Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_xiaofang
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compressionQualitySet: 0
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textureFormatSet: 0
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ignorePngGamma: 0
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applyGammaDecoding: 0
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cookieLightType: 0
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platformSettings:
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- serializedVersion: 3
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|
buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Standalone
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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nameFileIdTable: {}
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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|
assetBundleName:
|
||||||
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assetBundleVariant:
|
Before Width: | Height: | Size: 828 B After Width: | Height: | Size: 828 B |
@ -6,6 +6,7 @@ using UnityEngine.UI;
|
|||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
public class Panel2 : MonoBehaviour
|
public class Panel2 : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public static Panel2 instance;
|
||||||
private Toggle toggle;//角色名是否出现
|
private Toggle toggle;//角色名是否出现
|
||||||
private Button follow;//跟随查按钮
|
private Button follow;//跟随查按钮
|
||||||
private Button end;//结束按钮
|
private Button end;//结束按钮
|
||||||
@ -16,11 +17,14 @@ public class Panel2 : MonoBehaviour
|
|||||||
private GameObject peopleposition;
|
private GameObject peopleposition;
|
||||||
|
|
||||||
public Camera godView; // 上帝视角的位置
|
public Camera godView; // 上帝视角的位置
|
||||||
|
public List<Camera> playerCameras = new List<Camera>(); // 存储每个角色的摄像机
|
||||||
private bool isGodView = true; // 是否为上帝视角
|
private bool isGodView = true; // 是否为上帝视角
|
||||||
|
public int currentCameraIndex = -1;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
instance = this;
|
||||||
godView=GameObject.Find("TopCamera").GetComponent<Camera>();
|
godView=GameObject.Find("TopCamera").GetComponent<Camera>();
|
||||||
toggle =transform.Find("right/under/Toggle").GetComponent<Toggle>();
|
toggle =transform.Find("right/under/Toggle").GetComponent<Toggle>();
|
||||||
toggle.onValueChanged.AddListener(OnToggleValueChanged);
|
toggle.onValueChanged.AddListener(OnToggleValueChanged);
|
||||||
@ -42,11 +46,48 @@ public class Panel2 : MonoBehaviour
|
|||||||
{
|
{
|
||||||
nameImage.Add(bgTransform.gameObject);
|
nameImage.Add(bgTransform.gameObject);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
// 获取所有标签为 "People" 的物体
|
||||||
|
GameObject[] players = GameObject.FindGameObjectsWithTag("People");
|
||||||
|
|
||||||
|
// 遍历每个 Player,找到子物体中的摄像机
|
||||||
|
foreach (GameObject player in players)
|
||||||
|
{
|
||||||
|
// 在 Player 的子物体中查找摄像机组件
|
||||||
|
Camera camera = player.GetComponentInChildren<Camera>();
|
||||||
|
if (camera != null)
|
||||||
|
{
|
||||||
|
playerCameras.Add(camera);
|
||||||
|
camera.enabled = false; // 初始化时禁用所有摄像机
|
||||||
|
}
|
||||||
}
|
}
|
||||||
// 默认执行一次切换
|
// 默认执行一次切换
|
||||||
OnToggleValueChanged(toggle.isOn);
|
OnToggleValueChanged(toggle.isOn);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
// 切换到指定索引的摄像机
|
||||||
|
public void SwitchToCamera(int index)
|
||||||
|
{
|
||||||
|
var index2=index;
|
||||||
|
if (index < 0 || index >= playerCameras.Count)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("无效的摄像机索引:" + index);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 关闭上帝视角摄像机
|
||||||
|
godView.enabled=false;
|
||||||
|
isGodView = false;
|
||||||
|
|
||||||
|
// 禁用当前激活的摄像机(如果在角色视角)
|
||||||
|
if (currentCameraIndex >= 0)
|
||||||
|
{
|
||||||
|
playerCameras[index2].enabled=false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 激活指定索引的摄像机
|
||||||
|
currentCameraIndex = index;
|
||||||
|
playerCameras[currentCameraIndex].enabled=true;
|
||||||
|
}
|
||||||
// 用于外部传入参数来设置Dropdown选项数量的方法
|
// 用于外部传入参数来设置Dropdown选项数量的方法
|
||||||
public void SetOptionCount(int count)
|
public void SetOptionCount(int count)
|
||||||
{
|
{
|
||||||
@ -80,8 +121,9 @@ public class Panel2 : MonoBehaviour
|
|||||||
//peopleposition.SetActive(false);
|
//peopleposition.SetActive(false);
|
||||||
int selectedIndex = dropdown.value;
|
int selectedIndex = dropdown.value;
|
||||||
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
|
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
|
||||||
godView.enabled = false;
|
|
||||||
|
|
||||||
|
|
||||||
|
SwitchToCamera(selectedIndex);//转入视角
|
||||||
Game.uiManager.CloseUI("Panel1_2");
|
Game.uiManager.CloseUI("Panel1_2");
|
||||||
Game.uiManager.ShowUI<Image>("Panel1_3");
|
Game.uiManager.ShowUI<Image>("Panel1_3");
|
||||||
}
|
}
|
||||||
|
@ -2,6 +2,7 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using static UnityEditor.Experimental.GraphView.GraphView;
|
||||||
|
|
||||||
public class Panel3 : MonoBehaviour
|
public class Panel3 : MonoBehaviour
|
||||||
{
|
{
|
||||||
@ -11,7 +12,12 @@ public class Panel3 : MonoBehaviour
|
|||||||
private Dropdown dropdown;
|
private Dropdown dropdown;
|
||||||
private int optionCount; // 用于存储传入的确定Dropdown选项数量的参数
|
private int optionCount; // 用于存储传入的确定Dropdown选项数量的参数
|
||||||
private GameObject peopleposition;
|
private GameObject peopleposition;
|
||||||
private Camera godview;
|
private Camera godView;
|
||||||
|
public List<Camera> playerCameras = new List<Camera>(); // 存储每个角色的摄像机
|
||||||
|
private int currentCameraIndex = -1;
|
||||||
|
private bool isGodView = false; // 是否当前为上帝视角
|
||||||
|
private GameObject[] players;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -24,8 +30,66 @@ public class Panel3 : MonoBehaviour
|
|||||||
follow.onClick.AddListener(FollowBtn);
|
follow.onClick.AddListener(FollowBtn);
|
||||||
peopleposition = GameObject.Find("peopleposition").gameObject;
|
peopleposition = GameObject.Find("peopleposition").gameObject;
|
||||||
peopleposition.SetActive(false);
|
peopleposition.SetActive(false);
|
||||||
godview=GameObject.Find("TopCamera").GetComponent<Camera>();
|
godView=GameObject.Find("TopCamera").GetComponent<Camera>();
|
||||||
|
|
||||||
|
|
||||||
|
// 获取所有标签为 "Player" 的物体
|
||||||
|
GameObject[] players = GameObject.FindGameObjectsWithTag("People");
|
||||||
|
|
||||||
|
foreach (GameObject player in players)
|
||||||
|
{
|
||||||
|
Camera camera = player.GetComponentInChildren<Camera>();
|
||||||
|
if (camera != null)
|
||||||
|
{
|
||||||
|
playerCameras.Add(camera);
|
||||||
|
camera.enabled = true; // 初始化时禁用所有角色摄像机
|
||||||
|
}
|
||||||
|
}
|
||||||
|
currentCameraIndex = Panel2.instance.currentCameraIndex;
|
||||||
|
for(int i = 0; i < playerCameras.Count; i++)
|
||||||
|
{
|
||||||
|
if(i!=currentCameraIndex)
|
||||||
|
{
|
||||||
|
playerCameras[i].enabled = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// 切换到指定索引的摄像机
|
||||||
|
public void SwitchToCamera(int index)
|
||||||
|
{
|
||||||
|
if (index < 0 || index >= playerCameras.Count)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("无效的摄像机索引:" + index);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 禁用上帝视角摄像机
|
||||||
|
godView.enabled = false;
|
||||||
|
|
||||||
|
// 禁用所有角色摄像机
|
||||||
|
foreach (var camera in playerCameras)
|
||||||
|
{
|
||||||
|
camera.enabled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 激活目标角色摄像机
|
||||||
|
currentCameraIndex = index;
|
||||||
|
playerCameras[index].enabled = true;
|
||||||
|
isGodView = false; // 标记为非上帝视角
|
||||||
|
}
|
||||||
|
// 切换到上帝视角
|
||||||
|
public void SwitchToGodView()
|
||||||
|
{
|
||||||
|
// 禁用所有角色摄像机
|
||||||
|
foreach (var camera in playerCameras)
|
||||||
|
{
|
||||||
|
camera.enabled=false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 激活上帝视角摄像机
|
||||||
|
godView.enabled = true;
|
||||||
|
isGodView = true;
|
||||||
|
currentCameraIndex = -1;
|
||||||
}
|
}
|
||||||
// 用于外部传入参数来设置Dropdown选项数量的方法
|
// 用于外部传入参数来设置Dropdown选项数量的方法
|
||||||
public void SetOptionCount(int count)
|
public void SetOptionCount(int count)
|
||||||
@ -49,7 +113,8 @@ public class Panel3 : MonoBehaviour
|
|||||||
{
|
{
|
||||||
peopleposition.gameObject.SetActive(true);
|
peopleposition.gameObject.SetActive(true);
|
||||||
//返回上帝视角界面
|
//返回上帝视角界面
|
||||||
godview.enabled = true;
|
SwitchToGodView();
|
||||||
|
// Camera.main.enabled = true;
|
||||||
Game.uiManager.ShowUI<Image>("Panel1_2");
|
Game.uiManager.ShowUI<Image>("Panel1_2");
|
||||||
Game.uiManager.CloseUI("Panel1_3");
|
Game.uiManager.CloseUI("Panel1_3");
|
||||||
}
|
}
|
||||||
@ -60,8 +125,11 @@ public class Panel3 : MonoBehaviour
|
|||||||
}
|
}
|
||||||
void FollowBtn()
|
void FollowBtn()
|
||||||
{
|
{
|
||||||
|
|
||||||
//转化角色视角
|
//转化角色视角
|
||||||
int selectedIndex = dropdown.value;
|
int selectedIndex = dropdown.value;
|
||||||
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
|
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
|
||||||
|
SwitchToCamera(selectedIndex);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -5576,7 +5576,7 @@ PrefabInstance:
|
|||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 1785748703130119632, guid: 6025bf38a7ada134281ba43ad08c154b, type: 3}
|
- target: {fileID: 1785748703130119632, guid: 6025bf38a7ada134281ba43ad08c154b, type: 3}
|
||||||
propertyPath: m_IsActive
|
propertyPath: m_IsActive
|
||||||
value: 0
|
value: 1
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 9194197327704083339, guid: 6025bf38a7ada134281ba43ad08c154b, type: 3}
|
- target: {fileID: 9194197327704083339, guid: 6025bf38a7ada134281ba43ad08c154b, type: 3}
|
||||||
propertyPath: m_Animations.Array.size
|
propertyPath: m_Animations.Array.size
|
||||||
@ -17855,6 +17855,7 @@ MonoBehaviour:
|
|||||||
firewater: {fileID: 8607906409360804035, guid: b5be25eadef55294691fff85129cc656, type: 3}
|
firewater: {fileID: 8607906409360804035, guid: b5be25eadef55294691fff85129cc656, type: 3}
|
||||||
water: {fileID: 0}
|
water: {fileID: 0}
|
||||||
IShavewater: 0
|
IShavewater: 0
|
||||||
|
CharacterControl: {fileID: 0}
|
||||||
UseSkill: {fileID: 0}
|
UseSkill: {fileID: 0}
|
||||||
--- !u!1001 &1402705621
|
--- !u!1001 &1402705621
|
||||||
PrefabInstance:
|
PrefabInstance:
|
||||||
@ -22382,6 +22383,7 @@ MonoBehaviour:
|
|||||||
scrollSpeed: 2
|
scrollSpeed: 2
|
||||||
overlookPosition: {x: 0, y: 50, z: 0}
|
overlookPosition: {x: 0, y: 50, z: 0}
|
||||||
overlookRotation: {x: -0.45922917, y: 0.5376882, z: -0.5376882, w: -0.45922917}
|
overlookRotation: {x: -0.45922917, y: 0.5376882, z: -0.5376882, w: -0.45922917}
|
||||||
|
Canvas: {fileID: 0}
|
||||||
--- !u!1001 &1709243970
|
--- !u!1001 &1709243970
|
||||||
PrefabInstance:
|
PrefabInstance:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@ -24246,6 +24248,7 @@ MonoBehaviour:
|
|||||||
firewater: {fileID: 8607906409360804035, guid: b5be25eadef55294691fff85129cc656, type: 3}
|
firewater: {fileID: 8607906409360804035, guid: b5be25eadef55294691fff85129cc656, type: 3}
|
||||||
water: {fileID: 0}
|
water: {fileID: 0}
|
||||||
IShavewater: 0
|
IShavewater: 0
|
||||||
|
CharacterControl: {fileID: 0}
|
||||||
UseSkill: {fileID: 382802817}
|
UseSkill: {fileID: 382802817}
|
||||||
--- !u!1001 &1875190416
|
--- !u!1001 &1875190416
|
||||||
PrefabInstance:
|
PrefabInstance:
|
||||||
|