This commit is contained in:
huyulong 2024-11-26 21:49:50 +08:00
commit 280c9b9fb8
82 changed files with 5467 additions and 4 deletions

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@ -22,6 +22,7 @@ public class HouseBtn : MonoBehaviour
public List<otherWoniu> otherWonius;
public FadeToBlack DarkMask;//·¿¼äºÚÉ«ÕÚÕÖ
public Image Lightlinp;//·¿¼äµÆ¹â
public Transform RangTramsForm;//·¿¼äÕÚÕÖ
// Start is called before the first frame update
void Start()
{

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@ -1,6 +1,7 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class OtherMove : MonoBehaviour
@ -29,8 +30,10 @@ public class OtherMove : MonoBehaviour
private Vector3 originalScale;
public bool IsRangeMove;//是否开始随机移动
public float moveInterval; // 隔多久移动一次,单位是秒
private float timer = 0f; // 计时器,用于控制时间间隔
private void Awake()
{
originalScale=transform.localScale;
@ -54,6 +57,26 @@ public class OtherMove : MonoBehaviour
}
OutParent= GameObject.Find("Canvas/Bg").transform ;
JumpPos = GameObject.Find("Canvas/Bg/Posgroup/pos (3)").transform;
moveInterval = Random.Range(3,10);
}
private void Update()
{
if (IsRangeMove)
{
// 累加计时器
timer += Time.deltaTime;
// 如果计时器超过指定的间隔时间
if (timer >= moveInterval)
{
RandMove(); // 调用随机移动的方法
timer = 0f; // 重置计时器
}
}
}
public void MoveOutParent()
{
@ -72,7 +95,46 @@ public class OtherMove : MonoBehaviour
objectToMove.SetAsFirstSibling();
}
public void RandMove() // 随机移动
{
RectTransform rectTransform = objectToMove.GetComponent<RectTransform>();
// 获取父物体的边界
RectTransform parentRect = rectTransform.parent.GetComponent<RectTransform>();
float parentWidth = parentRect.rect.width;
// 获取物体的宽度(也就是它的宽度的一半)
float objectWidth = rectTransform.rect.width;
float halfObjectWidth = objectWidth / 2f;
// 当前物体的位置
float currentX = rectTransform.anchoredPosition.x;
// 随机生成一个相对父物体范围的偏移量,确保不超出范围
float moveRange = Random.Range(-100f, 100f);
if (moveRange > 0 && objectToMove.GetComponent<PlayerMovePos>().IsLeft)
{
objectToMove.GetComponent<PlayerMovePos>().IsLeft = false;
// 旋转物体使其面向左侧绕Y轴旋转180度
Rotate();
}
else if (moveRange < 0 && !objectToMove.GetComponent<PlayerMovePos>().IsLeft)
{
objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
Rotate();
}
// 计算目标位置,确保目标位置在父物体的宽度范围内
float targetX = currentX + moveRange;
// 限制目标位置,减去自身宽度的一半,确保物体不超出父物体的边界
targetX = Mathf.Clamp(targetX, -parentWidth / 2 + halfObjectWidth+20, parentWidth / 2 - halfObjectWidth-20);
// 使用 DoTween 实现平滑移动
rectTransform.DOAnchorPosX(targetX, 1f).SetEase(Ease.Linear);
}
public void SetParentToHouse()
@ -216,7 +278,7 @@ public class OtherMove : MonoBehaviour
objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
Rotate();
}
rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + range, 1f).SetEase(Ease.Linear).OnComplete(() => { objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0); });
rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + range, 1f).SetEase(Ease.Linear).OnComplete(() => { objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0); IsRangeMove = true; });
});
@ -261,7 +323,7 @@ public class OtherMove : MonoBehaviour
public void ReTurnStartPosMove()
{
IsRangeMove = false;
//Debug.Log("启动其他蜗牛移动");
// 提取路径中的所有点的位置
//Debug.Log("路径长度" + pathPoints.Length);

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