This commit is contained in:
杨号敬 2024-12-24 21:06:53 +08:00
commit 2a03c69761
18 changed files with 106026 additions and 56 deletions

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@ -0,0 +1,135 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading.Tasks;
public class Godvisual : MonoBehaviour
{
public Transform mainBuilding; // 主建筑的中心点
public Transform birdEyeView; // 鸟瞰视角的 Transform
public Transform[] characterViews; // 每个角色的默认视角 Transform 数组
public bool ishost; // 是否为主持人
public float voiceLength = 10f; // 语音长度,单位秒
public float rotationRadius = 100f; // 环绕半径
public float rotationHeight = 5f; // 环绕高度
public float rotationSpeed = 36f; // 环绕速度(角速度,度/秒)
private float elapsedTime = 0f; // 已经经过的时间
private bool isSwitching = false; // 是否正在切换视角
private bool isRotating = false; // 是否正在旋转
private bool isAtGodView = true; // 是否处于上帝视角
void OnEnable()
{
// 订阅事件
Starthost.OnBoolValueChanged += HandleRotationControl;
}
void OnDisable()
{
// 取消订阅事件
Starthost.OnBoolValueChanged -= HandleRotationControl;
}
// Start is called before the first frame update
void Start()
{
// 最开始切换到上帝视角
SetToGodView();
elapsedTime = 0f;
isSwitching = false;
// 确保摄像机初始位置在环绕轨道上
//Vector3 startPosition = mainBuilding.position + new Vector3(rotationRadius, rotationHeight, 0);
//transform.position = startPosition;
//transform.LookAt(mainBuilding); // 摄像机始终朝向主建筑
}
// 切换到上帝视角
void SetToGodView()
{
transform.position = birdEyeView.position;
transform.rotation = birdEyeView.rotation;
isAtGodView = true;
isRotating = false; // 停止旋转逻辑
}
// Update is called once per frame
void Update()
{
if (!isRotating) return;
// 时间计数
elapsedTime += Time.deltaTime;
// 如果还未到最后两秒,环绕主建筑
if (elapsedTime < voiceLength - 2f && !isSwitching)
{
RotateAroundBuilding();
}
// 在最后两秒切换到目标视角
else if (!isSwitching)
{
isSwitching = true;
SwitchToFinalViewAsync();
}
}
// 环绕主建筑
void RotateAroundBuilding()
{
float angle = rotationSpeed * Time.deltaTime; // 每帧旋转的角度
Vector3 offset = transform.position - mainBuilding.position; // 当前摄像机到建筑中心的偏移
offset = Quaternion.Euler(0, angle, 0) * offset; // 绕建筑中心点旋转
transform.position = mainBuilding.position + offset; // 更新摄像机位置
transform.position = new Vector3(transform.position.x, mainBuilding.position.y + rotationHeight, transform.position.z); // 确保高度固定
transform.LookAt(mainBuilding); // 始终朝向主建筑
}
// 切换到最终视角(使用 async/await
async void SwitchToFinalViewAsync()
{
// 切换到鸟瞰图或角色视角
Transform targetView = ishost ? birdEyeView : GetCurrentCharacterView();
// 平滑切换摄像机位置和旋转
float switchDuration = 2f; // 切换持续时间
Vector3 startPosition = transform.position;
Quaternion startRotation = transform.rotation;
Vector3 endPosition = targetView.position;
Quaternion endRotation = targetView.rotation;
// 平滑过渡
for (float t = 0; t < switchDuration; t += Time.deltaTime)
{
float progress = t / switchDuration;
transform.position = Vector3.Lerp(startPosition, endPosition, progress);
transform.rotation = Quaternion.Lerp(startRotation, endRotation, progress);
await Task.Yield(); // 等待一帧
}
// 确保最终位置和旋转准确
transform.position = endPosition;
transform.rotation = endRotation;
}
// 获取当前角色的默认视角(假设角色索引为 0
Transform GetCurrentCharacterView()
{
int characterIndex = 0; // 根据逻辑动态获取角色索引
if (characterIndex >= 0 && characterIndex < characterViews.Length)
{
return characterViews[characterIndex];
}
else
{
Debug.LogWarning("角色视角未配置,使用默认鸟瞰视角");
return birdEyeView;
}
}
// 处理旋转控制事件
void HandleRotationControl(bool shouldRotate)
{
isRotating = shouldRotate;
if (!shouldRotate)
{
// 重置时间和切换状态
elapsedTime = 0f;
isSwitching = false;
}
}
}

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using System.Threading.Tasks;
public class Panel2 : MonoBehaviour
{
private Toggle toggle;//角色名是否出现
@ -12,14 +12,17 @@ public class Panel2 : MonoBehaviour
private Dropdown dropdown;
private int optionCount; // 用于存储传入的确定Dropdown选项数量的参数
private List<Camera> characterCameras; // 存储每个角色的摄像头
private List<GameObject> nameImage; // 存储所有角色标签的子物体
private GameObject peopleposition;
public Camera godView; // 上帝视角的位置
private bool isGodView = true; // 是否为上帝视角
// Start is called before the first frame update
void Start()
{
toggle=transform.Find("right/under/Toggle").GetComponent<Toggle>();
godView=GameObject.Find("TopCamera").GetComponent<Camera>();
toggle =transform.Find("right/under/Toggle").GetComponent<Toggle>();
toggle.onValueChanged.AddListener(OnToggleValueChanged);
toggle.isOn = true;
dropdown =transform.Find("left/Dropdown").GetComponent<Dropdown>();
@ -42,17 +45,6 @@ public class Panel2 : MonoBehaviour
}
// 默认执行一次切换
OnToggleValueChanged(toggle.isOn);
// 初始化角色摄像头列表
//characterCameras = new List<Camera>();
//// 假设角色摄像头是挂载在名为 "CharacterCamera1", "CharacterCamera2", 等等的对象上
//for (int i = 1; i <= optionCount; i++)
//{
// GameObject characterCameraObject = GameObject.Find("CharacterCamera" + i);
// if (characterCameraObject != null)
// {
// characterCameras.Add(characterCameraObject.GetComponent<Camera>());
// }
//}
}
// 用于外部传入参数来设置Dropdown选项数量的方法
@ -88,34 +80,12 @@ public class Panel2 : MonoBehaviour
//peopleposition.SetActive(false);
int selectedIndex = dropdown.value;
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
// 切换摄像头
//SwitchToCharacterCamera(selectedIndex);
godView.enabled = false;
Game.uiManager.CloseUI("Panel1_2");
Game.uiManager.ShowUI<Image>("Panel1_3");
}
// 切换到选中的角色视角
void SwitchToCharacterCamera(int index)
{
// 禁用所有角色摄像头
foreach (var camera in characterCameras)
{
if (camera != null)
{
camera.gameObject.SetActive(false);
}
}
// 启用选中角色的摄像头
if (index >= 0 && index < characterCameras.Count)
{
Camera selectedCamera = characterCameras[index];
if (selectedCamera != null)
{
selectedCamera.gameObject.SetActive(true);
}
}
}
void EndBtn()
{
//结束演习

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@ -11,6 +11,7 @@ public class Panel3 : MonoBehaviour
private Dropdown dropdown;
private int optionCount; // 用于存储传入的确定Dropdown选项数量的参数
private GameObject peopleposition;
private Camera godview;
// Start is called before the first frame update
void Start()
{
@ -22,7 +23,9 @@ public class Panel3 : MonoBehaviour
follow = transform.Find("left/Follow").GetComponent<Button>();
follow.onClick.AddListener(FollowBtn);
peopleposition = GameObject.Find("peopleposition").gameObject;
peopleposition.SetActive(false);
peopleposition.SetActive(false);
godview=GameObject.Find("TopCamera").GetComponent<Camera>();
}
// 用于外部传入参数来设置Dropdown选项数量的方法
public void SetOptionCount(int count)
@ -46,6 +49,7 @@ public class Panel3 : MonoBehaviour
{
peopleposition.gameObject.SetActive(true);
//返回上帝视角界面
godview.enabled = true;
Game.uiManager.ShowUI<Image>("Panel1_2");
Game.uiManager.CloseUI("Panel1_3");
}

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@ -7,6 +7,11 @@ using UnityEngine.SceneManagement;
using Unity.VisualScripting;
public class Starthost : MonoBehaviour
{
// 定义委托事件
public delegate void BoolValueChanged(bool newValue);
public static event BoolValueChanged OnBoolValueChanged;
private bool isRotating = false; // 默认旋转状态
private GameObject panel;
private Button posiBtn;//人员到位情况按钮
private Button start;//开始演练按钮
@ -30,8 +35,26 @@ public class Starthost : MonoBehaviour
public bool ishost=false;
private Button ready;
private Image image;
//语音内容
public GameObject walkieTalkieIcon; // 对讲机图标(动态效果)
public Text dialogueText; // 显示语音内容的文本框
private AudioSource audioSource; // 用于播放语音的 AudioSource
public AudioClip staticNoiseClip; // 对讲机噪音音效
public AudioClip[] voiceClips; // 语音音频数组
public string[] dialogueLines; // 对应的语音内容
public float textSpeed = 0.1f; // 逐字显示的速度(每个字的间隔时间)
private int currentLineIndex = 0; // 当前语音和文本索引
private GameObject right;//右边图标
void Start()
{
audioSource= GetComponent<AudioSource>();
// 确保对讲机图标默认隐藏
walkieTalkieIcon.SetActive(false);
right=transform.Find("Panel1/right").gameObject;
panel = transform.Find("Panel1").gameObject;
posiBtn = transform.Find("Panel1/right/under/btnRenYuanDaoWei").GetComponent<Button>();
start = transform.Find("Panel1/right/under/btnRenYanLianStart").GetComponent<Button>();
@ -147,13 +170,23 @@ public class Starthost : MonoBehaviour
isStart = true;
if (isSatisfy)
{
peopleposition.SetActive(false);
right.SetActive(false);
AnimateUIElementAsync();
start.interactable = false; // 防止点击事件
//总指挥接警动画
SceneManager.LoadScene(5);
// 开始对讲机效果流程
PlayDialogueSequenceAsync();
//视野开始旋转
isRotating = !isRotating; // 切换 bool 状态
Debug.Log($"旋转状态改变: {isRotating}");
// 触发事件,将新状态广播出去
OnBoolValueChanged?.Invoke(isRotating);
//SceneManager.LoadScene(4);
//开始计时
isTimerRunning = true;
time.SetActive(true);
time.SetActive(true);
}
else
{
@ -190,7 +223,56 @@ public class Starthost : MonoBehaviour
// 确保最终达到目标值
rectTransform.localScale = targetScale;
rectTransform.anchoredPosition = targetPosition;
}
async void PlayDialogueSequenceAsync()
{
// 1. 播放对讲机噪音
walkieTalkieIcon.SetActive(true); // 显示对讲机图标
audioSource.clip = staticNoiseClip;
audioSource.Play();
await Task.Delay(1500); // 对讲机噪音持续时间1.5秒)
// 2. 播放语音并逐字显示文字
audioSource.clip = voiceClips[0];
audioSource.Play();
// 获取语音持续时间
float voiceDuration = audioSource.clip.length * 1000; // 转换为毫秒
Task voicePlayTask = Task.Delay((int)voiceDuration); // 等待语音播放完成的任务
// 逐条显示对话文本
foreach (string line in dialogueLines)
{
await DisplayTextAsync(line);
// 检查语音是否播放完
if (!audioSource.isPlaying)
{
Debug.Log("语音播放已结束,但仍有未显示的文本。");
}
}
// 等待语音播放完成
await voicePlayTask;
// 对话完成,清理界面
walkieTalkieIcon.SetActive(false);
dialogueText.text = ""; // 清空文字
peopleposition.SetActive(true);
panel.SetActive(false);
right.SetActive(true);
Game.uiManager.ShowUI<Image>("Panel1_2");
}
}
async Task DisplayTextAsync(string line)
{
dialogueText.text = ""; // 清空当前文本
foreach (char c in line)
{
dialogueText.text += c;
await Task.Delay((int)(textSpeed * 2000)); // 等待 `textSpeed` 毫秒
}
}
}

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@ -101,6 +101,7 @@ public class UseObjects : MonoBehaviour
if (matialData.ID==id)
{
//获取物品数据
}
}
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