主持人跳转

This commit is contained in:
liuliang 2024-12-26 03:46:07 +08:00
parent 0604831cf4
commit 965bc503d5
22 changed files with 4809 additions and 2765 deletions

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@ -14,7 +14,7 @@ using System.Net.NetworkInformation;
using UnityEditor;
#endif
[InitializeOnLoad]
public class EncryptionDongleClient : MonoBehaviour
{
public static string licenseID = "xiaofangid";
@ -64,9 +64,8 @@ public class EncryptionDongleClient : MonoBehaviour
public static void ValidateLicense()
{
EditorApplication.update += ValidateLicenseStep;
//EditorApplication.update += ValidateLicenseStep;
}
private static UnityWebRequest request;
private static void ValidateLicenseStep()
@ -148,7 +147,7 @@ public class EncryptionDongleClient : MonoBehaviour
#endif
}
EditorApplication.update -= ValidateLicenseStep;
//EditorApplication.update -= ValidateLicenseStep;
}
}

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@ -37,7 +37,7 @@ public class Godvisual : MonoBehaviour
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;
@ -50,7 +50,7 @@ public class Godvisual : MonoBehaviour
transform.rotation = birdEyeView.rotation;
isAtGodView = true;
isRotating = false; // 停止旋转逻辑
transform.GetComponent<Camera>().orthographic = true;//Õý½»
//transform.GetComponent<Camera>().orthographic = true;//Õý½»
}
// Update is called once per frame
void Update()
@ -75,11 +75,11 @@ public class Godvisual : MonoBehaviour
if (isAtGodView)
{
transform.GetComponent<Camera>().orthographic = true;
//transform.GetComponent<Camera>().orthographic = true;
}
else
{
transform.GetComponent<Camera>().orthographic = false;
//transform.GetComponent<Camera>().orthographic = false;
}
}
// 环绕主建筑

View File

@ -20,7 +20,9 @@ public class Panel2 : MonoBehaviour
public List<Camera> playerCameras = new List<Camera>(); // 存储每个角色的摄像机
private bool isGodView = true; // 是否为上帝视角
public int currentCameraIndex = -1;
public List<GameObject> target;//目标
// Start is called before the first frame update
void Start()
{
@ -40,6 +42,7 @@ public class Panel2 : MonoBehaviour
nameImage = new List<GameObject>();
foreach (Transform child in peopleposition.transform)
{
// 查找每个子物体中的"bg"子物体
Transform bgTransform = child.Find("nameImage");
if (bgTransform != null)
@ -47,20 +50,15 @@ public class Panel2 : MonoBehaviour
nameImage.Add(bgTransform.gameObject);
}
}
// 获取所有标签为 "People" 的物体
GameObject[] players = GameObject.FindGameObjectsWithTag("People");
// 获取所有标签为 "Player" 的物体
GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
// 遍历每个 Player找到子物体中的摄像机
foreach (GameObject player in players)
{
// 在 Player 的子物体中查找摄像机组件
Camera camera = player.GetComponentInChildren<Camera>();
if (camera != null)
{
playerCameras.Add(camera);
camera.enabled = false; // 初始化时禁用所有摄像机
}
{
target.Add(player.gameObject);
}
SetOptionCount(target.Count);
// 默认执行一次切换
OnToggleValueChanged(toggle.isOn);
@ -68,25 +66,17 @@ public class Panel2 : MonoBehaviour
// 切换到指定索引的摄像机
public void SwitchToCamera(int index)
{
var index2=index;
if (index < 0 || index >= playerCameras.Count)
{
Debug.LogWarning("无效的摄像机索引:" + index);
return;
}
// 关闭上帝视角摄像机
godView.enabled=false;
isGodView = false;
// 将摄像机设为 target[index] 的子物体
godView.transform.SetParent(target[index].transform);
// 重置摄像机的位置和旋转
godView.transform.localPosition = (Vector3.zero+new Vector3(0, 1.5f, -1));
godView.transform.localRotation = Quaternion.identity;
// 让摄像机朝向父物体
godView.transform.LookAt(target[index].transform.position+ new Vector3(0, 1.5f,0));
// 禁用当前激活的摄像机(如果在角色视角)
if (currentCameraIndex >= 0)
{
playerCameras[index2].enabled=false;
}
// 激活指定索引的摄像机
currentCameraIndex = index;
playerCameras[currentCameraIndex].enabled=true;
}
// 用于外部传入参数来设置Dropdown选项数量的方法
public void SetOptionCount(int count)
@ -121,8 +111,8 @@ public class Panel2 : MonoBehaviour
//peopleposition.SetActive(false);
int selectedIndex = dropdown.value;
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
//godView.GetComponent<Camera>().orthographic = false;
SwitchToCamera(selectedIndex);//转入视角
Game.uiManager.CloseUI("Panel1_2");
Game.uiManager.ShowUI<Image>("Panel1_3");

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@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using static UnityEngine.GraphicsBuffer;
public class Panel3 : MonoBehaviour
{
@ -12,11 +13,12 @@ public class Panel3 : MonoBehaviour
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;
public List<Camera> playerCameras = new List<Camera>(); // 存储每个角色的摄像机
public List<GameObject> playertarget; // 存储每个角色
private int currentCameraIndex = -1;
private bool isGodView = false; // 是否当前为上帝视角
private GameObject[] players;
private Vector3 startposition = new Vector3(6, 60, -25);
private Vector3 startrotation = new Vector3(90, 0, -90);
// Start is called before the first frame update
void Start()
{
@ -30,66 +32,52 @@ public class Panel3 : MonoBehaviour
peopleposition = GameObject.Find("peopleposition").gameObject;
peopleposition.SetActive(false);
godView=GameObject.Find("TopCamera").GetComponent<Camera>();
//godView.GetComponent<Camera>().orthographic = false;
// 获取所有标签为 "Player" 的物体
GameObject[] players = GameObject.FindGameObjectsWithTag("People");
GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
foreach (GameObject player in players)
{
Camera camera = player.GetComponentInChildren<Camera>();
if (camera != null)
if (player != null)
{
playerCameras.Add(camera);
camera.enabled = true; // 初始化时禁用所有角色摄像机
playertarget.Add(player);
}
}
SetOptionCount(playertarget.Count);
currentCameraIndex = Panel2.instance.currentCameraIndex;
dropdown.value= currentCameraIndex;
for(int i = 0; i < playerCameras.Count; i++)
{
if(i!=currentCameraIndex)
{
playerCameras[i].enabled = false;
}
}
}
// 切换到指定索引的摄像机
public void SwitchToCamera(int index)
{
if (index < 0 || index >= playerCameras.Count)
if (index < 0 || index >= playertarget.Count)
{
Debug.LogWarning("无效的摄像机索引:" + index);
return;
}
// 禁用上帝视角摄像机
godView.enabled = false;
isGodView = false;
// 将摄像机设为 target[index] 的子物体
godView.transform.SetParent(playertarget[index].transform);
// 重置摄像机的位置和旋转
godView.transform.localPosition = Vector3.zero;
godView.transform.localRotation = Quaternion.identity;
// 禁用所有角色摄像机
foreach (var camera in playerCameras)
{
camera.enabled = false;
}
// 激活目标角色摄像机
currentCameraIndex = index;
playerCameras[index].enabled = true;
isGodView = false; // 标记为非上帝视角
// 让摄像机朝向父物体
godView.transform.LookAt(playertarget[index].transform);
}
// 切换到上帝视角
public void SwitchToGodView()
{
// 禁用所有角色摄像机
foreach (var camera in playerCameras)
{
camera.enabled=false;
}
// 激活上帝视角摄像机
godView.enabled = true;
godView.GetComponent<Camera>().orthographic = true;
isGodView = true;
currentCameraIndex = -1;
godView.transform.position = startposition;
godView.transform.eulerAngles=startrotation;
}
// 用于外部传入参数来设置Dropdown选项数量的方法
public void SetOptionCount(int count)
@ -130,6 +118,6 @@ public class Panel3 : MonoBehaviour
int selectedIndex = dropdown.value;
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
SwitchToCamera(selectedIndex);
//godView.GetComponent<Camera>().orthographic = false;
}
}

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@ -11,6 +11,7 @@ public class ReadRoom : MonoBehaviour
public GameRoomListResponse gameRoomListResponse;
private List<GameRoomListData> roomDataList;
public JSONReader js;
public bool isenter=false;//主持人进入
// Start is called before the first frame update
void Start()
{
@ -39,7 +40,8 @@ public class ReadRoom : MonoBehaviour
if ((GlobalData.ServerData.data.userId == room.PlayerList[i].UserId) && ("2024/12/20" == room.ReserveDate))
{
Debug.Log("可以直接进入房间");
SceneManager.LoadScene(2);
SceneManager.LoadScene("Tmap 1");
isenter = true;
}
//else
//{

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@ -11,7 +11,7 @@ public class UIManager
public void Init()
{
//找世界中的画布
canvasTf = GameObject.Find("Canvas").transform;
canvasTf = GameObject.Find("HostCanvas").transform;
//初始化集合
uiList = new List<GameObject>();
}

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@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class test111 : MonoBehaviour
{
// Start is called before the first frame update
public Canvas canvas1;
public Canvas canvas2;
public Camera camera1;
void Start()
{
canvas1.gameObject.SetActive(true);
canvas2.gameObject.SetActive(false);
camera1.gameObject.SetActive(true);
}
// Update is called once per frame
void Update()
{
if(ReadRoom.instance.isenter)
{
canvas1.gameObject.SetActive(false);
canvas2.gameObject.SetActive(true);
}
}
}

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File diff suppressed because it is too large Load Diff

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@ -16,13 +16,14 @@ public class LoginPanel : Base
public InputField pwd;
public InputField sjh;
public InputField yzm;
public Image image;
// Start is called before the first frame update
void Start()
{
loginBtn.onClick.AddListener(OnClickLoginBtn);
getYzmBtn.onClick.AddListener(OnClickGetYzmBtn);
image.gameObject.SetActive(false);
}
public void OnClickGetYzmBtn()
@ -49,7 +50,7 @@ public class LoginPanel : Base
phonenumber = "",
smsCode = ""
};
image.gameObject.SetActive (true);
// 发送请求
Debug.Log("登陆入参"+ JsonUtility.ToJson(loginBody));
string response = await web.SendRequest(web.URL + "/auth/login", "POST", JsonUtility.ToJson(loginBody));
@ -70,11 +71,14 @@ public class LoginPanel : Base
{
SceneManager.LoadScene(1);
}
if(id.text == "13051628292" && pwd.text == "ZF16c788632")
else if(id.text == "13051628292" && pwd.text == "ZF16c788632")
{
ReadRoom.instance.head();
}
else
{
SceneManager.LoadScene("Tmap 1");
}
////如果是玩家账号就跳转到加入房间界面
//if (loginBody.userType == "Player")