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角色动画

pull/31/head
软件204张景程 1 year ago
parent
commit
6726d170d2
  1. 161
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/playerAni.controller
  2. 7
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  3. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  4. 30
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  5. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  6. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction.cs
  7. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Aoe.cs
  8. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Attack.cs
  9. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Random.cs
  10. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Shield.cs
  11. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_UpBuff.cs
  12. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_AttackAndShield.cs
  13. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Nothing.cs
  14. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Sleep.cs
  15. 123
      ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs
  16. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs
  17. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyUIBar.cs
  18. 7
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/ScenceLoadManager.cs
  19. 22
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs
  20. BIN
      ColorlessWorld-2024-4-2/obj/Debug/Assembly-CSharp-Editor.csproj.AssemblyReference.cache

161
ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/playerAni.controller

@ -1,27 +1,5 @@
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AnimatorStateTransition:
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@ -33,8 +11,8 @@ AnimatorState:
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m_IKOnFeet: 0
@ -50,6 +28,56 @@ AnimatorState:
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--- !u!1102 &-2580958152059753047
AnimatorState:
serializedVersion: 6
@ -85,7 +113,19 @@ AnimatorController:
m_PrefabAsset: {fileID: 0}
m_Name: playerAni
serializedVersion: 5
m_AnimatorParameters: []
m_AnimatorParameters:
- m_Name: move
m_Type: 4
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 0}
- m_Name: attack
m_Type: 9
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 0}
m_AnimatorLayers:
- serializedVersion: 5
m_Name: Base Layer
@ -127,50 +167,6 @@ AnimatorStateMachine:
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: -6036269737509403969}
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m_TransitionOffset: 0
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--- !u!1102 &3713776644712451186
AnimatorState:
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@ -182,7 +178,7 @@ AnimatorState:
m_Speed: 1
m_CycleOffset: 0
m_Transitions:
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m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@ -220,3 +216,28 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
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AnimatorStateTransition:
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m_OrderedInterruption: 1
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7
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

@ -7325,7 +7325,7 @@ GameObject:
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m_IsActive: 1
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Transform:
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@ -12768,7 +12768,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0.5, z: 0}
m_LocalScale: {x: 0.7, y: 0.7, z: 0.7}
m_ConstrainProportionsScale: 0
m_ConstrainProportionsScale: 1
m_Children:
- {fileID: 60998409}
- {fileID: 1974423747}
@ -12797,6 +12797,9 @@ MonoBehaviour:
playerLayerMask:
serializedVersion: 2
m_Bits: 128
movePath: []
anim: {fileID: 60998408}
speed: 2
--- !u!1 &1817435585
GameObject:
m_ObjectHideFlags: 0

3
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -110,7 +110,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
CardUse();
break;
case CardDragState.noDrag:
if (Mouse.current.leftButton.wasReleasedThisFrame && GameManager.Instance.onDrag == false)
if (Mouse.current.leftButton.wasReleasedThisFrame && GameManager.Instance.onDrag == false && TurnMaster.Instance.playerAction == TurnMaster.PlayerAction.none )
{
eventData.position = Mouse.current.position.value;
@ -416,6 +416,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
public void OnBeginDrag(PointerEventData eventData)
{
if(GameManager.Instance.onDrag == false && TurnMaster.Instance.playerAction == TurnMaster.PlayerAction.none)
dragState = CardDragState.onBeginDrag;
}

30
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -35,16 +35,6 @@ public class CardEntity : MonoBehaviour
[Header("卡牌释放后效小卡")]
public GameObject smallCardPrefab;
[Header("是否是场景退出")]
public bool isQuit = false ;
public void Start()
{
//cardData = GetComponent<CardOriginalData>();
//eventSystem = GameObject.FindObjectOfType<EventSystem>();
}
public void createCard(int cardId, int cardIndex)
@ -60,16 +50,22 @@ public class CardEntity : MonoBehaviour
this.cardIndex = cardIndex;
}
//不应该为void,返回值为作用的地块
public void use()
{
settle(0);
}
//卡牌效果的结算
public IEnumerator settle(int settleTurn)
{
//动画触发和角色翻转
if(cardOriginalData .CarType == 1)
{
Player player = GameManager.Instance.player;
player.anim.SetTrigger("attack");
Vector3 dis = Input.mousePosition + Vector3.forward * 15;
Vector3 pos = Camera.main.ScreenToWorldPoint(dis);
player.FlipLocalScale(pos);
}
//debug卡名
Debug.Log("打出"+cardOriginalData.ChineseName);
//结算效果
yield return StartCoroutine(DestructionManager.Instance.startDestoryAndUseCard(this.gameObject, cardOriginalData, influencePreviewPool, cardIndex));
}

1
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -612,6 +612,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{
case EnemyType.enemy:
currentActionScript.FadeAttackRangeAll(this);
rangePool.Clear();
EnemyManager.Instance.statePanel.SetActive(false);
RewardManager.Instance.JudgeEnemyOver();
Destroy(this.gameObject);

1
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction.cs

@ -6,6 +6,7 @@ using UnityEngine.UI;
public class EnemyAction
{
public Sprite sprite;
public bool isAiming =true ;//是否需要连线
public virtual void SettleText( EnemyNode enemyNode ,Text attackDamageText,Text stateText)
{
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();

1
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Aoe.cs

@ -14,6 +14,7 @@ public class EnemyActionAction_Aoe : EnemyAction
{
EnemyAction action = new EnemyActionAction_Aoe();
action.sprite = this.sprite;
action.isAiming = false;
return action;
}
}

2
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Attack.cs

@ -4,6 +4,7 @@ using UnityEngine;
public class EnemyActionAction_Attack : EnemyAction
{
public override void AttackRange(EnemyNode enemyNode)
{
MeleeAttackRange(enemyNode);
@ -13,6 +14,7 @@ public class EnemyActionAction_Attack : EnemyAction
{
EnemyAction action = new EnemyActionAction_Attack();
action.sprite = this.sprite;
action.isAiming = true;
return action;
}
}

1
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Random.cs

@ -15,6 +15,7 @@ public class EnemyActionAction_Random : EnemyAction
{
EnemyAction action = new EnemyActionAction_Random();
action.sprite = this.sprite;
action.isAiming = false;
return action;
}
}

1
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Shield.cs

@ -15,6 +15,7 @@ public class EnemyActionAction_Shield : EnemyAction
{
EnemyAction action = new EnemyActionAction_Shield();
action.sprite = this.sprite;
action.isAiming = false;
return action;
}
}

1
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_UpBuff.cs

@ -15,6 +15,7 @@ public class EnemyActionAction_UpBuff :EnemyAction
{
EnemyAction action = new EnemyActionAction_UpBuff();
action.sprite = this.sprite;
action.isAiming = false;
return action;
}
}

1
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_AttackAndShield.cs

@ -8,6 +8,7 @@ public class EnemyAction_AttackAndShield : EnemyAction
{
EnemyAction action = new EnemyActionAction_Shield();
action.sprite = this.sprite;
action.isAiming = true;
return action;
}
}

1
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Nothing.cs

@ -8,6 +8,7 @@ public class EnemyAction_Nothing : EnemyAction
{
EnemyAction action = new EnemyAction_Nothing();
action.sprite = this.sprite;
action.isAiming = false;
return action;
}
}

1
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Sleep.cs

@ -8,6 +8,7 @@ public class EnemyAction_Sleep : EnemyAction
{
EnemyAction action = new EnemyAction_Sleep();
action.sprite = this.sprite;
action.isAiming = true;
return action;
}
}

123
ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs

@ -11,6 +11,13 @@ public class Player : MonoBehaviour
[Header("层级检测")]
public LayerMask chooseNodeLayerMask;//移动射线选择的层级
public LayerMask playerLayerMask;//角色层级
[Header("路径")]
public List<MapUnity> movePath = new List<MapUnity>();
[Header("动画器")]
public Animator anim;
[Header("跑步速度")]
public float speed =2;
private void Start()
{
@ -47,8 +54,9 @@ public class Player : MonoBehaviour
else
{
// Debug.Log(raycastHit.collider.gameObject.name);
ChooseNode();
StartCoroutine( MoveToChooseNode());
}
@ -67,39 +75,11 @@ public class Player : MonoBehaviour
if(TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.banAction)
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.none;
//todo取消卡牌释放
}
}
public void CalculateDistance(Vector3 targetPostion)//计算走了几步,目前先用距离来判断以后要写寻路算法
{
if(GameManager.Instance.playerOn != null )
{
Vector3 vec = GameManager.Instance.playerOn.transform.position - targetPostion;
float length = vec.magnitude;
Debug.Log(length);
if(length==0)
{
Debug.Log("无法移动");
}
else if( length <1.5f)
{
//-1
GameManager.Instance.playerState.currentStepRange -= 1;
}
else if(length<2.5f)
{
//-2
GameManager.Instance.playerState.currentStepRange -= 2;
}
else if(length <3.5)
{
//-3
GameManager.Instance.playerState.currentStepRange -= 3;
}
}
}
public void ChooseNode()//射线检测选择一个mapNode
IEnumerator MoveToChooseNode()//射线检测选择一个mapNode
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if(Physics .Raycast (ray ,out RaycastHit raycastHit,500, chooseNodeLayerMask.value))
@ -108,27 +88,29 @@ public class Player : MonoBehaviour
MapUnity mapNode = raycastHit.collider.transform.GetComponent<MapUnity>();
//计算移动距离来减步数
if (mapNode.influenced && mapNode.blocked == false && mapNode.enemyNode == null)
CalculateDistance(mapNode.gameObject.transform.position);
//改变缩放翻转
FlipLocalScale(raycastHit.point);
//角色移动
if (mapNode .influenced &&mapNode .blocked ==false &&mapNode .enemyNode ==null )
{
if(GameManager.Instance.playerOn != null )
//获得路径
movePath = AStarManager.Instance.FindPathWithEndNode(GameManager.Instance.playerOn, mapNode);
//判断能否到达
if(movePath .Count -1>GameManager .Instance .playerState .currentStepRange )
{
GameManager.Instance.playerOn.playerOn = false;
GameManager.Instance.playerOn.influenced = false;
Debug.Log("不能移动到该位置");
yield break;
}
//判断寄生是否生效
Usermanager.Instance.ParasitismnRealize(GameManager.Instance.playerOn, mapNode);
Usermanager.Instance.bleedRealize(GameManager.Instance.playerOn, mapNode);
mapNode.playerOn = true;
GameManager.Instance.playerOn = mapNode;
//改变动画
anim.SetBool("move", true);
this.gameObject.transform.position =new Vector3 ( mapNode.transform.position.x ,0.5f, mapNode.transform.position.z);
if (GameManager.Instance.playerOn != null )
{
GameManager.Instance.playerOn.playerOn = false;
GameManager.Instance.playerOn.influenced = false;
}
//遍历影响池变色
foreach (MapUnity mapUnity in influencePreviewPool)
@ -137,8 +119,44 @@ public class Player : MonoBehaviour
}
influencePreviewPool.Clear();
//标记终点
mapNode.markInfluenced = true;
for (int i=1;i<movePath .Count;i++)
{
bool move = true;
float time = 0;
Vector3 startPos= transform.position;
Vector3 endpos = new Vector3(movePath[i].transform.position.x,transform.position.y, movePath[i].transform.position.z);
while (move )
{
transform .position = Vector3.Lerp(startPos, endpos, time += Time.deltaTime*speed);
if(Vector3 .Distance ( transform .position, endpos) <0.1f)
{
move = false;
}
yield return 0;
}
//判断寄生,流血是否生效
Usermanager.Instance.ParasitismnRealize(movePath [i]);//传入当前node
Usermanager.Instance.bleedRealize();
//减体力
GameManager.Instance.playerState.currentStepRange -= 1;
}
this.gameObject.transform.position = new Vector3(mapNode.transform.position.x, 0.5f, mapNode.transform.position.z);
mapNode.playerOn = true;
GameManager.Instance.playerOn = mapNode;
//改变动画
anim.SetBool("move", false);
//取消标记终点
mapNode.markInfluenced = false;
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.none;
}
else
{
@ -157,7 +175,18 @@ public class Player : MonoBehaviour
influencePreviewPool.Clear();
}
//改变缩放翻转
public void FlipLocalScale(Vector3 point)
{
if (point.x < transform.position.x)
{
anim.transform.localScale = new Vector3(-0.17f, 0.17f, 0.17f);
}
else
{
anim.transform.localScale = new Vector3(0.17f, 0.17f, 0.17f);
}
}
public void StepPreviewInfluencedNode(int step)//可移动格子预览
{
influencePreviewPool.Clear();

4
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs

@ -43,8 +43,8 @@ public class getNodeTools
}
//判断寄生是否生效
Usermanager.Instance.ParasitismnRealize(GameManager.Instance.playerOn, mapNode);
Usermanager.Instance.bleedRealize(GameManager.Instance.playerOn, mapNode);
// Usermanager.Instance.ParasitismnRealize(GameManager.Instance.playerOn, mapNode);
// Usermanager.Instance.bleedRealize(GameManager.Instance.playerOn, mapNode);
mapNode.playerOn = true;
GameManager.Instance.playerOn = mapNode;

8
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyUIBar.cs

@ -78,9 +78,11 @@ public class EnemyUIBar : MonoBehaviour
enemyNode.currentActionScript.ShowAttackRange(enemyNode);
enemyNode.lineAim.SetActive(true);
enemyNode.lineAim.GetComponent<EnemyAimLine>().Appear();
if(enemyNode.currentActionScript.isAiming)
{
enemyNode.lineAim.SetActive(true);
enemyNode.lineAim.GetComponent<EnemyAimLine>().Appear();
}
}
}
private void OnMouseExit()

7
ColorlessWorld-2024-4-2/Assets/Scripts/manager/ScenceLoadManager.cs

@ -31,11 +31,8 @@ public class ScenceLoadManager : Singleton <ScenceLoadManager>
{
slider.value = 1;
text.text = "Press AnyKey to Continue";
if(Input .anyKeyDown )
{
operation.allowSceneActivation = true;
}
operation.allowSceneActivation = true;
// if (Input .anyKeyDown )
}
yield return null;
}

22
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -601,32 +601,24 @@ public class Usermanager : Singleton<Usermanager>
}
//寄生实现函数
public void ParasitismnRealize(MapUnity start,MapUnity end)
public void ParasitismnRealize(MapUnity node)
{
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.parasitism)|| playerAbnormalCondition.ContainsKey(AbnormalCondition.corrode))
{
List<MapUnity> path = AStarManager.Instance.FindPathWithEndNode(start, end);
foreach (var node in path )
{
node.whoColour = MapUnity.WhoColour.enemyColour;
}
node.whoColour = MapUnity.WhoColour.enemyColour;
}
}
public void bleedRealize(MapUnity start, MapUnity end)
public void bleedRealize()
{
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.bleed))
{
List<MapUnity> path = AStarManager.Instance.FindPathWithEndNode(start, end);
foreach (var node in path)
SufferDamage(2, null);
playerAbnormalCondition[AbnormalCondition.bleed].value -= 1;
if (playerAbnormalCondition[AbnormalCondition.bleed].value <= 0)
{
SufferDamage(2,null);
playerAbnormalCondition[AbnormalCondition.bleed].value -= 1;
if (playerAbnormalCondition[AbnormalCondition.bleed].value<=0)
{
playerAbnormalCondition.Remove(AbnormalCondition.bleed);
}
playerAbnormalCondition.Remove(AbnormalCondition.bleed);
}
}

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