_TheStrongestSnail/TheStrongestSnail/Assets/Scripts/Battle_Royale/PlayerMove.cs
2024-11-13 10:44:34 +08:00

243 lines
6.0 KiB
C#

using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
public class PlayerMove : MonoBehaviour
{
public Transform objectToMove; // 要移动的对象
public Transform[] pathPoints; // 路径上的点的数组
public float duration = 5f; // 移动的持续时间
public bool isLooping = false; // 是否循环路径
int startIndex = 0;
int endIndex = 0;
public float Speed;
public Transform EndPos;
public Transform TypeEndPos1;
public Transform TypeEndPos2;
public Transform TypeEndPos3;
public Transform TypeEndPos4;
public Transform TypeEndPos5;
public Transform TypeEndPos6;
public Transform JumpPos;
public Transform Pos1Parent;
public Transform Pos2Parent;
public Transform Pos3Parent;
public Transform Pos4Parent;
public Transform Pos5Parent;
public Transform Pos6Parent;
public Transform OutParent;
public Transform ReturnPos;//返回的位置
public bool IsBoos;
private void Start()
{
Speed = 2f;
}
public void MoveOutParent()
{
// 记录原始的父物体
// 将 childObject 设为新的 parentObject 的子节点,并放到最后一个位置
objectToMove.SetParent(OutParent);
objectToMove.SetAsLastSibling();
}
public void MoveInParent(Transform Parent)
{
objectToMove.SetParent(Parent);
objectToMove.SetAsFirstSibling();
}
public void JudgeEnd()
{
if (EndPos == TypeEndPos1)
{
MoveInParent(Pos1Parent);
}
else if (EndPos == TypeEndPos2)
{
MoveInParent(Pos2Parent);
}
else if(EndPos == TypeEndPos3)
{
MoveInParent(Pos3Parent);
}
else if (EndPos == TypeEndPos4)
{
MoveInParent(Pos4Parent);
}
else if (EndPos == TypeEndPos5)
{
MoveInParent(Pos5Parent);
}
else if (EndPos == TypeEndPos6)
{
MoveInParent(Pos6Parent);
}
}
public void ReturnStartPos()//回到起始点
{
EndPos = ReturnPos;
StartMove();
}
public bool JudagePos1()
{
if (EndPos==TypeEndPos1)
{
return true ;
}
return false;
}
public void StartMove()
{
// 提取路径中的所有点的位置
for (int i = 0; i < pathPoints.Length; i++)
{
if (!IsBoos&&PlayerMovePos.instance.StartPos == pathPoints[i])
{
startIndex = i;
Debug.Log("Startindex"+i);
}
else if (IsBoos && BossContro.instance.BoosStartPos== pathPoints[i])
{
startIndex = i;
Debug.Log("Startindex" + i);
}
if (EndPos == pathPoints[i])
{
endIndex = i;
Debug.Log("Endindex" + i);
}
}
if (endIndex>startIndex)
{
duration=(endIndex-startIndex)/Speed;
Vector3[] waypoints = new Vector3[endIndex-startIndex+1];
for (int i=startIndex,j=0;j< pathPoints.Length&&i<=endIndex; i++,j++)
{
if (!JudagePos1() && pathPoints[i]==JumpPos)
{
waypoints[j] = pathPoints[i - 1].position;
continue;
}
waypoints[j]=pathPoints[i].position;
}
OnMove(waypoints);
}
else if(endIndex < startIndex)
{
duration = (startIndex-endIndex) / Speed;
Vector3[] waypoints = new Vector3[startIndex-endIndex + 1];
for (int i = startIndex, j = 0; j < pathPoints.Length && i >= endIndex; i--, j++)
{
if (!JudagePos1() && pathPoints[i] == JumpPos)
{
waypoints[j] = pathPoints[i+1].position;
continue;
}
waypoints[j] = pathPoints[i].position;
}
OnMove(waypoints);
}
}
public void AfterMove()
{
if (!IsBoos)
{
PlayerMovePos.instance.StartPos =EndPos;
Debug.Log("修改StartPos值" + PlayerMovePos.instance.StartPos);
}
else
{
BossContro.instance.BoosStartPos=EndPos;
Debug.Log("修改BossPos值" + BossContro.instance.BoosStartPos);
if (BossContro.instance.BoosStartPos==PlayerMovePos.instance.StartPos&& PlayerMovePos.instance.HadChoise)
{
Debug.Log("失败");//失败
FailPanel.instance.ShowPanel();
}
else if(BossContro.instance.BoosStartPos != PlayerMovePos.instance.StartPos && PlayerMovePos.instance.HadChoise)
{
Debug.Log("胜利");//胜利
SucceePanel.instance.ShowPanel();
}
else
{
Debug.Log("没有失败和胜利");//胜利
}
HegemonTime.instance.StartCoroutine(HegemonTime.instance.StartGame());//重新计算时间
}
if (!PlayerMovePos.instance.IsReturn)
{
objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(()=>{
JudgeEnd();
if (!IsBoos) { MaskContro.instance.SetMask(false);}
});
}
else
{
PlayerMovePos.instance.IsReturn = false;//重置
}
}
public void OnMove(Vector3[] waypoints)
{
MoveOutParent();
// 使用 DoTween 的 DOPath 方法创建路径动画
Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
.SetEase(Ease.Linear) // 线性过渡效果
.SetLoops(isLooping ? -1 : 0)
.OnComplete(AfterMove);
}
}