if (controller != null) controller.Move(move);
|
||||
else transform.position += move;
|
||||
|
||||
// 播放行走动画(确保 walkClip 在导入设置里 loop = true)
|
||||
if (walkClip != null)
|
||||
{
|
||||
if (walkState == null || walkState.Clip != walkClip)
|
||||
{
|
||||
walkState = animancer.Play(walkClip);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 进入攻击距离
|
||||
isAttacking = true;
|
||||
StartCoroutine(DoAttack());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator DoAttack()
|
||||
{
|
||||
if (isDead) yield break;
|
||||
|
||||
// 播放攻击动画(阻止 Update 分支移动)
|
||||
if (attackClip != null)
|
||||
{
|
||||
var s = animancer.Play(attackClip);
|
||||
bool finished = false;
|
||||
s.Events(this).OnEnd = () => finished = true;
|
||||
yield return new WaitUntil(() => finished);
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return new WaitForSeconds(0.8f);
|
||||
}
|
||||
|
||||
isAttacking = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 接口:受到伤害(由玩家的攻击逻辑调用)
|
||||
/// amount: 伤害值
|
||||
/// hitPoint: 受击点(用于判断左右)
|
||||
/// </summary>
|
||||
public void TakeDamage(float amount, Vector3 hitPoint)
|
||||
{
|
||||
if (isDead) return;
|
||||
|
||||
// 视觉上的受击(不影响行为流)
|
||||
ReceiveHit(hitPoint);
|
||||
|
||||
// 扣血
|
||||
currentHealth -= amount;
|
||||
if (currentHealth <= 0f)
|
||||
{
|
||||
currentHealth = 0f;
|
||||
Die(hitPoint);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 视觉受击(左右判断)
|
||||
/// </summary>
|
||||
public void ReceiveHit(Vector3 hitPoint)
|
||||
{
|
||||
if (isDead) return;
|
||||
|
||||
Vector3 local = transform.InverseTransformPoint(hitPoint);
|
||||
AnimationClip clip = local.x < 0 ? hitLeftClip : hitRightClip;
|
||||
|
||||
if (clip == null) return;
|
||||
|
||||
var s = animancer.Play(clip);
|
||||
// 不绑定任何逻辑变化,视觉插播
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 死亡处理:设置状态、播放死亡动画、禁用行为、触发事件或销毁
|
||||
/// </summary>
|
||||
void Die(Vector3 hitPoint)
|
||||
{
|
||||
if (isDead) return;
|
||||
isDead = true;
|
||||
|
||||
// 立即停止行为流
|
||||
isChasing = false;
|
||||
isAttacking = false;
|
||||
|
||||
// 停止可能的行走状态
|
||||
walkState = null;
|
||||
|
||||
// 禁用行为树组件(如果设置了)
|
||||
if (behaviorTreeComponentToDisable != null)
|
||||
{
|
||||
try { behaviorTreeComponentToDisable.enabled = false; } catch { }
|
||||
}
|
||||
|
||||
// 触发外部死亡监听
|
||||
OnDeath?.Invoke();
|
||||
|
||||
// 播放死亡动画
|
||||
if (deathClip != null)
|
||||
{
|
||||
var s = animancer.Play(deathClip);
|
||||
bool finished = false;
|
||||
s.Events(this).OnEnd = () => finished = true;
|
||||
// 我们不能在此直接 yield(非协程),所以启动协程来处理死亡结束后的动作
|
||||
StartCoroutine(AfterDeathCoroutine(s));
|
||||
}
|
||||
else
|
||||
{
|
||||
// 没死亡动画,直接处理死亡后的清理
|
||||
HandleDeathCleanup();
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator AfterDeathCoroutine(AnimancerState state)
|
||||
{
|
||||
// 等待该 state 的结束
|
||||
bool finished = false;
|
||||
state.Events(this).OnEnd = () => finished = true;
|
||||
yield return new WaitUntil(() => finished);
|
||||
HandleDeathCleanup();
|
||||
}
|
||||
|
||||
void HandleDeathCleanup()
|
||||
{
|
||||
if (destroyOnDeath)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 禁用本脚本以停止所有逻辑(仍保留渲染/碰撞等,按需定制)
|
||||
this.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
// 外部接口:行为树用来查询是否已死亡
|
||||
public bool IsDead() => isDead;
|
||||
|
||||
// 外部接口:开始/停止追击(BehaviorTree 可以调用)
|
||||
public void StartChase()
|
||||
{
|
||||
if (isDead) return;
|
||||
isChasing = true;
|
||||
isAttacking = false;
|
||||
}
|
||||
|
||||
public void StopChase()
|
||||
{
|
||||
isChasing = false;
|
||||
isAttacking = false;
|
||||
walkState = null;
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawWireSphere(transform.position, attackDistance);
|
||||
if (player != null)
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawLine(transform.position, player.position);
|
||||
case 0:
|
||||
curSound = bothSound;
|
||||
break;
|
||||
case 1:
|
||||
curSound = moveSound;
|
||||
break;
|
||||
case 2:
|
||||
curSound = attackSound;
|
||||
break;
|
||||
case 3:
|
||||
curSound = dieSound;
|
||||
break;
|
||||
case 4:
|
||||
curSound = hitSound;
|
||||
break;
|
||||
}
|
||||
GameManager.Ins.PlaySound3DRPC(curSound,transform,true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DarkTonic.MasterAudio;
|
||||
using DragonLi.Core;
|
||||
using Mirror;
|
||||
using UnityEngine;
|
||||
@@ -62,6 +63,10 @@ public class Launcher : NetworkBehaviour
|
||||
public GameObject muzzle_prefab;
|
||||
[Header("开火销毁时间")]
|
||||
public float muzzle_despawn_time = 1;
|
||||
|
||||
[Header("开枪音效")]
|
||||
[SoundGroup]
|
||||
public string shotSound;
|
||||
|
||||
[Header("弹壳创建位置")]
|
||||
public Transform shellPoint;
|
||||
@@ -145,7 +150,7 @@ public class Launcher : NetworkBehaviour
|
||||
{
|
||||
SpawnBullet(ownerIndex, target - bulletPoint.position);
|
||||
}
|
||||
|
||||
GameManager.Ins.PlaySound3DRPC(shotSound,transform,false);
|
||||
SpawnShell();
|
||||
SpawnMuzzle();
|
||||
nextShootTime = Time.time + _shootInterval;
|
||||
|
||||
@@ -139,7 +139,7 @@ public class Gun2 : Launcher
|
||||
}
|
||||
|
||||
SetShot(true);
|
||||
|
||||
GameManager.Ins.PlaySound3DRPC(shotSound,transform,true);
|
||||
// 武器寿命逻辑
|
||||
if (bullet_amount<=0)
|
||||
{
|
||||
@@ -166,7 +166,6 @@ public class Gun2 : Launcher
|
||||
public void SetShot(bool active)
|
||||
{
|
||||
shot.SetActive(active);
|
||||
GameManager.Ins.PlaySound3DRPC("1.25",transform,true);
|
||||
}
|
||||
|
||||
[Server]
|
||||
|
||||
@@ -117,6 +117,7 @@ public class Gun3 : Launcher
|
||||
}
|
||||
}
|
||||
SetShot(true);
|
||||
GameManager.Ins.PlaySound3DRPC(shotSound,transform,true);
|
||||
if (Time.time - lastDamageTime >= damageInterval)
|
||||
{
|
||||
lastDamageTime = Time.time;
|
||||
@@ -150,7 +151,6 @@ public class Gun3 : Launcher
|
||||
public void SetShot(bool active)
|
||||
{
|
||||
shot.SetActive(active);
|
||||
GameManager.Ins.PlaySound3DRPC("1.25",transform,true);
|
||||
}
|
||||
|
||||
[Server]
|
||||
|
||||
@@ -43,7 +43,7 @@ public class Player : NetworkRoomPlayer,IDamagable
|
||||
private float time = 0;
|
||||
|
||||
[Header("玩家最大血量")]
|
||||
public float maxHp = 25000;
|
||||
public float maxHp = 15;
|
||||
private float currentHp;
|
||||
public float Health
|
||||
{
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -81544,4 +81544,11 @@ AnimationClip:
|
||||
flags: 0
|
||||
m_HasGenericRootTransform: 0
|
||||
m_HasMotionFloatCurves: 0
|
||||
m_Events: []
|
||||
m_Events:
|
||||
- time: 0
|
||||
functionName: PlaySound
|
||||
data:
|
||||
objectReferenceParameter: {fileID: 0}
|
||||
floatParameter: 0
|
||||
intParameter: 1
|
||||
messageOptions: 0
|
||||
|
||||
@@ -31,5 +31,5 @@ Material:
|
||||
m_Floats:
|
||||
- _InvFade: 1
|
||||
m_Colors:
|
||||
- _TintColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _TintColor: {r: 0.5377358, g: 0.5377358, b: 0.5377358, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -6629,7 +6629,466 @@ AnimationClip:
|
||||
m_Center: {x: 0, y: 0, z: 0}
|
||||
m_Extent: {x: 0, y: 0, z: 0}
|
||||
m_ClipBindingConstant:
|
||||
genericBindings: []
|
||||
genericBindings:
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152478
Assets/sucai/僵尸/瘦子僵尸/死亡.anim
152478
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Reference in New Issue
Block a user