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death animation for glyphs

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61acdcae
共有 15 个文件被更改,包括 2805 次插入1039 次删除
  1. 170
      Assets/Prefabs/NGO/InGameLogic.prefab
  2. 999
      Assets/Prefabs/NGO/SymbolObject.prefab
  3. 6
      Assets/Scripts/Lobby/LobbyAsyncRequests.cs
  4. 9
      Assets/Scripts/NGO/InGameRunner.cs
  5. 2
      Assets/Scripts/NGO/SequenceSelector.cs
  6. 8
      Assets/Scripts/NGO/SymbolObject.cs
  7. 148
      Assets/Art/Borders/GlyphController.controller
  8. 8
      Assets/Art/Borders/GlyphController.controller.meta
  9. 1001
      Assets/Art/Borders/Internal Mask.png
  10. 108
      Assets/Art/Borders/Internal Mask.png.meta
  11. 1001
      Assets/Art/Borders/InternalMaskHide.anim
  12. 8
      Assets/Art/Borders/InternalMaskHide.anim.meta
  13. 368
      Assets/Art/Borders/InternalMaskShow.anim
  14. 8
      Assets/Art/Borders/InternalMaskShow.anim.meta

170
Assets/Prefabs/NGO/InGameLogic.prefab


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999
Assets/Prefabs/NGO/SymbolObject.prefab
文件差异内容过多而无法显示
查看文件

6
Assets/Scripts/Lobby/LobbyAsyncRequests.cs


Lobby lobby = m_lastKnownLobby;
Dictionary<string, DataObject> dataCurr = lobby.Data ?? new Dictionary<string, DataObject>();
var shouldLock = false;
var shouldLock = false;
foreach (var dataNew in data)
{
// Special case: We want to be able to filter on our color data, so we need to supply an arbitrary index to retrieve later. Uses N# for numerics, instead of S# for strings.

dataCurr[dataNew.Key] = dataObj;
else
dataCurr.Add(dataNew.Key, dataObj);
//Special Use: Get the state of the Local lobby so we can lock it from appearing in queries if it's not in the "Lobby" State
if (dataNew.Key == "State")
{

}
}
LobbyAPIInterface.UpdateLobbyAsync(lobby.Id, dataCurr, shouldLock, (result) =>
{

9
Assets/Scripts/NGO/InGameRunner.cs


[SerializeField] private SymbolKillVolume m_killVolume = default;
[SerializeField] private IntroOutroRunner m_introOutroRunner = default;
[SerializeField] private NetworkedDataStore m_dataStore = default;
[SerializeField] private BoxCollider m_collider;
private PlayerData m_localUserData; // This has an ID that's not necessarily the OwnerClientId, since all clients will see all spawned objects regardless of ownership.
public void Initialize(Action onConnectionVerified, int expectedPlayerCount, Action onGameEnd, LobbyUser localUser)

private void ResetPendingSymbolPositions()
{
m_pendingSymbolPositions.Clear();
IList<Vector2> points = m_sequenceSelector.GenerateRandomSpawnPoints(new Rect(-15, 0, 30, 120), 2);
Rect boxRext = new Rect(m_collider.bounds.min.x, m_collider.bounds.min.y, m_collider.bounds.size.x, m_collider.bounds.size.y);
IList<Vector2> points = m_sequenceSelector.GenerateRandomSpawnPoints(boxRext, 2);
foreach (Vector2 point in points)
m_pendingSymbolPositions.Enqueue(point);
}

// This could lead to dropped packets such that the InGameRunner's Spawn call fails to occur, so we'll wait until all players join.
// (Besides, we will need to display instructions, which has downtime during which symbol objects can be spawned.)
}
[ClientRpc]
private void VerifyConnection_ClientRpc(ulong clientId)
{

bool areAllPlayersConnected = NetworkManager.ConnectedClients.Count >= m_expectedPlayerCount; // The game will begin at this point, or else there's a timeout for booting any unconnected players.
VerifyConnectionConfirm_ClientRpc(clientData.id, areAllPlayersConnected);
}
[ClientRpc]
private void VerifyConnectionConfirm_ClientRpc(ulong clientId, bool canBeginGame)
{

m_hasConnected = true;
}
if (canBeginGame && m_hasConnected)
{
m_timeout = -1;

2
Assets/Scripts/NGO/SequenceSelector.cs


{
[SerializeField] private SymbolData m_symbolData = default;
[SerializeField] private Image[] m_targetSequenceOutput = default;
public const int k_symbolCount = 200;
public const int k_symbolCount = 140;
private bool m_hasReceivedTargetSequence = false;
private ulong m_localId;
private bool m_canAnimateTargets = false;

8
Assets/Scripts/NGO/SymbolObject.cs


{
[SerializeField] private SymbolData m_symbolData;
[SerializeField] private SpriteRenderer m_renderer;
[SerializeField] private Animator m_animator;
[HideInInspector] public NetworkVariable<int> symbolIndex; // The index into SymbolData, not the index of this object.
public override void OnNetworkSpawn()

[ServerRpc]
public void Destroy_ServerRpc()
{
//The animation calls RemoveSymbol
m_animator.SetBool("dead", true);
}
public void RemoveSymbol()
{
// Actually destroying the symbol objects can cause garbage collection and other delays that might lead to desyncs.
// Disabling the networked object can also cause issues, so instead, just move the object, and it will be cleaned up once the NetworkManager is destroyed.

148
Assets/Art/Borders/GlyphController.controller


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