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@ -49,18 +49,7 @@ public class CharacterControl : MonoBehaviour
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//跑步时平滑切换fov
|
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private float targetFOV;
|
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|
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private Button recubtn;//救援按钮
|
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private Button disbtn;//配电箱按钮
|
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private Button connectgun;//连接水枪按钮
|
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private Button connectfa;//连接水阀按钮
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private Button openfa;//打开水阀按钮
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private int XfsStep=0;
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public GameObject cha;
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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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xfs = GameObject.Find("Canvas/xfs");
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connectfa = GameObject.Find("Canvas/xfs/ConnectFa").GetComponent<Button>();
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openfa = GameObject.Find("Canvas/xfs/OpenFa").GetComponent<Button>();
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Timermusk = GameObject.Find("Canvas/xfs/Timerbg/Timermusk").GetComponent<Image>();
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//animator = this.GetComponent<Animator>();
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// stateInfo = animator.GetCurrentAnimatorStateInfo(0);
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recubtn.gameObject.SetActive(false);
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disbtn.gameObject.SetActive(false);
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xfs.gameObject.SetActive(false);
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|
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recubtn.onClick.AddListener(Recuse);
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disbtn.onClick.AddListener(disClick);
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connectgun.onClick.AddListener(CgunClick);
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connectfa.onClick.AddListener(CfaClick);
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openfa.onClick.AddListener(OfaClick);
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}
|
||||
|
||||
@ -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
|
||||
|
208
xiaofang/Assets/Script/Character/CharacterInturn.cs
Normal file
208
xiaofang/Assets/Script/Character/CharacterInturn.cs
Normal 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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
11
xiaofang/Assets/Script/Character/CharacterInturn.cs.meta
Normal file
11
xiaofang/Assets/Script/Character/CharacterInturn.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eccdd1a2db5ba4848bcb2eea6ed8ddb8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
36
xiaofang/Assets/Script/TimerMgr.cs
Normal file
36
xiaofang/Assets/Script/TimerMgr.cs
Normal file
@ -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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
11
xiaofang/Assets/Script/TimerMgr.cs.meta
Normal file
11
xiaofang/Assets/Script/TimerMgr.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3aea4be46f13a644b9831ef083a643a6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
46
xiaofang/Assets/Script/UI/SkillCoolDownUI.cs
Normal file
46
xiaofang/Assets/Script/UI/SkillCoolDownUI.cs
Normal file
@ -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);
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Script/UI/SkillCoolDownUI.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/SkillCoolDownUI.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a16d2947a13fe2640a5df99fa50fe75b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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)
|
||||
|
Loading…
Reference in New Issue
Block a user