fix:添加各个音效

This commit is contained in:
bzx
2025-08-30 14:37:14 +08:00
parent a56b727086
commit cb0edbf3b3
50 changed files with 1386203 additions and 25409 deletions

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maxSpeed: 1.5
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attackAngle: 45
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moveSound: 1.5
attackSound: 1.10
hitSound: 1.8

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@@ -276,7 +276,6 @@ MonoBehaviour:
desiredSpeed: 1.2
maxSpeed: 1.5
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attackAngle: 45
playerLayer:
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moveSound: 1.4
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@@ -245,7 +245,6 @@ MonoBehaviour:
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maxSpeed: 1.5
attackPoint: {fileID: 8410591912504979709}
attackAngle: 45
playerLayer:
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m_Bits: 4096
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moveSound: 1.7
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@@ -365,7 +365,6 @@ MonoBehaviour:
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maxSpeed: 1.5
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attackAngle: 45
playerLayer:
serializedVersion: 2
m_Bits: 4096
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moveSound: 1.6
attackSound: 1.11
hitSound: 1.8
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@@ -5010,6 +5010,7 @@ GameObject:
m_Component:
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m_Layer: 0
m_Name: "\u80D6\u5B50\u50F5\u5C38"
m_TagString: Untagged
@@ -5055,6 +5056,23 @@ Animator:
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m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
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moveSound: 1.5
attackSound: 1.9
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@@ -6012,7 +6030,6 @@ MonoBehaviour:
desiredSpeed: 1.2
maxSpeed: 1.5
attackPoint: {fileID: 0}
attackAngle: 45
playerLayer:
serializedVersion: 2
m_Bits: 4096

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@@ -170,10 +170,12 @@ MonoBehaviour:
muzzlePoint: {fileID: 0}
muzzle_prefab: {fileID: 0}
muzzle_despawn_time: 1
shotSound: 1.28
shellPoint: {fileID: 0}
shell_prefab: {fileID: 0}
shell_outforce: 0
shell_despawn_delay: 0
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PrefabInstance:
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@@ -170,10 +170,12 @@ MonoBehaviour:
muzzlePoint: {fileID: 0}
muzzle_prefab: {fileID: 0}
muzzle_despawn_time: 1
shotSound: 1.29
shellPoint: {fileID: 0}
shell_prefab: {fileID: 0}
shell_outforce: 0
shell_despawn_delay: 0
curOwnerIndex: 0
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PrefabInstance:
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@@ -48631,16 +48631,15 @@ MonoBehaviour:
muzzlePoint: {fileID: 0}
muzzle_prefab: {fileID: 0}
muzzle_despawn_time: 1
shotSound: 1.25
shellPoint: {fileID: 0}
shell_prefab: {fileID: 0}
shell_outforce: 0
shell_despawn_delay: 0
curOwnerIndex: 0
shot: {fileID: 3304956280911381197}
flameRange: 5
flameAngle: 45
playerLayer:
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PrefabInstance:
m_ObjectHideFlags: 0

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@@ -255,10 +255,12 @@ MonoBehaviour:
muzzlePoint: {fileID: 0}
muzzle_prefab: {fileID: 0}
muzzle_despawn_time: 1
shotSound: 1.26
shellPoint: {fileID: 0}
shell_prefab: {fileID: 0}
shell_outforce: 0
shell_despawn_delay: 0
curOwnerIndex: 0
shot: {fileID: 6287078470884461583}
damageInterval: 0.2
--- !u!1001 &6599755212931468579

View File

@@ -257,11 +257,13 @@ MonoBehaviour:
muzzlePoint: {fileID: 4480223987781916997}
muzzle_prefab: {fileID: 0}
muzzle_despawn_time: 1
shotSound: 1.27
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shell_outforce: 0
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@@ -237,11 +237,13 @@ MonoBehaviour:
muzzlePoint: {fileID: 4480223987781916997}
muzzle_prefab: {fileID: 0}
muzzle_despawn_time: 1
shotSound: 1.24
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type: 3}
shell_prefab: {fileID: 0}
shell_outforce: 0
shell_despawn_delay: 0
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MonoBehaviour:
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@@ -398,7 +398,7 @@ MonoBehaviour:
serializedVersion: 2
m_Bits: 64
IsAlive: 1
maxHp: 100
maxHp: 15
AimVec: {x: 0, y: 0, z: 0}
NowHandState: 0
NowGunIndex: -1

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@@ -1,270 +1,51 @@
using System.Collections;
using UnityEngine;
using Animancer;
using DarkTonic.MasterAudio;
[RequireComponent(typeof(AnimancerComponent))]
public class ZombieAI : MonoBehaviour
{
[Header("Animancer")]
public AnimancerComponent animancer;
[Header("出生音效")]
[SoundGroup]
public string bothSound;
[Header("死亡音效")]
[SoundGroup]
public string dieSound;
[Header("移动音效")]
[SoundGroup]
public string moveSound;
[Header("攻击音效")]
[SoundGroup]
public string attackSound;
[Header("受击音效")]
[SoundGroup]
public string hitSound;
[Header("动画片段")]
public AnimationClip introClip; // 开场(非循环)
public AnimationClip walkClip; // 行走Loop
public AnimationClip attackClip; // 攻击
public AnimationClip hitLeftClip; // 受击 左
public AnimationClip hitRightClip; // 受击 右
public AnimationClip deathClip; // 死亡动画(非循环)
[Header("目标 / 移动")]
public Transform player;
public float moveSpeed = 1.2f; // 移动速度(慢速)
public float rotSpeed = 180f; // 旋转速度(度/秒)
public float attackDistance = 1.5f; // 到达此距离开始攻击
[Header("控制")]
public CharacterController controller; // 可选,用于移动更稳定
[Header("生命值")]
public float maxHealth = 100f;
public float currentHealth;
[Header("死亡处理")]
public bool destroyOnDeath = false; // 死亡后是否销毁 GameObject否则只禁用行为
public MonoBehaviour behaviorTreeComponentToDisable; // 可选:行为树组件,在死亡时禁用
// 状态
bool introPlayed = false;
bool isChasing = false;
bool isAttacking = false;
bool isDead = false;
// 保存当前行走 state仅用于视觉播放不影响逻辑
private AnimancerState walkState;
// 可对外订阅的死亡事件
public System.Action OnDeath;
void Reset()
public void PlaySound(int id)
{
animancer = GetComponent<AnimancerComponent>();
}
void Awake()
{
currentHealth = maxHealth;
if (animancer == null) animancer = GetComponent<AnimancerComponent>();
}
void Start()
{
// 自动开始开场流程
StartCoroutine(IntroAndStartChase());
}
IEnumerator IntroAndStartChase()
{
if (introClip != null)
string curSound = "";
switch (id)
{
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);
}
}

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@@ -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;

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@@ -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]

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@@ -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]

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@@ -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
{

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@@ -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

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@@ -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: []

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@@ -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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