主持人跳转
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parent
0604831cf4
commit
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@ -14,7 +14,7 @@ using System.Net.NetworkInformation;
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using UnityEditor;
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#endif
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[InitializeOnLoad]
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public class EncryptionDongleClient : MonoBehaviour
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{
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public static string licenseID = "xiaofangid";
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@ -64,9 +64,8 @@ public class EncryptionDongleClient : MonoBehaviour
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public static void ValidateLicense()
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{
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EditorApplication.update += ValidateLicenseStep;
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//EditorApplication.update += ValidateLicenseStep;
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}
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private static UnityWebRequest request;
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private static void ValidateLicenseStep()
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@ -148,7 +147,7 @@ public class EncryptionDongleClient : MonoBehaviour
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#endif
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}
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EditorApplication.update -= ValidateLicenseStep;
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//EditorApplication.update -= ValidateLicenseStep;
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}
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}
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78
xiaofang/Assets/Res/FreeAction/Image (1).prefab
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78
xiaofang/Assets/Res/FreeAction/Image (1).prefab
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@ -0,0 +1,78 @@
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xiaofang/Assets/Res/FreeAction/Image (1).prefab.meta
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7
xiaofang/Assets/Res/FreeAction/Image (1).prefab.meta
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128
xiaofang/Assets/Res/gsj/TopCamera.prefab
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128
xiaofang/Assets/Res/gsj/TopCamera.prefab
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@ -0,0 +1,128 @@
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%YAML 1.1
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7
xiaofang/Assets/Res/gsj/TopCamera.prefab.meta
Normal file
7
xiaofang/Assets/Res/gsj/TopCamera.prefab.meta
Normal file
@ -0,0 +1,7 @@
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@ -37,7 +37,7 @@ public class Godvisual : MonoBehaviour
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elapsedTime = 0f;
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isSwitching = false;
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// 确保摄像机初始位置在环绕轨道上
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//Vector3 startPosition = mainBuilding.position + new Vector3(rotationRadius, rotationHeight, 0);
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//transform.position = startPosition;
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@ -50,7 +50,7 @@ public class Godvisual : MonoBehaviour
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transform.rotation = birdEyeView.rotation;
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isAtGodView = true;
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isRotating = false; // 停止旋转逻辑
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transform.GetComponent<Camera>().orthographic = true;//Õý½»
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//transform.GetComponent<Camera>().orthographic = true;//Õý½»
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}
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// Update is called once per frame
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void Update()
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@ -75,11 +75,11 @@ public class Godvisual : MonoBehaviour
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if (isAtGodView)
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{
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transform.GetComponent<Camera>().orthographic = true;
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//transform.GetComponent<Camera>().orthographic = true;
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}
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else
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{
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transform.GetComponent<Camera>().orthographic = false;
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//transform.GetComponent<Camera>().orthographic = false;
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}
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}
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// 环绕主建筑
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@ -20,7 +20,9 @@ public class Panel2 : MonoBehaviour
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public List<Camera> playerCameras = new List<Camera>(); // 存储每个角色的摄像机
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private bool isGodView = true; // 是否为上帝视角
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public int currentCameraIndex = -1;
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public List<GameObject> target;//目标
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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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@ -40,6 +42,7 @@ public class Panel2 : MonoBehaviour
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nameImage = new List<GameObject>();
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foreach (Transform child in peopleposition.transform)
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{
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// 查找每个子物体中的"bg"子物体
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Transform bgTransform = child.Find("nameImage");
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if (bgTransform != null)
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@ -47,20 +50,15 @@ public class Panel2 : MonoBehaviour
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nameImage.Add(bgTransform.gameObject);
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}
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}
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// 获取所有标签为 "People" 的物体
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GameObject[] players = GameObject.FindGameObjectsWithTag("People");
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// 获取所有标签为 "Player" 的物体
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GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
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// 遍历每个 Player,找到子物体中的摄像机
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foreach (GameObject player in players)
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{
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// 在 Player 的子物体中查找摄像机组件
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Camera camera = player.GetComponentInChildren<Camera>();
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if (camera != null)
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{
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playerCameras.Add(camera);
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camera.enabled = false; // 初始化时禁用所有摄像机
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}
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{
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target.Add(player.gameObject);
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}
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SetOptionCount(target.Count);
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// 默认执行一次切换
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OnToggleValueChanged(toggle.isOn);
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@ -68,25 +66,17 @@ public class Panel2 : MonoBehaviour
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// 切换到指定索引的摄像机
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public void SwitchToCamera(int index)
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{
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var index2=index;
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if (index < 0 || index >= playerCameras.Count)
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{
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Debug.LogWarning("无效的摄像机索引:" + index);
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return;
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}
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// 关闭上帝视角摄像机
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godView.enabled=false;
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isGodView = false;
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// 将摄像机设为 target[index] 的子物体
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godView.transform.SetParent(target[index].transform);
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// 重置摄像机的位置和旋转
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godView.transform.localPosition = (Vector3.zero+new Vector3(0, 1.5f, -1));
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godView.transform.localRotation = Quaternion.identity;
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// 让摄像机朝向父物体
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godView.transform.LookAt(target[index].transform.position+ new Vector3(0, 1.5f,0));
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// 禁用当前激活的摄像机(如果在角色视角)
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if (currentCameraIndex >= 0)
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{
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playerCameras[index2].enabled=false;
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}
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// 激活指定索引的摄像机
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currentCameraIndex = index;
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playerCameras[currentCameraIndex].enabled=true;
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}
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// 用于外部传入参数来设置Dropdown选项数量的方法
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public void SetOptionCount(int count)
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@ -121,8 +111,8 @@ public class Panel2 : MonoBehaviour
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//peopleposition.SetActive(false);
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int selectedIndex = dropdown.value;
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Debug.Log("进入角色" + (selectedIndex+1) + "视角");
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//godView.GetComponent<Camera>().orthographic = false;
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SwitchToCamera(selectedIndex);//转入视角
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Game.uiManager.CloseUI("Panel1_2");
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Game.uiManager.ShowUI<Image>("Panel1_3");
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@ -2,6 +2,7 @@ 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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using static UnityEngine.GraphicsBuffer;
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public class Panel3 : MonoBehaviour
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{
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@ -12,11 +13,12 @@ public class Panel3 : MonoBehaviour
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private int optionCount; // 用于存储传入的确定Dropdown选项数量的参数
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private GameObject peopleposition;
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private Camera godView;
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public List<Camera> playerCameras = new List<Camera>(); // 存储每个角色的摄像机
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public List<GameObject> playertarget; // 存储每个角色
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private int currentCameraIndex = -1;
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private bool isGodView = false; // 是否当前为上帝视角
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private GameObject[] players;
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private Vector3 startposition = new Vector3(6, 60, -25);
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private Vector3 startrotation = new Vector3(90, 0, -90);
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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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@ -30,66 +32,52 @@ public class Panel3 : MonoBehaviour
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peopleposition = GameObject.Find("peopleposition").gameObject;
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peopleposition.SetActive(false);
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godView=GameObject.Find("TopCamera").GetComponent<Camera>();
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//godView.GetComponent<Camera>().orthographic = false;
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// 获取所有标签为 "Player" 的物体
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GameObject[] players = GameObject.FindGameObjectsWithTag("People");
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GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
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foreach (GameObject player in players)
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{
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Camera camera = player.GetComponentInChildren<Camera>();
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if (camera != null)
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if (player != null)
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{
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playerCameras.Add(camera);
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camera.enabled = true; // 初始化时禁用所有角色摄像机
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playertarget.Add(player);
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}
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}
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SetOptionCount(playertarget.Count);
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currentCameraIndex = Panel2.instance.currentCameraIndex;
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dropdown.value= currentCameraIndex;
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for(int i = 0; i < playerCameras.Count; i++)
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{
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if(i!=currentCameraIndex)
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{
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playerCameras[i].enabled = false;
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}
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}
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}
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// 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;
|
||||
}
|
||||
}
|
||||
|
@ -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
|
||||
//{
|
||||
|
@ -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>();
|
||||
}
|
||||
|
28
xiaofang/Assets/Res/gsj/test111.cs
Normal file
28
xiaofang/Assets/Res/gsj/test111.cs
Normal file
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Res/gsj/test111.cs.meta
Normal file
11
xiaofang/Assets/Res/gsj/test111.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: f92a039327af32e458e6ec0179b42486
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
1013
xiaofang/Assets/Resources/gsjUI/Dropdown.prefab
Normal file
1013
xiaofang/Assets/Resources/gsjUI/Dropdown.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
xiaofang/Assets/Resources/gsjUI/Dropdown.prefab.meta
Normal file
7
xiaofang/Assets/Resources/gsjUI/Dropdown.prefab.meta
Normal file
@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
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guid: d4afda4ab7bbb6c4b87cfb3b04dde7d4
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
1203
xiaofang/Assets/Resources/gsjUI/PoPhost01.prefab
Normal file
1203
xiaofang/Assets/Resources/gsjUI/PoPhost01.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
xiaofang/Assets/Resources/gsjUI/PoPhost01.prefab.meta
Normal file
7
xiaofang/Assets/Resources/gsjUI/PoPhost01.prefab.meta
Normal file
@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
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guid: 9dfd52624c43cc345af84310324c6e0d
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -6203,7 +6203,7 @@ Transform:
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m_Father: {fileID: 0}
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m_RootOrder: 25
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m_RootOrder: 27
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1001 &159663861
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PrefabInstance:
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@ -6510,6 +6510,37 @@ MonoBehaviour:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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- component: {fileID: 185827988}
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!4 &185827988
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 185827987}
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m_LocalRotation: {x: 0.5, y: 0.5, z: -0.5, w: 0.5}
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m_LocalPosition: {x: 6, y: 60, z: -25}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 17
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!64 &191232456
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MeshCollider:
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m_ObjectHideFlags: 0
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@ -6896,52 +6927,6 @@ PrefabInstance:
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objectReference: {fileID: 7400000, guid: 7012e3de65d9c6745a7751b1ca0b63aa, type: 2}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 6025bf38a7ada134281ba43ad08c154b, type: 3}
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 222376208}
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- component: {fileID: 222376207}
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m_Layer: 0
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m_Name: BurstCollisionWorld
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!114 &222376207
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 222376206}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: f1a161c4294214a4fbcb7e9e94800494, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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cellSpans:
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m_AlignBytes: 16
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--- !u!4 &222376208
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 222376206}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!64 &224425900
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MeshCollider:
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m_ObjectHideFlags: 0
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@ -7717,7 +7702,7 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 41
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m_RootOrder: 42
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!64 &295391225
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MeshCollider:
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@ -8305,7 +8290,7 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 18
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m_RootOrder: 20
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!64 &339719735
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MeshCollider:
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@ -8801,7 +8786,7 @@ Transform:
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- {fileID: 272025130}
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- {fileID: 1600741273}
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m_Father: {fileID: 0}
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m_RootOrder: 34
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m_RootOrder: 36
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!65 &382802813
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||||
BoxCollider:
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@ -10569,7 +10554,7 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 31
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m_RootOrder: 33
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &479940076
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MonoBehaviour:
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@ -11201,7 +11186,7 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_Father: {fileID: 0}
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m_RootOrder: 40
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m_RootOrder: 41
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &526829806
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GameObject:
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||||
@ -11232,7 +11217,7 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 20
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m_RootOrder: 22
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &530412951
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GameObject:
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||||
@ -11963,7 +11948,7 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_Father: {fileID: 0}
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m_RootOrder: 24
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1001 &583497863
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PrefabInstance:
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@ -12942,7 +12927,7 @@ Transform:
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m_RootOrder: 28
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1001 &673038100
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PrefabInstance:
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@ -13224,7 +13209,7 @@ Transform:
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MonoBehaviour:
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@ -13715,7 +13700,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 7104765112034956015, guid: 6815aad4cd6cb734a9d63a7210677333, type: 3}
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value: 19
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value: 21
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objectReference: {fileID: 0}
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- target: {fileID: 7104765112034956015, guid: 6815aad4cd6cb734a9d63a7210677333, type: 3}
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propertyPath: m_LocalPosition.x
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@ -14579,7 +14564,7 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_Father: {fileID: 0}
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m_RootOrder: 30
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--- !u!114 &810501282
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MonoBehaviour:
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@ -16625,6 +16610,7 @@ GameObject:
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@ -16647,6 +16633,21 @@ Transform:
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canvas2: {fileID: 5640692783290307690}
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camera1: {fileID: 4163391439018457569}
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PrefabInstance:
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@ -17438,7 +17439,7 @@ RectTransform:
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GameObject:
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MeshCollider:
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GameObject:
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--- !u!64 &1546963728
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MeshCollider:
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m_ConstrainProportionsScale: 0
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m_Children:
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godView: {fileID: 0}
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File diff suppressed because it is too large
Load Diff
@ -16,13 +16,14 @@ public class LoginPanel : Base
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public InputField pwd;
|
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public InputField sjh;
|
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public InputField yzm;
|
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|
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public Image image;
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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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loginBtn.onClick.AddListener(OnClickLoginBtn);
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getYzmBtn.onClick.AddListener(OnClickGetYzmBtn);
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image.gameObject.SetActive(false);
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}
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public void OnClickGetYzmBtn()
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@ -49,7 +50,7 @@ public class LoginPanel : Base
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phonenumber = "",
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smsCode = ""
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};
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image.gameObject.SetActive (true);
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// 发送请求
|
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Debug.Log("登陆入参"+ JsonUtility.ToJson(loginBody));
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string response = await web.SendRequest(web.URL + "/auth/login", "POST", JsonUtility.ToJson(loginBody));
|
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@ -70,11 +71,14 @@ public class LoginPanel : Base
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{
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SceneManager.LoadScene(1);
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}
|
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if(id.text == "13051628292" && pwd.text == "ZF16c788632")
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else if(id.text == "13051628292" && pwd.text == "ZF16c788632")
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{
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ReadRoom.instance.head();
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}
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else
|
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{
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SceneManager.LoadScene("Tmap 1");
|
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}
|
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|
||||
////如果是玩家账号就跳转到加入房间界面
|
||||
//if (loginBody.userType == "Player")
|
||||
|
Loading…
Reference in New Issue
Block a user