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21
TheStrongestSnail/Assets/Scripts/Battle_Royale/HouseBtn.cs
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21
TheStrongestSnail/Assets/Scripts/Battle_Royale/HouseBtn.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class HouseBtn : MonoBehaviour
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{
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public Button btn;
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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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btn=GetComponent<Button>();
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btn.onClick.AddListener(OnClickBtn);
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}
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void OnClickBtn()
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{
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Debug.Log("µã»÷");
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transform.GetComponent<PlayerMove>().StartMove();
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}
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}
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81
TheStrongestSnail/Assets/Scripts/Battle_Royale/PlayerMove.cs
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81
TheStrongestSnail/Assets/Scripts/Battle_Royale/PlayerMove.cs
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using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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using DG.Tweening;
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public class PlayerMove : MonoBehaviour
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{
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public Transform objectToMove; // 要移动的对象
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public Transform[] pathPoints; // 路径上的点的数组
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public float duration = 5f; // 移动的持续时间
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public bool isLooping = false; // 是否循环路径
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int startIndex = 0;
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int endIndex = 0;
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public Transform EndPos;
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public Transform TypeEndPos1;
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public Transform TypeEndPos2;
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public Transform TypeEndPos3;
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public Transform TypeEndPos4;
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public Transform TypeEndPos5;
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public Transform TypeEndPos6;
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private void Start()
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{
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}
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public bool JudgeEnd(Transform pos)
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{
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if (pos==TypeEndPos1|| pos == TypeEndPos2 || pos == TypeEndPos3 || pos == TypeEndPos4 || pos == TypeEndPos5 || pos == TypeEndPos6 )
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{
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return true;
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}
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return false;
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}
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public void StartMove()
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{
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// 提取路径中的所有点的位置
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for (int i = 0; i < pathPoints.Length; i++)
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{
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if (PlayerMovePos.instance.StartPos == pathPoints[i])
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{
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startIndex = i;
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Debug.Log("Startindex"+i);
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break;
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}
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}
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Vector3[] waypoints = new Vector3[pathPoints.Length-startIndex];
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for (int i=startIndex,j=0;j< pathPoints.Length&&i< pathPoints.Length; i++,j++)
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{
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waypoints[j]=pathPoints[i].position;
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}
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Debug.Log("数组起始点" + waypoints[0]);
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// 使用 DoTween 的 DOPath 方法创建路径动画
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Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
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.SetEase(Ease.Linear) // 线性过渡效果
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.SetLoops(isLooping ? -1 : 0)
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.OnComplete(AfterMove);
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}
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public void AfterMove()
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{
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PlayerMovePos.instance.StartPos =EndPos;
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Debug.Log("修改StartPos值" + PlayerMovePos.instance.StartPos);
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerMovePos : MonoBehaviour
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{
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public static PlayerMovePos instance;
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public Transform StartPos;
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public Transform EndPos;
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void Start()
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void Update()
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forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
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bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
nameFileIdTable: {}
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user