灭火,水管,任务消防栓,水枪,摄像头BUG
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@ -27243,6 +27248,7 @@ MonoBehaviour:
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us: {fileID: 0}
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@ -30242,7 +30329,7 @@ MonoBehaviour:
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Gun: {fileID: 1528375180}
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Hand: {fileID: 1036449735}
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XFsTransform: {fileID: 1604673292}
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ShuiguanGameObject: {fileID: 2057924365745864530}
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ShuiguanGameObject: {fileID: 1111533235}
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firewater: {fileID: 8607906409360804035, guid: b5be25eadef55294691fff85129cc656, type: 3}
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@ -65,7 +65,7 @@ public class Skill_Pick : MonoBehaviour
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item.transform.localPosition = relativePosition; // 假设玩家手中有一个默认的持物位置
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item.transform.localRotation = Quaternion.Euler(relativeRotation); // 重置旋转
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Destroy(item.GetComponent<Rigidbody>());
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Debug.Log("^^^^^^^^^^^^^^^^^^^^^^^^^");
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// 更新当前持有的物品
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@ -99,6 +99,7 @@ public class Skill_Pick : MonoBehaviour
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itemCollider.enabled = true;
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}
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currentItem.AddComponent<Rigidbody>();
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// 将物品放置在玩家当前位置的地面上
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Vector3 dropPosition = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z);
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@ -91,6 +91,7 @@ public class UseSkill : MonoBehaviour
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public void Drop()
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{
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currentItem = _skill_Pick.Drop(currentItem);
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}
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//ʰȡ
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void Skill_Pick()
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@ -160,5 +161,9 @@ public class UseSkill : MonoBehaviour
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}
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}
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public void FireOUt()
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{
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_skill_Watering.StopWatering(currentItem);
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}
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}
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@ -1,6 +1,7 @@
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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 enum Firestate
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{
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@ -28,12 +29,14 @@ public class Fire : MonoBehaviour
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float timer = 0;
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//private Firestate firestate = Firestate.NotExtinguishFire;
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public UseSkill UseSkill;
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public UseSkill UseSkill;
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public CharacterControl characterControl;//玩家控制器
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public Text TimeText;
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void Start()
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{
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us = GameObject.Find("player").GetComponent<UseSkill>();
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ps = GameObject.Find("player").GetComponent<PlayerState>();
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TimeText.gameObject.SetActive(false);
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}
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@ -114,13 +117,14 @@ public class Fire : MonoBehaviour
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// 如果玩家距离火源足够近且按下鼠标左键才触发灭火
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if (dis <= firedis)
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{
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TimeText.gameObject.SetActive(true);
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// 禁用玩家控制器,防止玩家移动
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if (!isExtinguishing)
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DisablePlayerControl();
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holdTime += Time.deltaTime;
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Debug.Log("灭火计时:" + holdTime);
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TimeText.GetComponent<Text>().text = "Ãð»ð¼Æʱ£º" + holdTime;
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if (holdTime >= extinguishTime && !isExtinguishing)
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{
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// 如果玩家按住键达到指定时间,停止火焰
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@ -130,6 +134,7 @@ public class Fire : MonoBehaviour
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{
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XFS.instance.water.SetActive(false);
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}
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TimeText.gameObject.SetActive(false);
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}
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}
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}
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@ -163,8 +168,9 @@ public class Fire : MonoBehaviour
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UseSkill = null;
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isPlayerInRange = false; // 玩家离开范围
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characterControl = null;
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us.FireOUt();
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}
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// 当玩家进入火焰范围时触发
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private void OnTriggerEnter(Collider other)
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{
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@ -1,6 +1,7 @@
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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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/*
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@ -30,10 +31,13 @@ public class Firelive : MonoBehaviour
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public int SpreadFireNumber=1;
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private bool Canbig = true;
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public Text time;
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// Start is called before the first frame update
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void Start()
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{
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StartBurning();
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time.gameObject.SetActive(false);
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}
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@ -74,7 +78,7 @@ public class Firelive : MonoBehaviour
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Destroy(currentFire);
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currentFire=Instantiate(bigfire, transform.position, Quaternion.identity);
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Canbig = false;
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currentFire.GetComponent<Fire>().TimeText = time;
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StartCoroutine(DelayedSpread());
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}
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@ -21,24 +21,35 @@ public class XFS : MonoBehaviour
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public UseSkill UseSkill;
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void Start()
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{
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instance=this;
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ShuiguanGameObject.SetActive(false);
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instance =this;
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ConnectGun.onClick.AddListener((() =>
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{
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PLayerLook();
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CharacterControl.enabled = false; Invoke("connectGun",6f);}));
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ConnectFa.onClick.AddListener(() =>
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{
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PLayerLook();
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ShuiguanGameObject.SetActive(true);
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CharacterControl.enabled = false; Invoke("connectFa", 6f);
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});
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OpenFa.onClick.AddListener(() =>
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{
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PLayerLook();
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CharacterControl.enabled = false; Invoke("openFa", 6f);
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});
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}
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public void PLayerLook()
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{
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GameObject.FindGameObjectWithTag("Player").transform.LookAt(new Vector3(this.transform.position.x, GameObject.FindGameObjectWithTag("Player").transform.position.y, this.transform.position.z));
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}
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public void connectGun()
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{
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//UseSkill.Initgun(Gun);
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CharacterControl.enabled = true;
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}
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public void connectFa()
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@ -46,6 +57,7 @@ public class XFS : MonoBehaviour
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Solver solver = ShuiguanGameObject.GetComponent<Solver>();
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solver.INit(Gun.transform);
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CharacterControl.enabled = true;
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}
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public void openFa()
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@ -58,6 +70,7 @@ public class XFS : MonoBehaviour
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water.SetActive(false);
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IShavewater = true;
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UseSkill.Initgun();
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}
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// Update is called once per frame
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void Update()
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@ -47,15 +47,24 @@ public class JoystickController : MonoBehaviour, IDragHandler, IEndDragHandler
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targetXRotation += joystickInput.x * rotationSpeed * Time.deltaTime;
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targetYRotation -= joystickInput.y * rotationSpeed * Time.deltaTime;
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// 限制水平旋转范围,防止摄像机旋转过头
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targetXRotation = Mathf.Clamp(targetXRotation, horizontalMinRotation, horizontalMaxRotation);
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// 限制垂直旋转范围,防止摄像机翻转
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targetYRotation = Mathf.Clamp(targetYRotation, verticalMinRotation, verticalMaxRotation);
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//// 限制水平旋转范围,防止摄像机旋转过头
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//targetXRotation = Mathf.Clamp(targetXRotation, horizontalMinRotation, horizontalMaxRotation);
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//// 限制垂直旋转范围,防止摄像机翻转
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//targetYRotation = Mathf.Clamp(targetYRotation, verticalMinRotation, verticalMaxRotation);
|
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playerCamera.transform.RotateAround(target.transform.position, playerCamera.transform.right, targetYRotation);
|
||||
playerCamera.transform.RotateAround(target.transform.position, Vector3.up, targetXRotation);
|
||||
targetXRotation = playerCamera.transform.eulerAngles.y;
|
||||
targetYRotation = playerCamera.transform.eulerAngles.x;
|
||||
//playerCamera.transform.LookAt(new Vector3(target.transform.position.x,playerCamera.transform.position.y,target.transform.position.z));
|
||||
// 使用 Quaternion 来平滑过渡到目标旋转角度
|
||||
playerCamera.transform.localRotation = Quaternion.Euler(targetYRotation, targetXRotation, 0f);
|
||||
|
||||
//playerCamera.transform.localRotation = Quaternion.Euler(targetYRotation, targetXRotation, 0f);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
targetXRotation = 0;
|
||||
targetYRotation = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user