视角
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xiaofang/Assets/Res/gsj/Canvas 1.prefab
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135
xiaofang/Assets/Res/gsj/scripts/Godvisual.cs
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135
xiaofang/Assets/Res/gsj/scripts/Godvisual.cs
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@ -0,0 +1,135 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Threading.Tasks;
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public class Godvisual : MonoBehaviour
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{
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public Transform mainBuilding; // 主建筑的中心点
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public Transform birdEyeView; // 鸟瞰视角的 Transform
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public Transform[] characterViews; // 每个角色的默认视角 Transform 数组
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public bool ishost; // 是否为主持人
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public float voiceLength = 10f; // 语音长度,单位秒
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public float rotationRadius = 100f; // 环绕半径
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public float rotationHeight = 5f; // 环绕高度
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public float rotationSpeed = 36f; // 环绕速度(角速度,度/秒)
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private float elapsedTime = 0f; // 已经经过的时间
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private bool isSwitching = false; // 是否正在切换视角
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private bool isRotating = false; // 是否正在旋转
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private bool isAtGodView = true; // 是否处于上帝视角
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void OnEnable()
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{
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// 订阅事件
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Starthost.OnBoolValueChanged += HandleRotationControl;
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}
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void OnDisable()
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{
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// 取消订阅事件
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Starthost.OnBoolValueChanged -= HandleRotationControl;
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}
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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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// 最开始切换到上帝视角
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SetToGodView();
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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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//transform.LookAt(mainBuilding); // 摄像机始终朝向主建筑
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}
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// 切换到上帝视角
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void SetToGodView()
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{
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transform.position = birdEyeView.position;
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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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}
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// Update is called once per frame
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void Update()
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{
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if (!isRotating) return;
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// 时间计数
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elapsedTime += Time.deltaTime;
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// 如果还未到最后两秒,环绕主建筑
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if (elapsedTime < voiceLength - 2f && !isSwitching)
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{
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RotateAroundBuilding();
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}
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// 在最后两秒切换到目标视角
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else if (!isSwitching)
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{
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isSwitching = true;
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SwitchToFinalViewAsync();
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}
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}
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// 环绕主建筑
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void RotateAroundBuilding()
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{
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float angle = rotationSpeed * Time.deltaTime; // 每帧旋转的角度
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Vector3 offset = transform.position - mainBuilding.position; // 当前摄像机到建筑中心的偏移
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offset = Quaternion.Euler(0, angle, 0) * offset; // 绕建筑中心点旋转
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transform.position = mainBuilding.position + offset; // 更新摄像机位置
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transform.position = new Vector3(transform.position.x, mainBuilding.position.y + rotationHeight, transform.position.z); // 确保高度固定
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transform.LookAt(mainBuilding); // 始终朝向主建筑
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}
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// 切换到最终视角(使用 async/await)
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async void SwitchToFinalViewAsync()
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{
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// 切换到鸟瞰图或角色视角
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Transform targetView = ishost ? birdEyeView : GetCurrentCharacterView();
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// 平滑切换摄像机位置和旋转
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float switchDuration = 2f; // 切换持续时间
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Vector3 startPosition = transform.position;
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Quaternion startRotation = transform.rotation;
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Vector3 endPosition = targetView.position;
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Quaternion endRotation = targetView.rotation;
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// 平滑过渡
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for (float t = 0; t < switchDuration; t += Time.deltaTime)
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{
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float progress = t / switchDuration;
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transform.position = Vector3.Lerp(startPosition, endPosition, progress);
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transform.rotation = Quaternion.Lerp(startRotation, endRotation, progress);
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await Task.Yield(); // 等待一帧
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}
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// 确保最终位置和旋转准确
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transform.position = endPosition;
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transform.rotation = endRotation;
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}
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// 获取当前角色的默认视角(假设角色索引为 0)
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Transform GetCurrentCharacterView()
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{
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int characterIndex = 0; // 根据逻辑动态获取角色索引
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if (characterIndex >= 0 && characterIndex < characterViews.Length)
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{
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return characterViews[characterIndex];
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}
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else
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{
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Debug.LogWarning("角色视角未配置,使用默认鸟瞰视角");
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return birdEyeView;
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}
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}
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// 处理旋转控制事件
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void HandleRotationControl(bool shouldRotate)
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{
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isRotating = shouldRotate;
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if (!shouldRotate)
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{
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// 重置时间和切换状态
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elapsedTime = 0f;
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isSwitching = false;
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}
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}
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}
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xiaofang/Assets/Res/gsj/scripts/Godvisual.cs.meta
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Threading.Tasks;
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public class Panel2 : MonoBehaviour
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{
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private Toggle toggle;//角色名是否出现
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@ -12,14 +12,17 @@ public class Panel2 : MonoBehaviour
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private Dropdown dropdown;
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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 List<Camera> characterCameras; // 存储每个角色的摄像头
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private List<GameObject> nameImage; // 存储所有角色标签的子物体
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private GameObject peopleposition;
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public Camera godView; // 上帝视角的位置
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private bool isGodView = true; // 是否为上帝视角
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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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toggle=transform.Find("right/under/Toggle").GetComponent<Toggle>();
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godView=GameObject.Find("TopCamera").GetComponent<Camera>();
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toggle =transform.Find("right/under/Toggle").GetComponent<Toggle>();
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toggle.onValueChanged.AddListener(OnToggleValueChanged);
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toggle.isOn = true;
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dropdown =transform.Find("left/Dropdown").GetComponent<Dropdown>();
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@ -42,17 +45,6 @@ public class Panel2 : MonoBehaviour
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}
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// 默认执行一次切换
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OnToggleValueChanged(toggle.isOn);
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// 初始化角色摄像头列表
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//characterCameras = new List<Camera>();
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//// 假设角色摄像头是挂载在名为 "CharacterCamera1", "CharacterCamera2", 等等的对象上
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//for (int i = 1; i <= optionCount; i++)
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//{
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// GameObject characterCameraObject = GameObject.Find("CharacterCamera" + i);
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// if (characterCameraObject != null)
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// {
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// characterCameras.Add(characterCameraObject.GetComponent<Camera>());
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// }
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//}
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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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@ -88,34 +80,12 @@ 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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// 切换摄像头
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//SwitchToCharacterCamera(selectedIndex);
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godView.enabled = false;
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Game.uiManager.CloseUI("Panel1_2");
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Game.uiManager.ShowUI<Image>("Panel1_3");
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}
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// 切换到选中的角色视角
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void SwitchToCharacterCamera(int index)
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{
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// 禁用所有角色摄像头
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foreach (var camera in characterCameras)
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{
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if (camera != null)
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{
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camera.gameObject.SetActive(false);
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}
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}
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// 启用选中角色的摄像头
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if (index >= 0 && index < characterCameras.Count)
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{
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Camera selectedCamera = characterCameras[index];
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if (selectedCamera != null)
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{
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selectedCamera.gameObject.SetActive(true);
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}
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}
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}
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void EndBtn()
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{
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//结束演习
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@ -11,6 +11,7 @@ public class Panel3 : MonoBehaviour
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private Dropdown dropdown;
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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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// Start is called before the first frame update
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void Start()
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{
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@ -22,7 +23,9 @@ public class Panel3 : MonoBehaviour
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follow = transform.Find("left/Follow").GetComponent<Button>();
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follow.onClick.AddListener(FollowBtn);
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peopleposition = GameObject.Find("peopleposition").gameObject;
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peopleposition.SetActive(false);
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peopleposition.SetActive(false);
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godview=GameObject.Find("TopCamera").GetComponent<Camera>();
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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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@ -46,6 +49,7 @@ public class Panel3 : MonoBehaviour
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{
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peopleposition.gameObject.SetActive(true);
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//返回上帝视角界面
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godview.enabled = true;
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Game.uiManager.ShowUI<Image>("Panel1_2");
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Game.uiManager.CloseUI("Panel1_3");
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}
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@ -7,6 +7,11 @@ using UnityEngine.SceneManagement;
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using Unity.VisualScripting;
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public class Starthost : MonoBehaviour
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{
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// 定义委托事件
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public delegate void BoolValueChanged(bool newValue);
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public static event BoolValueChanged OnBoolValueChanged;
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private bool isRotating = false; // 默认旋转状态
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private GameObject panel;
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private Button posiBtn;//人员到位情况按钮
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private Button start;//开始演练按钮
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@ -30,8 +35,26 @@ public class Starthost : MonoBehaviour
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public bool ishost=false;
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private Button ready;
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private Image image;
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//语音内容
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public GameObject walkieTalkieIcon; // 对讲机图标(动态效果)
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public Text dialogueText; // 显示语音内容的文本框
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private AudioSource audioSource; // 用于播放语音的 AudioSource
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public AudioClip staticNoiseClip; // 对讲机噪音音效
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public AudioClip[] voiceClips; // 语音音频数组
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public string[] dialogueLines; // 对应的语音内容
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public float textSpeed = 0.1f; // 逐字显示的速度(每个字的间隔时间)
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private int currentLineIndex = 0; // 当前语音和文本索引
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private GameObject right;//右边图标
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void Start()
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{
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audioSource= GetComponent<AudioSource>();
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// 确保对讲机图标默认隐藏
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walkieTalkieIcon.SetActive(false);
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|
||||
right=transform.Find("Panel1/right").gameObject;
|
||||
panel = transform.Find("Panel1").gameObject;
|
||||
posiBtn = transform.Find("Panel1/right/under/btnRenYuanDaoWei").GetComponent<Button>();
|
||||
start = transform.Find("Panel1/right/under/btnRenYanLianStart").GetComponent<Button>();
|
||||
@ -147,13 +170,23 @@ public class Starthost : MonoBehaviour
|
||||
isStart = true;
|
||||
if (isSatisfy)
|
||||
{
|
||||
peopleposition.SetActive(false);
|
||||
right.SetActive(false);
|
||||
AnimateUIElementAsync();
|
||||
start.interactable = false; // 防止点击事件
|
||||
//总指挥接警动画
|
||||
SceneManager.LoadScene(5);
|
||||
// 开始对讲机效果流程
|
||||
PlayDialogueSequenceAsync();
|
||||
//视野开始旋转
|
||||
isRotating = !isRotating; // 切换 bool 状态
|
||||
Debug.Log($"旋转状态改变: {isRotating}");
|
||||
|
||||
// 触发事件,将新状态广播出去
|
||||
OnBoolValueChanged?.Invoke(isRotating);
|
||||
//SceneManager.LoadScene(4);
|
||||
//开始计时
|
||||
isTimerRunning = true;
|
||||
time.SetActive(true);
|
||||
time.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -190,7 +223,56 @@ public class Starthost : MonoBehaviour
|
||||
// 确保最终达到目标值
|
||||
rectTransform.localScale = targetScale;
|
||||
rectTransform.anchoredPosition = targetPosition;
|
||||
|
||||
}
|
||||
async void PlayDialogueSequenceAsync()
|
||||
{
|
||||
// 1. 播放对讲机噪音
|
||||
walkieTalkieIcon.SetActive(true); // 显示对讲机图标
|
||||
audioSource.clip = staticNoiseClip;
|
||||
audioSource.Play();
|
||||
await Task.Delay(1500); // 对讲机噪音持续时间(1.5秒)
|
||||
|
||||
|
||||
// 2. 播放语音并逐字显示文字
|
||||
audioSource.clip = voiceClips[0];
|
||||
audioSource.Play();
|
||||
// 获取语音持续时间
|
||||
float voiceDuration = audioSource.clip.length * 1000; // 转换为毫秒
|
||||
Task voicePlayTask = Task.Delay((int)voiceDuration); // 等待语音播放完成的任务
|
||||
// 逐条显示对话文本
|
||||
foreach (string line in dialogueLines)
|
||||
{
|
||||
await DisplayTextAsync(line);
|
||||
|
||||
// 检查语音是否播放完
|
||||
if (!audioSource.isPlaying)
|
||||
{
|
||||
Debug.Log("语音播放已结束,但仍有未显示的文本。");
|
||||
}
|
||||
}
|
||||
|
||||
// 等待语音播放完成
|
||||
await voicePlayTask;
|
||||
|
||||
// 对话完成,清理界面
|
||||
walkieTalkieIcon.SetActive(false);
|
||||
dialogueText.text = ""; // 清空文字
|
||||
|
||||
|
||||
peopleposition.SetActive(true);
|
||||
panel.SetActive(false);
|
||||
right.SetActive(true);
|
||||
Game.uiManager.ShowUI<Image>("Panel1_2");
|
||||
}
|
||||
}
|
||||
|
||||
async Task DisplayTextAsync(string line)
|
||||
{
|
||||
dialogueText.text = ""; // 清空当前文本
|
||||
foreach (char c in line)
|
||||
{
|
||||
dialogueText.text += c;
|
||||
await Task.Delay((int)(textSpeed * 2000)); // 等待 `textSpeed` 毫秒
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -101,6 +101,7 @@ public class UseObjects : MonoBehaviour
|
||||
if (matialData.ID==id)
|
||||
{
|
||||
//获取物品数据
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
19731
xiaofang/Assets/Resources/gsjUI/Canvas.prefab
Normal file
19731
xiaofang/Assets/Resources/gsjUI/Canvas.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
xiaofang/Assets/Resources/gsjUI/Canvas.prefab.meta
Normal file
7
xiaofang/Assets/Resources/gsjUI/Canvas.prefab.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 58f7597af74cf25438dab8b0ad407d74
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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:
|
@ -609,6 +609,7 @@ GameObject:
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- component: {fileID: 1939269928790309786}
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- component: {fileID: 1939269928790309784}
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- component: {fileID: 1939269928790309785}
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- component: {fileID: 7115695004099388688}
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m_Name: pop
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m_TagString: Untagged
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@ -675,6 +676,28 @@ MonoBehaviour:
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m_UseSpriteMesh: 0
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m_PixelsPerUnitMultiplier: 1
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--- !u!223 &7115695004099388688
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Canvas:
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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: 1939269928790309787}
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m_Camera: {fileID: 0}
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m_OverridePixelPerfect: 0
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m_SortingBucketNormalizedSize: 0
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m_VertexColorAlwaysGammaSpace: 0
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m_AdditionalShaderChannelsFlag: 0
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m_SortingLayerID: 0
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m_SortingOrder: 3000
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m_TargetDisplay: 0
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--- !u!1 &1939269929215937258
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GameObject:
|
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m_ObjectHideFlags: 0
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@ -1644,6 +1667,11 @@ MonoBehaviour:
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drill: {fileID: 0}
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RoomId:
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status:
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SceneId:
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SubjectId:
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--- !u!114 &6282968327551755219
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MonoBehaviour:
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m_ObjectHideFlags: 0
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alertwindow: {fileID: 0}
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walkieTalkieIcon: {fileID: 0}
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dialogueText: {fileID: 0}
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staticNoiseClip: {fileID: 0}
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voiceClips: []
|
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dialogueLines: []
|
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textSpeed: 0.05
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--- !u!1 &576975544
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@ -7911,6 +7917,83 @@ CanvasRenderer:
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m_GameObject: {fileID: 962430761}
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m_PrefabAsset: {fileID: 0}
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- {fileID: 1495326717}
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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: 21300000, guid: 2f2dc5d4f20667144aff9b24049803b1, type: 3}
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m_Type: 0
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m_PreserveAspect: 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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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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m_PixelsPerUnitMultiplier: 1
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--- !u!222 &971967253
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CanvasRenderer:
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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: 971967250}
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m_CullTransparentMesh: 1
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--- !u!1 &973245770
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GameObject:
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m_ObjectHideFlags: 0
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@ -8244,6 +8327,7 @@ GameObject:
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- component: {fileID: 1041990403}
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- component: {fileID: 1041990407}
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- component: {fileID: 1041990408}
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- component: {fileID: 1041990409}
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m_Layer: 5
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m_Name: Canvas
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m_TagString: Untagged
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@ -8331,6 +8415,7 @@ RectTransform:
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- {fileID: 1459077446}
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- {fileID: 1357283810}
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- {fileID: 5033458885305173407}
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- {fileID: 1159106002}
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m_Father: {fileID: 0}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -8358,6 +8443,15 @@ MonoBehaviour:
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scaleDuration: 2
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alertwindow: {fileID: 0}
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ishost: 1
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walkieTalkieIcon: {fileID: 1159106001}
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dialogueText: {fileID: 1495326715}
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staticNoiseClip: {fileID: 8300000, guid: 5912e270549bdb04c848923fd9751319, type: 3}
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voiceClips:
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- {fileID: 8300000, guid: 5912e270549bdb04c848923fd9751319, type: 3}
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dialogueLines:
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textSpeed: 0.05
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--- !u!114 &1041990408
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--- !u!82 &1041990409
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66100
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File diff suppressed because it is too large
Load Diff
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Loading…
Reference in New Issue
Block a user