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7
xiaofang/Assets/Resources/UIPrefab/PromptBg.prefab.meta
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7
xiaofang/Assets/Resources/UIPrefab/PromptBg.prefab.meta
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File diff suppressed because it is too large
Load Diff
8
xiaofang/Assets/Scenes/qiuren.meta
Normal file
8
xiaofang/Assets/Scenes/qiuren.meta
Normal file
@ -0,0 +1,8 @@
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File diff suppressed because it is too large
Load Diff
BIN
xiaofang/Assets/Scenes/qiuren/NavMesh.asset
Normal file
BIN
xiaofang/Assets/Scenes/qiuren/NavMesh.asset
Normal file
Binary file not shown.
8
xiaofang/Assets/Scenes/qiuren/NavMesh.asset.meta
Normal file
8
xiaofang/Assets/Scenes/qiuren/NavMesh.asset.meta
Normal file
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fileFormatVersion: 2
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@ -10,8 +10,7 @@ public class CharacterInturn : MonoBehaviour
|
|||||||
private Button connectgun;//连接水枪按钮
|
private Button connectgun;//连接水枪按钮
|
||||||
private Button connectfa;//连接水阀按钮
|
private Button connectfa;//连接水阀按钮
|
||||||
private Button openfa;//打开水阀按钮
|
private Button openfa;//打开水阀按钮
|
||||||
//private Image Timermusk;
|
|
||||||
//private Text TimerText;
|
|
||||||
|
|
||||||
private CharacterAin Characterain;
|
private CharacterAin Characterain;
|
||||||
|
|
||||||
@ -19,6 +18,7 @@ public class CharacterInturn : MonoBehaviour
|
|||||||
|
|
||||||
public GameObject cha;
|
public GameObject cha;
|
||||||
public GameObject xfs;
|
public GameObject xfs;
|
||||||
|
|
||||||
private GameObject timer;
|
private GameObject timer;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
@ -30,8 +30,6 @@ public class CharacterInturn : MonoBehaviour
|
|||||||
connectgun = GameObject.Find("Canvas/xfs/ConnectGun").GetComponent<Button>();
|
connectgun = GameObject.Find("Canvas/xfs/ConnectGun").GetComponent<Button>();
|
||||||
connectfa = GameObject.Find("Canvas/xfs/ConnectFa").GetComponent<Button>();
|
connectfa = GameObject.Find("Canvas/xfs/ConnectFa").GetComponent<Button>();
|
||||||
openfa = GameObject.Find("Canvas/xfs/OpenFa").GetComponent<Button>();
|
openfa = GameObject.Find("Canvas/xfs/OpenFa").GetComponent<Button>();
|
||||||
//Timermusk = GameObject.Find("Canvas/xfs/Timerbg/Timermusk").GetComponent<Image>();
|
|
||||||
//TimerText = GameObject.Find("Canvas/xfs/Timerbg/Timermusk/Timernumer").GetComponent<Text>();
|
|
||||||
Characterain = this.GetComponent<CharacterAin>();
|
Characterain = this.GetComponent<CharacterAin>();
|
||||||
//animator = this.GetComponent<Animator>();
|
//animator = this.GetComponent<Animator>();
|
||||||
// stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
// stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
||||||
@ -77,7 +75,7 @@ public class CharacterInturn : MonoBehaviour
|
|||||||
Debug.Log("连接水枪");
|
Debug.Log("连接水枪");
|
||||||
CoGunHide(0);
|
CoGunHide(0);
|
||||||
XfsStep++;
|
XfsStep++;
|
||||||
StartCoroutine(AnimTime(6f));
|
StartCoroutine(AnimTimeSuccefful(6f));
|
||||||
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@ -87,7 +85,7 @@ public class CharacterInturn : MonoBehaviour
|
|||||||
Debug.Log("操作失败,重新开始");
|
Debug.Log("操作失败,重新开始");
|
||||||
XfsStep = 0;
|
XfsStep = 0;
|
||||||
CoGunHide(0);
|
CoGunHide(0);
|
||||||
StartCoroutine(AnimTime(2f));
|
StartCoroutine(AnimTimeFail(2f));
|
||||||
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -102,7 +100,7 @@ public class CharacterInturn : MonoBehaviour
|
|||||||
Debug.Log("连接水阀");
|
Debug.Log("连接水阀");
|
||||||
CoGunHide(1);
|
CoGunHide(1);
|
||||||
XfsStep++;
|
XfsStep++;
|
||||||
StartCoroutine(AnimTime(6f));
|
StartCoroutine(AnimTimeSuccefful(6f));
|
||||||
connectfa.gameObject.SetActive(false);
|
connectfa.gameObject.SetActive(false);
|
||||||
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
||||||
}
|
}
|
||||||
@ -111,10 +109,8 @@ public class CharacterInturn : MonoBehaviour
|
|||||||
//执行操作失败动画
|
//执行操作失败动画
|
||||||
XfsStep = 0;
|
XfsStep = 0;
|
||||||
CoGunHide(0);
|
CoGunHide(0);
|
||||||
StartCoroutine(AnimTime(2f));
|
StartCoroutine(AnimTimeFail(2f));
|
||||||
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -127,7 +123,7 @@ public class CharacterInturn : MonoBehaviour
|
|||||||
Debug.Log("打开水阀");
|
Debug.Log("打开水阀");
|
||||||
CoGunHide(1);
|
CoGunHide(1);
|
||||||
XfsStep++;
|
XfsStep++;
|
||||||
StartCoroutine(AnimTime(6f));
|
StartCoroutine(AnimTimeSuccefful(6f));
|
||||||
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
Characterain.SetSkillAin(CharacterSkill.OperateSuccess);
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -136,7 +132,7 @@ public class CharacterInturn : MonoBehaviour
|
|||||||
//执行操作失败动画
|
//执行操作失败动画
|
||||||
XfsStep = 0;
|
XfsStep = 0;
|
||||||
CoGunHide(0);
|
CoGunHide(0);
|
||||||
StartCoroutine(AnimTime(2f));
|
StartCoroutine(AnimTimeFail(2f));
|
||||||
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
Characterain.SetSkillAin(CharacterSkill.OperateFail);
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -145,19 +141,34 @@ public class CharacterInturn : MonoBehaviour
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
IEnumerator AnimTime(float timer)
|
IEnumerator AnimTimeSuccefful(float timer)//操作成功执行的协程
|
||||||
{
|
{
|
||||||
TimerMgr.Instance.StartCooldown(timer, HandleCooldownFinished); // 传入冷却时间和结束事件
|
TimerMgr.Instance.StartCooldown(timer, HandleCooldownFinished); // 传入冷却时间和结束事件
|
||||||
|
yield return null;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator AnimTimeFail(float timer)//操作失败执行的协程
|
||||||
|
{
|
||||||
|
TimerMgr.Instance.StartCooldown(timer, HandleCooldownFinishedFailed);
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
void HandleCooldownFinished()//这里添加一个事件用来处理计时器冷却技术后的逻辑
|
void HandleCooldownFinished()//消防栓操作成功,这里添加一个事件用来处理计时器冷却技术后的逻辑
|
||||||
{
|
{
|
||||||
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
||||||
CoApper();
|
CoApper();
|
||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator Rescuereturn(float timer)//携程实现npc被救援成功后进行撤离
|
void HandleCooldownFinishedFailed()//消防栓操作失败结束后的事件处理,添加一个全局的气泡弹窗
|
||||||
|
{
|
||||||
|
PromptMgr.Instance.PromptBubble("操作失败");
|
||||||
|
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
||||||
|
CoApper();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator Rescuereturn(float timer)//协程实现npc被救援成功后进行撤离
|
||||||
{
|
{
|
||||||
recubtn.gameObject.SetActive(false);
|
recubtn.gameObject.SetActive(false);
|
||||||
TimerMgr.Instance.StartCooldown(timer,HandleRescue);
|
TimerMgr.Instance.StartCooldown(timer,HandleRescue);
|
||||||
@ -165,7 +176,7 @@ public class CharacterInturn : MonoBehaviour
|
|||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
void HandleRescue()
|
void HandleRescue()//救援成功后对人物动作进行的处理,以及npc前往指定地点的处理
|
||||||
{
|
{
|
||||||
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
||||||
cha.GetComponent<RecuseNpc>().Setnpcstate();
|
cha.GetComponent<RecuseNpc>().Setnpcstate();
|
||||||
|
8
xiaofang/Assets/Script/Manager.meta
Normal file
8
xiaofang/Assets/Script/Manager.meta
Normal file
@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
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|
guid: 268b0ab8ef456d54eaa0c070b1061565
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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|
assetBundleName:
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assetBundleVariant:
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56
xiaofang/Assets/Script/Manager/PromptMgr.cs
Normal file
56
xiaofang/Assets/Script/Manager/PromptMgr.cs
Normal file
@ -0,0 +1,56 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
public class PromptMgr : MonoBehaviour
|
||||||
|
{
|
||||||
|
public static PromptMgr Instance;
|
||||||
|
private GameObject PromptPrefab;
|
||||||
|
private Transform promptpos;
|
||||||
|
private float movedistance = 300f;//移动的距离
|
||||||
|
private float moveDuration = 1f;//移动所需的时间
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
Instance = this;
|
||||||
|
PromptPrefab = (GameObject)Resources.Load("UIPrefab/PromptBg");
|
||||||
|
promptpos = GameObject.Find("Canvas/Prompt").GetComponent<Transform>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PromptBubble(string message)
|
||||||
|
{
|
||||||
|
GameObject proobj = Instantiate(PromptPrefab, promptpos);
|
||||||
|
StartCoroutine(MoveUpandDestory(proobj));
|
||||||
|
Text protext = proobj.transform.Find("PromptText").GetComponent<Text>(); ;
|
||||||
|
protext.text = message;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator MoveUpandDestory(GameObject obj)
|
||||||
|
{
|
||||||
|
RectTransform uielement = obj.GetComponent<RectTransform>();
|
||||||
|
Vector3 startPosition = uielement.anchoredPosition;
|
||||||
|
Vector3 endPosition = startPosition + new Vector3(0, movedistance, 0);
|
||||||
|
|
||||||
|
float elapsedTime = 0f;
|
||||||
|
|
||||||
|
while (elapsedTime < moveDuration)
|
||||||
|
{
|
||||||
|
uielement.anchoredPosition = Vector3.Lerp(startPosition, endPosition, (elapsedTime / moveDuration));
|
||||||
|
elapsedTime += Time.deltaTime;
|
||||||
|
yield return null; // 等待下一帧
|
||||||
|
}
|
||||||
|
|
||||||
|
uielement.anchoredPosition = endPosition; // 确保最终位置准确
|
||||||
|
|
||||||
|
// 等待一段时间后销毁
|
||||||
|
yield return new WaitForSeconds(1f); // 可调整的等待时间
|
||||||
|
Destroy(uielement.gameObject); // 销毁UI元素
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
|
||||||
|
}
|
11
xiaofang/Assets/Script/Manager/PromptMgr.cs.meta
Normal file
11
xiaofang/Assets/Script/Manager/PromptMgr.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5fd175c3febbaa5479b3fb2871b6e49d
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -31,7 +31,7 @@ public class RecuseNpc : MonoBehaviour
|
|||||||
|
|
||||||
private void OnTriggerEnter(Collider other)//通过触发器得到对应的救援组人员标签,是否显现出UI
|
private void OnTriggerEnter(Collider other)//通过触发器得到对应的救援组人员标签,是否显现出UI
|
||||||
{
|
{
|
||||||
if(other.name == "Man")
|
if(other.tag == "Player")
|
||||||
recusebtn.gameObject.SetActive(true);
|
recusebtn.gameObject.SetActive(true);
|
||||||
if (statebool) return;
|
if (statebool) return;
|
||||||
other.GetComponent<CharacterInturn>().cha = this.gameObject ;
|
other.GetComponent<CharacterInturn>().cha = this.gameObject ;
|
||||||
|
Loading…
Reference in New Issue
Block a user