音效提交

(cherry picked from commit 44cc010a8a26b372fefd28e09414bfa641e90100)
dev_chengFeng
jiaoyangna 2021-05-10 18:13:43 +08:00
parent d574d2ee2a
commit 0843bb8c4e
21 changed files with 235 additions and 4 deletions

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View File

@ -82,4 +82,15 @@ SoundConfig = {
Sound_UI_TiShi = "UI_tishi",
Sound_UI_ShaiZi = "UI_shaizi",
STORY_FOOT_1_1 = "story_foot_1_1", --玩家脚步声
STORY_FOOT_1_2 = "story_foot_1_2", --怪物脚步声
STORY_VOICE_1_1 = "story_voice_1_1", --怪物向上一格,符咒闪烁了一下。
STORY_VOICE_1_2 = "story_voice_1_2", --点击揭下符咒的声音
STORY_VOICE_1_3 = "story_voice_1_3", --金箍棒砸在主角和怪物中间。
STORY_VOICE_1_4 = "story_voice_1_4", --震退一步
STORY_VOICE_2_1 = "story_voice_2_1", --随着光芒闪烁,一把从天而降的神剑插在了一只怪物面前 光芒闪烁
STORY_VOICE_2_2 = "story_voice_2_2", --一把从天而降的神剑插在了一只怪物面前 数把飞剑在主角身边依次落下,将身边一圈的怪物都扎死在剑下
STORY_VOICE_2_3 = "story_voice_2_3", --随后剑放出光芒,形成环绕主角的法阵 法阵
}

View File

@ -62,7 +62,8 @@ function StoryMapPanel:BindEvent()
this:ShowDialog()
end)
Util.AddClick(this.maskBtn, function ()
this.mask.gameObject:SetActive(false)
this.mask.gameObject:SetActive(false)
SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_2)
this:StackPop()
end)
end
@ -219,6 +220,7 @@ function this:CheckTrigger(data,go)
this.UI_Effect_ChuFaEffect_04.transform.localScale = Vector3.one
end
this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_1)
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_04,newSortingOrder - sortingOrder)
Timer.New(function()
if this.UI_Effect_ChuFaEffect_04 then
@ -245,6 +247,7 @@ function this:CheckTrigger(data,go)
end
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_01,newSortingOrder - sortingOrder)
this.UI_Effect_ChuFaEffect_01.gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_3)
Timer.New(function()
if this.UI_Effect_ChuFaEffect_01 then
this.UI_Effect_ChuFaEffect_01.gameObject:SetActive(false)
@ -275,13 +278,15 @@ function this:CheckTrigger(data,go)
this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(false)
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_02,newSortingOrder - sortingOrder)
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_05,newSortingOrder - sortingOrder)
this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(true)
this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.STORY_VOICE_2_1)
Timer.New(function()
if this.UI_Effect_ChuFaEffect_02 then
this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(false)
end
if this.UI_Effect_ChuFaEffect_05 then
this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.STORY_VOICE_2_2)
end
end,data.groups[1],1,false):Start()
@ -326,6 +331,7 @@ function this:CheckTrigger(data,go)
indexTemp = indexTemp + 1
if this.effectBrowList[tempList[indexTemp]] then
this.effectBrowList[tempList[indexTemp]].gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.STORY_VOICE_2_2)
end
local index = 0
if tempList[indexTemp] < 5 then
@ -360,6 +366,7 @@ function this:CheckTrigger(data,go)
end
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_03,newSortingOrder - sortingOrder)
this.UI_Effect_ChuFaEffect_03.gameObject:SetActive(true)
SoundManager.PlaySound(SoundConfig.STORY_VOICE_2_3)
Timer.New(function()
this.btnSkipBtnComp.enabled = true
this:StackPop()

View File

@ -134,6 +134,7 @@ function SingleStoryPlayerView:SetRoads1(data)
end
function SingleStoryPlayerView:RunMap(isSetRoleDir)
self._PlayTimeStamp = 0
self.roadsIndex = 0
self.state = 1
self.index = self.index + 1
@ -168,7 +169,7 @@ function SingleStoryPlayerView:RunMap(isSetRoleDir)
speed = (1/550)*dis
end
self.tween = go.gameObject.transform:DOLocalMove(data.vec, speed, false):OnStart(function() end):OnUpdate(function() --TODO:测试速度
--LogGreen("go.transform.localPosition:"..tostring(go.transform.localPosition))
self:PlayStepSound(data.indexType,isSetRoleDir)
end):OnComplete(function ()
if data.event and data.event.eventType > 0 then
self:SetRoleDir()
@ -181,7 +182,21 @@ function SingleStoryPlayerView:RunMap(isSetRoleDir)
end
self:StackPop()
end
function SingleStoryPlayerView:PlayStepSound(indexType,isSetRoleDir)
-- local curTimeStamp = GetTimeStamp()
-- if curTimeStamp - self._PlayTimeStamp >= 0.1 then
-- self._PlayTimeStamp = curTimeStamp
-- if indexType == 0 then
-- if isSetRoleDir == 10 then
-- SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_4)
-- else
-- SoundManager.PlaySound(SoundConfig.STORY_FOOT_1_2)
-- end
-- else
-- SoundManager.PlaySound(SoundConfig.STORY_FOOT_1_1)
-- end
-- end
end
-- 角色相关
function SingleStoryPlayerView:SetRoleDirAction(pos,go,indexType)
local du = pos.x - go.x