修复bug
This commit is contained in:
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6f9a5619e4
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -67,10 +67,10 @@ TextureImporter:
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@ -5,20 +5,13 @@ using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
public class BaoshiRoomcontroller : MonoBehaviour
|
||||
{
|
||||
[Range(0f, 1f)]
|
||||
public float probabilityOfStand = 0.2f;//站立状态
|
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[Header("精灵走路的概率")]
|
||||
[Range(0f, 1f)]
|
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public float probabilityOfWalk = 0.3f;//走路状态
|
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[Header("精灵挖矿的概率")]
|
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[Range(0f, 1f)]
|
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public float probabilityOfDig = 0.5f;//挖矿状态
|
||||
|
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[Header("精灵的预制体")]
|
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public GameObject fishManPrefab;
|
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[Header("购买的精灵数据")]
|
||||
public List<VoucherItem> listItem = new List<VoucherItem>();
|
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private GameObject fishMan;//生成的渔船
|
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private SpriteAniationpro fishManShipContorl;//渔船的控制器
|
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private minerControl fishManShipContorl;//渔船的控制器
|
||||
|
||||
[Header("精灵生成点")]
|
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public Transform startPos;
|
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@ -151,7 +144,8 @@ public class BaoshiRoomcontroller : MonoBehaviour
|
||||
|
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fishMan = GameObject.Instantiate(fishManPrefab, this.transform);
|
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fishMan.transform.position = endPos.position;
|
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fishManShipContorl = fishMan.GetComponent<SpriteAniationpro>();
|
||||
fishManShipContorl = fishMan.GetComponent<minerControl>();
|
||||
fishManShipContorl.init(this.paths, this.pathsNeedTimer, this.fishingNeedTimer, this.restTimer, this.startPos, this.endPos);
|
||||
|
||||
Debug.Log("更新船时间");
|
||||
|
||||
@ -163,93 +157,12 @@ public class BaoshiRoomcontroller : MonoBehaviour
|
||||
UpdateShipNumberTextPro(number + "/10");
|
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fishMan = GameObject.Instantiate(fishManPrefab, this.transform);
|
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fishMan.transform.position = startPos.position;
|
||||
fishManShipContorl = fishMan.GetComponent<SpriteAniationpro>();
|
||||
fishManShipContorl = fishMan.GetComponent<minerControl>();
|
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fishManShipContorl.init(this.paths, this.pathsNeedTimer, this.fishingNeedTimer, this.restTimer, this.startPos, this.endPos);
|
||||
|
||||
MoveToFishingPos();
|
||||
}
|
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void MoveToFishingPos()
|
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{
|
||||
|
||||
// 随机选择一条路径
|
||||
Path selectedPath = paths[Random.Range(0, paths.Count)];
|
||||
|
||||
|
||||
// 移动到挖矿点
|
||||
StartCoroutine(MoveToFishingPoint(selectedPath.pathPoints));
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
IEnumerator MoveToFishingPoint(List<Transform> path)
|
||||
{
|
||||
// 将路径点转换为 Vector3 数组
|
||||
Vector3[] pathPoints = new Vector3[path.Count];
|
||||
for (int i = 0; i < path.Count; i++)
|
||||
{
|
||||
pathPoints[i] = path[i].position;
|
||||
}
|
||||
|
||||
//改变朝向
|
||||
ChangeShipLook(pathPoints[0], pathPoints[path.Count - 1]);
|
||||
|
||||
|
||||
|
||||
//动作变化,移动
|
||||
fishManShipContorl.SetAni(1);
|
||||
|
||||
// 使用 DOPath 沿着路径移动到捕鱼点,并禁用旋转变化
|
||||
yield return fishMan.transform.DOPath(pathPoints, pathsNeedTimer, PathType.CatmullRom)
|
||||
.SetOptions(false) // 禁用旋转
|
||||
.SetEase(Ease.InOutSine)
|
||||
.WaitForCompletion();
|
||||
//挖矿
|
||||
dig();
|
||||
}
|
||||
|
||||
void dig()
|
||||
{
|
||||
//动作变化,捕鱼
|
||||
fishManShipContorl.SetAni(2);
|
||||
StartCoroutine(movetoStatrPos());
|
||||
}
|
||||
|
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IEnumerator movetoStatrPos()
|
||||
{
|
||||
yield return new WaitForSeconds(3);
|
||||
Debug.Log("朝向左边");
|
||||
fishMan.transform.rotation = Quaternion.Euler(0, 180, 0);
|
||||
fishManShipContorl.SetAni(1);
|
||||
Vector3[] ve = { endPos.position, startPos.position };
|
||||
// 使用 DOPath 沿着路径移动到捕鱼点,并禁用旋转变化
|
||||
yield return fishMan.transform.DOPath(ve, pathsNeedTimer, PathType.CatmullRom)
|
||||
.SetOptions(false) // 禁用旋转
|
||||
.SetEase(Ease.InOutSine)
|
||||
.WaitForCompletion();
|
||||
|
||||
fishManShipContorl.SetAni(0);
|
||||
yield return new WaitForSeconds(3);
|
||||
MoveToFishingPos();
|
||||
}
|
||||
|
||||
|
||||
|
||||
//根据前后位置改变朝向
|
||||
void ChangeShipLook(Vector3 _startpos, Vector3 _endpos)
|
||||
{
|
||||
if (_startpos.x > _endpos.x)
|
||||
{
|
||||
Debug.Log("朝向左边");
|
||||
fishMan.transform.rotation = Quaternion.Euler(0, 180, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("朝向右边");
|
||||
fishMan.transform.rotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//更新精灵数量显示
|
||||
|
172
meng_yao/Assets/script/scene_jinshakuang/minerControl.cs
Normal file
172
meng_yao/Assets/script/scene_jinshakuang/minerControl.cs
Normal file
@ -0,0 +1,172 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
|
||||
|
||||
public enum minerState
|
||||
{
|
||||
stand,
|
||||
move,
|
||||
dig
|
||||
}
|
||||
|
||||
public class minerControl : MonoBehaviour
|
||||
{
|
||||
[Header("会find,要有")]
|
||||
public SpriteAniationpro myAni;
|
||||
[Header("会find")]
|
||||
public List<Path> paths;
|
||||
//航行时间
|
||||
[Header("走路时间,会find")]
|
||||
public float pathsNeedTimer = 30f;
|
||||
//捕鱼时间
|
||||
[Header("挖矿时间,会find")]
|
||||
public float fishingNeedTimer = 30f;
|
||||
//休息时间
|
||||
[Header("休息时间,会find")]
|
||||
public float restTimer = 5f;
|
||||
|
||||
|
||||
|
||||
|
||||
[Header("精灵生成点,会find")]
|
||||
public Transform startPos;
|
||||
[Header("精灵终点,会find")]
|
||||
public Transform endPos;
|
||||
|
||||
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float probabilityOfStand = 0.2f;//站立状态
|
||||
[Header("精灵走路的概率")]
|
||||
[Range(0f, 1f)]
|
||||
public float probabilityOfWalk = 0.3f;//走路状态
|
||||
[Header("精灵挖矿的概率")]
|
||||
[Range(0f, 1f)]
|
||||
public float probabilityOfDig = 0.5f;//挖矿状态
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Awake()
|
||||
{
|
||||
myAni = transform.GetComponent<SpriteAniationpro>();
|
||||
if (myAni==null)
|
||||
{
|
||||
Debug.LogError("myAni==null");
|
||||
}
|
||||
}
|
||||
|
||||
public void init(List<Path> path,float pathsNeedTimer,float fishingNeedTimer,float restTimer,Transform startPos,Transform endPos)
|
||||
{
|
||||
this.paths = path;
|
||||
this.pathsNeedTimer = pathsNeedTimer;
|
||||
this.fishingNeedTimer = fishingNeedTimer;
|
||||
this.restTimer = restTimer;
|
||||
this.startPos = startPos;
|
||||
this.endPos = endPos;
|
||||
MoveToFishingPos();
|
||||
}
|
||||
|
||||
public void SetState(minerState newState)
|
||||
{
|
||||
switch (newState)
|
||||
{
|
||||
case minerState.stand:
|
||||
myAni.SetAni(0);
|
||||
break;
|
||||
case minerState.move:
|
||||
myAni.SetAni(1);
|
||||
break;
|
||||
case minerState.dig:
|
||||
myAni.SetAni(2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void MoveToFishingPos()
|
||||
{
|
||||
|
||||
// 随机选择一条路径
|
||||
Path selectedPath = paths[Random.Range(0, paths.Count)];
|
||||
|
||||
|
||||
// 移动到挖矿点
|
||||
StartCoroutine(MoveToFishingPoint(selectedPath.pathPoints));
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
IEnumerator MoveToFishingPoint(List<Transform> path)
|
||||
{
|
||||
// 将路径点转换为 Vector3 数组
|
||||
Vector3[] pathPoints = new Vector3[path.Count];
|
||||
for (int i = 0; i < path.Count; i++)
|
||||
{
|
||||
pathPoints[i] = path[i].position;
|
||||
}
|
||||
|
||||
//改变朝向
|
||||
ChangeShipLook(pathPoints[0], pathPoints[path.Count - 1]);
|
||||
|
||||
|
||||
|
||||
//动作变化,移动
|
||||
//fishManShipContorl.SetAni(1);
|
||||
SetState(minerState.move);
|
||||
|
||||
// 使用 DOPath 沿着路径移动到捕鱼点,并禁用旋转变化
|
||||
yield return transform.DOPath(pathPoints, pathsNeedTimer, PathType.CatmullRom)
|
||||
.SetOptions(false) // 禁用旋转
|
||||
.SetEase(Ease.InOutSine)
|
||||
.WaitForCompletion();
|
||||
//挖矿
|
||||
dig();
|
||||
}
|
||||
|
||||
void dig()
|
||||
{
|
||||
//动作变化,捕鱼
|
||||
//fishManShipContorl.SetAni(2);
|
||||
SetState(minerState.dig);
|
||||
StartCoroutine(movetoStatrPos());
|
||||
}
|
||||
|
||||
IEnumerator movetoStatrPos()
|
||||
{
|
||||
yield return new WaitForSeconds(3);
|
||||
Debug.Log("朝向左边");
|
||||
transform.rotation = Quaternion.Euler(0, 180, 0);
|
||||
SetState(minerState.move);
|
||||
Vector3[] ve = { endPos.position, startPos.position };
|
||||
// 使用 DOPath 沿着路径移动到捕鱼点,并禁用旋转变化
|
||||
yield return transform.DOPath(ve, pathsNeedTimer, PathType.CatmullRom)
|
||||
.SetOptions(false) // 禁用旋转
|
||||
.SetEase(Ease.InOutSine)
|
||||
.WaitForCompletion();
|
||||
|
||||
SetState(minerState.stand);
|
||||
yield return new WaitForSeconds(3);
|
||||
MoveToFishingPos();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//根据前后位置改变朝向
|
||||
void ChangeShipLook(Vector3 _startpos, Vector3 _endpos)
|
||||
{
|
||||
if (_startpos.x > _endpos.x)
|
||||
{
|
||||
Debug.Log("朝向左边");
|
||||
transform.rotation = Quaternion.Euler(0, 180, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("朝向右边");
|
||||
transform.rotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 56f6ca52248b0a144836e1d9a2fef46c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -8,20 +8,13 @@ using System.Threading.Tasks;
|
||||
|
||||
public class roomcontroller : MonoBehaviour
|
||||
{
|
||||
[Range(0f, 1f)]
|
||||
public float probabilityOfStand = 0.2f;//站立状态
|
||||
[Header("精灵走路的概率")]
|
||||
[Range(0f, 1f)]
|
||||
public float probabilityOfWalk = 0.3f;//走路状态
|
||||
[Header("精灵挖矿的概率")]
|
||||
[Range(0f, 1f)]
|
||||
public float probabilityOfDig = 0.5f;//挖矿状态
|
||||
|
||||
[Header("精灵的预制体")]
|
||||
public GameObject fishManPrefab;
|
||||
[Header("购买的精灵数据")]
|
||||
public List<VoucherItem> listItem = new List<VoucherItem>();
|
||||
private GameObject fishMan;//生成的渔船
|
||||
private SpriteAniationpro fishManShipContorl;//渔船的控制器
|
||||
private minerControl fishManShipContorl;//Óæ´¬µÄ¿ØÖÆÆ÷
|
||||
|
||||
[Header("精灵生成点")]
|
||||
public Transform startPos;
|
||||
@ -154,11 +147,12 @@ public class roomcontroller : MonoBehaviour
|
||||
|
||||
fishMan = GameObject.Instantiate(fishManPrefab, this.transform);
|
||||
fishMan.transform.position = endPos.position;
|
||||
fishManShipContorl = fishMan.GetComponent<SpriteAniationpro>();
|
||||
fishManShipContorl = fishMan.GetComponent<minerControl>();
|
||||
fishManShipContorl.init(this.paths, this.pathsNeedTimer, this.fishingNeedTimer, this.restTimer, this.startPos, this.endPos);
|
||||
|
||||
|
||||
Debug.Log("更新船时间");
|
||||
|
||||
//dig();
|
||||
|
||||
return;
|
||||
}
|
||||
musk.gameObject.SetActive(false);
|
||||
@ -166,92 +160,11 @@ public class roomcontroller : MonoBehaviour
|
||||
UpdateShipNumberTextPro(number+"/10");
|
||||
fishMan = GameObject.Instantiate(fishManPrefab, this.transform);
|
||||
fishMan.transform.position = startPos.position;
|
||||
fishManShipContorl = fishMan.GetComponent<SpriteAniationpro>();
|
||||
|
||||
MoveToFishingPos();
|
||||
}
|
||||
void MoveToFishingPos()
|
||||
{
|
||||
|
||||
// 随机选择一条路径
|
||||
Path selectedPath = paths[Random.Range(0, paths.Count)];
|
||||
|
||||
|
||||
// 移动到挖矿点
|
||||
StartCoroutine(MoveToFishingPoint(selectedPath.pathPoints));
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
IEnumerator MoveToFishingPoint(List<Transform> path)
|
||||
{
|
||||
// 将路径点转换为 Vector3 数组
|
||||
Vector3[] pathPoints = new Vector3[path.Count];
|
||||
for (int i = 0; i < path.Count; i++)
|
||||
{
|
||||
pathPoints[i] = path[i].position;
|
||||
}
|
||||
|
||||
//改变朝向
|
||||
ChangeShipLook(pathPoints[0], pathPoints[path.Count - 1]);
|
||||
|
||||
|
||||
|
||||
//动作变化,移动
|
||||
fishManShipContorl.SetAni(1);
|
||||
|
||||
// 使用 DOPath 沿着路径移动到捕鱼点,并禁用旋转变化
|
||||
yield return fishMan.transform.DOPath(pathPoints, pathsNeedTimer, PathType.CatmullRom)
|
||||
.SetOptions(false) // 禁用旋转
|
||||
.SetEase(Ease.InOutSine)
|
||||
.WaitForCompletion();
|
||||
//挖矿
|
||||
dig();
|
||||
}
|
||||
|
||||
void dig()
|
||||
{
|
||||
//动作变化,捕鱼
|
||||
fishManShipContorl.SetAni(2);
|
||||
StartCoroutine(movetoStatrPos());
|
||||
}
|
||||
|
||||
IEnumerator movetoStatrPos()
|
||||
{
|
||||
yield return new WaitForSeconds(3);
|
||||
Debug.Log("朝向左边");
|
||||
fishMan.transform.rotation = Quaternion.Euler(0, 180, 0);
|
||||
fishManShipContorl.SetAni(1);
|
||||
Vector3[] ve = { endPos.position, startPos.position };
|
||||
// 使用 DOPath 沿着路径移动到捕鱼点,并禁用旋转变化
|
||||
yield return fishMan.transform.DOPath(ve, pathsNeedTimer, PathType.CatmullRom)
|
||||
.SetOptions(false) // 禁用旋转
|
||||
.SetEase(Ease.InOutSine)
|
||||
.WaitForCompletion();
|
||||
|
||||
fishManShipContorl.SetAni(0);
|
||||
yield return new WaitForSeconds(3);
|
||||
MoveToFishingPos();
|
||||
}
|
||||
|
||||
|
||||
|
||||
//根据前后位置改变朝向
|
||||
void ChangeShipLook(Vector3 _startpos, Vector3 _endpos)
|
||||
{
|
||||
if (_startpos.x > _endpos.x)
|
||||
{
|
||||
Debug.Log("朝向左边");
|
||||
fishMan.transform.rotation = Quaternion.Euler(0,180,0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("朝向右边");
|
||||
fishMan.transform.rotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
|
||||
fishManShipContorl = fishMan.GetComponent<minerControl>();
|
||||
fishManShipContorl.init(this.paths,this.pathsNeedTimer,this.fishingNeedTimer,this.restTimer,this.startPos,this.endPos);
|
||||
//MoveToFishingPos();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user