Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_xiaofang
This commit is contained in:
commit
dfdf0047a8
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -4,8 +4,10 @@ using UnityEngine;
|
||||
|
||||
public class CameraControl : MonoBehaviour
|
||||
{
|
||||
public JoystickController joystickController;
|
||||
|
||||
public Transform Character; // 玩家的引用。
|
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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();
|
||||
|
@ -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;
|
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public Button Evacuate2Button;
|
||||
public Button Evacuate3Button;
|
||||
public Button Evacuate4Button;
|
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public Button OpcButton1;
|
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public Button OpcButton2;
|
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public Button OpcButton3;
|
||||
public Button OpcButton4;
|
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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;
|
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public Text EvacuateText4;
|
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[Header("一些奇奇怪怪的东西")]
|
||||
#region 特殊情况淡入淡出效果
|
||||
public float fadeInDuration = 1f; // 淡出时间
|
||||
@ -80,10 +103,14 @@ public class FreePanelManager : MonoBehaviour
|
||||
|
||||
public void Start()
|
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{
|
||||
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);
|
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//职业介绍框左按钮
|
||||
OpcLeft.onClick.AddListener(() =>
|
||||
{
|
||||
@ -93,6 +120,67 @@ public class FreePanelManager : MonoBehaviour
|
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OpcRight.onClick.AddListener(() => {
|
||||
LeftRight(2);
|
||||
});
|
||||
//疏散顺序的选项
|
||||
#region 疏散顺序选项
|
||||
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);
|
||||
});
|
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//职业面板点击事件
|
||||
#region 面板点击
|
||||
OpcButton1.onClick.AddListener(() =>
|
||||
{
|
||||
EvacuatePanel.SetActive(true);
|
||||
});
|
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OpcButton2.onClick.AddListener(() =>
|
||||
{
|
||||
EvacuatePanel.SetActive(true);
|
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});
|
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OpcButton3.onClick.AddListener(() =>
|
||||
{
|
||||
EvacuatePanel.SetActive(true);
|
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});
|
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OpcButton4.onClick.AddListener(() =>
|
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{
|
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EvacuatePanel.SetActive(true);
|
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});
|
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OpcButton5.onClick.AddListener(() =>
|
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{
|
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EvacuatePanel.SetActive(true);
|
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});
|
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OpcButton6.onClick.AddListener(() =>
|
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{
|
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EvacuatePanel.SetActive(true);
|
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});
|
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OpcButton7.onClick.AddListener(() =>
|
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{
|
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EvacuatePanel.SetActive(true);
|
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});
|
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OpcButton8.onClick.AddListener(() =>
|
||||
{
|
||||
EvacuatePanel.SetActive(true);
|
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});
|
||||
#endregion
|
||||
}
|
||||
public void Update()
|
||||
{
|
||||
@ -249,7 +337,8 @@ public class FreePanelManager : MonoBehaviour
|
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createdItems.Add(newItem); // 将新创建的物体添加到列表中
|
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}
|
||||
}
|
||||
public void LeftRight(int a)
|
||||
//职业介绍界面左右按钮
|
||||
private void LeftRight(int a)
|
||||
{
|
||||
if(a==1)
|
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{
|
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@ -275,4 +364,13 @@ public class FreePanelManager : MonoBehaviour
|
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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)
|
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{
|
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|
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}
|
||||
|
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}
|
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|
69
xiaofang/Assets/Script/hylScripts/JoystickController.cs
Normal file
69
xiaofang/Assets/Script/hylScripts/JoystickController.cs
Normal file
@ -0,0 +1,69 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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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()
|
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{
|
||||
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;
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Script/hylScripts/JoystickController.cs.meta
Normal file
11
xiaofang/Assets/Script/hylScripts/JoystickController.cs.meta
Normal file
@ -0,0 +1,11 @@
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value: 5654510506530d0c095f5924137b5e4417161b7c7f7b75657f2b1e62bae1356e
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-9:
|
||||
value: 0052010300500b0d5b5d552612225e44144e49722a29726378714b30bae5316c
|
||||
flags: 0
|
||||
vcSharedLogLevel:
|
||||
value: 0d5e400f0650
|
||||
flags: 0
|
||||
|
Loading…
Reference in New Issue
Block a user