修复bug

This commit is contained in:
wulongxiao 2024-11-18 15:46:45 +08:00
parent 6f9a5619e4
commit e4be734866
56 changed files with 675 additions and 1368 deletions

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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
[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;//渔船的控制器
[Header("精灵生成点")]
public Transform startPos;
@ -151,7 +144,8 @@ public class BaoshiRoomcontroller : 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");
@ -163,93 +157,12 @@ public class BaoshiRoomcontroller : MonoBehaviour
UpdateShipNumberTextPro(number + "/10");
fishMan = GameObject.Instantiate(fishManPrefab, this.transform);
fishMan.transform.position = startPos.position;
fishManShipContorl = fishMan.GetComponent<SpriteAniationpro>();
fishManShipContorl = fishMan.GetComponent<minerControl>();
fishManShipContorl.init(this.paths, this.pathsNeedTimer, this.fishingNeedTimer, this.restTimer, this.startPos, this.endPos);
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);
}
}
//更新精灵数量显示

View 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);
}
}
}

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@ -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();
}