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[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 listItem = new List(); 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(); + fishManShipContorl = fishMan.GetComponent(); + 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(); + fishManShipContorl = fishMan.GetComponent(); + 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 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 diff --git a/meng_yao/Assets/script/scene_jinshakuang/minerControl.cs b/meng_yao/Assets/script/scene_jinshakuang/minerControl.cs new file mode 100644 index 000000000..d05d396d5 --- /dev/null +++ b/meng_yao/Assets/script/scene_jinshakuang/minerControl.cs @@ -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 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(); + if (myAni==null) + { + Debug.LogError("myAni==null"); + } + } + + public void init(List 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 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); + } + + } +} diff --git a/meng_yao/Assets/script/scene_jinshakuang/minerControl.cs.meta b/meng_yao/Assets/script/scene_jinshakuang/minerControl.cs.meta new file mode 100644 index 000000000..d5ed26c2f --- /dev/null +++ b/meng_yao/Assets/script/scene_jinshakuang/minerControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 56f6ca52248b0a144836e1d9a2fef46c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/meng_yao/Assets/script/scene_jinshakuang/roomcontroller.cs b/meng_yao/Assets/script/scene_jinshakuang/roomcontroller.cs index 55b1f8016..7e09100e1 100644 --- a/meng_yao/Assets/script/scene_jinshakuang/roomcontroller.cs +++ b/meng_yao/Assets/script/scene_jinshakuang/roomcontroller.cs @@ -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 listItem = new List(); 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; @@ -154,11 +147,12 @@ public class roomcontroller : MonoBehaviour fishMan = GameObject.Instantiate(fishManPrefab, this.transform); fishMan.transform.position = endPos.position; - fishManShipContorl = fishMan.GetComponent(); + fishManShipContorl = fishMan.GetComponent(); + 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(); - - 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 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(); + fishManShipContorl.init(this.paths,this.pathsNeedTimer,this.fishingNeedTimer,this.restTimer,this.startPos,this.endPos); + //MoveToFishingPos(); } +