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a/meng_yao/Assets/communal/camera/Cinemachine_2dCon.cs +++ b/meng_yao/Assets/communal/camera/Cinemachine_2dCon.cs @@ -2,6 +2,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using Cinemachine; +using System; public class Cinemachine_2dCon : MonoBehaviour { @@ -13,9 +14,10 @@ public class Cinemachine_2dCon : MonoBehaviour public Camera m_cam; private Transform m_selfTrans; private bool m_fingerDown = false; - - + //事件,用于开启或关闭摄像逻辑 + public static Action SetCameraContorl; + private bool IsCan = true; /// /// 单指滑动的手指位置 @@ -27,13 +29,20 @@ public class Cinemachine_2dCon : MonoBehaviour private float m_twoFingerLastDistance = -1; + + private void Awake() - { + { m_selfTrans = transform; } private void Update() { + if (!IsCan) + { + return; + } + #if UNITY_EDITOR || UNITY_STANDALONE // 桌面端:鼠标按下时 if (Input.GetMouseButtonDown(0)) @@ -141,7 +150,7 @@ public class Cinemachine_2dCon : MonoBehaviour /// /// private void ScaleCamere(float scale) - { + { v_cam.m_Lens.OrthographicSize -= scale * zoomSpeed; if (v_cam.m_Lens.OrthographicSize < cameraMinSize) { @@ -162,4 +171,24 @@ public class Cinemachine_2dCon : MonoBehaviour { return m_cam.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, Mathf.Abs(m_cam.transform.position.z))); } + + + //避免内存泄露 + private void OnEnable() + { + SetCameraContorl += ToggleCameraControl; + } + private void OnDisable() + { + SetCameraContorl -= ToggleCameraControl; + } + + /// + /// + /// + /// 禁用或启用 + private void ToggleCameraControl(bool TorF) + { + IsCan = TorF; + } } diff --git a/meng_yao/Assets/miner.meta b/meng_yao/Assets/miner.meta index 83bd8031..858ebfeb 100644 --- a/meng_yao/Assets/miner.meta +++ b/meng_yao/Assets/miner.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 0dcd024d3149bae4ba9bf19710bc2b54 +guid: f38b3694c352b8c40ba8f16ed82a7209 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/meng_yao/Assets/miner/gold_man/miner_move4_.png.meta 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b/meng_yao/Assets/script/miner/minerManage.cs.meta new file mode 100644 index 00000000..335660d7 --- /dev/null +++ b/meng_yao/Assets/script/miner/minerManage.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4f3b1d1d60991a647b4ac5abc007ac36 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/meng_yao/Assets/script/miner/minercontorl.cs b/meng_yao/Assets/script/miner/minercontorl.cs index bf19f8e9..8c2e2063 100644 --- a/meng_yao/Assets/script/miner/minercontorl.cs +++ b/meng_yao/Assets/script/miner/minercontorl.cs @@ -4,98 +4,117 @@ using UnityEngine; public enum State { - stand, - move, - dig + stand, // 站立状态 + move, // 移动状态 + dig // 挖矿状态 } + public class minercontorl : MonoBehaviour { + // 动画组件 private Animator animator; - // 在面板中定义并限制概率的范围为 0 到 1 + // 当前状态 + public State nowState = State.stand; + + // 状态概率(在 0 到 1 之间) [Range(0f, 1f)] - public float probabilityOfStand; - + public float probabilityOfStand; // 站立状态的概率 [Range(0f, 1f)] - public float probabilityOfMove; - + public float probabilityOfMove; // 移动状态的概率 [Range(0f, 1f)] - public float probabilityOfDig; + public float probabilityOfDig; // 挖矿状态的概率 - private float timer=0; - public float ChangStateTimer=3f; + // 状态切换计时器 + private float timer = 0; + public float ChangeStateTimer = 3f; // 状态切换的时间间隔 + + // 移动参数 + public float moveSpeed = 2f; // 移动速度 + public Vector3 maxMovePos; // 移动范围的最大位置 + public Vector3 minMovePos; // 移动范围的最小位置 + private Vector3 targetPosition; // 当前目标位置 - // 速度和移动范围的定义 - public float moveSpeed = 2f; - public float moveDistance = 5f; + // 工作参数 + public Vector3 digPosition; // 挖矿的位置 + public float digTime = 5f; // 挖矿的持续时间 + private bool isDiging = false; - private Vector3 startPosition; - private bool movingRight = true; - - - // Start is called before the first frame update + // 初始化 void Start() { animator = transform.GetComponent(); - // 初始位置 - startPosition = transform.position; + if (animator == null) + { + Debug.LogError("Animator component is missing."); + } - + // 初始化当前位置 + targetPosition = transform.position; } - // Update is called once per frame + // 每帧更新 void Update() { - timer += Time.deltaTime; - if (timer>= ChangStateTimer) + // 状态切换逻辑 + if (nowState == State.stand) // 只有在站立、移动完成、或工作完成后才能切换状态 { - SetState(RangNumber()); - timer = 0; + timer += Time.deltaTime; + if (timer >= ChangeStateTimer) + { + //nowState = RangNumber(); // 随机生成新的状态 + SetState(RangNumber()); + timer = 0; + } } - - // 如果状态是移动,则调用移动逻辑 - if (animator.GetInteger("state") == (int)State.move) + if (nowState==State.move&&!isDiging) { - Move(); + Move(targetPosition); + if (Vector3.Distance(transform.position, targetPosition)<0.01f) + { + SetState(State.stand); + } + } + if (nowState==State.dig) + { + Autodig(); } } + // 设置当前状态 void SetState(State state) { + nowState = state; switch (state) { case State.dig: - animator.SetInteger("state",2); - + animator.SetInteger("state", 2); + isDiging = true; break; - case State.move: - animator.SetInteger("state", 1); - + case State.move: + animator.SetInteger("state", 1); + targetPosition = GetRandomPosition(); break; case State.stand: - animator.SetInteger("state", 0); - + animator.SetInteger("state", 0); break; } } - - //随机动作 + // 随机生成状态 State RangNumber() - { - // 获取三个概率的总和以确保它们的有效性 + { + // 计算概率总和并进行归一化 float totalProbability = probabilityOfStand + probabilityOfMove + probabilityOfDig; - - // 如果总概率不为 1,进行归一化处理 if (totalProbability != 1f) { probabilityOfStand /= totalProbability; probabilityOfMove /= totalProbability; probabilityOfDig /= totalProbability; } - // 生成一个 0 到 1 之间的随机数 + + // 根据概率范围随机生成状态 float randomValue = Random.value; - // 根据概率范围返回对应的数字 if (randomValue < probabilityOfStand) { return State.stand; @@ -110,30 +129,71 @@ public class minercontorl : MonoBehaviour } } - // 移动逻辑 - void Move() - { - Debug.Log("1"); - // 判断当前方向并设置翻转 - if (movingRight) + // 移动到指定位置 + void Move(Vector3 pos) + { + // 设置朝向 + if (transform.position.x < pos.x) { - Debug.Log("2"); transform.rotation = Quaternion.Euler(0, 0, 0); // 朝向右边 - transform.position += new Vector3(moveSpeed*Time.deltaTime, 0, 0); // 向右移动 } else { - Debug.Log("3"); transform.rotation = Quaternion.Euler(0, 180, 0); // 朝向左边 - transform.position -= new Vector3(moveSpeed * Time.deltaTime, 0, 0); // 向左移动 } - // 当移动到设定的范围时改变方向 - if (Vector3.Distance(startPosition, transform.position) >= moveDistance) + // 平滑移动到目标位置 + transform.position = Vector3.MoveTowards(transform.position, pos, moveSpeed * Time.deltaTime); + + } + + // 在指定范围内生成随机位置 + public Vector3 GetRandomPosition() + { + float randomX = Random.Range(minMovePos.x, maxMovePos.x); + float randomY = Random.Range(minMovePos.y, maxMovePos.y); + float randomZ = Random.Range(minMovePos.z, maxMovePos.z); + + return new Vector3(randomX, randomY, randomZ); + } + + void Autodig() + { + CheckDigPosition(); + } + // 检查是否在挖矿位置 + void CheckDigPosition() + { + if (Vector3.Distance(transform.position, digPosition) > 0.01f) { - Debug.Log("4"); - movingRight = !movingRight; // 反向移动 + animator.SetInteger("state", 1); + Move(digPosition); // 移动到挖矿位置 + } + else + { + StartDigging(); // 开始挖矿 } } + // 开始工作逻辑 + void StartDigging() + { + animator.SetInteger("state", 2); + StartCoroutine(DigRoutine()); // 启动挖矿协程 + } + + // 挖矿协程 + IEnumerator DigRoutine() + { + float workTimer = 0; + + // 挖矿计时 + while (workTimer < digTime) + { + workTimer += Time.deltaTime; + yield return null; + } + isDiging = false; + SetState(State.stand); + } } diff --git a/meng_yao/Assets/script/room.cs b/meng_yao/Assets/script/room.cs new file mode 100644 index 00000000..a10bd235 --- /dev/null +++ b/meng_yao/Assets/script/room.cs @@ -0,0 +1,44 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using TMPro; + + +public class room : MonoBehaviour +{ + public int maxNumer=10; + public int haveNumber = 10; + private int workNumber = 0; + public TextMeshPro haveNumber_text; + public TextMeshPro workNumber_text; + // Start is called before the first frame update + void Start() + { + haveNumber_text.text = haveNumber.ToString() + "/" + maxNumer.ToString(); + workNumber_text.text = workNumber.ToString() + "/" + maxNumer.ToString(); + } + + // Update is called once per frame + void Update() + { + + } + + private void OnMouseDown() + { + if (haveNumber < 1 || workNumber > (maxNumer-1)) + { + return; + } + + haveNumber--; + workNumber++; + ChangeTextPro(); + } + + void ChangeTextPro() + { + haveNumber_text.text = haveNumber.ToString()+"/"+maxNumer.ToString(); + workNumber_text.text = workNumber.ToString() + "/" + maxNumer.ToString(); + } +} diff --git a/meng_yao/Assets/script/room.cs.meta b/meng_yao/Assets/script/room.cs.meta new file mode 100644 index 00000000..ddcb48a2 --- /dev/null +++ b/meng_yao/Assets/script/room.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1ae9e82a9958d53468a476db16fb8032 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/meng_yao/Assets/script/ui.meta b/meng_yao/Assets/script/ui.meta new file mode 100644 index 00000000..05cc51df --- /dev/null +++ b/meng_yao/Assets/script/ui.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c96ab74665e021c45ba2e4f2f20d01e6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/meng_yao/Assets/script/ui/buyingTalent.cs b/meng_yao/Assets/script/ui/buyingTalent.cs new file mode 100644 index 00000000..d8980ccd --- /dev/null +++ b/meng_yao/Assets/script/ui/buyingTalent.cs @@ -0,0 +1,48 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using System; + +public class buyingTalent : MonoBehaviour +{ + public static buyingTalent instanec; + + public Button closeBTN; + public Button BuyBTN; + public static Action OnCloseBTN; + public static Action OnBuyBTN; + + // 当 UI 启用时禁用摄像机 + private void OnEnable() + { + Cinemachine_2dCon.SetCameraContorl?.Invoke(false); // 禁用摄像机 + } + + // 当 UI 禁用时启用摄像机 + private void OnDisable() + { + Cinemachine_2dCon.SetCameraContorl?.Invoke(true); // 启用摄像机 + } + + private void Awake() + { + Debug.Log("buyingTalent instance"); + instanec = this; + } + + // Start is called before the first frame update + void Start() + { + if (BuyBTN != null) + { + closeBTN.onClick.AddListener(()=> { + OnCloseBTN?.Invoke(); + this.gameObject.SetActive(false); + }); + BuyBTN.onClick.AddListener(()=>{ OnBuyBTN?.Invoke(); }); + } + } + + +} diff --git a/meng_yao/Assets/script/ui/buyingTalent.cs.meta b/meng_yao/Assets/script/ui/buyingTalent.cs.meta new file mode 100644 index 00000000..4e5d281b --- /dev/null +++ b/meng_yao/Assets/script/ui/buyingTalent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 214b9e7ea9abaf14195a63ae349734b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/meng_yao/Assets/script/ui/minbtn.cs b/meng_yao/Assets/script/ui/minbtn.cs new file mode 100644 index 00000000..0f4bf0c2 --- /dev/null +++ b/meng_yao/Assets/script/ui/minbtn.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class minbtn : MonoBehaviour +{ + private Button btn; + public GameObject needPanel; + // Start is called before the first frame update + void Start() + { + btn = transform.GetComponent