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b/xiaofang/Assets/Script/UI/ZZZZZZ/FreePanelManager.cs @@ -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 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() { - 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 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); + }); + //职业面板点击事件 + #region 面板点击 + 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(() => + { + 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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(); diff --git a/xiaofang/Assets/Script/hylScripts/JoystickController.cs b/xiaofang/Assets/Script/hylScripts/JoystickController.cs new file mode 100644 index 00000000..cf3e8569 --- /dev/null +++ b/xiaofang/Assets/Script/hylScripts/JoystickController.cs @@ -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; + } +} diff --git a/xiaofang/Assets/Script/hylScripts/JoystickController.cs.meta b/xiaofang/Assets/Script/hylScripts/JoystickController.cs.meta new file mode 100644 index 00000000..fd742160 --- /dev/null +++ b/xiaofang/Assets/Script/hylScripts/JoystickController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 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