This commit is contained in:
lq 2024-12-19 14:12:14 +08:00
commit dfdf0047a8
14 changed files with 8108 additions and 2788 deletions

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@ -4,8 +4,10 @@ using UnityEngine;
public class CameraControl : MonoBehaviour
{
public JoystickController joystickController;
public Transform Character; // 玩家的引用。
public Vector3 pivotOffset = new Vector3(0.0f, 1.7f, 0.0f); // 相机相对于玩家的偏移量,用于调整相机的中心点。
public Vector3 pivotOffset = new Vector3(0.0f, 1.7f, 0.0f); // 相机相对于玩家的偏移量,用于调整相机的中心点。
public Vector3 camOffset = new Vector3(0.2f, 0.2f, -1f); // 相机相对于玩家位置的偏移量,用于定位相机。
public float smooth = 10f; // 相机响应的平滑速度。
public float horizontalAimingSpeed = 6f; // 水平转动速度。
@ -74,7 +76,7 @@ public class CameraControl : MonoBehaviour
angleV = Mathf.LerpAngle(angleV, angleV + recoilAngle, 10f * Time.deltaTime);
//// 处理相机方向锁定。
if (firstDirection != Vector3.zero)
if (firstDirection != Vector3.zero&& !joystickController.isDrag)
{
angleH -= deltaH;
UpdateLockAngle();

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@ -25,6 +25,10 @@ public class FreePanelManager : MonoBehaviour
public GameObject OpcTip6;
public GameObject OpcTip7;
public GameObject OpcTip8;
//疏散顺序的确定按钮
public GameObject EvacuateSurePanel;
//疏散顺序面板
public GameObject EvacuatePanel;
[Header("图像")]
//特殊情况弹窗背景图
public Image TipBg;
@ -34,6 +38,20 @@ public class FreePanelManager : MonoBehaviour
public Button AccidentButton;
public Button OpcLeft;
public Button OpcRight;
public Button EvacuateButton;
public Button EvacuateSure;
public Button Evacuate1Button;
public Button Evacuate2Button;
public Button Evacuate3Button;
public Button Evacuate4Button;
public Button OpcButton1;
public Button OpcButton2;
public Button OpcButton3;
public Button OpcButton4;
public Button OpcButton5;
public Button OpcButton6;
public Button OpcButton7;
public Button OpcButton8;
[Header("文本")]
//特殊情况弹窗文本
public Text TipText;
@ -46,6 +64,11 @@ public class FreePanelManager : MonoBehaviour
public Text Ocp6;
public Text Ocp7;
public Text Ocp8;
//疏散顺序描述
public Text EvacuateText1;
public Text EvacuateText2;
public Text EvacuateText3;
public Text EvacuateText4;
[Header("一些奇奇怪怪的东西")]
#region
public float fadeInDuration = 1f; // 淡出时间
@ -80,10 +103,14 @@ public class FreePanelManager : MonoBehaviour
public void Start()
{
OcpName(8002, 1);
OcpName(8003, 2);
OcpName(8001, 1);
OcpName(8002, 2);
OcpName(8004, 3);
OcpName(8006, 4);
OcpName(8007, 5);
OcpName(8008, 6);
OcpName(8010, 7);
OcpName(8011, 8);
//职业介绍框左按钮
OpcLeft.onClick.AddListener(() =>
{
@ -93,6 +120,67 @@ public class FreePanelManager : MonoBehaviour
OpcRight.onClick.AddListener(() => {
LeftRight(2);
});
//疏散顺序的选项
#region
Evacuate1Button.onClick.AddListener(() => {
EvacuateSurePanel.SetActive(true);
});
Evacuate2Button.onClick.AddListener(() => {
EvacuateSurePanel.SetActive(true);
});
Evacuate3Button.onClick.AddListener(() => {
EvacuateSurePanel.SetActive(true);
});
Evacuate4Button.onClick.AddListener(() => {
EvacuateSurePanel.SetActive(true);
});
#endregion
//疏散顺序的箭头
EvacuateButton.onClick.AddListener(() => {
EvacuatePanel.SetActive(false);
EvacuateSurePanel.SetActive(false);
});
//职业面板点击事件
#region
OpcButton1.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton2.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton3.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton4.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton5.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton6.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton7.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton8.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
#endregion
}
public void Update()
{
@ -249,7 +337,8 @@ public class FreePanelManager : MonoBehaviour
createdItems.Add(newItem); // 将新创建的物体添加到列表中
}
}
public void LeftRight(int a)
//职业介绍界面左右按钮
private void LeftRight(int a)
{
if(a==1)
{
@ -275,4 +364,13 @@ public class FreePanelManager : MonoBehaviour
OpcTip8.SetActive(true);
}
}
/// <summary>
/// 读取疏散路线
/// </summary>
/// <param name="ID">表内相对ID</param>
public void ReadEvacuateInfo(int ID)
{
}
}

View File

@ -0,0 +1,69 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class JoystickController : MonoBehaviour, IDragHandler, IEndDragHandler
{
public bool isDrag = false;
public RectTransform joystickBackground; // 摇杆背景
public RectTransform joystick; // 摇杆
public Camera playerCamera; // 摄像机
public float rotationSpeed = 5f; // 摄像机旋转速度
private Vector2 joystickInput = Vector2.zero;
void Start()
{
// 初始化摇杆的位置
joystick.anchoredPosition = Vector2.zero;
}
// 每帧更新摇杆的输入
void Update()
{
if (joystickInput.magnitude > 0)
{
// 根据摇杆的输入控制摄像机旋转
float horizontal = joystickInput.x;
float vertical = joystickInput.y;
// 水平旋转
playerCamera.transform.Rotate(Vector3.up, horizontal * rotationSpeed * Time.deltaTime);
// 垂直旋转
playerCamera.transform.Rotate(Vector3.left, vertical * rotationSpeed * Time.deltaTime);
}
}
// 摇杆拖动时更新摇杆位置和输入
public void OnDrag(PointerEventData eventData)
{
isDrag = true;
// 更新摇杆的位置
joystick.anchoredPosition = joystickInput;
Vector2 localPoint;
// 将触摸位置从屏幕坐标转换为UI本地坐标
RectTransformUtility.ScreenPointToLocalPointInRectangle(joystickBackground, eventData.position, eventData.pressEventCamera, out localPoint);
// 计算摇杆的输入方向
joystickInput = localPoint.normalized;
// 限制摇杆的移动范围,确保它不会超出背景的边界
if (localPoint.magnitude > joystickBackground.sizeDelta.x / 2)
{
joystickInput = localPoint.normalized * (joystickBackground.sizeDelta.x / 2);
}
}
// 摇杆松开时重置摇杆位置
public void OnEndDrag(PointerEventData eventData)
{
isDrag = false;
joystick.anchoredPosition = Vector2.zero;
joystickInput = Vector2.zero;
}
}

View File

@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -6,35 +6,35 @@ EditorUserSettings:
serializedVersion: 4
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