Merge branch 'master' of http://8.134.150.210:3000/xgan/2025TapTapGameJam
This commit is contained in:
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|
weightedMode: 0
|
||||||
|
inWeight: 0.33333334
|
||||||
|
outWeight: 0.33333334
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
spreadCustomCurve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 0
|
||||||
|
value: 0
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0.33333334
|
||||||
|
outWeight: 0.33333334
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
reverbZoneMixCustomCurve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 0
|
||||||
|
value: 1
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0.33333334
|
||||||
|
outWeight: 0.33333334
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
--- !u!1 &8314966853544917208
|
--- !u!1 &8314966853544917208
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|||||||
@@ -14,6 +14,10 @@ namespace Script.Gameplay.Facility
|
|||||||
private bool isPressing = false;
|
private bool isPressing = false;
|
||||||
private Vector3 buttonInitialPosition;
|
private Vector3 buttonInitialPosition;
|
||||||
|
|
||||||
|
[SerializeField] private AudioClip turnSound;
|
||||||
|
[SerializeField] private AudioClip returnSound;
|
||||||
|
[SerializeField] private AudioSource buttonSound;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
buttonInitialPosition = buttonPressPoint.transform.position;
|
buttonInitialPosition = buttonPressPoint.transform.position;
|
||||||
@@ -37,12 +41,16 @@ namespace Script.Gameplay.Facility
|
|||||||
isPressing = true;
|
isPressing = true;
|
||||||
// 按钮按下的动画或效果可以在这里添加
|
// 按钮按下的动画或效果可以在这里添加
|
||||||
buttonPressPoint.transform.position = new Vector3(0, 0, 0);
|
buttonPressPoint.transform.position = new Vector3(0, 0, 0);
|
||||||
|
buttonSound.clip = turnSound;
|
||||||
|
buttonSound.Play();
|
||||||
|
|
||||||
yield return new WaitForSeconds(signalDuration);
|
yield return new WaitForSeconds(signalDuration);
|
||||||
SendSignal(false, this.gameObject);
|
SendSignal(false, this.gameObject);
|
||||||
isPressing = false;
|
isPressing = false;
|
||||||
// 按钮弹起的动画或效果可以在这里添加
|
// 按钮弹起的动画或效果可以在这里添加
|
||||||
buttonPressPoint.transform.position = buttonInitialPosition;
|
buttonPressPoint.transform.position = buttonInitialPosition;
|
||||||
|
buttonSound.clip = returnSound;
|
||||||
|
buttonSound.Play();
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,6 +9,9 @@ namespace Script.Gameplay.Facility
|
|||||||
{
|
{
|
||||||
private bool isPulled = false;
|
private bool isPulled = false;
|
||||||
[SerializeField] private GameObject rotationPrefab;
|
[SerializeField] private GameObject rotationPrefab;
|
||||||
|
[SerializeField] private AudioClip turnSound;
|
||||||
|
[SerializeField] private AudioClip returnSound;
|
||||||
|
[SerializeField] private AudioSource LeverSound;
|
||||||
|
|
||||||
public override string GetInteractPrompt()
|
public override string GetInteractPrompt()
|
||||||
{
|
{
|
||||||
@@ -30,11 +33,15 @@ namespace Script.Gameplay.Facility
|
|||||||
{
|
{
|
||||||
// 旋转拉杆到下拉位置
|
// 旋转拉杆到下拉位置
|
||||||
rotationPrefab.transform.rotation = Quaternion.Euler(0f, 0f, 45f);
|
rotationPrefab.transform.rotation = Quaternion.Euler(0f, 0f, 45f);
|
||||||
|
LeverSound.clip = turnSound;
|
||||||
|
LeverSound.Play();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// 旋转拉杆回到初始位置
|
// 旋转拉杆回到初始位置
|
||||||
rotationPrefab.transform.rotation = Quaternion.Euler(0f, 0f, 0f);
|
rotationPrefab.transform.rotation = Quaternion.Euler(0f, 0f, 0f);
|
||||||
|
LeverSound.clip = returnSound;
|
||||||
|
LeverSound.Play();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -11,6 +11,10 @@ namespace Script.Gameplay.Facility
|
|||||||
[SerializeField] private Vector3 plateOffset = Vector3.up * 0.1f;
|
[SerializeField] private Vector3 plateOffset = Vector3.up * 0.1f;
|
||||||
|
|
||||||
[SerializeField] private GameObject pressTopPrefab;
|
[SerializeField] private GameObject pressTopPrefab;
|
||||||
|
|
||||||
|
[SerializeField] private AudioClip pressedSound;
|
||||||
|
[SerializeField] private AudioClip returnSound;
|
||||||
|
[SerializeField] private AudioSource plateSound;
|
||||||
private bool lastState = false;
|
private bool lastState = false;
|
||||||
private bool hasObject = false;
|
private bool hasObject = false;
|
||||||
|
|
||||||
@@ -27,13 +31,21 @@ namespace Script.Gameplay.Facility
|
|||||||
{
|
{
|
||||||
// 被压下动画
|
// 被压下动画
|
||||||
if (pressTopPrefab != null)
|
if (pressTopPrefab != null)
|
||||||
|
{
|
||||||
pressTopPrefab.transform.localPosition = new Vector3(0, 0, 0.1f);
|
pressTopPrefab.transform.localPosition = new Vector3(0, 0, 0.1f);
|
||||||
|
plateSound.clip = pressedSound;
|
||||||
|
plateSound.Play();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// 弹起动画
|
// 弹起动画
|
||||||
if (pressTopPrefab != null)
|
if (pressTopPrefab != null)
|
||||||
|
{
|
||||||
pressTopPrefab.transform.localPosition = new Vector3(0, 0, 1);
|
pressTopPrefab.transform.localPosition = new Vector3(0, 0, 1);
|
||||||
|
plateSound.clip = returnSound;
|
||||||
|
plateSound.Play();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -17,6 +17,9 @@ namespace Script.Gameplay.Global
|
|||||||
[Tooltip("要控制的 RendererFeature 名称")] public string featureName = "ScreenGlitchFeature";
|
[Tooltip("要控制的 RendererFeature 名称")] public string featureName = "ScreenGlitchFeature";
|
||||||
[SerializeField] private float glitchDuration = 1f;
|
[SerializeField] private float glitchDuration = 1f;
|
||||||
|
|
||||||
|
[SerializeField] private AudioSource GlitchSoundSource;
|
||||||
|
[SerializeField] private AudioClip GlitchSoundClip;
|
||||||
|
|
||||||
public void SetFeatureActive(bool active)
|
public void SetFeatureActive(bool active)
|
||||||
{
|
{
|
||||||
if (rendererData == null)
|
if (rendererData == null)
|
||||||
@@ -42,6 +45,10 @@ namespace Script.Gameplay.Global
|
|||||||
public IEnumerator TriggerGlitchEffect()
|
public IEnumerator TriggerGlitchEffect()
|
||||||
{
|
{
|
||||||
SetFeatureActive(true);
|
SetFeatureActive(true);
|
||||||
|
if (GlitchSoundSource != null && GlitchSoundClip != null)
|
||||||
|
{
|
||||||
|
GlitchSoundSource.PlayOneShot(GlitchSoundClip);
|
||||||
|
}
|
||||||
yield return new WaitForSeconds(glitchDuration);
|
yield return new WaitForSeconds(glitchDuration);
|
||||||
SetFeatureActive(false);
|
SetFeatureActive(false);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -19,6 +19,10 @@ namespace Script.Gameplay.Player
|
|||||||
[Tooltip("地面检测半径")] public float groundDistance = 0.4f;
|
[Tooltip("地面检测半径")] public float groundDistance = 0.4f;
|
||||||
[Tooltip("地面层(LayerMask)")] public LayerMask groundMask;
|
[Tooltip("地面层(LayerMask)")] public LayerMask groundMask;
|
||||||
|
|
||||||
|
[Header("Sound Effects")]
|
||||||
|
[SerializeField] private AudioSource playerSound;
|
||||||
|
[SerializeField] private AudioClip jumpSound;
|
||||||
|
[SerializeField] private AudioClip walkSound;
|
||||||
private float initSpeed;
|
private float initSpeed;
|
||||||
|
|
||||||
private CharacterController characterController;
|
private CharacterController characterController;
|
||||||
@@ -35,6 +39,10 @@ namespace Script.Gameplay.Player
|
|||||||
[Tooltip("推动物体的力量")] [SerializeField]
|
[Tooltip("推动物体的力量")] [SerializeField]
|
||||||
private float pushPower = 2f;
|
private float pushPower = 2f;
|
||||||
|
|
||||||
|
[Header("Footstep Settings")]
|
||||||
|
[Tooltip("判定为走路的最小输入强度")] [SerializeField]
|
||||||
|
private float walkThreshold = 0.1f;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
characterController = GetComponent<CharacterController>();
|
characterController = GetComponent<CharacterController>();
|
||||||
@@ -42,6 +50,9 @@ namespace Script.Gameplay.Player
|
|||||||
Debug.LogError("PlayerMoveController 需要 CharacterController 组件!");
|
Debug.LogError("PlayerMoveController 需要 CharacterController 组件!");
|
||||||
|
|
||||||
initSpeed = speed;
|
initSpeed = speed;
|
||||||
|
playerSound = playerSound != null ? playerSound : GetComponent<AudioSource>();
|
||||||
|
if (playerSound == null)
|
||||||
|
Debug.LogWarning("PlayerMoveController: AudioSource 未设置,音效将不会播放。");
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
@@ -95,9 +106,17 @@ namespace Script.Gameplay.Player
|
|||||||
Vector3 move = transform.right * x + transform.forward * z;
|
Vector3 move = transform.right * x + transform.forward * z;
|
||||||
characterController.Move(move * speed * Time.deltaTime);
|
characterController.Move(move * speed * Time.deltaTime);
|
||||||
|
|
||||||
|
// 走路音效逻辑:在地面且移动输入较大时播放循环走路音效
|
||||||
|
HandleFootstepAudio(x, z);
|
||||||
|
|
||||||
// 跳跃
|
// 跳跃
|
||||||
if (isGrounded && inputManager.JumpPressed)
|
if (isGrounded && inputManager.JumpPressed)
|
||||||
{
|
{
|
||||||
|
// 跳跃时停止走路循环声并播放跳跃音效(一次性)
|
||||||
|
StopWalkAudioIfPlaying();
|
||||||
|
if (playerSound != null && jumpSound != null)
|
||||||
|
playerSound.PlayOneShot(jumpSound);
|
||||||
|
|
||||||
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -106,6 +125,45 @@ namespace Script.Gameplay.Player
|
|||||||
characterController.Move(velocity * Time.deltaTime);
|
characterController.Move(velocity * Time.deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void HandleFootstepAudio(float x, float z)
|
||||||
|
{
|
||||||
|
if (playerSound == null || walkSound == null) return;
|
||||||
|
|
||||||
|
float inputMag = new Vector2(x, z).magnitude;
|
||||||
|
bool shouldPlayWalk = isGrounded && inputMag > walkThreshold;
|
||||||
|
|
||||||
|
if (shouldPlayWalk)
|
||||||
|
{
|
||||||
|
if (playerSound.clip != walkSound || !playerSound.isPlaying)
|
||||||
|
{
|
||||||
|
playerSound.clip = walkSound;
|
||||||
|
playerSound.loop = true;
|
||||||
|
playerSound.Play();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 如果当前正在播放走路音效则停止
|
||||||
|
if (playerSound.clip == walkSound && playerSound.isPlaying)
|
||||||
|
{
|
||||||
|
playerSound.Stop();
|
||||||
|
playerSound.loop = false;
|
||||||
|
playerSound.clip = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void StopWalkAudioIfPlaying()
|
||||||
|
{
|
||||||
|
if (playerSound == null) return;
|
||||||
|
if (playerSound.clip == walkSound && playerSound.isPlaying)
|
||||||
|
{
|
||||||
|
playerSound.Stop();
|
||||||
|
playerSound.loop = false;
|
||||||
|
playerSound.clip = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private void OnControllerColliderHit(ControllerColliderHit hit)
|
private void OnControllerColliderHit(ControllerColliderHit hit)
|
||||||
{
|
{
|
||||||
Rigidbody body = hit.collider.attachedRigidbody;
|
Rigidbody body = hit.collider.attachedRigidbody;
|
||||||
|
|||||||
Reference in New Issue
Block a user