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Load Diff
1066
Assets/Scenes/Test 1.unity
Normal file
1066
Assets/Scenes/Test 1.unity
Normal file
File diff suppressed because it is too large
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@ -6,6 +6,7 @@ using UnityEngine.UI;
|
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public class MainPanel : Anim
|
||||
{
|
||||
private bool isOpenBulindingHpuse;
|
||||
public GameObject TestButton;
|
||||
public Button btnBulidingHouse;
|
||||
public Button btnstoreroom;
|
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public Button btnEchange;
|
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@ -23,11 +24,11 @@ public class MainPanel : Anim
|
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void Start()
|
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{
|
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//CameraMove.Instance.iscanmove=true;
|
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btnBulidingHouse.onClick.AddListener((() =>
|
||||
{
|
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BTnmove(btnBulidingHouse.gameObject);
|
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Invoke("OnClickBulidingHouse",0.5f);
|
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}));
|
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//btnBulidingHouse.onClick.AddListener((() =>
|
||||
//{
|
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|
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// Test();
|
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//}));
|
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btnstoreroom.onClick.AddListener(() =>
|
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{
|
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BTnmove(btnstoreroom.gameObject);
|
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@ -76,6 +77,11 @@ public class MainPanel : Anim
|
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{
|
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|
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}
|
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public void Test()
|
||||
{
|
||||
bool isnow=TestButton.gameObject.activeSelf;
|
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TestButton.gameObject.SetActive(!isnow);
|
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}
|
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void OnClickBulidingHouse()
|
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{
|
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|
73
Assets/Scripts/ZZZZ/CoordinateAndDrag.cs
Normal file
73
Assets/Scripts/ZZZZ/CoordinateAndDrag.cs
Normal file
@ -0,0 +1,73 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CoordinateAndDrag : MonoBehaviour
|
||||
{
|
||||
private Camera mainCamera; // 主摄像机
|
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private GameObject selectedObject; // 当前被选中的物体
|
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private bool isDragging = false; // 是否正在拖动
|
||||
|
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private void Start()
|
||||
{
|
||||
// 获取主摄像机
|
||||
mainCamera = Camera.main;
|
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}
|
||||
|
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private void Update()
|
||||
{
|
||||
HandleDragging();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 方法1:世界坐标转屏幕坐标
|
||||
/// </summary>
|
||||
public Vector3 WorldToScreen(Vector3 worldPosition)
|
||||
{
|
||||
return mainCamera.WorldToScreenPoint(worldPosition);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 方法2:屏幕坐标转世界坐标(适配2D)
|
||||
/// </summary>
|
||||
public Vector3 ScreenToWorld(Vector3 screenPosition)
|
||||
{
|
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screenPosition.z = 0; // 确保在 2D 平面
|
||||
return mainCamera.ScreenToWorldPoint(screenPosition);
|
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}
|
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|
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/// <summary>
|
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/// 点击并拖动物体(按下左键开始拖动,抬起左键停止拖动)
|
||||
/// </summary>
|
||||
private void HandleDragging()
|
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{
|
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if (Input.GetMouseButtonDown(0)) // 鼠标左键按下
|
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{
|
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// 发射 2D 射线检测鼠标点击的物体
|
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Vector3 mousePosition = mainCamera.ScreenToWorldPoint(Input.mousePosition);
|
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Collider2D hit = Physics2D.OverlapPoint(mousePosition);
|
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|
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if (hit != null)
|
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{
|
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// 如果点击到了物体,将其设置为选中的物体
|
||||
selectedObject = hit.gameObject;
|
||||
isDragging = true; // 开始拖动
|
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}
|
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}
|
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|
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if (isDragging && selectedObject != null)
|
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{
|
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// 鼠标拖动:将物体跟随鼠标移动
|
||||
Vector3 mousePosition = mainCamera.ScreenToWorldPoint(Input.mousePosition);
|
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mousePosition.z = 0; // 确保物体保持在 2D 平面
|
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selectedObject.transform.position = mousePosition; // 更新物体位置
|
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}
|
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|
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if (Input.GetMouseButtonUp(0)) // 鼠标左键抬起
|
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{
|
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// 停止拖动
|
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isDragging = false;
|
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selectedObject = null;
|
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}
|
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}
|
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}
|
11
Assets/Scripts/ZZZZ/CoordinateAndDrag.cs.meta
Normal file
11
Assets/Scripts/ZZZZ/CoordinateAndDrag.cs.meta
Normal file
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serializedVersion: 2
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
71
Assets/Scripts/ZZZZ/Count.cs
Normal file
71
Assets/Scripts/ZZZZ/Count.cs
Normal file
@ -0,0 +1,71 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Count : MonoBehaviour
|
||||
{
|
||||
public int ID;
|
||||
public string Name;
|
||||
public static Count ccc;
|
||||
public GameObject FBGameObject;
|
||||
public Transform ttt;
|
||||
public Sprite sp1;
|
||||
public Sprite sp2;
|
||||
public Sprite sp3;
|
||||
public Sprite sp4;
|
||||
public Sprite sp5;
|
||||
public Sprite sp6;
|
||||
public Sprite sp7;
|
||||
public Sprite sp8;
|
||||
public void Start()
|
||||
{
|
||||
ccc =this;
|
||||
}
|
||||
|
||||
public void F5()
|
||||
{
|
||||
int a=DynamicItemManager.SL.ObjectsList.Count;
|
||||
for(int i = 0; i<a; i++)
|
||||
{
|
||||
GameObject go = Instantiate(FBGameObject,ttt);
|
||||
TargetIndicator.DL.target = DynamicItemManager.SL.ObjectsList[i].gameObject.transform.Find("Tile");
|
||||
switch (DynamicItemManager.SL.ObjectsList[i].GetComponent<Count>().Name)
|
||||
{
|
||||
case "矿场":
|
||||
go.GetComponent<Image>().sprite = sp1;
|
||||
go.gameObject.transform.Find("Text (Legacy)").GetComponent<Text>().text = DynamicItemManager.SL.ObjectsList[i].GetComponent<Count>().Name;
|
||||
break;
|
||||
case "工厂2":
|
||||
case "工厂1":
|
||||
go.GetComponent<Image>().sprite = sp2;
|
||||
go.gameObject.transform.Find("Text (Legacy)").GetComponent<Text>().text = DynamicItemManager.SL.ObjectsList[i].GetComponent<Count>().Name;
|
||||
break;
|
||||
case "科技中心":
|
||||
go.GetComponent<Image>().sprite = sp3;
|
||||
go.gameObject.transform.Find("Text (Legacy)").GetComponent<Text>().text = DynamicItemManager.SL.ObjectsList[i].GetComponent<Count>().Name;
|
||||
break;
|
||||
case "商业楼":
|
||||
go.GetComponent<Image>().sprite = sp8;
|
||||
go.gameObject.transform.Find("Text (Legacy)").GetComponent<Text>().text = DynamicItemManager.SL.ObjectsList[i].GetComponent<Count>().Name;
|
||||
break;
|
||||
case "银行":
|
||||
go.GetComponent<Image>().sprite = sp5;
|
||||
go.gameObject.transform.Find("Text (Legacy)").GetComponent<Text>().text = DynamicItemManager.SL.ObjectsList[i].GetComponent<Count>().Name;
|
||||
break;
|
||||
case "厂库":
|
||||
go.GetComponent<Image>().sprite = sp6;
|
||||
go.gameObject.transform.Find("Text (Legacy)").GetComponent<Text>().text = DynamicItemManager.SL.ObjectsList[i].GetComponent<Count>().Name;
|
||||
break;
|
||||
case "农场":
|
||||
go.GetComponent<Image>().sprite = sp7;
|
||||
go.gameObject.transform.Find("Text (Legacy)").GetComponent<Text>().text = DynamicItemManager.SL.ObjectsList[i].GetComponent<Count>().Name;
|
||||
break;
|
||||
|
||||
}
|
||||
TargetIndicator.DL.uiCanvas= GameObject.Find("Canvas1").GetComponent<RectTransform>();
|
||||
TargetIndicator.DL.targetIcon = go.GetComponent<RectTransform>();
|
||||
TargetIndicator.DL.distanceText.text = DynamicItemManager.SL.ObjectsList[i].GetComponent<Count>().Name;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/ZZZZ/Count.cs.meta
Normal file
11
Assets/Scripts/ZZZZ/Count.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d7da51932a71cb54193efee459f4e2ef
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
153
Assets/Scripts/ZZZZ/DragAndCheckTag2D.cs
Normal file
153
Assets/Scripts/ZZZZ/DragAndCheckTag2D.cs
Normal file
@ -0,0 +1,153 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DragAndCheckTag2D : MonoBehaviour
|
||||
{
|
||||
private Camera mainCamera; // 主摄像机
|
||||
private GameObject selectedObject; // 当前被选中的物体
|
||||
private SpriteRenderer selectedSpriteRenderer; // 当前物体的 SpriteRenderer
|
||||
private bool isDragging = false; // 是否正在拖动
|
||||
public string targetTag = "dllb"; // 要检测的标签
|
||||
|
||||
[Header("网格系统")]
|
||||
public GridSystem gridSystem; // 引用网格系统,用于网格对齐
|
||||
|
||||
private Vector3 lastSnappedPosition; // 记录物体上一次的网格对齐位置
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 获取主摄像机
|
||||
mainCamera = Camera.main;
|
||||
gridSystem = GameObject.Find("ZZZ").GetComponent<GridSystem>();
|
||||
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
HandleDragging();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 处理拖动操作
|
||||
/// </summary>
|
||||
private void HandleDragging()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0)) // 鼠标左键按下
|
||||
{
|
||||
// 将鼠标位置转换为世界坐标
|
||||
Vector3 mousePosition = mainCamera.ScreenToWorldPoint(Input.mousePosition);
|
||||
mousePosition.z = 0; // 确保在 2D 平面上
|
||||
|
||||
// 检测鼠标下的物体
|
||||
Collider2D hit = Physics2D.OverlapPoint(mousePosition);
|
||||
|
||||
if (hit != null && hit.CompareTag(targetTag))
|
||||
{
|
||||
// 如果点击到了带有目标标签的物体,将其设置为选中的物体
|
||||
selectedObject = hit.gameObject;
|
||||
selectedSpriteRenderer = selectedObject.GetComponent<SpriteRenderer>();
|
||||
isDragging = true; // 开始拖动
|
||||
|
||||
// 初始化上一次对齐位置
|
||||
lastSnappedPosition = gridSystem.GetSnappedPosition(selectedObject.transform.position);
|
||||
}
|
||||
}
|
||||
|
||||
if (isDragging && selectedObject != null)
|
||||
{
|
||||
// 获取鼠标的世界坐标并对齐到网格
|
||||
Vector3 mousePosition = mainCamera.ScreenToWorldPoint(Input.mousePosition);
|
||||
mousePosition.z = 0; // 确保物体保持在 2D 平面
|
||||
Vector3 snappedPosition = gridSystem.GetSnappedPosition(mousePosition); // 对齐到最近的网格点
|
||||
|
||||
// 检查是否进入新的网格点
|
||||
if (snappedPosition != lastSnappedPosition)
|
||||
{
|
||||
// 更新物体位置
|
||||
selectedObject.transform.position = snappedPosition;
|
||||
lastSnappedPosition = snappedPosition; // 更新记录的网格位置
|
||||
|
||||
// 检测当前位置是否与其他带目标标签的物体重叠
|
||||
CheckOverlapDuringDragging(selectedObject);
|
||||
}
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonUp(0)) // 鼠标左键抬起
|
||||
{
|
||||
if (isDragging && selectedObject != null)
|
||||
{
|
||||
// 检查当前位置是否有带有目标标签的物体
|
||||
CheckAndHandleOverlap(selectedObject);
|
||||
selectedObject = null; // 释放选中的物体
|
||||
selectedSpriteRenderer = null; // 释放 SpriteRenderer
|
||||
}
|
||||
|
||||
isDragging = false; // 停止拖动
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查拖动过程中当前位置是否有带有目标标签的物体
|
||||
/// </summary>
|
||||
private void CheckOverlapDuringDragging(GameObject obj)
|
||||
{
|
||||
// 获取物体当前位置
|
||||
Vector3 objectPosition = obj.transform.position;
|
||||
|
||||
// 发射 2D 圆形检测(以物体为中心)
|
||||
Collider2D[] colliders = Physics2D.OverlapCircleAll(objectPosition, 0.5f); // 半径可调整
|
||||
|
||||
bool isOverlapping = false;
|
||||
|
||||
foreach (Collider2D collider in colliders)
|
||||
{
|
||||
if (collider.gameObject != obj && collider.CompareTag(targetTag))
|
||||
{
|
||||
isOverlapping = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 如果重叠,改变颜色和排序层级
|
||||
if (selectedSpriteRenderer != null)
|
||||
{
|
||||
if (isOverlapping)
|
||||
{
|
||||
selectedSpriteRenderer.color = Color.red; // 变红
|
||||
selectedSpriteRenderer.sortingOrder += 1; // 图层顺序 +1
|
||||
}
|
||||
else
|
||||
{
|
||||
selectedSpriteRenderer.color = Color.white; // 恢复原色
|
||||
selectedSpriteRenderer.sortingOrder = 0; // 恢复默认排序层级
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查当前位置是否有带有目标标签的物体
|
||||
/// </summary>
|
||||
private void CheckAndHandleOverlap(GameObject obj)
|
||||
{
|
||||
// 获取物体当前位置
|
||||
Vector3 objectPosition = obj.transform.position;
|
||||
|
||||
// 发射 2D 圆形检测(以物体为中心)
|
||||
Collider2D[] colliders = Physics2D.OverlapCircleAll(objectPosition, 0.5f); // 半径可调整
|
||||
|
||||
foreach (Collider2D collider in colliders)
|
||||
{
|
||||
if (collider.gameObject != obj && collider.CompareTag(targetTag))
|
||||
{
|
||||
// 如果检测到其他带有目标标签的物体,则销毁当前拖动的物体
|
||||
Debug.Log($"当前位置有其他带标签 {targetTag} 的物体,销毁 {obj.name}");
|
||||
Destroy(obj);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 如果当前位置没有其他带标签的物体
|
||||
Debug.Log($"当前位置无其他带标签 {targetTag} 的物体,保留 {obj.name}");
|
||||
}
|
||||
}
|
11
Assets/Scripts/ZZZZ/DragAndCheckTag2D.cs.meta
Normal file
11
Assets/Scripts/ZZZZ/DragAndCheckTag2D.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c1903c05449af6448a994f68af992466
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
240
Assets/Scripts/ZZZZ/DynamicItemManager.cs
Normal file
240
Assets/Scripts/ZZZZ/DynamicItemManager.cs
Normal file
@ -0,0 +1,240 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class DynamicItemManager : MonoBehaviour
|
||||
{
|
||||
[Header("物品框设置")]
|
||||
[SerializeField] private GameObject itemSlotPrefab; // 物品框的预制体
|
||||
[SerializeField] private Transform itemSlotParent; // 物品框的父物体(UI布局容器)
|
||||
[SerializeField] private int numberOfItems = 5; // 要生成的物品框数量
|
||||
|
||||
[Header("物品列表")]
|
||||
[SerializeField] private List<GameObject> spawnableObjects; // 可生成的物体列表
|
||||
private List<GameObject> assignedObjects = new List<GameObject>(); // 已分配的物体列表
|
||||
|
||||
[Header("拖动物品设置")]
|
||||
[SerializeField] private string targetTag = "dllb"; // 目标标签,用于检测
|
||||
private Camera mainCamera; // 主摄像机
|
||||
private GameObject currentDraggingObject; // 当前拖动的物体
|
||||
private SpriteRenderer currentSpriteRenderer; // 当前拖动物体的 SpriteRenderer
|
||||
private bool isDragging = false; // 是否正在拖动
|
||||
|
||||
[Header("网格系统")]
|
||||
[SerializeField] private GridSystem gridSystem; // 引用网格系统脚本
|
||||
public static int num=0;
|
||||
|
||||
public List<GameObject> ObjectsList= new List<GameObject>();
|
||||
public static DynamicItemManager SL;
|
||||
public Count ccc;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
SL = this;
|
||||
mainCamera = Camera.main; // 获取主摄像机
|
||||
GenerateItemSlots(); // 动态生成物品框
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 动态生成物品框并分配物体
|
||||
/// </summary>
|
||||
private void GenerateItemSlots()
|
||||
{
|
||||
if (itemSlotPrefab == null || itemSlotParent == null)
|
||||
{
|
||||
Debug.LogError("物品框预制体或父物体未设置!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (spawnableObjects.Count < numberOfItems)
|
||||
{
|
||||
Debug.LogError("可生成的物体数量少于物品框数量!");
|
||||
return;
|
||||
}
|
||||
|
||||
// 动态生成物品框
|
||||
for (int i = 0; i < numberOfItems; i++)
|
||||
{
|
||||
// 实例化物品框
|
||||
GameObject itemSlot = Instantiate(itemSlotPrefab, itemSlotParent);
|
||||
itemSlot.name = $"ItemSlot_{i + 1}";
|
||||
|
||||
// 设置物品框中的显示内容
|
||||
Image slotImage = itemSlot.GetComponentInChildren<Image>();
|
||||
// Text slotText = itemSlot.GetComponentInChildren<Text>();
|
||||
Button slotButton = itemSlot.GetComponentInChildren<Button>();
|
||||
|
||||
// 从列表中分配一个物体
|
||||
GameObject assignedObject = spawnableObjects[i];
|
||||
assignedObjects.Add(assignedObject);
|
||||
|
||||
|
||||
// 配置物品框
|
||||
if (slotImage != null)
|
||||
{
|
||||
ccc = mainCamera.GetComponent<Count>();
|
||||
Sprite objectSprite = assignedObject.GetComponent<SpriteRenderer>()?.sprite;
|
||||
if (objectSprite != null)
|
||||
{
|
||||
slotImage.sprite = objectSprite;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//if (slotText != null)
|
||||
//{
|
||||
// slotText.text = assignedObject.name;
|
||||
//}
|
||||
|
||||
if (slotButton != null)
|
||||
{
|
||||
int index = i; // 防止闭包问题
|
||||
AddButtonEvent(slotButton, index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 为按钮添加自定义事件
|
||||
/// </summary>
|
||||
private void AddButtonEvent(Button button, int index)
|
||||
{
|
||||
// 使用 EventTrigger 添加事件,覆盖默认的 Button 行为
|
||||
EventTrigger trigger = button.gameObject.AddComponent<EventTrigger>();
|
||||
|
||||
// 添加 PointerDown 事件(鼠标按下时触发)
|
||||
EventTrigger.Entry pointerDown = new EventTrigger.Entry
|
||||
{
|
||||
eventID = EventTriggerType.PointerDown
|
||||
};
|
||||
pointerDown.callback.AddListener((eventData) => StartDragging(index));
|
||||
trigger.triggers.Add(pointerDown);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 点击物品框开始拖动物体
|
||||
/// </summary>
|
||||
private void StartDragging(int objectIndex)
|
||||
{
|
||||
if (objectIndex < 0 || objectIndex >= assignedObjects.Count)
|
||||
{
|
||||
Debug.LogError("无效的物体索引!");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log($"点击物品框,生成物体:{assignedObjects[objectIndex].name}");
|
||||
|
||||
// 生成物体并设置到鼠标下方
|
||||
currentDraggingObject = Instantiate(assignedObjects[objectIndex], GetMouseWorldPosition(), Quaternion.identity);
|
||||
currentDraggingObject.name = $"{assignedObjects[objectIndex].name}_Dragged";
|
||||
|
||||
// 修复 Z 轴问题:确保物体显示在相机的前面
|
||||
Vector3 fixedPosition = currentDraggingObject.transform.position;
|
||||
fixedPosition.z = 0; // 2D 场景通常在 Z = 0 的平面上
|
||||
currentDraggingObject.transform.position = fixedPosition;
|
||||
|
||||
// 获取物体的 SpriteRenderer
|
||||
currentSpriteRenderer = currentDraggingObject.GetComponent<SpriteRenderer>();
|
||||
|
||||
isDragging = true; // 开启拖动状态
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
|
||||
if (isDragging && currentDraggingObject != null)
|
||||
{
|
||||
// 更新物体位置跟随鼠标,并对齐到网格
|
||||
Vector3 mousePosition = GetMouseWorldPosition();
|
||||
if (gridSystem != null)
|
||||
{
|
||||
mousePosition = gridSystem.GetSnappedPosition(mousePosition); // 对齐到最近的网格点
|
||||
}
|
||||
mousePosition.z = 0; // 确保物体在 2D 平面
|
||||
currentDraggingObject.transform.position = mousePosition;
|
||||
|
||||
// 如果松开鼠标左键,停止拖动并进行检测
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
HandleRelease();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 鼠标释放后的处理逻辑
|
||||
/// </summary>
|
||||
private void HandleRelease()
|
||||
{
|
||||
if (currentDraggingObject != null)
|
||||
{
|
||||
// 检测当前位置是否有其他带有指定标签的物体
|
||||
CheckAndHandleOverlap(currentDraggingObject);
|
||||
}
|
||||
|
||||
// 恢复拖动物体的颜色
|
||||
if (currentSpriteRenderer != null)
|
||||
{
|
||||
currentSpriteRenderer.color = Color.white;
|
||||
}
|
||||
|
||||
// 停止拖动
|
||||
currentDraggingObject = null;
|
||||
currentSpriteRenderer = null;
|
||||
isDragging = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查当前位置是否有带有目标标签的物体
|
||||
/// </summary>
|
||||
private void CheckAndHandleOverlap(GameObject obj)
|
||||
{
|
||||
Vector3 objectPosition = currentDraggingObject.transform.position;
|
||||
|
||||
// 发射 2D 圆形检测(以物体为中心)
|
||||
Collider2D[] colliders = Physics2D.OverlapCircleAll(objectPosition, 0.5f);
|
||||
|
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foreach (Collider2D collider in colliders)
|
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{
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if (collider.gameObject != currentDraggingObject && collider.CompareTag(targetTag))
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{
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// 如果检测到目标标签物体,改变颜色和图层顺序
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if (currentSpriteRenderer != null)
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{
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currentSpriteRenderer.color = Color.red; // 变红
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currentSpriteRenderer.sortingOrder += 1; // 图层顺序 +1
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// 如果没有检测到目标标签物体,恢复默认颜色和图层顺序
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if (currentSpriteRenderer != null)
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currentSpriteRenderer.sortingOrder = 0; // 恢复为默认图层顺序
|
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//弄UI
|
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Count count = obj.GetComponent<Count>();
|
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count.ID = num++;
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ObjectsList.Add(obj);
|
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ccc.F5();
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}
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}
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/// <summary>
|
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/// 获取鼠标的世界坐标
|
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/// </summary>
|
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private Vector3 GetMouseWorldPosition()
|
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{
|
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Vector3 mousePosition = Input.mousePosition;
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mousePosition.z = Mathf.Abs(mainCamera.transform.position.z); // 设置与相机的距离
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return mainCamera.ScreenToWorldPoint(mousePosition);
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}
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}
|
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Assets/Scripts/ZZZZ/DynamicItemManager.cs.meta
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Assets/Scripts/ZZZZ/GridSystem.cs
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60
Assets/Scripts/ZZZZ/GridSystem.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GridSystem : MonoBehaviour
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public Color gridColor = Color.green; // 网格颜色
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public Vector3 positionOffset = Vector3.zero; // 鼠标位置偏移量
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/// <summary>
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/// 将一个世界坐标对齐到最近的网格点,并应用偏移值
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/// </summary>
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/// <param name="worldPosition">输入的世界坐标</param>
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public Vector3 GetSnappedPosition(Vector3 worldPosition)
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{
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// 应用鼠标偏移量
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Vector3 adjustedPosition = worldPosition + positionOffset;
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float snappedX = Mathf.Round((adjustedPosition.x - gridOrigin.x) / cellSize) * cellSize + gridOrigin.x;
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float snappedY = Mathf.Round((adjustedPosition.y - gridOrigin.y) / cellSize) * cellSize + gridOrigin.y;
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return new Vector3(snappedX, snappedY, worldPosition.z); // 保持 Z 轴不变
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/// <summary>
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/// 在场景中绘制网格
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/// </summary>
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//private void OnDrawGizmos()
|
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//{
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// Gizmos.color = gridColor; // 设置网格颜色
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// // 绘制横向网格线
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// for (int i = 0; i <= gridHeight; i++)
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// {
|
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// float y = gridOrigin.y + i * cellSize;
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// Gizmos.DrawLine(
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// new Vector3(gridOrigin.x, y, 0),
|
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// new Vector3(gridOrigin.x + gridWidth * cellSize, y, 0)
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// );
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// }
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// // 绘制纵向网格线
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// for (int j = 0; j <= gridWidth; j++)
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// {
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// float x = gridOrigin.x + j * cellSize;
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// Gizmos.DrawLine(
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// new Vector3(x, gridOrigin.y, 0),
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// new Vector3(x, gridOrigin.y + gridHeight * cellSize, 0)
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// );
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// }
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//}
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117
Assets/Scripts/ZZZZ/TargetIndicator.cs
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117
Assets/Scripts/ZZZZ/TargetIndicator.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class TargetIndicator : MonoBehaviour
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{
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public Camera mainCamera; // 玩家摄像机
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public Transform target; // 目标点
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public RectTransform uiCanvas; // UI Canvas 的 RectTransform
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public RectTransform targetIcon; // 目标图标的 UI
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public Text distanceText; // 屏幕内显示的距离文本
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// public RectTransform arrowIcon; // 屏幕外箭头图标
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// public Text arrowDistanceText; // 屏幕外箭头后面的距离文本
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public float edgePadding = 50f; // 箭头距离屏幕边缘的间距
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public Vector2 textOffset = new Vector2(0, -30); // 文本相对箭头的偏移
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public static TargetIndicator DL;
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public void Start()
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{
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DL = this;
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}
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void Update()
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{
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// 将目标点从世界坐标转换到屏幕坐标
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Vector3 screenPoint = mainCamera.WorldToScreenPoint(target.position);
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// 检查目标是否在屏幕内
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if (screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < Screen.width && screenPoint.y > 0 && screenPoint.y < Screen.height)
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{
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// 目标在屏幕内,显示目标图标
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targetIcon.gameObject.SetActive(true);
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//arrowIcon.gameObject.SetActive(false); // 隐藏箭头
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//arrowDistanceText.gameObject.SetActive(false); // 隐藏箭头距离文本
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// 更新图标位置
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targetIcon.position = screenPoint;
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// 更新屏幕内距离文本
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else
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if (screenPoint.z < 0)
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{
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screenPoint.x = Screen.width - screenPoint.x; // 水平翻转
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screenPoint.y = Screen.height - screenPoint.y; // 垂直翻转
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}
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// 计算目标点相对于屏幕中心的方向
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Vector3 direction = (screenPoint - new Vector3(Screen.width / 2, Screen.height / 2, 0)).normalized;
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// 计算箭头在屏幕边界的位置
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Vector3 edgePosition = GetScreenEdgePosition(direction);
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// 设置箭头位置
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//arrowIcon.position = edgePosition;
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// 设置距离文本位置(在箭头下方或后面)
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Vector3 textPosition = edgePosition + (Vector3)textOffset;
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textPosition = ClampToScreenBounds(textPosition); // 限制文本在屏幕范围内
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// arrowDistanceText.transform.position = textPosition;
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// 保持距离文本水平显示
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// arrowDistanceText.transform.rotation = Quaternion.identity;
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// 更新距离文本内容
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float distance = Vector3.Distance(mainCamera.transform.position, target.position);
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// arrowDistanceText.text = $"{distance:F1}m";
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// 旋转箭头使其指向目标方向
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float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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}
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}
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private Vector3 GetScreenEdgePosition(Vector3 direction)
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{
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float halfScreenWidth = Screen.width / 2 - edgePadding;
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float halfScreenHeight = Screen.height / 2 - edgePadding;
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// 判断箭头是否应该在屏幕的上下边缘
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{
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float edgeX = (edgeY - Screen.height / 2) / slope + Screen.width / 2;
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}
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else
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{
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// 在左右边缘
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float edgeY = slope * (edgeX - Screen.width / 2) + Screen.height / 2;
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}
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}
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// 限制文本在屏幕范围内
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{
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return position;
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}
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -14,6 +14,5 @@ public class ZZZUIMangager : MonoBehaviour
|
||||
public void Test()
|
||||
{
|
||||
Map.SetActive(true);
|
||||
ui.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user