Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_TheStrongestSnail
@ -22,6 +22,7 @@ public class HouseBtn : MonoBehaviour
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public List<otherWoniu> otherWonius;
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public FadeToBlack DarkMask;//·¿¼äºÚÉ«ÕÚÕÖ
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public Image Lightlinp;//·¿¼äµÆ¹â
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public Transform RangTramsForm;//·¿¼äÕÚÕÖ
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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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@ -1,6 +1,7 @@
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using DG.Tweening;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UI;
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public class OtherMove : MonoBehaviour
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@ -29,8 +30,10 @@ public class OtherMove : MonoBehaviour
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private Vector3 originalScale;
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public bool IsRangeMove;//是否开始随机移动
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public float moveInterval; // 隔多久移动一次,单位是秒
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private float timer = 0f; // 计时器,用于控制时间间隔
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private void Awake()
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{
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originalScale=transform.localScale;
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@ -54,6 +57,26 @@ public class OtherMove : MonoBehaviour
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}
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OutParent= GameObject.Find("Canvas/Bg").transform ;
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JumpPos = GameObject.Find("Canvas/Bg/Posgroup/pos (3)").transform;
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moveInterval = Random.Range(3,10);
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}
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private void Update()
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{
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if (IsRangeMove)
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{
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// 累加计时器
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timer += Time.deltaTime;
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// 如果计时器超过指定的间隔时间
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if (timer >= moveInterval)
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{
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RandMove(); // 调用随机移动的方法
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timer = 0f; // 重置计时器
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}
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}
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}
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public void MoveOutParent()
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{
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@ -72,7 +95,46 @@ public class OtherMove : MonoBehaviour
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objectToMove.SetAsFirstSibling();
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}
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public void RandMove() // 随机移动
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{
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RectTransform rectTransform = objectToMove.GetComponent<RectTransform>();
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// 获取父物体的边界
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RectTransform parentRect = rectTransform.parent.GetComponent<RectTransform>();
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float parentWidth = parentRect.rect.width;
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// 获取物体的宽度(也就是它的宽度的一半)
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float objectWidth = rectTransform.rect.width;
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float halfObjectWidth = objectWidth / 2f;
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// 当前物体的位置
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float currentX = rectTransform.anchoredPosition.x;
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// 随机生成一个相对父物体范围的偏移量,确保不超出范围
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float moveRange = Random.Range(-100f, 100f);
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if (moveRange > 0 && objectToMove.GetComponent<PlayerMovePos>().IsLeft)
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{
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objectToMove.GetComponent<PlayerMovePos>().IsLeft = false;
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// 旋转物体使其面向左侧(绕Y轴旋转180度)
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Rotate();
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}
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else if (moveRange < 0 && !objectToMove.GetComponent<PlayerMovePos>().IsLeft)
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{
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objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
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Rotate();
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}
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// 计算目标位置,确保目标位置在父物体的宽度范围内
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float targetX = currentX + moveRange;
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// 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
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targetX = Mathf.Clamp(targetX, -parentWidth / 2 + halfObjectWidth+20, parentWidth / 2 - halfObjectWidth-20);
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// 使用 DoTween 实现平滑移动
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rectTransform.DOAnchorPosX(targetX, 1f).SetEase(Ease.Linear);
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}
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public void SetParentToHouse()
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@ -216,7 +278,7 @@ public class OtherMove : MonoBehaviour
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objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
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Rotate();
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}
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rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + range, 1f).SetEase(Ease.Linear).OnComplete(() => { objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0); });
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rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + range, 1f).SetEase(Ease.Linear).OnComplete(() => { objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0); IsRangeMove = true; });
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});
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@ -261,7 +323,7 @@ public class OtherMove : MonoBehaviour
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public void ReTurnStartPosMove()
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{
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IsRangeMove = false;
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//Debug.Log("启动其他蜗牛移动");
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// 提取路径中的所有点的位置
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//Debug.Log("路径长度" + pathPoints.Length);
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