Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_xiaofang
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@ -32,11 +32,18 @@ public class Skill_watering : MonoBehaviour
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public void StopWatering(GameObject currentItem)
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{
|
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CharacterAin.SetSkillAin(CharacterSkill.NoSkill);
|
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|
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if (currentItem.GetComponent<NoFire>() != null)
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{
|
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currentItem.GetComponent<NoFire>().StopFire();
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}
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}
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public void StopWateringAnim( )
|
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{
|
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CharacterAin.SetSkillAin(CharacterSkill.NoSkill);
|
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|
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|
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}
|
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/// <summary>
|
||||
/// 检测周围的火源,并让角色朝向最近的火源
|
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@ -82,7 +89,7 @@ public class Skill_watering : MonoBehaviour
|
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transform.forward = directionToFire;
|
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if (currentItem.gameObject.name == "gun")
|
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{
|
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currentItem.transform.rotation = new Quaternion(61.7036781f, 186.325302f, 348.049622f, 0);
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currentItem.transform.rotation = new Quaternion(0, 186.325302f, 0, 0);
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}
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}
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}
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|
@ -3,6 +3,7 @@ using System.Collections.Generic;
|
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using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
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using UnityEngine.UI;
|
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/*
|
||||
* 使用技能,需要人物身上有动画控制脚本
|
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@ -22,6 +23,7 @@ public class UseSkill : MonoBehaviour
|
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public Skill_Jump _skill_Jump;
|
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public Skill_watering _skill_Watering;
|
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//Fire fire = new Fire();
|
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public Button WaterButton;
|
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public bool IsWater = false;
|
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// Start is called before the first frame update
|
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void Start()
|
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@ -29,14 +31,15 @@ public class UseSkill : MonoBehaviour
|
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_skill_Pick = transform.GetComponent<Skill_Pick>();
|
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_skill_Jump = transform.GetComponent<Skill_Jump>();
|
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_skill_Watering = transform.GetComponent<Skill_watering>();
|
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WaterButton.onClick.AddListener(Skill_Watering);
|
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//Debug.LogError(_skill_Pick.Pick());
|
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}
|
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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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Skill_Watering();
|
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Skill_Pick();
|
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//Skill_Watering();
|
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//Skill_Pick();
|
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if (currentItem != null)
|
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{
|
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if(currentItem.gameObject.name=="gun")
|
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@ -97,27 +100,17 @@ public class UseSkill : MonoBehaviour
|
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//拾取
|
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void Skill_Pick()
|
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{
|
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if (Input.GetKeyDown(KeyCode.F))
|
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{
|
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Debug.LogError("F");
|
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|
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|
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//Debug.LogError(skill_Pick.Pick());
|
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if (currentItem != null)
|
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{
|
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currentItem = _skill_Pick.Drop(currentItem);
|
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currentItem=null;
|
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}
|
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currentItem = _skill_Pick.Pick();
|
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|
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if(currentItem.transform.name == "NoFire")
|
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{
|
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currentItem.transform.Rotate(180f, -80f, -30f);
|
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}
|
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if (currentItem.transform.name == "gun")
|
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{
|
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currentItem.transform.rotation = new Quaternion(61.7036781f, 186.325302f, 348.049622f, 0);
|
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}
|
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if (currentItem != null) { currentItem = _skill_Pick.Drop(currentItem); currentItem=null;
|
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}
|
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currentItem = _skill_Pick.Pick();
|
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|
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if(currentItem.transform.name == "NoFire") { currentItem.transform.Rotate(180f, -80f, -30f);
|
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}
|
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if (currentItem.transform.name == "gun") { currentItem.transform.rotation = new Quaternion(61.7036781f, 186.325302f, 348.049622f, 0);
|
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}
|
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|
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if (Input.GetKeyDown(KeyCode.Q))
|
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{
|
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currentItem = _skill_Pick.Drop(currentItem);
|
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@ -133,38 +126,37 @@ public class UseSkill : MonoBehaviour
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
|
||||
{
|
||||
if (currentItem == null)
|
||||
{
|
||||
return;
|
||||
}
|
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Debug.Log(00000000000000000);
|
||||
IsWater=true;
|
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_skill_Watering.StartWatering(currentItem);
|
||||
|
||||
Debug.Log(00000000000000000);
|
||||
IsWater=true;
|
||||
_skill_Watering.StartWatering(currentItem);
|
||||
|
||||
|
||||
}
|
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if (Input.GetMouseButtonUp(0) &&! EventSystem.current.IsPointerOverGameObject())
|
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{
|
||||
IsWater = false;
|
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_skill_Watering.StopWatering(currentItem);
|
||||
if (currentItem.gameObject.name == "gun")
|
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{
|
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if (XFS.instance.IShavewater)
|
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{
|
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XFS.instance.water.SetActive(false);
|
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}
|
||||
|
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//if (Input.GetMouseButtonUp(0) &&! EventSystem.current.IsPointerOverGameObject())
|
||||
//{
|
||||
// IsWater = false;
|
||||
// _skill_Watering.StopWatering(currentItem);
|
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// if (currentItem.gameObject.name == "gun")
|
||||
// {
|
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// if (XFS.instance.IShavewater)
|
||||
// {
|
||||
// XFS.instance.water.SetActive(false);
|
||||
// }
|
||||
|
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//currentItem.transform.rotation = new Quaternion(0, 180f,0, 0);
|
||||
// //currentItem.transform.rotation = new Quaternion(0, 180f,0, 0);
|
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|
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}
|
||||
}
|
||||
// }
|
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//}
|
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}
|
||||
|
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public void FireOUt()
|
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{
|
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_skill_Watering.StopWatering(currentItem);
|
||||
{IsWater=false;
|
||||
if (currentItem != null)
|
||||
{
|
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_skill_Watering.StopWatering(currentItem);
|
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}
|
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_skill_Watering.StopWateringAnim();
|
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}
|
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}
|
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|
@ -25,7 +25,7 @@ public class Fire : MonoBehaviour
|
||||
|
||||
public PlayerState ps;
|
||||
|
||||
public UseSkill us;
|
||||
|
||||
|
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float timer = 0;
|
||||
//private Firestate firestate = Firestate.NotExtinguishFire;
|
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@ -34,7 +34,7 @@ public class Fire : MonoBehaviour
|
||||
public Text TimeText;
|
||||
void Start()
|
||||
{
|
||||
us = GameObject.Find("player").GetComponent<UseSkill>();
|
||||
|
||||
ps = GameObject.Find("player").GetComponent<PlayerState>();
|
||||
TimeText.gameObject.SetActive(false);
|
||||
}
|
||||
@ -49,11 +49,16 @@ public class Fire : MonoBehaviour
|
||||
{
|
||||
MieFire();
|
||||
}
|
||||
if (us.currentItem == null)
|
||||
|
||||
if (UseSkill == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if(us.currentItem.transform.name != "NoFire")
|
||||
if (UseSkill.currentItem == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if(UseSkill.currentItem.transform.name != "NoFire")
|
||||
{
|
||||
return;
|
||||
}
|
||||
@ -134,7 +139,7 @@ public class Fire : MonoBehaviour
|
||||
{
|
||||
XFS.instance.water.SetActive(false);
|
||||
}
|
||||
TimeText.gameObject.SetActive(false);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -143,9 +148,9 @@ public class Fire : MonoBehaviour
|
||||
// 如果松开按键或者离开范围,重置计时
|
||||
holdTime = 0f;
|
||||
isExtinguishing = false;
|
||||
TimeText.gameObject.SetActive(false);
|
||||
//TimeText.gameObject.SetActive(false);
|
||||
// 恢复玩家控制器
|
||||
if (!Input.GetMouseButton(0)) EnablePlayerControl();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@ -166,11 +171,11 @@ public class Fire : MonoBehaviour
|
||||
this.characterControl.DragTheScreen.enabled=true;
|
||||
this.gameObject.SetActive(false);
|
||||
Debug.Log("火焰已被熄灭");
|
||||
UseSkill = null;
|
||||
isPlayerInRange = false; // 玩家离开范围
|
||||
characterControl = null;
|
||||
us.FireOUt();
|
||||
TimeText.gameObject.SetActive(false);
|
||||
|
||||
UseSkill.FireOUt();
|
||||
TimeText.gameObject.SetActive(false);
|
||||
|
||||
}
|
||||
|
||||
// 当玩家进入火焰范围时触发
|
||||
@ -212,11 +217,12 @@ public class Fire : MonoBehaviour
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
isPlayerInRange = false; // 玩家离开范围
|
||||
characterControl = null;
|
||||
|
||||
characterControl.DragTheScreen.enabled = true;
|
||||
UseSkill = null;
|
||||
us.FireOUt();
|
||||
TimeText.gameObject.SetActive(false);
|
||||
|
||||
UseSkill.FireOUt();
|
||||
// TimeText.gameObject.SetActive(false);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -55,7 +55,7 @@ public class XFS : MonoBehaviour
|
||||
public void connectFa()
|
||||
{
|
||||
Solver solver = ShuiguanGameObject.GetComponent<Solver>();
|
||||
solver.INit(Gun.transform);
|
||||
solver.INit(Gun.transform.GetChild(0).transform);
|
||||
CharacterControl.DragTheScreen.enabled = true;
|
||||
|
||||
}
|
||||
|
@ -48,17 +48,25 @@ public class JoystickController : MonoBehaviour, IDragHandler, IEndDragHandler
|
||||
targetXRotation = joystickInput.x * rotationSpeed * Time.deltaTime;
|
||||
targetYRotation = joystickInput.y * rotationSpeed * Time.deltaTime;
|
||||
|
||||
Vector3 currentRotation = playerCamera.transform.eulerAngles;
|
||||
Debug.Log(currentRotation);
|
||||
// if (playerCamera.transform.eulerAngles.x<-30) return;
|
||||
if (playerCamera.transform.eulerAngles.x <330&& playerCamera.transform.eulerAngles.x > 30)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (playerCamera.transform.eulerAngles.y < 315 && playerCamera.transform.eulerAngles.y > 45)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float yRotation = currentRotation.y;
|
||||
if (yRotation > 90f) targetYRotation = 0f;
|
||||
if (yRotation < -90f) targetYRotation = 0f;
|
||||
|
||||
//float yRotation = currentRotation.y;
|
||||
//if (yRotation > 45f) targetYRotation = 0f;
|
||||
//if (yRotation <45f) targetYRotation = 0f;
|
||||
//// 限制水平旋转范围,防止摄像机旋转过头
|
||||
//targetXRotation = Mathf.Clamp(targetXRotation, horizontalMinRotation, horizontalMaxRotation);
|
||||
|
||||
//// 限制垂直旋转范围,防止摄像机翻转
|
||||
//targetYRotation = Mathf.Clamp(targetYRotation, verticalMinRotation, verticalMaxRotation);
|
||||
|
||||
|
||||
playerCamera.transform.RotateAround(target.transform.position, playerCamera.transform.right, targetYRotation);
|
||||
playerCamera.transform.RotateAround(target.transform.position, Vector3.up, targetXRotation);
|
||||
|
Loading…
Reference in New Issue
Block a user