You've already forked taptap2024_GJ_chidouren
增加音效接口
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@@ -74,7 +74,7 @@ Material:
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- _StencilWriteMask: 255
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- _StencilWriteMask: 255
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- _active_border: 0
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- _active_border: 0
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- _border: 0
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- _border: 0
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- _progress: 1
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- _progress: 0
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- _timeValue: 0
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- _timeValue: 0
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m_Colors:
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m_Colors:
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- _Color: {r: 0, g: 0, b: 0, a: 1}
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- _Color: {r: 0, g: 0, b: 0, a: 1}
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@@ -1,4 +1,5 @@
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using System;
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using System;
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using Framework.Audio;
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using Framework.Timer;
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using Framework.Timer;
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using Framework.Utils.Extend;
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using Framework.Utils.Extend;
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using Pathfinding;
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using Pathfinding;
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@@ -19,20 +20,20 @@ namespace Game.Component
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public bool HasActive = true;
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public bool HasActive = true;
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}
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}
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[SerializeField] protected FSMController _fsmController;
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[SerializeField] protected FSMController _fsmController;
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[SerializeField] protected AILerp _aiLerp;
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[SerializeField] protected AILerp _aiLerp;
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public EnemyAnimState AnimState;
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public EnemyAnimState AnimState;
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[Header ("攻击触发音效")] public string AttackTriggerAudioSound = "";
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[Header ("最大活动区域")] public Vector2 ActiveArea = new Vector2 (10 , 5);
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[Header ("最大活动区域")] public Vector2 ActiveArea = new Vector2 (10 , 5);
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[Header ("随机巡逻区域")] public Vector2 WalkArea = new Vector2 (5 , 5);
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[Header ("随机巡逻区域")] public Vector2 WalkArea = new Vector2 (5 , 5);
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[Header ("攻击检测半径")] public float TriggerDistance = -1f;
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[Header ("攻击检测半径")] public float TriggerDistance = -1f;
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[Header ("追逐检测半径")] public float FollowDistance = -1f;
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[Header ("追逐检测半径")] public float FollowDistance = -1f;
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[Header ("攻击最小持续时间")] public float AttackStateDuration = 5f; //攻击状态最小持续时间
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[Header ("攻击最小持续时间")] public float AttackStateDuration = 5f; //攻击状态最小持续时间
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[Header ("仇恨丢失冷却时间")] public float AttackCDDuration = 2f;
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[Header ("仇恨丢失冷却时间")] public float AttackCDDuration = 2f;
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[Header ("单位移动速度")] public float MaxMoveSpeed = 3;
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[Header ("单位移动速度")] public float MaxMoveSpeed = 3;
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[Header ("常规移动速度系数"), Range (0, 1)] public float WalkSpeedOffset = 1;
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[Header ("常规移动速度系数"), Range (0, 1)] public float WalkSpeedOffset = 1;
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[Header ("攻击移动速度系数"), Range (0, 1)] public float AttackSpeedOffset = 1;
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[Header ("攻击移动速度系数"), Range (0, 1)] public float AttackSpeedOffset = 1;
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[Header ("速度变化系数&插值t")] public float SpeedChangeT = 0.5f;
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[Header ("速度变化系数&插值t")] public float SpeedChangeT = 0.5f;
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private float _expSpeedOffset; //额外速度系数
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private float _expSpeedOffset; //额外速度系数
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private TimeHandler _expTimeHandler; //额外速度计时器
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private TimeHandler _expTimeHandler; //额外速度计时器
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@@ -198,7 +199,12 @@ namespace Game.Component
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public void UpdateSpeedState (bool hasAtk , bool anim = true)
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public void UpdateSpeedState (bool hasAtk , bool anim = true)
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{
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{
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if (this._hasAtkState == false && hasAtk)
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{
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AudioManager.Instance.PlaySound (this.AttackTriggerAudioSound);
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}
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this._hasAtkState = hasAtk;
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this._hasAtkState = hasAtk;
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var targetSpeedOffset = this._hasAtkState ? this.AttackSpeedOffset : this.WalkSpeedOffset;
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var targetSpeedOffset = this._hasAtkState ? this.AttackSpeedOffset : this.WalkSpeedOffset;
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if (anim)
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if (anim)
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{
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{
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@@ -1,4 +1,5 @@
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using System;
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using System;
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using Framework.Audio;
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using Framework.Timer;
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using Framework.Timer;
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using Game.EventDefine;
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using Game.EventDefine;
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using UniFramework.Event;
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using UniFramework.Event;
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@@ -74,6 +75,7 @@ namespace Game.Component
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this.ScenePart.InitPart ();
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this.ScenePart.InitPart ();
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// this.Pathfinder.data.SetData (this.ScenePart.mapCacheData.bytes);
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// this.Pathfinder.data.SetData (this.ScenePart.mapCacheData.bytes);
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// this.Pathfinder.FlushGraphUpdates ();
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// this.Pathfinder.FlushGraphUpdates ();
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AudioManager.Instance.PlayBGM (this.ScenePart.BGM , 1 , 0.65f);
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CameraManager.Instance.SetBoxCollider (this.ScenePart.cameraCollider);
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CameraManager.Instance.SetBoxCollider (this.ScenePart.cameraCollider);
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}
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}
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@@ -14,6 +14,8 @@ namespace Game.Component
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public int completeConditionNumber = 10;
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public int completeConditionNumber = 10;
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public float playerBaseSpeed = 4f;
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public float playerBaseSpeed = 4f;
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[Header("关卡背景音乐")]public string BGM = "";
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[FormerlySerializedAs ("completeProp")] public SuccessProp successProp;
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[FormerlySerializedAs ("completeProp")] public SuccessProp successProp;
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[LabelText ("当前完成数:")] private int _currentConditionNumber = 0;
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[LabelText ("当前完成数:")] private int _currentConditionNumber = 0;
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