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加入部分音效-3

pull/51/head
45 1 year ago
parent
commit
bc9c6569e1
  1. 4
      ColorlessWorld-2024-4-2/Assets/Image/MapUnityAnim/MapUnity _2.controller
  2. 190
      ColorlessWorld-2024-4-2/Assets/Image/MapUnityAnim/UpAndChange.anim
  3. 18
      ColorlessWorld-2024-4-2/Assets/Image/开始地面动画/BookGround/BookAnim/BookAnim.fbx.meta
  4. 8
      ColorlessWorld-2024-4-2/Assets/Image/开始地面动画/BookGround/InFight/UpMOVE.anim
  5. 4
      ColorlessWorld-2024-4-2/Assets/Image/开始地面动画/纸缝愈合/战斗开始/MoveOffset.anim
  6. 4
      ColorlessWorld-2024-4-2/Assets/Image/新玩家角色/未命名作品(56).png.meta
  7. 2718
      ColorlessWorld-2024-4-2/Assets/Resources/BackGround.png.meta
  8. 33
      ColorlessWorld-2024-4-2/Assets/Scenes/ChooseWeapon.unity
  9. 13
      ColorlessWorld-2024-4-2/Assets/Scenes/Map.unity
  10. 363
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  11. 13
      ColorlessWorld-2024-4-2/Assets/Scenes/Shop.unity
  12. 74
      ColorlessWorld-2024-4-2/Assets/Scripts/Audio/AudioManager.cs
  13. 21
      ColorlessWorld-2024-4-2/Assets/Scripts/Audio/UIAudio.cs
  14. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Audio/UIAudio.cs.meta
  15. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/BookEvent.meta
  16. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/BookEvent/BookEvent.cs
  17. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/BookEvent/BookEvent.cs.meta
  18. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  19. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  20. 16
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  21. 15
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  22. 30
      ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs
  23. 97
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs
  24. 3
      ColorlessWorld-2024-4-2/ProjectSettings/TagManager.asset

4
ColorlessWorld-2024-4-2/Assets/Image/MapUnityAnim/MapUnity _2.controller

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190
ColorlessWorld-2024-4-2/Assets/Image/MapUnityAnim/UpAndChange.anim

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18
ColorlessWorld-2024-4-2/Assets/Image/开始地面动画/BookGround/BookAnim/BookAnim.fbx.meta

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8
ColorlessWorld-2024-4-2/Assets/Image/开始地面动画/BookGround/InFight/UpMOVE.anim

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4
ColorlessWorld-2024-4-2/Assets/Image/开始地面动画/纸缝愈合/战斗开始/MoveOffset.anim

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4
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2718
ColorlessWorld-2024-4-2/Assets/Resources/BackGround.png.meta

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33
ColorlessWorld-2024-4-2/Assets/Scenes/ChooseWeapon.unity

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ColorlessWorld-2024-4-2/Assets/Scenes/Map.unity

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ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

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@ -28511,9 +28476,9 @@ MonoBehaviour:
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13
ColorlessWorld-2024-4-2/Assets/Scenes/Shop.unity

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74
ColorlessWorld-2024-4-2/Assets/Scripts/Audio/AudioManager.cs

@ -4,10 +4,19 @@ using UnityEngine;
public class AudioManager : Singleton<AudioManager>
{
[Header("UI音频")]
public AudioClip UIClick;
public AudioClip AttackClick;
public AudioClip menuOpenClip;
public AudioClip menuCloseClip;
[Header("玩家战斗音频")]
public AudioClip[] AttackClips;
public AudioClip upShieldClip;
public AudioClip downShieldClip;
[Header("敌人战斗音频")]
public AudioClip enemyHurtClip;
[Header("书本音频")]
public AudioClip onePageClip;
public AudioClip amountPageClip;
[Header("卡牌音频")]
public AudioClip oneDrawClip;
public AudioClip amoutDrawClip;
@ -15,10 +24,14 @@ public class AudioManager : Singleton<AudioManager>
public AudioClip disChooseClip;
public AudioClip flipClip;//卡牌滑动
[Header("音源")]
public AudioSource UIClickSource;
public AudioSource ActionSource;
AudioSource attackSource;
AudioSource BookSource;
AudioSource CardSource;
AudioSource enemyActionSource;
private void Start()
{
@ -26,6 +39,8 @@ public class AudioManager : Singleton<AudioManager>
BookSource = gameObject.AddComponent<AudioSource>();
CardSource = gameObject.AddComponent<AudioSource>();
attackSource = gameObject.AddComponent<AudioSource>();
enemyActionSource = gameObject.AddComponent<AudioSource>();
}
public void UIClickPlayer()
@ -33,11 +48,20 @@ public class AudioManager : Singleton<AudioManager>
UIClickSource.clip = UIClick;
UIClickSource.Play();
}
public void MenuOpenPlayer()
{
UIClickSource.clip = menuOpenClip;
UIClickSource.Play();
}
public void MenuClosePlayer()
{
UIClickSource.clip = menuCloseClip;
UIClickSource.Play();
}
public void AttackVoicePlayer()
{
ActionSource .clip = AttackClick;
ActionSource .Play();
attackSource.clip = AttackClips[Random.Range(0, AttackClips.Length)];
attackSource .Play();
}
public void DrawCardVoicePlayer(int count)
{
@ -51,6 +75,19 @@ public class AudioManager : Singleton<AudioManager>
}
CardSource.Play();
}
public void DrawOneCardVoicePlayer(int count)
{
if (count > 1)
{
}
else
{
CardSource.clip = oneDrawClip;
CardSource.Play();
}
}
public void ChooseCardVoicePlayer(bool isChoose)
{
if (isChoose ==true )
@ -68,4 +105,33 @@ public class AudioManager : Singleton<AudioManager>
CardSource.clip = flipClip;
CardSource.Play();
}
public void BookPageVoicePlayer(int count)
{
if (count > 1)
{
BookSource.clip = amountPageClip;
}
else
{
BookSource.clip = onePageClip;
}
BookSource.Play();
}
public void ShieldVoicePlayer(int value)
{
if (value> 0)
{
ActionSource.clip = upShieldClip;
}
else
{
ActionSource.clip = downShieldClip;
}
ActionSource.Play();
}
public void EnemyHurtVoicePlayer()
{
enemyActionSource.clip = enemyHurtClip;
enemyActionSource.Play();
}
}

21
ColorlessWorld-2024-4-2/Assets/Scripts/Audio/UIAudio.cs

@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIAudio : MonoBehaviour
{
public void UIClickPlayer()
{
AudioManager.Instance.UIClickPlayer();
}
public void MenuOpenPlayer()
{
AudioManager.Instance.MenuOpenPlayer();
}
public void MenuClosePlayer()
{
AudioManager.Instance.MenuClosePlayer();
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Audio/UIAudio.cs.meta

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8
ColorlessWorld-2024-4-2/Assets/Scripts/BookEvent.meta

@ -0,0 +1,8 @@
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11
ColorlessWorld-2024-4-2/Assets/Scripts/BookEvent/BookEvent.cs

@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BookEvent : MonoBehaviour
{
public void BookPageVoicePlayer(int count)
{
AudioManager.Instance.BookPageVoicePlayer(count);
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/BookEvent/BookEvent.cs.meta

@ -0,0 +1,11 @@
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guid: b16e2c2c561bf1d4aa9137013896831b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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4
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -135,6 +135,8 @@ public class CardEntity : MonoBehaviour
//卡牌效果的结算
public IEnumerator settle(int settleTurn,MapUnity targetNode)
{
//ÒôЧ
AudioManager.Instance.AttackVoicePlayer();
//动画触发和角色翻转
if(cardOriginalData .CarType == 1)
{
@ -169,6 +171,8 @@ public class CardEntity : MonoBehaviour
public void CreateSmallCard()
{
//¿¨ÅÆÒôЧ
AudioManager.Instance.DrawCardVoicePlayer(1);
//生成小卡
var cardPrefab = Instantiate(smallCardPrefab, transform.position, transform.localRotation);
cardPrefab.GetComponent<CardSmall>().SetDestination(TurnMaster.Instance.usedCardNumberText.gameObject, cardId);

6
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -72,7 +72,7 @@ public class TurnMaster : Singleton<TurnMaster>
//洗牌--抽卡
StartCoroutine(ShuffleWithLosingCards());
//洗牌抽卡声音
// AudioManager.Instance.DrawCardVoicePlayer(2);
AudioManager.Instance.DrawCardVoicePlayer(2);
//判断眩晕等能不能行动
Usermanager.Instance.BanActionJudge();
//回合开始结算玩家buff
@ -397,9 +397,7 @@ public class TurnMaster : Singleton<TurnMaster>
handCard.cardEntityList.Add(cardEntity);*/
createCard(i);
}
//³é¿¨ÉùÒô
AudioManager.Instance.DrawCardVoicePlayer(1);
yield return new WaitForSeconds(0.13f);
yield return new WaitForSeconds(0.1f);
}
}

16
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -48,7 +48,8 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
public GameObject bone;
public GameObject bone_Re;
[Header("敌人状态变化")]
public int lasteHp;
public enum EnemyType
{
enemy,
@ -118,7 +119,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{
CreatEnemyUIBar(this);
}
lasteHp = (int)EnemyState.currentHP;
}
private void Update()
@ -148,6 +149,17 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
}
}
//减血音效
if(EnemyState .currentHP < lasteHp )
{
StartCoroutine(EnemyHurtVoice(1.3f));
lasteHp = (int)EnemyState.currentHP;
}
}
IEnumerator EnemyHurtVoice(float time)
{
yield return new WaitForSeconds(time);
AudioManager.Instance.EnemyHurtVoicePlayer();
}
public void CreatEnemyUIBar(EnemyNode enemyNode )
{

15
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -106,7 +106,7 @@ public class GameManager : Singleton<GameManager>
{
//生成空地图列表
GenerateEnmptyMapList();
// GenerateEnmptyMapListDefault();
//生成角色数据
if (PlayerStatsManager .Instance .playerState != null)
playerState = Instantiate(PlayerStatsManager.Instance.playerState);
@ -145,6 +145,19 @@ public class GameManager : Singleton<GameManager>
}
}
}
public void GenerateEnmptyMapListDefault()
{
if (complete == false)
{
for (int i = 0; i < MapManager.Instance.line; i++)
{
for (int j = 0; j < MapManager.Instance.column; j++)
{
X[i].Y.Add(null);
}
}
}
}
private void Update()
{
//绿色地块优势

30
ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs

@ -57,7 +57,7 @@ public class MapManager : Singleton<MapManager>
{
mapImageTest.Add((UnityEngine.Sprite)mapImage[i]);
}
for (int i = mapImageTest.Count / (column*2); i > 0 ; i--)
for (int i = mapImageTest.Count /(column*2); i > 0 ; i--)
{
List<Sprite> sprites = new List<Sprite>();
for (int j = 0; j< (column * 2); j++)
@ -164,6 +164,7 @@ public class MapManager : Singleton<MapManager>
IEnumerator GenerateProcess()
{
yield return StartCoroutine(MapGenerate());
// yield return StartCoroutine(MapGenerateDefault());
yield return StartCoroutine(SetUpMapUnity());
yield return StartCoroutine(UPMoveMapUnity());
yield return new WaitForSeconds(2);
@ -278,7 +279,34 @@ public class MapManager : Singleton<MapManager>
}*/
#endregion
}
IEnumerator MapGenerateDefault()
{
for (int i = 0; i < line; i++)
{
if (i != 0)
{
generatePoint.transform.position += columnOffSet;
}
generatePoint.transform.position = new Vector3(0, 0, generatePoint.transform.position.z);
int currentColumn = column;
for (int j = 0; j < currentColumn; j++)
{
if (i % 2 == 0 && j == 0)
{
generatePoint.transform.position += lineOffSet / 2f;
}
var a = Instantiate(mapUnity, generatePoint.transform.position - new Vector3(0, 2, 0), mapUnity.transform.rotation);
MapUnity currentMapUnityScript = a.GetComponent<MapUnity>();
currentMapUnityScript.locationX = i;
currentMapUnityScript.locationY = j;
currentMapUnityScript.RegisterUnit();
generatePoint.transform.position += lineOffSet;
}
}
yield return null;
}
//·½Ðγ¡µØ´´½¨
public void CreateSquareMap()
{

97
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using static UnityEngine.Rendering.DebugUI;
public class Usermanager : Singleton<Usermanager>
{
@ -13,7 +14,8 @@ public class Usermanager : Singleton<Usermanager>
public int totalCost;
public int Health { get => health; set => health = value; }
public int Shield { get => shield; set => shield = value; }
[Header("½Çɫ״̬±ä»¯")]
public int lasteShield;
[Header ("Buff״̬")]
public static Dictionary<string, Buff > playerAbnormalCondition = new Dictionary<string, Buff >();//Ò쳣״̬
@ -58,101 +60,22 @@ public class Usermanager : Singleton<Usermanager>
Shield = 0;
totalCost = 4;
}
#region BuffÊ©¼Óº¯Êý
public void AddPlayerAbnormalCondition_Posion(int value)
{
Buff buff = new Buff_Posion ();
SufferPlayerAbnormalCondition(AbnormalCondition.posion, value,buff);
RefreshPlayerBuffIcon();
}
public void AddPlayerAbnormalCondition_Weak(int value)
{
Buff buff = new Buff_Weak();
SufferPlayerAbnormalCondition(AbnormalCondition.weak, value, buff);
RefreshPlayerBuffIcon();
}
public void AddPlayerAbnormalCondition_angerUpperDamage(int value)
{
Buff buff = new Buff_UpperAnger();
SufferPlayerAbnormalCondition(UpperCondition.angerUpperDamage, value, buff);
RefreshPlayerBuffIcon();
}
public void AddPlayerAbnormalCondition_shieldUpperValue(int value)
{
Buff buff = new Buff_UpperShield();
SufferPlayerAbnormalCondition(UpperCondition.shieldUpperValue, value, buff);
RefreshPlayerBuffIcon();
}
public void AddPlayerAbnormalCondition_firm(int value)
{
Buff buff = new Buff_Firm();
SufferPlayerAbnormalCondition(UpperCondition.firm, value, buff);
RefreshPlayerBuffIcon();
}
public void AddPlayerAbnormalCondition_addDrawCard(int value)
{
Buff buff = new Buff_DrawCardNumber();
SufferPlayerAbnormalCondition(UpperCondition.addDrawCard, value, buff);
RefreshPlayerBuffIcon();
}
public void AddPlayerAbnormalCondition_banDrawCard(int value)
private void Update()
{
Buff buff = new Buff_BanDrawCard();
SufferPlayerAbnormalCondition(AbnormalCondition.banDrawCard, value, buff);
RefreshPlayerBuffIcon();
}
public void AddPlayerAbnormalCondition_upperSpeed(int value)
{
Buff buff = new Buff_UpperStepRange();
SufferPlayerAbnormalCondition(UpperCondition.upperSpeed, value, buff);
RefreshPlayerBuffIcon();
}
public void AddPlayerAbnormalCondition_coma(int value)
{
Buff buff = new Buff_coma();
SufferPlayerAbnormalCondition(AbnormalCondition.coma, value, buff);
RefreshPlayerBuffIcon();
}
public void AddPlayerAbnormalCondition_sleep(int value)
{
Buff buff = new Buff_sleep();
SufferPlayerAbnormalCondition(AbnormalCondition.sleep, value, buff);
RefreshPlayerBuffIcon();
}
public void AddPlayerAbnormalCondition_levelSleep(int value)
if(lasteShield != shield )
{
Buff buff = new Buff_levelSeep();
SufferPlayerAbnormalCondition(AbnormalCondition.levelSleep, value, buff);
if(playerAbnormalCondition [AbnormalCondition .levelSleep ].value >=10)
if (lasteShield < shield)
{
AddPlayerAbnormalCondition_coma(1);
playerAbnormalCondition[AbnormalCondition.levelSleep].value -= 10;
AudioManager.Instance.ShieldVoicePlayer(1);
}
RefreshPlayerBuffIcon();
}
public void AddPlayerAbnormalCondition_vulnerable(int value)
else
{
Buff buff = new Buff_Vulnerable();
SufferPlayerAbnormalCondition(AbnormalCondition.vulnerable, value, buff);
RefreshPlayerBuffIcon();
// AudioManager.Instance.ShieldVoicePlayer(-1);
}
public void AddPlayerAbnormalCondition_BanStep(int value)
{
Buff buff = new Buff_BanStepRange();
SufferPlayerAbnormalCondition(AbnormalCondition.banStep, value, buff);
RefreshPlayerBuffIcon();
lasteShield = shield;
}
public void AddPlayerAbnormalCondition_parasitism(int value)
{
Buff buff = new Buff_parasitism();
SufferPlayerAbnormalCondition(AbnormalCondition.parasitism, value, buff);
RefreshPlayerBuffIcon();
}
#endregion
//BuffÊ©¼Ó
public void SufferPlayerAbnormalCondition(string condition, int value ,Buff buff)
{

3
ColorlessWorld-2024-4-2/ProjectSettings/TagManager.asset

@ -52,6 +52,9 @@ TagManager:
- name: CloseGround
uniqueID: 2911850053
locked: 0
- name: Player
uniqueID: 3598597139
locked: 0
- name: PlayerStatsUI
uniqueID: 801241541
locked: 0

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