This commit is contained in:
shurongsen 2024-10-24 12:46:20 +08:00
parent e68031d5b5
commit 81549fdb3d
13 changed files with 755 additions and 393 deletions

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@ -49,18 +49,7 @@ public class CharacterControl : MonoBehaviour
//跑步时平滑切换fov
private float targetFOV;
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;
@ -74,29 +63,7 @@ public class CharacterControl : MonoBehaviour
// Start is called before the first frame update
void Start()
{
xfs = GameObject.Find("Canvas/xfs");
recubtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
disbtn = GameObject.Find("Canvas/Distribution box").GetComponent<Button>();
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);
xfs.gameObject.SetActive(false);
recubtn.onClick.AddListener(Recuse);
disbtn.onClick.AddListener(disClick);
connectgun.onClick.AddListener(CgunClick);
connectfa.onClick.AddListener(CfaClick);
openfa.onClick.AddListener(OfaClick);
}
@ -260,155 +227,6 @@ public class CharacterControl : MonoBehaviour
// }
//}
void Recuse()//救援操作
{
Characterain.SetSkillAin(CharacterSkill.Rescue);
StartCoroutine("Rescuereturn");
}
void disClick()//配电箱操作
{
}
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

View File

@ -0,0 +1,208 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CharacterInturn : MonoBehaviour
{
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 CharacterAin Characterain;
private int XfsStep = 0;
public GameObject cha;
public GameObject xfs;
private GameObject timer;
// Start is called before the first frame update
void Start()
{
xfs = GameObject.Find("Canvas/xfs");
recubtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
disbtn = GameObject.Find("Canvas/Distribution box").GetComponent<Button>();
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>();
Characterain = this.GetComponent<CharacterAin>();
//animator = this.GetComponent<Animator>();
// stateInfo = animator.GetCurrentAnimatorStateInfo(0);
timer = GameObject.Find("Canvas/Timer");
recubtn.gameObject.SetActive(false);
disbtn.gameObject.SetActive(false);
xfs.gameObject.SetActive(false);
recubtn.onClick.AddListener(Recuse);
disbtn.onClick.AddListener(disClick);
connectgun.onClick.AddListener(CgunClick);
connectfa.onClick.AddListener(CfaClick);
openfa.onClick.AddListener(OfaClick);
}
// Update is called once per frame
void Update()
{
}
void Recuse()//救援操作
{
Characterain.SetSkillAin(CharacterSkill.Rescue);
StartCoroutine(Rescuereturn(7f));
}
void disClick()//配电箱操作
{
}
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(6f));
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);
StartCoroutine(AnimTime(2f));
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++;
StartCoroutine(AnimTime(6f));
connectfa.gameObject.SetActive(false);
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
}
else
{
//执行操作失败动画
XfsStep = 0;
CoGunHide(0);
StartCoroutine(AnimTime(2f));
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++;
StartCoroutine(AnimTime(6f));
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
}
else
{
//执行操作失败动画
XfsStep = 0;
CoGunHide(0);
StartCoroutine(AnimTime(2f));
Characterain.SetSkillAin(CharacterSkill.OperateFail);
}
}
IEnumerator AnimTime(float timer)
{
TimerMgr.Instance.StartCooldown(timer, HandleCooldownFinished); // 传入冷却时间和结束事件
yield return null;
}
void HandleCooldownFinished()//这里添加一个事件用来处理计时器冷却技术后的逻辑
{
Characterain.SetSkillAin(CharacterSkill.NoSkill);
CoApper();
}
IEnumerator Rescuereturn(float timer)//携程实现npc被救援成功后进行撤离
{
recubtn.gameObject.SetActive(false);
TimerMgr.Instance.StartCooldown(timer,HandleRescue);
yield return null;
}
void HandleRescue()
{
Characterain.SetSkillAin(CharacterSkill.NoSkill);
cha.GetComponent<RecuseNpc>().Setnpcstate();
}
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;
}
}
}

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@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class TimerMgr : MonoBehaviour
{
public static TimerMgr Instance { get; private set; }
public GameObject cooldownTimerPrefab; // 在Inspector中拖入计时器预制体
private GameObject timerpos;
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject); // 保证管理器在场景之间不被销毁
}
else
{
Destroy(gameObject);
}
timerpos = GameObject.Find("Canvas");
}
public void StartCooldown(float cooldownTime, Action onFinished)
{
GameObject timer = Instantiate(cooldownTimerPrefab);
timer.transform.SetParent(timerpos.transform,false);
SkillCoolDownUI cooldownTimer = timer.GetComponent<SkillCoolDownUI>();
cooldownTimer.OnCooldownFinished += onFinished; // 订阅冷却结束事件
cooldownTimer.StartCooldown(cooldownTime);
}
}

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@ -0,0 +1,46 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class SkillCoolDownUI : MonoBehaviour
{
public Image cooldownImage; // 拖动Image组件到这里
public Text cooldowntext;//显示计时器剩余时间
public event Action OnCooldownFinished; // 冷却结束事件
private Coroutine countdownCoroutine;
public void StartCooldown(float cooldownTime)
{
if (countdownCoroutine != null)
{
StopCoroutine(countdownCoroutine);
}
countdownCoroutine = StartCoroutine(CooldownRoutine(cooldownTime));
}
private IEnumerator CooldownRoutine(float cooldownTime)
{
float elapsed = 0f;
cooldownImage.fillAmount = 1; // 设置为满
while (elapsed < cooldownTime)
{
elapsed += Time.deltaTime;
cooldownImage.fillAmount = 1 - (elapsed / cooldownTime);
cooldowntext.text =((1 - (elapsed / cooldownTime))*10).ToString("F1");
yield return null;
}
HandleCooldownFinished();
}
private void HandleCooldownFinished()
{
cooldownImage.fillAmount = 0; // 重新设置为0
OnCooldownFinished?.Invoke(); // 触发冷却结束事件
Destroy(gameObject);
}
}

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@ -34,7 +34,7 @@ public class RecuseNpc : MonoBehaviour
if(other.name == "Man")
recusebtn.gameObject.SetActive(true);
if (statebool) return;
other.GetComponent<CharacterControl>().cha = this.gameObject ;
other.GetComponent<CharacterInturn>().cha = this.gameObject ;
}
private void OnTriggerExit(Collider other)