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@ -3,8 +3,23 @@ using System.Collections.Generic;
|
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using UnityEngine;
|
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using DG.Tweening;
|
||||
|
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[System.Serializable]
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public class Path
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{
|
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public List<Transform> pathPoints = new List<Transform>(); // 每条路径的点
|
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}
|
||||
|
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public class landContorl : MonoBehaviour
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{
|
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public GameObject fishManPrefab;
|
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private GameObject fishMan;
|
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public Transform startPos;
|
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//路径
|
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public List<Path> paths;
|
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public float pathsNeedTimer = 30f;
|
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public float fishingNeedTimer = 30f;
|
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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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@ -28,7 +43,115 @@ public class landContorl : MonoBehaviour
|
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void OnClick()
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{
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Debug.Log("OnClick");
|
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fishMan = GameObject.Instantiate(fishManPrefab);
|
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|
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fishMan.transform.SetParent(startPos);
|
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fishMan.transform.position = startPos.position;
|
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|
||||
|
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MoveToFishingPos();
|
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}
|
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|
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void MoveToFishingPos()
|
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{
|
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// 随机选择一条路径
|
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Path selectedPath = paths[Random.Range(0, paths.Count)];
|
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// 移动到捕鱼点
|
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StartCoroutine(MoveToFishingPoint(fishMan, selectedPath.pathPoints));
|
||||
}
|
||||
|
||||
IEnumerator MoveToFishingPoint(GameObject man,List<Transform> path)
|
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{
|
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// 将路径点转换为 Vector3 数组
|
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Vector3[] pathPoints = new Vector3[path.Count];
|
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for (int i = 0; i < path.Count; i++)
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{
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pathPoints[i] = path[i].position;
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}
|
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|
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man.transform.rotation = Quaternion.Euler(0, 180, 0); // 朝向左边
|
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|
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// 创建一个摆动效果的 Tween
|
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var swayTween = man.transform.DOLocalRotate(new Vector3(0, 0, 5), 1f, RotateMode.LocalAxisAdd) // 每次摆动角度
|
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.SetEase(Ease.InOutSine)
|
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.SetLoops(-1, LoopType.Yoyo); // 无限往复
|
||||
|
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man.GetComponent<shipcontorl>().SetState(ShipState.move);
|
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|
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// 使用 DOPath 沿着路径移动到捕鱼点,并禁用旋转变化
|
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yield return man.transform.DOPath(pathPoints, pathsNeedTimer, PathType.CatmullRom)
|
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.SetOptions(false) // 禁用旋转
|
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.SetEase(Ease.InOutSine)
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.WaitForCompletion();
|
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|
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// 停止摆动效果
|
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swayTween.Kill();
|
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|
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StartCoroutine(Fishing());
|
||||
|
||||
}
|
||||
|
||||
IEnumerator Fishing()
|
||||
{
|
||||
Debug.Log("开始捕鱼...");
|
||||
|
||||
fishMan.GetComponent<shipcontorl>().SetState(ShipState.shipthrow);
|
||||
// 等待捕鱼指定时间
|
||||
yield return new WaitForSeconds(fishingNeedTimer);
|
||||
|
||||
Debug.Log("捕鱼结束,开始返航");
|
||||
|
||||
// 返回起点
|
||||
MoveToStartPos();
|
||||
}
|
||||
|
||||
|
||||
void MoveToStartPos()
|
||||
{
|
||||
// 随机选择一条路径
|
||||
Path selectedPath = paths[Random.Range(0, paths.Count)];
|
||||
// 移动到捕鱼点
|
||||
StartCoroutine(MoveToStartPos(fishMan, selectedPath.pathPoints));
|
||||
}
|
||||
|
||||
IEnumerator MoveToStartPos(GameObject man, List<Transform> path)
|
||||
{
|
||||
|
||||
// 创建路径点数组,长度为路径点数量 + 1
|
||||
Vector3[] pathPoints = new Vector3[path.Count + 1];
|
||||
|
||||
// 设置最后一个点为起始位置
|
||||
pathPoints[path.Count] = startPos.position;
|
||||
|
||||
// 反向赋值路径点
|
||||
for (int i = 0; i < path.Count; i++)
|
||||
{
|
||||
pathPoints[i] = path[path.Count - 1 - i].position; // 从最后一个点开始赋值
|
||||
}
|
||||
|
||||
man.transform.rotation = Quaternion.Euler(0, 0, 0); // 朝向右边
|
||||
|
||||
// 创建一个摆动效果的 Tween
|
||||
var swayTween = man.transform.DOLocalRotate(new Vector3(0, 0, 5), 1f, RotateMode.LocalAxisAdd) // 每次摆动角度
|
||||
.SetEase(Ease.InOutSine)
|
||||
.SetLoops(-1, LoopType.Yoyo); // 无限往复
|
||||
|
||||
|
||||
|
||||
|
||||
man.GetComponent<shipcontorl>().SetState(ShipState.move);
|
||||
|
||||
// 使用 DOPath 沿着路径移动到捕鱼点,并禁用旋转变化
|
||||
yield return man.transform.DOPath(pathPoints, pathsNeedTimer, PathType.CatmullRom)
|
||||
.SetOptions(false) // 禁用旋转
|
||||
.SetEase(Ease.InOutSine)
|
||||
.WaitForCompletion();
|
||||
|
||||
// 停止摆动效果
|
||||
swayTween.Kill();
|
||||
|
||||
|
||||
Debug.LogError("返航完成,开始:真·摸-鱼");
|
||||
fishMan.GetComponent<shipcontorl>().SetState(ShipState.draw);
|
||||
}
|
||||
}
|
||||
|
@ -20,12 +20,7 @@ public class shipcontorl : MonoBehaviour
|
||||
public ShipState nowState = ShipState.stand;
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
SetState(nowState);
|
||||
}
|
||||
|
||||
void SetState(ShipState shipstate)
|
||||
public void SetState(ShipState shipstate)
|
||||
{
|
||||
switch (shipstate)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user