This commit is contained in:
shurongsen 2024-10-23 20:48:23 +08:00
parent a56ce491ae
commit 1c7899c2e2
18 changed files with 2894 additions and 492 deletions

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View File

@ -18,7 +18,9 @@ public enum CharacterSkill
NoSkill,//0
Watering, //1
jump,//2
Rescue//3
Rescue,//3
OperateSuccess,//4
OperateFail//5
}
@ -163,6 +165,12 @@ public class CharacterAin : MonoBehaviour
case CharacterSkill.Rescue:
ain.SetInteger("Skill",3);
break;
case CharacterSkill.OperateSuccess:
ain.SetInteger("Skill", 4);
break;
case CharacterSkill.OperateFail:
ain.SetInteger("Skill", 5);
break;
}
}

View File

@ -32,7 +32,7 @@ public class CharacterControl : MonoBehaviour
//判断是否在移动
private bool IsMoving = false;
// 定义相机 FOV 相关变量
public float normalFOV = 60f; // 正常行走时的FOV
@ -49,16 +49,27 @@ public class CharacterControl : MonoBehaviour
//跑步时平滑切换fov
private float targetFOV;
private Button recubtn;
private Button disbtn;
private Button connectgun;
private Button connectfa;
private Button openfa;
private Button recubtn;//救援按钮
private Button disbtn;//配电箱按钮
private Button connectgun;//连接水枪按钮
private Button connectfa;//连接水阀按钮
private Button openfa;//打开水阀按钮
private Image Timermusk;
private Text TimerText;
private int XfsStep=0;
public GameObject cha;
public GameObject xfs;
//private Animator animator;
//private AnimatorStateInfo stateInfo;
private void Awake()
{
Init();
}
// Start is called before the first frame update
void Start()
@ -70,6 +81,10 @@ public class CharacterControl : MonoBehaviour
connectgun = GameObject.Find("Canvas/xfs/ConnectGun").GetComponent<Button>();
connectfa = GameObject.Find("Canvas/xfs/ConnectFa").GetComponent<Button>();
openfa = GameObject.Find("Canvas/xfs/OpenFa").GetComponent<Button>();
Timermusk = GameObject.Find("Canvas/xfs/Timerbg/Timermusk").GetComponent<Image>();
TimerText = GameObject.Find("Canvas/xfs/Timerbg/Timermusk/Timernumer").GetComponent<Text>();
//animator = this.GetComponent<Animator>();
// stateInfo = animator.GetCurrentAnimatorStateInfo(0);
recubtn.gameObject.SetActive(false);
disbtn.gameObject.SetActive(false);
@ -78,14 +93,19 @@ public class CharacterControl : MonoBehaviour
recubtn.onClick.AddListener(Recuse);
disbtn.onClick.AddListener(disClick);
Init();
connectgun.onClick.AddListener(CgunClick);
connectfa.onClick.AddListener(CfaClick);
openfa.onClick.AddListener(OfaClick);
}
// Update is called once per frame
void Update()
{
// Jump();
// Jump();
//JumpMove();
}
private void FixedUpdate()
@ -104,16 +124,20 @@ public class CharacterControl : MonoBehaviour
body = gameObject.AddComponent<Rigidbody>();
}
Characterain = transform.GetComponent<CharacterAin>();
if (Characterain==null)
{
Debug.LogError("Characterain==null");
}
}
//移动走、奔跑键盘or手柄控制
void Move()
{
//不在地面不能移动或者在跳跃不能移动
//如果不加Characterain.characterState==CharacterState.jump可能会导致跳跃后落到地面的瞬间瞬间转为移动状态动画会异常无法恢复站立
//解决方案二在charaterAin中将检测恢复函数写到update里。现写在fixedupdate
if (!Characterain.IsOnGround()|| Characterain.characterState==CharacterState.jump)
if (!Characterain.IsOnGround() || Characterain.characterState == CharacterState.jump)
{
return;
}
@ -236,24 +260,162 @@ public class CharacterControl : MonoBehaviour
// }
//}
void Recuse()
void Recuse()//救援操作
{
Characterain.SetSkillAin(CharacterSkill.Rescue);
StartCoroutine("Rescuereturn");
}
void disClick()
void disClick()//配电箱操作
{
}
IEnumerator Rescuereturn()
void CgunClick()//连接水枪操作
{
if (XfsStep == 0)
{
//执行操作动画
Debug.Log("连接水枪");
CoGunHide(0);
XfsStep++;
StartCoroutine(AnimTime(5));
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
}
else
{
//执行操作失败动画
Debug.Log("操作失败,重新开始");
XfsStep = 0;
CoGunHide(0);
Characterain.SetSkillAin(CharacterSkill.OperateFail);
}
}
void CfaClick()//连接水阀操作
{
if (XfsStep == 1)
{
//执行操作动画
Debug.Log("连接水阀");
CoGunHide(1);
XfsStep++;
connectfa.gameObject.SetActive(false);
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
}
else
{
//执行操作失败动画
XfsStep = 0;
CoGunHide(0);
Characterain.SetSkillAin(CharacterSkill.OperateFail);
}
}
void OfaClick()//打开水阀操作
{
if (XfsStep == 2)
{
//执行操作动画
Debug.Log("打开水阀");
CoGunHide(1);
XfsStep++;
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
}
else
{
//执行操作失败动画
XfsStep = 0;
CoGunHide(0);
Characterain.SetSkillAin(CharacterSkill.OperateFail);
}
}
IEnumerator AnimTime(float timer)
{
//Timermusk.fillAmount = (5 - 0.2f * Time.deltaTime) / 5;
//TimerText.text = "" + ((5 - 0.2f * Time.deltaTime) / 5).ToString("F2");
yield return new WaitForSeconds(1f);
}
IEnumerator Rescuereturn()//携程实现npc被救援成功后进行撤离
{
recubtn.gameObject.SetActive(false);
yield return new WaitForSeconds(2);
Characterain.SetSkillAin(CharacterSkill.NoSkill);
cha.GetComponent<RecuseNpc>().Setnpcstate();
}
void OperateClick()//帧事件函数,等动作执行完毕允许点击按钮
{
Characterain.SetSkillAin(CharacterSkill.NoSkill);
CoApper();
}
void CoGunHide(int Hide)//执行动作期间对按钮进行隐藏
{
switch (Hide)
{
case 0:
connectgun.gameObject.SetActive(false);
connectfa.gameObject.SetActive(false);
openfa.gameObject.SetActive(false);
break;
case 1:
openfa.gameObject.SetActive(false);
break;
}
}
void CoApper()//显示当前步骤应该出现的按钮
{
switch (XfsStep)
{
case 0:
connectgun.gameObject.SetActive(true);
connectfa.gameObject.SetActive(true);
openfa.gameObject.SetActive(true);
break;
case 1:
connectfa.gameObject.SetActive(true);
openfa.gameObject.SetActive(true);
break;
case 2:
openfa.gameObject.SetActive(true);
break;
}
}
public void Restore()//启用fire那边造成的脚本隐藏
{
this.enabled = true;
}
/* public NpcState Setnpcstate()
{
Debug.Log("Setnpcstate调用");

View File

@ -18,7 +18,6 @@ public class UseSkill : MonoBehaviour
private Skill_Pick skill_Pick;
private Skill_Jump skill_Jump;
private Skill_watering skill_Watering;
// Start is called before the first frame update
@ -27,6 +26,7 @@ public class UseSkill : MonoBehaviour
skill_Pick = transform.GetComponent<Skill_Pick>();
skill_Jump = transform.GetComponent<Skill_Jump>();
skill_Watering = transform.GetComponent<Skill_watering>();
}
// Update is called once per frame
@ -71,6 +71,7 @@ public class UseSkill : MonoBehaviour
{
skill_Watering.StopWatering(currentItem);
}
}
}
}

View File

@ -2,19 +2,26 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum Firestate
{
ExtinguishFire,//Ãð»ð
NotExtinguishFire//δÃð»ð
}
public class Fire : MonoBehaviour
{
private GameObject FireEffect;
private bool isPlayerInRange = false; // 检查玩家是否在范围内
private bool isExtinguishing = false; // 是否正在灭火
public float extinguishTime = 3.0f; // 灭火所需的时间
private float holdTime = 0f; // 按住按钮的计时
// private Firestate firestate = Firestate.NotExtinguishFire;
private CharacterControl characterControl;//玩家控制器
void Start()
{
FireEffect = transform.Find("FireEffect").gameObject;
}
void Update()
@ -37,6 +44,7 @@ public class Fire : MonoBehaviour
}
else
{
Debug.Log("ËÉ¿ª°´¼ü");
// 如果玩家松开按键或者离开范围,重置计时
holdTime = 0f;
isExtinguishing = false;
@ -48,14 +56,15 @@ public class Fire : MonoBehaviour
// 开始火焰
public void StartFire()
{
FireEffect.SetActive(true);
this.gameObject.SetActive(true);
isExtinguishing = false; // 重置灭火状态
}
// 停止火焰
public void StopFire()
{
FireEffect.SetActive(false);
this.characterControl.Restore();
this.gameObject.SetActive(false);
Debug.Log("火焰已被熄灭");
}

View File

@ -6,7 +6,7 @@ public class DiStributionbox : MonoBehaviour
{
private Button disbtn;
// Start is called before the first frame update
void Start()
void Awake()
{
disbtn = GameObject.Find("Canvas/Distribution box").GetComponent<Button>();
}

View File

@ -7,7 +7,7 @@ public class FireHydrant : MonoBehaviour
private GameObject xfs;
// Start is called before the first frame update
void Start()
void Awake()
{
xfs = GameObject.Find("Canvas/xfs");