放置萌妖
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@ -17,15 +17,27 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
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public string targetTag;
|
||||
[Header("生成的萌妖预制体")]
|
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public GameObject mengyaoPrefab;
|
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private Transform recordParent;//记录父节点
|
||||
|
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public GameObject mask;
|
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|
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public Camera camera;
|
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|
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//生成物体的预制体
|
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public GameObject PrefabParent;
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[HideInInspector]
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public GameObject mY;
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private Vector3 startPos;//记录一开始的位置
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//private SpriteAniation spriteAniation;
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// Start is called before the first frame update
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void Start()
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{
|
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this.cardIconImage.sprite = cardicon;
|
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this.startPos = this.transform.position;
|
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Debug.Log(this.startPos);
|
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|
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mask.SetActive(false);
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//Debug.Log(this.startPos);
|
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//spriteAniation = GetComponent<SpriteAniation>();
|
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//spriteAniation.enabled = false;
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}
|
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@ -35,9 +47,17 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
|
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{
|
||||
|
||||
|
||||
this.recordParent = this.transform.parent;
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GameObject mengyaoprefab = Instantiate(mengyaoPrefab);
|
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//this.recordParent = this.transform.parent;
|
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mY = Instantiate(mengyaoPrefab,PrefabParent.transform);
|
||||
Vector3 mousePosition = Input.mousePosition;
|
||||
|
||||
// 将鼠标屏幕坐标转换为世界坐标
|
||||
mousePosition = camera.ScreenToWorldPoint(new Vector3(mousePosition.x, mousePosition.y, 0));
|
||||
|
||||
// 将物体的位置更新为鼠标的位置
|
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mY.transform.position = mousePosition;
|
||||
|
||||
|
||||
|
||||
this.transform.SetParent(canvas.transform);
|
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//throw new System.NotImplementedException();
|
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@ -45,35 +65,37 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
|
||||
// 拖拽中
|
||||
public void OnDrag(PointerEventData eventData)
|
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{
|
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this.transform.position = Input.mousePosition;
|
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mengyaoPrefab.transform.position = Input.mousePosition;
|
||||
|
||||
|
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Vector3 mousePosition = Input.mousePosition;
|
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|
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// 将鼠标屏幕坐标转换为世界坐标
|
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mousePosition = camera.ScreenToWorldPoint(new Vector3(mousePosition.x, mousePosition.y, camera.nearClipPlane));
|
||||
|
||||
// 强制设置Z轴为0(或者根据你的需求设置成其他值)
|
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mousePosition.z = 0;
|
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|
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// 将物体的位置更新为鼠标的位置
|
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mY.transform.position = mousePosition;
|
||||
|
||||
}
|
||||
// 拖拽结束
|
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public void OnEndDrag(PointerEventData eventData)
|
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{
|
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// 检测鼠标下的目标
|
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List<RaycastResult> results = new List<RaycastResult>();
|
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EventSystem.current.RaycastAll(eventData, results);
|
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|
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foreach (var result in results)
|
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if (mY.GetComponent<enemy>().isInTrigger)
|
||||
{
|
||||
if (result.gameObject.CompareTag(targetTag)) // 检测目标是否为目标点
|
||||
{
|
||||
Debug.Log("成功放置到目标区域!");
|
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transform.SetParent(result.gameObject.transform); // 设置为目标点的子物体
|
||||
transform.localPosition = Vector3.zero; // 重置位置
|
||||
this.enabled = false;//禁用自己
|
||||
|
||||
//spriteAniation.enabled = true;
|
||||
return;
|
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}
|
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mY.transform.localPosition = Vector3.zero;
|
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mY.GetComponent<BoxCollider2D>().enabled = false;
|
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this.enabled = false;
|
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mask.SetActive(true);
|
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}
|
||||
|
||||
// 如果不在目标区域,返回原始父节点
|
||||
Debug.Log("未放置到目标区域,返回原位置");
|
||||
transform.SetParent(recordParent);
|
||||
transform.position = this.startPos; // 重置到原始位置
|
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Debug.Log(transform.localPosition);
|
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else
|
||||
{
|
||||
Destroy(mY);
|
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}
|
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|
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}
|
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|
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|
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}
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|
@ -2,18 +2,53 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class enemy:Role
|
||||
public class enemy : Role
|
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{
|
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private Transform parent;
|
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|
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public bool isInTrigger { get; set; }
|
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|
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// Start is called before the first frame update
|
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public override void Start()
|
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{
|
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base.Start();
|
||||
Navigation.MoveToNextWaypoint(this.gameObject);
|
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if (camp == Camp.Enemy)
|
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{
|
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Navigation.MoveToNextWaypoint(this.gameObject);
|
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}
|
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isInTrigger = false;
|
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}
|
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|
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// Update is called once per frame
|
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void Update()
|
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private void OnTriggerEnter2D(Collider2D collision)
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{
|
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|
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if (!isInTrigger)
|
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{
|
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Debug.Log("物体第一次进入触发器");
|
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isInTrigger = true;
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}
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}
|
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private void OnTriggerExit2D(Collider2D collision)
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{
|
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if (isInTrigger)
|
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{
|
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Debug.Log("物体退出触发器");
|
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|
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isInTrigger = false;
|
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}
|
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}
|
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|
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private void OnTriggerStay2D(Collider2D collision)
|
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{
|
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// 仅在物体持续在触发器内时,执行某些操作
|
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if (isInTrigger)
|
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{
|
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Debug.Log("物体持续在触发器内");
|
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// 在这里进行物体持续在触发器内时的操作
|
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this.transform.SetParent(collision.transform);
|
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}
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}
|
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}
|
||||
|
Loading…
Reference in New Issue
Block a user