Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_xiaofang
This commit is contained in:
commit
105d6d8df3
@ -160,7 +160,7 @@ MonoBehaviour:
|
||||
m_FallbackScreenDPI: 96
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||||
m_DefaultSpriteDPI: 96
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||||
m_DynamicPixelsPerUnit: 1
|
||||
m_PresetInfoIsWorld: 1
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||||
m_PresetInfoIsWorld: 0
|
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--- !u!114 &4718796657024693748
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||||
MonoBehaviour:
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||||
m_ObjectHideFlags: 0
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|
@ -67,6 +67,7 @@ public class Drill : MonoBehaviour
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||||
// 演练计划按钮点击事件
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||||
void OnClickScheduleBtn()
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||||
{
|
||||
SceneManager.LoadScene(2);
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||||
Debug.Log("点击了演练计划按钮!");
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||||
// 这里可以添加具体逻辑
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}
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||||
|
@ -40,14 +40,22 @@ public class Panel2 : MonoBehaviour
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||||
peopleposition = GameObject.Find("peopleposition").gameObject;
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||||
//获取所有子物体中的 Button 组件
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nameImage = new List<GameObject>();
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||||
// 遍历 peopleposition 的子物体
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foreach (Transform child in peopleposition.transform)
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||||
{
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||||
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||||
// 查找每个子物体中的"bg"子物体
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Transform bgTransform = child.Find("nameImage");
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||||
if (bgTransform != null)
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||||
// 遍历子物体的子物体
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foreach (Transform secondLevelChild in child)
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||||
{
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nameImage.Add(bgTransform.gameObject);
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||||
// 遍历子物体的子物体的子物体
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foreach (Transform thirdLevelChild in secondLevelChild)
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||||
{
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// 获取 Image 组件
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Image imageComponent = thirdLevelChild.GetComponent<Image>();
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if (imageComponent != null)
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{
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nameImage.Add(imageComponent.gameObject); // 添加到列表
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}
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}
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}
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}
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// 获取所有标签为 "Player" 的物体
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|
@ -32,25 +32,40 @@ public class ReadRoom : MonoBehaviour
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||||
//将当前日期格式化为 "yyyy/MM/dd" 形式
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string formattedDate = currentDate.ToString("yyyy/MM/dd");
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||||
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||||
// 调用方法,动态生成房间元素
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foreach (var room in roomDataList)
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{
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for (int i = 0; i < room.PlayerList.Count; i++)
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if (room.Status == "进行中")
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||||
{
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if ((GlobalData.ServerData.data.userId == room.PlayerList[i].UserId) && ("2024/12/20" == room.ReserveDate))
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||||
bool found = false; // 标记是否找到匹配的用户 ID
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for (int i = 0; i < room.PlayerList.Count; i++)
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{
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Debug.Log("可以直接进入房间");
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SceneManager.LoadScene("Tmap 1");
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isenter = true;
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if ((GlobalData.ServerData.data.userId == room.PlayerList[i].UserId) && ("2024/12/20" == room.ReserveDate))
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{
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Debug.Log("可以直接进入房间");
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SceneManager.LoadScene("Tmap 1");
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isenter = true;
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found = true; // 找到匹配用户 ID
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break; // 直接跳出循环
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}
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}
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//else
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//{
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// Debug.Log("不可以直接进入房间");
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// SceneManager.LoadScene(1);
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//}
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// 如果没有找到匹配的用户 ID,跳转到 "yhj" 场景
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if (!found)
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{
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Debug.Log("未找到匹配用户 ID,跳转到场景 'yhj'");
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SceneManager.LoadScene("yhj");
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}
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}
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else
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{
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Debug.Log("状态不是 '进行中',跳转到场景 'yhj'");
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SceneManager.LoadScene("yhj");
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}
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}
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}
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else
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@ -3,6 +3,8 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using static UnityEditor.Experimental.GraphView.GraphView;
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using static UnityEngine.GraphicsBuffer;
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public class UseObjects : MonoBehaviour
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{
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@ -62,6 +64,13 @@ public class UseObjects : MonoBehaviour
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// 绑定点击事件
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childButton.onClick.AddListener(() => OnChildClicked(child.gameObject));
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||||
}
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||||
// 获取所有标签为 "People" 的物体
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GameObject[] playNPC = GameObject.FindGameObjectsWithTag("People");
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||||
// 遍历每个人,将其存入一个链表
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||||
foreach (GameObject player in playNPC)
|
||||
{
|
||||
potentialTargets.Add(player.gameObject);
|
||||
}
|
||||
UseCautionaryitems(player.transform.position, polePrefab);
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||||
}
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||||
private void Update()
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||||
|
151
xiaofang/Assets/Res/gsj/xiaozhigou.cs
Normal file
151
xiaofang/Assets/Res/gsj/xiaozhigou.cs
Normal file
@ -0,0 +1,151 @@
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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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using UnityEngine.UI;
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public class xiaozhigou : MonoBehaviour
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{
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public Camera mainCamera; // 玩家摄像机
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public RectTransform uiCanvas; // UI Canvas 的 RectTransform
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public GameObject targetIconPrefab; // UI 图标的预制体
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private LinkedList<GameObject> playerList = new LinkedList<GameObject>(); // 存储标签为 "Player" 的对象
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private GameObject peopleposition;//位置的信息
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||||
private Dictionary<GameObject, RectTransform> playerUIMap = new Dictionary<GameObject, RectTransform>(); // 存储角色与对应的 UI 标记
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||||
|
||||
private void Start()
|
||||
{
|
||||
peopleposition = GameObject.Find("peopleposition");
|
||||
if (peopleposition == null)
|
||||
{
|
||||
Debug.LogError("请确保场景中有一个名为 'peopleposition' 的 GameObject 作为 UI 的父物体。");
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||||
return;
|
||||
}
|
||||
|
||||
// 初始化获取当前场景中所有的 "Player" 标签对象并创建 UI 标记
|
||||
UpdatePlayerList();
|
||||
CreateUIForPlayers();
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||||
}
|
||||
|
||||
void Update()
|
||||
{
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||||
// 实时更新 Player 列表和对应的 UI
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||||
UpdatePlayerList();
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UpdateUIForPlayers();
|
||||
}
|
||||
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||||
// 更新链表中的 "Player" 对象
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||||
private void UpdatePlayerList()
|
||||
{
|
||||
// 获取所有带有 "Player" 标签的对象
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||||
GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
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|
||||
// 检查新增的 Player
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||||
foreach (GameObject player in players)
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||||
{
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||||
if (!playerList.Contains(player)) // 新增的角色
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{
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playerList.AddLast(player);
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// 为新增角色创建 UI 标记
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||||
if (!playerUIMap.ContainsKey(player))
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||||
{
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CreateUIForPlayer(player);
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||||
}
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||||
}
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||||
}
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||||
|
||||
// 检查已移除的 Player
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||||
var node = playerList.First;
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||||
while (node != null)
|
||||
{
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||||
var nextNode = node.Next;
|
||||
|
||||
if (!System.Array.Exists(players, p => p == node.Value))
|
||||
{
|
||||
// 如果角色已被移除,删除对应的 UI 标记
|
||||
if (playerUIMap.ContainsKey(node.Value))
|
||||
{
|
||||
Destroy(playerUIMap[node.Value].gameObject);
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||||
playerUIMap.Remove(node.Value);
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||||
}
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||||
|
||||
playerList.Remove(node);
|
||||
}
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||||
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||||
node = nextNode;
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||||
}
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||||
}
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||||
|
||||
// 为所有玩家创建 UI 标记
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||||
private void CreateUIForPlayers()
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||||
{
|
||||
foreach (var player in playerList)
|
||||
{
|
||||
if (!playerUIMap.ContainsKey(player))
|
||||
{
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||||
CreateUIForPlayer(player);
|
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}
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||||
}
|
||||
}
|
||||
|
||||
// 为单个玩家创建 UI 标记
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||||
private void CreateUIForPlayer(GameObject player)
|
||||
{
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||||
if (targetIconPrefab == null || uiCanvas == null)
|
||||
{
|
||||
Debug.LogError("请确保已设置 TargetIconPrefab 和 uiCanvas。");
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||||
return;
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||||
}
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||||
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||||
// 实例化 UI 图标
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GameObject iconInstance = Instantiate(targetIconPrefab, peopleposition.transform);
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||||
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// 获取 RectTransform 用于设置位置
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||||
RectTransform iconRectTransform = iconInstance.GetComponent<RectTransform>();
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||||
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||||
// 设置初始内容
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||||
Text nameText = iconInstance.GetComponentInChildren<Text>();
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||||
if (nameText != null)
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||||
{
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||||
nameText.text = player.name; // 显示角色名称
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||||
}
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||||
|
||||
// 将 UI 图标与玩家对应
|
||||
playerUIMap[player] = iconRectTransform;
|
||||
}
|
||||
|
||||
// 实时更新所有玩家的 UI
|
||||
private void UpdateUIForPlayers()
|
||||
{
|
||||
foreach (var player in playerList)
|
||||
{
|
||||
if (!playerUIMap.ContainsKey(player)) continue;
|
||||
|
||||
RectTransform targetIcon = playerUIMap[player];
|
||||
|
||||
// 获取玩家的屏幕坐标
|
||||
Vector3 screenPoint = mainCamera.WorldToScreenPoint(player.transform.position);
|
||||
|
||||
// 检查玩家是否在屏幕内
|
||||
if (screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < Screen.width && screenPoint.y > 0 && screenPoint.y < Screen.height)
|
||||
{
|
||||
// 玩家在屏幕内,显示图标
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||||
targetIcon.gameObject.SetActive(true);
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||||
targetIcon.position = screenPoint;
|
||||
|
||||
//// 更新图标内容
|
||||
//Text nameText = targetIcon.GetComponentInChildren<Text>();
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||||
//if (nameText != null)
|
||||
//{
|
||||
// float distance = Vector3.Distance(mainCamera.transform.position, player.transform.position);
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||||
// nameText.text = $"{player.name}\n距离: {distance:F1} 米";
|
||||
//}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 玩家不在屏幕内,隐藏图标
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||||
targetIcon.gameObject.SetActive(false);
|
||||
}
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||||
}
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Res/gsj/xiaozhigou.cs.meta
Normal file
11
xiaofang/Assets/Res/gsj/xiaozhigou.cs.meta
Normal file
@ -0,0 +1,11 @@
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318
xiaofang/Assets/Resources/gsjUI/item.prefab
Normal file
318
xiaofang/Assets/Resources/gsjUI/item.prefab
Normal file
@ -0,0 +1,318 @@
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File diff suppressed because it is too large
Load Diff
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Load Diff
Loading…
Reference in New Issue
Block a user