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parent
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commit
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@ -14,7 +14,7 @@ using System.Net.NetworkInformation;
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using UnityEditor;
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using UnityEditor;
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#endif
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#endif
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[InitializeOnLoad]
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public class EncryptionDongleClient : MonoBehaviour
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public class EncryptionDongleClient : MonoBehaviour
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{
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{
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public static string licenseID = "xiaofangid";
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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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public static void ValidateLicense()
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{
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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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private static UnityWebRequest request;
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private static UnityWebRequest request;
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private static void ValidateLicenseStep()
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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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#endif
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}
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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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}
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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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%YAML 1.1
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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--- !u!114 &6258961426742153462
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m_RaycastTarget: 1
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_Sprite: {fileID: 0}
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillClockwise: 1
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7
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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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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externalObjects: {}
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assetBundleVariant:
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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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%TAG !u! tag:unity3d.com,2011:
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m_Layer: 0
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m_Name: TopCamera
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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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--- !u!20 &3192960458311219528
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m_GateFitMode: 2
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m_SensorSize: {x: 36, y: 24}
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m_LensShift: {x: 0, y: 0}
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m_FocalLength: 50
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height: 1
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near clip plane: 0.3
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far clip plane: 1000
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field of view: 68
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orthographic: 1
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orthographic size: 30
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serializedVersion: 2
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m_HDR: 1
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m_AllowMSAA: 1
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m_AllowDynamicResolution: 0
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m_ForceIntoRT: 0
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m_OcclusionCulling: 1
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m_StereoConvergence: 10
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m_StereoSeparation: 0.022
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--- !u!81 &3192960458311219511
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AudioListener:
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maxPosY: 50
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minPosY: 10
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maxPosZ: 100
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speed: 20
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--- !u!114 &3192960458311219530
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mainBuilding: {fileID: 0}
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birdEyeView: {fileID: 0}
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characterViews: []
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ishost: 1
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voiceLength: 10
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rotationRadius: 50
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rotationHeight: 5
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rotationSpeed: 36
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7
xiaofang/Assets/Res/gsj/TopCamera.prefab.meta
Normal file
7
xiaofang/Assets/Res/gsj/TopCamera.prefab.meta
Normal file
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fileFormatVersion: 2
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@ -37,7 +37,7 @@ public class Godvisual : MonoBehaviour
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elapsedTime = 0f;
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elapsedTime = 0f;
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isSwitching = false;
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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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// 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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//Vector3 startPosition = mainBuilding.position + new Vector3(rotationRadius, rotationHeight, 0);
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//transform.position = startPosition;
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//transform.position = startPosition;
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transform.rotation = birdEyeView.rotation;
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transform.rotation = birdEyeView.rotation;
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isAtGodView = true;
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isAtGodView = true;
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isRotating = false; // 停止旋转逻辑
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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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}
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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if (isAtGodView)
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if (isAtGodView)
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{
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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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}
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else
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else
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{
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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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}
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}
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// 环绕主建筑
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// 环绕主建筑
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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<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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private bool isGodView = true; // 是否为上帝视角
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public int currentCameraIndex = -1;
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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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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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nameImage = new List<GameObject>();
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nameImage = new List<GameObject>();
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foreach (Transform child in peopleposition.transform)
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foreach (Transform child in peopleposition.transform)
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{
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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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// 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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Transform bgTransform = child.Find("nameImage");
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if (bgTransform != null)
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if (bgTransform != null)
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nameImage.Add(bgTransform.gameObject);
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nameImage.Add(bgTransform.gameObject);
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}
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}
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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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// 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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// 遍历每个 Player,找到子物体中的摄像机
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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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foreach (GameObject player in players)
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{
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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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target.Add(player.gameObject);
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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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}
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SetOptionCount(target.Count);
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// 默认执行一次切换
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// 默认执行一次切换
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OnToggleValueChanged(toggle.isOn);
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OnToggleValueChanged(toggle.isOn);
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// 切换到指定索引的摄像机
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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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public void SwitchToCamera(int index)
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{
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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;
|
|
||||||
isGodView = 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
|
// 用于外部传入参数来设置Dropdown选项数量的方法
|
||||||
public void SetOptionCount(int count)
|
public void SetOptionCount(int count)
|
||||||
@ -121,8 +111,8 @@ public class Panel2 : MonoBehaviour
|
|||||||
//peopleposition.SetActive(false);
|
//peopleposition.SetActive(false);
|
||||||
int selectedIndex = dropdown.value;
|
int selectedIndex = dropdown.value;
|
||||||
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
|
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
|
||||||
|
|
||||||
|
//godView.GetComponent<Camera>().orthographic = false;
|
||||||
SwitchToCamera(selectedIndex);//转入视角
|
SwitchToCamera(selectedIndex);//转入视角
|
||||||
Game.uiManager.CloseUI("Panel1_2");
|
Game.uiManager.CloseUI("Panel1_2");
|
||||||
Game.uiManager.ShowUI<Image>("Panel1_3");
|
Game.uiManager.ShowUI<Image>("Panel1_3");
|
||||||
|
@ -2,6 +2,7 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using static UnityEngine.GraphicsBuffer;
|
||||||
|
|
||||||
public class Panel3 : MonoBehaviour
|
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 int optionCount; // 用于存储传入的确定Dropdown选项数量的参数
|
||||||
private GameObject peopleposition;
|
private GameObject peopleposition;
|
||||||
private Camera godView;
|
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 int currentCameraIndex = -1;
|
||||||
private bool isGodView = false; // 是否当前为上帝视角
|
private bool isGodView = false; // 是否当前为上帝视角
|
||||||
private GameObject[] players;
|
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
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -30,66 +32,52 @@ public class Panel3 : MonoBehaviour
|
|||||||
peopleposition = GameObject.Find("peopleposition").gameObject;
|
peopleposition = GameObject.Find("peopleposition").gameObject;
|
||||||
peopleposition.SetActive(false);
|
peopleposition.SetActive(false);
|
||||||
godView=GameObject.Find("TopCamera").GetComponent<Camera>();
|
godView=GameObject.Find("TopCamera").GetComponent<Camera>();
|
||||||
|
//godView.GetComponent<Camera>().orthographic = false;
|
||||||
|
|
||||||
// 获取所有标签为 "Player" 的物体
|
// 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)
|
foreach (GameObject player in players)
|
||||||
{
|
{
|
||||||
Camera camera = player.GetComponentInChildren<Camera>();
|
|
||||||
if (camera != null)
|
if (player != null)
|
||||||
{
|
{
|
||||||
playerCameras.Add(camera);
|
playertarget.Add(player);
|
||||||
camera.enabled = true; // 初始化时禁用所有角色摄像机
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
SetOptionCount(playertarget.Count);
|
||||||
currentCameraIndex = Panel2.instance.currentCameraIndex;
|
currentCameraIndex = Panel2.instance.currentCameraIndex;
|
||||||
dropdown.value= 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
|
// 切换到指定索引的摄像机
|
||||||
public void SwitchToCamera(int index)
|
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);
|
Debug.LogWarning("无效的摄像机索引:" + index);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 禁用上帝视角摄像机
|
isGodView = false;
|
||||||
godView.enabled = 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
|
// 让摄像机朝向父物体
|
||||||
foreach (var camera in playerCameras)
|
godView.transform.LookAt(playertarget[index].transform);
|
||||||
{
|
|
||||||
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
|
|
||||||
}
|
}
|
||||||
// 切换到上帝视角
|
// 切换到上帝视角
|
||||||
public void SwitchToGodView()
|
public void SwitchToGodView()
|
||||||
{
|
{
|
||||||
// 禁用所有角色摄像机
|
godView.GetComponent<Camera>().orthographic = true;
|
||||||
foreach (var camera in playerCameras)
|
|
||||||
{
|
|
||||||
camera.enabled=false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 激活上帝视角摄像机
|
|
||||||
godView.enabled = true;
|
|
||||||
isGodView = true;
|
isGodView = true;
|
||||||
currentCameraIndex = -1;
|
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
|
// 用于外部传入参数来设置Dropdown选项数量的方法
|
||||||
public void SetOptionCount(int count)
|
public void SetOptionCount(int count)
|
||||||
@ -130,6 +118,6 @@ public class Panel3 : MonoBehaviour
|
|||||||
int selectedIndex = dropdown.value;
|
int selectedIndex = dropdown.value;
|
||||||
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
|
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
|
||||||
SwitchToCamera(selectedIndex);
|
SwitchToCamera(selectedIndex);
|
||||||
|
//godView.GetComponent<Camera>().orthographic = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -11,6 +11,7 @@ public class ReadRoom : MonoBehaviour
|
|||||||
public GameRoomListResponse gameRoomListResponse;
|
public GameRoomListResponse gameRoomListResponse;
|
||||||
private List<GameRoomListData> roomDataList;
|
private List<GameRoomListData> roomDataList;
|
||||||
public JSONReader js;
|
public JSONReader js;
|
||||||
|
public bool isenter=false;//主持人进入
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -39,7 +40,8 @@ public class ReadRoom : MonoBehaviour
|
|||||||
if ((GlobalData.ServerData.data.userId == room.PlayerList[i].UserId) && ("2024/12/20" == room.ReserveDate))
|
if ((GlobalData.ServerData.data.userId == room.PlayerList[i].UserId) && ("2024/12/20" == room.ReserveDate))
|
||||||
{
|
{
|
||||||
Debug.Log("可以直接进入房间");
|
Debug.Log("可以直接进入房间");
|
||||||
SceneManager.LoadScene(2);
|
SceneManager.LoadScene("Tmap 1");
|
||||||
|
isenter = true;
|
||||||
}
|
}
|
||||||
//else
|
//else
|
||||||
//{
|
//{
|
||||||
|
@ -11,7 +11,7 @@ public class UIManager
|
|||||||
public void Init()
|
public void Init()
|
||||||
{
|
{
|
||||||
//找世界中的画布
|
//找世界中的画布
|
||||||
canvasTf = GameObject.Find("Canvas").transform;
|
canvasTf = GameObject.Find("HostCanvas").transform;
|
||||||
//初始化集合
|
//初始化集合
|
||||||
uiList = new List<GameObject>();
|
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 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f92a039327af32e458e6ec0179b42486
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
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|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
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 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d4afda4ab7bbb6c4b87cfb3b04dde7d4
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
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 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9dfd52624c43cc345af84310324c6e0d
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -6203,7 +6203,7 @@ Transform:
|
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m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
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m_Children: []
|
m_Children: []
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m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
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m_RootOrder: 25
|
m_RootOrder: 27
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
--- !u!1001 &159663861
|
--- !u!1001 &159663861
|
||||||
PrefabInstance:
|
PrefabInstance:
|
||||||
@ -6510,6 +6510,37 @@ MonoBehaviour:
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m_Name:
|
m_Name:
|
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m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
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Id: 0
|
Id: 0
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|
--- !u!1 &185827987
|
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|
GameObject:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
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: 185827988}
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|
m_Layer: 0
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|
m_Name: GameObject
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|
m_TagString: Untagged
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|
m_Icon: {fileID: 0}
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||||||
|
m_NavMeshLayer: 0
|
||||||
|
m_StaticEditorFlags: 0
|
||||||
|
m_IsActive: 1
|
||||||
|
--- !u!4 &185827988
|
||||||
|
Transform:
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||||||
|
m_ObjectHideFlags: 0
|
||||||
|
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}
|
||||||
|
m_LocalPosition: {x: 6, y: 60, z: -25}
|
||||||
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_ConstrainProportionsScale: 0
|
||||||
|
m_Children: []
|
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|
m_Father: {fileID: 0}
|
||||||
|
m_RootOrder: 17
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!64 &191232456
|
--- !u!64 &191232456
|
||||||
MeshCollider:
|
MeshCollider:
|
||||||
m_ObjectHideFlags: 0
|
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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objectReference: {fileID: 7400000, guid: 7012e3de65d9c6745a7751b1ca0b63aa, type: 2}
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m_RemovedComponents: []
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 6025bf38a7ada134281ba43ad08c154b, type: 3}
|
m_SourcePrefab: {fileID: 100100000, guid: 6025bf38a7ada134281ba43ad08c154b, type: 3}
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--- !u!1 &222376206
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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_Name: BurstCollisionWorld
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m_TagString: Untagged
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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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||||||
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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_EditorClassIdentifier:
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cellSpans:
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--- !u!4 &222376208
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|
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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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File diff suppressed because it is too large
Load Diff
@ -16,13 +16,14 @@ public class LoginPanel : Base
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|
||||||
|
public Image image;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
|
||||||
loginBtn.onClick.AddListener(OnClickLoginBtn);
|
loginBtn.onClick.AddListener(OnClickLoginBtn);
|
||||||
getYzmBtn.onClick.AddListener(OnClickGetYzmBtn);
|
getYzmBtn.onClick.AddListener(OnClickGetYzmBtn);
|
||||||
|
image.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnClickGetYzmBtn()
|
public void OnClickGetYzmBtn()
|
||||||
@ -49,7 +50,7 @@ public class LoginPanel : Base
|
|||||||
phonenumber = "",
|
phonenumber = "",
|
||||||
smsCode = ""
|
smsCode = ""
|
||||||
};
|
};
|
||||||
|
image.gameObject.SetActive (true);
|
||||||
// 发送请求
|
// 发送请求
|
||||||
Debug.Log("登陆入参"+ JsonUtility.ToJson(loginBody));
|
Debug.Log("登陆入参"+ JsonUtility.ToJson(loginBody));
|
||||||
string response = await web.SendRequest(web.URL + "/auth/login", "POST", 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);
|
SceneManager.LoadScene(1);
|
||||||
}
|
}
|
||||||
if(id.text == "13051628292" && pwd.text == "ZF16c788632")
|
else if(id.text == "13051628292" && pwd.text == "ZF16c788632")
|
||||||
{
|
{
|
||||||
ReadRoom.instance.head();
|
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
|
////如果是玩家账号就跳转到加入房间界面
|
||||||
//if (loginBody.userType == "Player")
|
//if (loginBody.userType == "Player")
|
||||||
|
Loading…
Reference in New Issue
Block a user