This commit is contained in:
JA
2026-06-20 19:34:23 +08:00
parent e5031c0068
commit d442805c3f
4136 changed files with 514641 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMove : MonoBehaviour
{
private Transform player;
void Start()
{
player = GameObject.FindGameObjectWithTag("Player").transform;
}
void Update()
{
//RaycastHit[] hits;
//hits = Physics.RaycastAll(ray, Mathf.Infinity, badMask);
//for (int i = 0; i < hits.Length; i++)
//{
// Debug.Log(hits[i].collider.gameObject.name);
//}
//Debug.Log(hits.Length);
if (player!=null)
{
transform.position = new Vector3(player.position.x, player.position.y - 11, player.position.z);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
public class CameraVR : MonoBehaviour
{
private CinemachineVirtualCamera _cinemachineVirtualCamera;
private CinemachineBasicMultiChannelPerlin _multiChannelPerlin;
//当前持续时间
private float _shakeTime;
//总时间
private float _shakeTimeTotal;
//强度
private float _shakeIntensity;
private void Awake()
{
_cinemachineVirtualCamera = GetComponent<CinemachineVirtualCamera>();
_multiChannelPerlin = _cinemachineVirtualCamera.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
}
// Update is called once per frame
void Update()
{
if (_shakeTime > 0)
{
_shakeTime -= Time.deltaTime;
_multiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(0, _shakeIntensity, _shakeTime / _shakeTimeTotal);
}
}
/// <summary>
/// 抖动
/// </summary>
/// <param name="Time">抖动时间</param>
/// <param name="Intensity">强度</param>
public void ShakeCamera(float time, float intensity)
{
if (_cinemachineVirtualCamera != null)
{
_shakeTimeTotal = time;
_shakeIntensity = intensity;
_shakeTime = _shakeTimeTotal;
_multiChannelPerlin.m_AmplitudeGain = _shakeIntensity;
}
}
private void OnDrawGizmos()
{
Ray ray = new Ray(transform.position, transform.forward);
Gizmos.color = Color.blue;
Gizmos.DrawRay(ray);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Destructeable : MonoBehaviour
{
public GameObject destoryVFX;
public GameObject big;
public GameObject small;
private bool isDestory=false;
public float reTiem = 5;
public void OnDestoryObject()
{
if (isDestory)
return;
if (destoryVFX != null)
{
Instantiate(destoryVFX,transform.position,transform.rotation);
}
big.SetActive(false);
SmallActive(true);
isDestory = true;
StartCoroutine(nameof(DestoryTime));
}
IEnumerator DestoryTime()
{
yield return new WaitForSeconds(reTiem);
big.SetActive(true);
SmallActive(false);
}
private void SmallActive(bool active)
{
if (small != null)
{
small.SetActive(active);
isDestory = false;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Door : MonoBehaviour
{
public Animator _ani;
public BoxCollider2D bx;
public bool isOpen=false;
public GameObject boss;
private void Awake()
{
_ani = GetComponentInChildren<Animator>();
bx = GetComponent<BoxCollider2D>();
boss = GameObject.FindWithTag("Boss");
}
private void Update()
{
if(isOpen)
{
Debug.Log("¿ªÃÅ");
_ani.Play("activate");
StartCoroutine(nameof(Open));
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player")&&!isOpen)
{
UIManager.Instance.Show<UIOpen>();
}
}
private IEnumerator Open()
{
yield return new WaitForSeconds(7f);
bx.isTrigger = true;
boss.GetComponentInChildren<BossAI>().SetBegin(true);
isOpen=false;
this.gameObject.SetActive(false);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FacingCamera : MonoBehaviour
{
Transform[] childs;
private Transform cameraMain;
private void Awake()
{
cameraMain = GameObject.FindGameObjectWithTag("Camera").transform;
}
void Start()
{
childs = new Transform[transform.childCount];
for (int i = 0; i < transform.childCount; i++)
{
childs[i] = transform.GetChild(i);
}
}
void Update()
{
for (int i = 0; i < childs.Length; i++)
{
childs[i].rotation = cameraMain.rotation;
}
}
}

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using Manager;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Teleport : MonoBehaviour
{
public BossAI m;
public bool isBattle;
private void Awake()
{
if(isBattle)
{
m = GameObject.FindWithTag("Boss").GetComponentInChildren<BossAI>();
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if(isBattle)
{
if (m.GetIsDie() && collision.CompareTag("Player"))
{
Debug.Log("传送");
//保存玩家信息
CharacterCombat cm = collision.gameObject.GetComponentInChildren<CharacterCombat>();
PlayerInfo.Instance.KeepData(cm.maxHp, cm.currentHp, cm.attack);
UIManager.Instance.Show<UILoad>();
return;
}
}
else
{
if (collision.CompareTag("Player"))
{
Debug.Log("传送");
//保存玩家信息
CharacterCombat cm = collision.gameObject.GetComponentInChildren<CharacterCombat>();
PlayerInfo.Instance.KeepData(cm.maxHp,cm.currentHp,cm.attack);
UIManager.Instance.Show<UILoad>();
return;
}
}
}
}

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using Spine;
using Spine.Unity;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tree : CombaSystem
{
private SkeletonAnimation skelet;
private Spine.AnimationState animationState;
protected override void Awake()
{
skelet = GetComponent<SkeletonAnimation>();
animationState = skelet.AnimationState;
//¶¯×÷Íê³ÉºóµÄ»Øµ÷
animationState.Complete += OnIdle;
}
private void OnIdle(TrackEntry trackEntry)
{
TrackEntry entry = skelet.AnimationState.SetAnimation(0, "animation", true);
}
public override void TakeDamage()
{
TrackEntry entry = skelet.AnimationState.SetAnimation(0, "hit", false);
}
}

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