环境动画

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杨号敬 2024-12-23 11:59:45 +08:00
parent 247cf706f7
commit d9f2443581
41 changed files with 12431 additions and 729 deletions

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@ -14,7 +14,7 @@ public class UIManager : MonoBehaviour
Instance = this;
canvas = GameObject.Find("Canvas");
UIManager.Instance.OPenUI("Load");
UIManager.Instance.AsyncLoadScene("MainScene");
UIManager.Instance.AsyncLoadScene("SampleScene111");
}
private Action prgCB = null;

View File

@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using static Autodesk.Fbx.FbxTime;
public class Load : MonoBehaviour
{

View File

@ -22,6 +22,7 @@ public class MainPanel : Anim
// Start is called before the first frame update
void Start()
{
CameraMove.Instance.iscanmove=true;
btnBulidingHouse.onClick.AddListener((() =>
{
BTnmove(btnBulidingHouse.gameObject);
@ -82,10 +83,13 @@ public class MainPanel : Anim
{
UIManager.Instance.OPenFindDeepChildUI("btn_buliding_house");
isOpenBulindingHpuse = !isOpenBulindingHpuse;
}else if (!isOpenBulindingHpuse)
CameraMove.Instance.iscanmove = false;
}
else if (!isOpenBulindingHpuse)
{
UIManager.Instance.CloseFindDeepChildUI("btn_buliding_house");
isOpenBulindingHpuse = !isOpenBulindingHpuse;
CameraMove.Instance.iscanmove=true;
}
}

View File

@ -18,7 +18,7 @@ public class UIDragToScene3D : MonoBehaviour, IBeginDragHandler, IDragHandler, I
if (buildingPrefab != null)
{
previewObject = Instantiate(buildingPrefab);
previewObject.GetComponent<Collider>().enabled = false; // 禁用碰撞体,避免干扰物理检测
//previewObject.GetComponent<Collider>().enabled = false; // 禁用碰撞体,避免干扰物理检测
}
}
@ -44,7 +44,7 @@ public class UIDragToScene3D : MonoBehaviour, IBeginDragHandler, IDragHandler, I
if (previewObject != null)
{
// 在拖动结束时将预览对象转为实际的建筑物
previewObject.GetComponent<Collider>().enabled = true; // 恢复碰撞体
//previewObject.GetComponent<Collider>().enabled = true; // 恢复碰撞体
previewObject = null; // 清空预览对象
}
}

View File

@ -1,9 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI; // 引入用于检测 UI 的命名空间
public class CameraMove : MonoBehaviour
{
public static CameraMove Instance;
// 需要限制相机移动的四个点
public Vector3 point1 = new Vector3(-81.1299973f, 81.5f, -77.0500031f);
public Vector3 point2 = new Vector3(-60.4000015f, 94f, -90.8000031f);
@ -17,22 +20,36 @@ public class CameraMove : MonoBehaviour
private Vector3 lastMousePosition; // 上一次鼠标位置
private Camera cam; // 摄像机组件
public bool iscanmove;
public int targetFrameRate = 60; // 目标帧率
void Start()
{
Instance=this;
// 获取摄像机组件
cam = GetComponent<Camera>();
Application.targetFrameRate = targetFrameRate;
// 初始化鼠标位置
lastMousePosition = Input.mousePosition;
}
void Update()
{
HandleMouseMovement();
HandleZoom();
// 检测鼠标是否点击在 UI 上
if (iscanmove) // 只有当鼠标没有在 UI 上时才处理
{
HandleMouseMovement();
HandleZoom();
}
// 更新摄像头位置
transform.position = Position();
}
public Vector3 Position()
{
return new Vector3(Mathf.Lerp(transform.position.x, newPosition.x, 10 * Time.deltaTime), Mathf.Lerp(transform.position.y, newPosition.y, 10 * Time.deltaTime), Mathf.Lerp(transform.position.z, newPosition.z, 10 * Time.deltaTime));
}
private Vector3 newPosition;
// 处理鼠标点击移动摄像头
private void HandleMouseMovement()
{
@ -52,7 +69,7 @@ public class CameraMove : MonoBehaviour
moveDirection += Camera.main.transform.up * -delta.y * moveSpeed * Time.deltaTime; // 上下移动
// 计算新的相机位置
Vector3 newPosition = transform.position + moveDirection;
newPosition = transform.position + moveDirection;
// 计算四个点的最小和最大边界
Vector3 minPoint = new Vector3(
@ -72,8 +89,7 @@ public class CameraMove : MonoBehaviour
newPosition.y = Mathf.Clamp(newPosition.y, minPoint.y, maxPoint.y);
newPosition.z = Mathf.Clamp(newPosition.z, minPoint.z, maxPoint.z);
// 更新摄像头位置
transform.position = newPosition;
// 更新最后一次鼠标位置
lastMousePosition = Input.mousePosition;
@ -96,4 +112,6 @@ public class CameraMove : MonoBehaviour
cam.orthographicSize = Mathf.Clamp(cam.orthographicSize, minZoom, maxZoom);
}
}
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}

View File

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