Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_TheStrongestSnail
This commit is contained in:
commit
211e72cc58
@ -1333,6 +1333,7 @@ GameObject:
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- component: {fileID: 278122028}
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@ -1424,6 +1425,22 @@ RectTransform:
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 0}
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--- !u!114 &278122030
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m_Script: {fileID: 11500000, guid: a9c4729dd6c76ce438ab89f953186816, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_cam: {fileID: 2127085744}
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mainScene: {fileID: 1769459763}
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minX: -5315
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maxX: 0
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--- !u!1 &278944241
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GameObject:
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@ -1676,7 +1693,7 @@ RectTransform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 332514049}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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@ -1705,6 +1722,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: fa9fccadda7b7ac43b24c43fa954dcce, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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mainPanel: {fileID: 0}
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BTN_0: {fileID: 1937427102}
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BTN_1: {fileID: 1906759230}
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BTN_2: {fileID: 934652041}
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@ -7286,7 +7304,7 @@ RectTransform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1769459763}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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@ -9200,7 +9218,7 @@ Camera:
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field of view: 60
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orthographic: 0
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orthographic size: 5
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m_Depth: -1
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m_Depth: 0
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m_CullingMask:
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serializedVersion: 2
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m_Bits: 4294967295
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@ -9223,7 +9241,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2127085742}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 1, z: -10}
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m_LocalPosition: {x: 654, y: 1235, z: -2436.0815}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@ -7,7 +7,9 @@ using UnityEngine.UI;
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//md FUCK everthing
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//史山,别学
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public class mainBTN : MonoBehaviour
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{
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{
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public GameObject mainPanel;
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public GameObject BTN_0;
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public GameObject BTN_1;
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public GameObject BTN_2;
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109
TheStrongestSnail/Assets/Scripts/Scene_main/sceneContorl.cs
Normal file
109
TheStrongestSnail/Assets/Scripts/Scene_main/sceneContorl.cs
Normal file
@ -0,0 +1,109 @@
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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 sceneContorl : MonoBehaviour
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{
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public Camera m_cam;
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public GameObject mainScene;
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private bool m_fingerDown = false;
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// 手指的起始位置
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private Vector2 m_oneFingerDragStartPos;
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// UI元素的 RectTransform
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private RectTransform mainSceneRectTransform;
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// 灵敏度系数
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private float sensitivity = 0.5f; // 可以根据需要调整此值
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// 滑动限制的最小值和最大值
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public float minX = -500f; // 最小x值
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public float maxX = 500f; // 最大x值
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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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mainSceneRectTransform = mainScene.GetComponent<RectTransform>();
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}
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// Update is called once per frame
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void Update()
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{
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#if UNITY_EDITOR || UNITY_STANDALONE
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// 桌面端:鼠标按下时
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if (Input.GetMouseButtonDown(0))
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{
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m_fingerDown = true;
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m_oneFingerDragStartPos = Input.mousePosition; // 获取鼠标按下的起始位置
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}
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// 桌面端:鼠标松开时
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if (Input.GetMouseButtonUp(0))
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{
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m_fingerDown = false;
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}
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// 处理鼠标拖动
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if (m_fingerDown)
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{
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HandleFingerDragMove(Input.mousePosition);
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}
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#else
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// 移动端:单指滑动
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if (Input.touchCount == 1)
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{
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Touch touch = Input.touches[0];
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// 手指刚触碰屏幕时
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if (touch.phase == TouchPhase.Began)
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{
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m_fingerDown = true;
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m_oneFingerDragStartPos = touch.position; // 获取手指按下的起始位置
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}
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// 手指在屏幕上滑动时
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else if (touch.phase == TouchPhase.Moved)
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{
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HandleFingerDragMove(touch.position); // 处理手指拖动
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}
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}
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else
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{
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m_fingerDown = false;
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}
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#endif
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}
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/// <summary>
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/// 单指滑动
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/// </summary>
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private void HandleFingerDragMove(Vector2 fingerPos)
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{
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// 计算当前帧的滑动增量(交换顺序,保证滑动方向一致)
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Vector3 moveDelta = fingerPos - m_oneFingerDragStartPos; // 当前触摸位置 - 起始位置
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Vector3 newPos = mainSceneRectTransform.anchoredPosition;
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// 根据滑动增量计算新的x轴位置,并限制在指定范围内
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newPos.x = newPos.x + (moveDelta.x * sensitivity);
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// 限制x轴位置在 minX 和 maxX 之间
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newPos.x = Mathf.Clamp(newPos.x, minX, maxX);
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mainSceneRectTransform.anchoredPosition = newPos; // 设置新的锚点位置
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// 更新起始位置,用于计算下一帧的增量
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m_oneFingerDragStartPos = fingerPos;
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}
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/// <summary>
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/// 屏幕坐标换算成3D坐标
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/// </summary>
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/// <param name="screenPos">屏幕坐标</param>
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/// <returns></returns>
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Vector3 GetWorldPos(Vector2 screenPos)
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{
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return m_cam.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, Mathf.Abs(m_cam.transform.position.z)));
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}
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}
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@ -0,0 +1,11 @@
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serializedVersion: 2
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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