1225bug修改

This commit is contained in:
杨号敬 2024-12-25 22:08:40 +08:00
parent 999159c80b
commit 6814e21b64
8 changed files with 462 additions and 144 deletions

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objectReference: {fileID: 0}
- target: {fileID: -8679921383154817045, guid: ffc8f56811d7ca145812ba1f6a4be23a, type: 3}
propertyPath: m_LocalPosition.y
value: 0.447
value: 0.404
objectReference: {fileID: 0}
- target: {fileID: -8679921383154817045, guid: ffc8f56811d7ca145812ba1f6a4be23a, type: 3}
propertyPath: m_LocalPosition.z
value: -0.099
value: 0.305
objectReference: {fileID: 0}
- target: {fileID: -8679921383154817045, guid: ffc8f56811d7ca145812ba1f6a4be23a, type: 3}
propertyPath: m_LocalRotation.w
value: 0
value: 1
objectReference: {fileID: 0}
- target: {fileID: -8679921383154817045, guid: ffc8f56811d7ca145812ba1f6a4be23a, type: 3}
propertyPath: m_LocalRotation.x
@ -30851,7 +31156,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: -8679921383154817045, guid: ffc8f56811d7ca145812ba1f6a4be23a, type: 3}
propertyPath: m_LocalRotation.y
value: 1
value: 0
objectReference: {fileID: 0}
- target: {fileID: -8679921383154817045, guid: ffc8f56811d7ca145812ba1f6a4be23a, type: 3}
propertyPath: m_LocalRotation.z
@ -30863,7 +31168,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: -8679921383154817045, guid: ffc8f56811d7ca145812ba1f6a4be23a, type: 3}
propertyPath: m_LocalEulerAnglesHint.y
value: 180
value: 0
objectReference: {fileID: 0}
- target: {fileID: -8679921383154817045, guid: ffc8f56811d7ca145812ba1f6a4be23a, type: 3}
propertyPath: m_LocalEulerAnglesHint.z
@ -35022,7 +35327,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 9179503025658400806}
m_LocalRotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071068}
m_LocalPosition: {x: -10.276262, y: 0.15234268, z: -12.9737215}
m_LocalPosition: {x: -10.276262, y: 0.02, z: -12.9737215}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []

View File

@ -32,11 +32,18 @@ public class Skill_watering : MonoBehaviour
public void StopWatering(GameObject currentItem)
{
CharacterAin.SetSkillAin(CharacterSkill.NoSkill);
if (currentItem.GetComponent<NoFire>() != null)
{
currentItem.GetComponent<NoFire>().StopFire();
}
}
public void StopWateringAnim( )
{
CharacterAin.SetSkillAin(CharacterSkill.NoSkill);
}
/// <summary>
/// 检测周围的火源,并让角色朝向最近的火源
@ -82,7 +89,7 @@ public class Skill_watering : MonoBehaviour
transform.forward = directionToFire;
if (currentItem.gameObject.name == "gun")
{
currentItem.transform.rotation = new Quaternion(61.7036781f, 186.325302f, 348.049622f, 0);
currentItem.transform.rotation = new Quaternion(0, 186.325302f, 0, 0);
}
}
}

View File

@ -3,6 +3,7 @@ using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
/*
* 使
@ -22,6 +23,7 @@ public class UseSkill : MonoBehaviour
public Skill_Jump _skill_Jump;
public Skill_watering _skill_Watering;
//Fire fire = new Fire();
public Button WaterButton;
public bool IsWater = false;
// Start is called before the first frame update
void Start()
@ -29,14 +31,15 @@ public class UseSkill : MonoBehaviour
_skill_Pick = transform.GetComponent<Skill_Pick>();
_skill_Jump = transform.GetComponent<Skill_Jump>();
_skill_Watering = transform.GetComponent<Skill_watering>();
WaterButton.onClick.AddListener(Skill_Watering);
//Debug.LogError(_skill_Pick.Pick());
}
// Update is called once per frame
void Update()
{
Skill_Watering();
Skill_Pick();
//Skill_Watering();
//Skill_Pick();
if (currentItem != null)
{
if(currentItem.gameObject.name=="gun")
@ -97,27 +100,17 @@ public class UseSkill : MonoBehaviour
//拾取
void Skill_Pick()
{
if (Input.GetKeyDown(KeyCode.F))
{
Debug.LogError("F");
//Debug.LogError(skill_Pick.Pick());
if (currentItem != null)
{
currentItem = _skill_Pick.Drop(currentItem);
currentItem=null;
}
currentItem = _skill_Pick.Pick();
if(currentItem.transform.name == "NoFire")
{
currentItem.transform.Rotate(180f, -80f, -30f);
}
if (currentItem.transform.name == "gun")
{
currentItem.transform.rotation = new Quaternion(61.7036781f, 186.325302f, 348.049622f, 0);
}
if (currentItem != null) { currentItem = _skill_Pick.Drop(currentItem); currentItem=null;
}
currentItem = _skill_Pick.Pick();
if(currentItem.transform.name == "NoFire") { currentItem.transform.Rotate(180f, -80f, -30f);
}
if (currentItem.transform.name == "gun") { currentItem.transform.rotation = new Quaternion(61.7036781f, 186.325302f, 348.049622f, 0);
}
if (Input.GetKeyDown(KeyCode.Q))
{
currentItem = _skill_Pick.Drop(currentItem);
@ -133,38 +126,37 @@ public class UseSkill : MonoBehaviour
{
return;
}
if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
{
if (currentItem == null)
{
return;
}
Debug.Log(00000000000000000);
IsWater=true;
_skill_Watering.StartWatering(currentItem);
Debug.Log(00000000000000000);
IsWater=true;
_skill_Watering.StartWatering(currentItem);
}
if (Input.GetMouseButtonUp(0) &&! EventSystem.current.IsPointerOverGameObject())
{
IsWater = false;
_skill_Watering.StopWatering(currentItem);
if (currentItem.gameObject.name == "gun")
{
if (XFS.instance.IShavewater)
{
XFS.instance.water.SetActive(false);
}
//if (Input.GetMouseButtonUp(0) &&! EventSystem.current.IsPointerOverGameObject())
//{
// IsWater = false;
// _skill_Watering.StopWatering(currentItem);
// if (currentItem.gameObject.name == "gun")
// {
// if (XFS.instance.IShavewater)
// {
// XFS.instance.water.SetActive(false);
// }
//currentItem.transform.rotation = new Quaternion(0, 180f,0, 0);
// //currentItem.transform.rotation = new Quaternion(0, 180f,0, 0);
}
}
// }
//}
}
public void FireOUt()
{
_skill_Watering.StopWatering(currentItem);
{IsWater=false;
if (currentItem != null)
{
_skill_Watering.StopWatering(currentItem);
}
_skill_Watering.StopWateringAnim();
}
}

View File

@ -25,7 +25,7 @@ public class Fire : MonoBehaviour
public PlayerState ps;
public UseSkill us;
float timer = 0;
//private Firestate firestate = Firestate.NotExtinguishFire;
@ -34,7 +34,7 @@ public class Fire : MonoBehaviour
public Text TimeText;
void Start()
{
us = GameObject.Find("player").GetComponent<UseSkill>();
ps = GameObject.Find("player").GetComponent<PlayerState>();
TimeText.gameObject.SetActive(false);
}
@ -49,11 +49,16 @@ public class Fire : MonoBehaviour
{
MieFire();
}
if (us.currentItem == null)
if (UseSkill == null)
{
return;
}
else if(us.currentItem.transform.name != "NoFire")
if (UseSkill.currentItem == null)
{
return;
}
else if(UseSkill.currentItem.transform.name != "NoFire")
{
return;
}
@ -134,7 +139,7 @@ public class Fire : MonoBehaviour
{
XFS.instance.water.SetActive(false);
}
TimeText.gameObject.SetActive(false);
}
}
}
@ -143,9 +148,9 @@ public class Fire : MonoBehaviour
// 如果松开按键或者离开范围,重置计时
holdTime = 0f;
isExtinguishing = false;
TimeText.gameObject.SetActive(false);
//TimeText.gameObject.SetActive(false);
// 恢复玩家控制器
if (!Input.GetMouseButton(0)) EnablePlayerControl();
}
}
@ -166,11 +171,11 @@ public class Fire : MonoBehaviour
this.characterControl.DragTheScreen.enabled=true;
this.gameObject.SetActive(false);
Debug.Log("火焰已被熄灭");
UseSkill = null;
isPlayerInRange = false; // 玩家离开范围
characterControl = null;
us.FireOUt();
TimeText.gameObject.SetActive(false);
UseSkill.FireOUt();
TimeText.gameObject.SetActive(false);
}
// 当玩家进入火焰范围时触发
@ -212,11 +217,12 @@ public class Fire : MonoBehaviour
if (other.CompareTag("Player"))
{
isPlayerInRange = false; // 玩家离开范围
characterControl = null;
characterControl.DragTheScreen.enabled = true;
UseSkill = null;
us.FireOUt();
TimeText.gameObject.SetActive(false);
UseSkill.FireOUt();
// TimeText.gameObject.SetActive(false);
}
}

View File

@ -55,7 +55,7 @@ public class XFS : MonoBehaviour
public void connectFa()
{
Solver solver = ShuiguanGameObject.GetComponent<Solver>();
solver.INit(Gun.transform);
solver.INit(Gun.transform.GetChild(0).transform);
CharacterControl.DragTheScreen.enabled = true;
}

View File

@ -48,17 +48,25 @@ public class JoystickController : MonoBehaviour, IDragHandler, IEndDragHandler
targetXRotation = joystickInput.x * rotationSpeed * Time.deltaTime;
targetYRotation = joystickInput.y * rotationSpeed * Time.deltaTime;
Vector3 currentRotation = playerCamera.transform.eulerAngles;
Debug.Log(currentRotation);
// if (playerCamera.transform.eulerAngles.x<-30) return;
if (playerCamera.transform.eulerAngles.x <330&& playerCamera.transform.eulerAngles.x > 30)
{
return;
}
if (playerCamera.transform.eulerAngles.y < 315 && playerCamera.transform.eulerAngles.y > 45)
{
return;
}
float yRotation = currentRotation.y;
if (yRotation > 90f) targetYRotation = 0f;
if (yRotation < -90f) targetYRotation = 0f;
//float yRotation = currentRotation.y;
//if (yRotation > 45f) targetYRotation = 0f;
//if (yRotation <45f) targetYRotation = 0f;
//// 限制水平旋转范围,防止摄像机旋转过头
//targetXRotation = Mathf.Clamp(targetXRotation, horizontalMinRotation, horizontalMaxRotation);
//// 限制垂直旋转范围,防止摄像机翻转
//targetYRotation = Mathf.Clamp(targetYRotation, verticalMinRotation, verticalMaxRotation);
playerCamera.transform.RotateAround(target.transform.position, playerCamera.transform.right, targetYRotation);
playerCamera.transform.RotateAround(target.transform.position, Vector3.up, targetXRotation);