任务的逻辑及相关脚本的添加,NPC移动的逻辑改动
This commit is contained in:
parent
4451817b92
commit
e1942ce8f5
@ -1,94 +1,77 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public enum TaskStatus
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public enum TaskState
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{
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NotAccepted, // 未接受
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InProgress, // 进行中
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Completed, // 已完成
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Failed // 失败
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NotStarted, // 未开始
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InProgress, // 进行中
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Completed, // 已完成
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Failed // 失败
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}
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public class TaskItem : MonoBehaviour
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{
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public int taskId;
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public string taskName;
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public TaskStatus status;
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public List<int> triggers; // 存储任务触发条件
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public int taskId; // 任务ID
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public string taskName; // 任务名称
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public TaskState state; // 任务状态
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public Text taskTxt; // 任务描述文本
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public JSONReader jr;
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public List<TaskTarget> Targets = new List<TaskTarget>(); // 任务目标1列表
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private JSONReader jsonReader; // JSON 数据读取器
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public Text tasktxt;
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// Start is called before the first frame update
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void Start()
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{
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}
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//构造函数
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public TaskItem(int id, string name)
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public void SetInfo(int id, JSONReader reader)
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{
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taskId = id;
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taskName = name;
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status = TaskStatus.NotAccepted;
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triggers = new List<int>();
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jsonReader = reader;
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LoadTaskData();
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}
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// 设置任务状态
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public void SetStatus(TaskStatus newStatus)
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private void LoadTaskData()
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{
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status = newStatus;
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}
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Task_ info = jsonReader.GetTaskByID(taskId);
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taskName = info.Note;
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state = TaskState.NotStarted;
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private void OnClickButton()
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{
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}
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//初始化任务的属性
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public void SetInfo(int id,JSONReader js)
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{
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taskId = id;
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jr = js;
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//// 从JSON加载目标
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//foreach (var target in info.Targets)
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//{
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// Targets.Add(new TaskTarget((TargetType)target.TargetType, target.TargetID, target.Description, target.RequiredProgress));
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//}
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UpdateTxt();
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}
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//更新Text
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void UpdateTxt()
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// 更新任务描述文本
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public void UpdateTxt()
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{
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string progressInfo = "";
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foreach (var target in Targets)
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{
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progressInfo += $"{target.Description}: {target.CurrentProgress}/{target.RequiredProgress}\n";
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}
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Task_ info = jr.GetTaskByID(taskId);
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//Debug.Log(info);
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tasktxt.text = info.Note;
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taskTxt.text = $"{taskName}\n{progressInfo}";
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}
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// 添加触发条件
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public void AddTrigger(int triggerType, string value)
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// 更新任务进度
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public void UpdateProgress(TargetType targetType, string targetId, int value)
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{
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triggers.Add(triggerType);
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}
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TaskTarget target = Targets.Find(t => t.Type == targetType && t.TargetID == targetId);
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if (target != null)
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{
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target.UpdateProgress(value);
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UpdateTxt();
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// 任务完成时调用的函数
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public void OnTaskCompleted()
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{
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TaskPanel.instance.RemoveTask(taskId);
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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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// 检查是否所有目标已完成
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if (Targets.TrueForAll(t => t.IsCompleted))
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{
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state = TaskState.Completed;
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TaskPanel.instance.RemoveTask(taskId);
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}
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}
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}
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}
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@ -346,7 +346,24 @@ public class test : MonoBehaviour
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wEBScriptListener.SendMessageByte(sendData);
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}
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public void CreateNpcHandler()
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{
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NpcCreateRequest data = new NpcCreateRequest();
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data.RoomId = "168888";
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data.SceneId = "9003";
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data.TemplateId = 2;
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WSMessage msg = new WSMessage();
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msg.Module = "move";
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msg.ServiceName = "CreateNpcHandler";
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msg.Data = ByteString.CopyFrom(ProtoBufffer.Serialize(data));
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byte[] sendData = ProtoBufffer.Serialize(msg);
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WSMessage deinfo = ProtoBufffer.DeSerialize<WSMessage>(sendData);
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NpcCreateRequest login = ProtoBufffer.DeSerialize<NpcCreateRequest>(deinfo.Data.ToByteArray());
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Debug.Log("==========ÏûϢת·¢º¯Êýµ÷ÓÃ");
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//BroadcastFrameMsg.FramesFieldNumber
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wEBScriptListener.SendMessageByte(sendData);
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}
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// Start is called before the first frame update
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@ -492,7 +509,7 @@ public class test : MonoBehaviour
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TaskInfoResponse taskInfoResponse = userJoinResponse.TaskResponse;
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if (long.Parse(taskInfoResponse.ToUserId) == userJoinResponse.UserId)//当这个任务是当前玩家的任务时显示任务
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{
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TaskPanel.instance.SetInfo(int.Parse(taskInfoResponse.TaskId));
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//TaskPanel.instance.SetInfo(int.Parse(taskInfoResponse.TaskId));
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}
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}
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@ -533,13 +550,11 @@ public class test : MonoBehaviour
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Vector3 position = new Vector3(x, y, z);
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NPCController.instance.InitNPC(position, npcData);
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}
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if(npcData.Type == 2)//npc移动
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{
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Vector3 v = new Vector3(-float.Parse(npcData.X.ToString()), float.Parse(npcData.Y.ToString()), float.Parse(npcData.Z.ToString()));
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foreach(var item in NPCController.instance.npcsList)
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foreach(RecuseNpc item in NPCController.instance.npcsList)
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{
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if(npcData.UserId == item.npcId)
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{
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@ -8,155 +8,94 @@ using System.Threading.Tasks;
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public class TaskPanel : Base
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{
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public static TaskPanel instance;
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public List<int> taskIds = new List<int>();
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public Transform contentTrans; // 任务列表容器
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public GameObject taskPrefab; // 任务项预制体
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public JSONReader JSONReader; // JSON 数据读取类
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public Transform contentTrans;
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public RectTransform buttonRect; // 按钮 RectTransform
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public Button hideBtn; // 隐藏按钮
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public GameObject taskPrefab;
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private bool isHidden = false; // 是否隐藏状态
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public float moveDuration = 0.5f;
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public float hidePositionX = 125f;
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public float showPositionX = -198f;
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public JSONReader JSONReader;
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private List<TaskItem> taskItems = new List<TaskItem>(); // 当前显示的任务列表
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public Dictionary<int, Language> taskDic = new Dictionary<int, Language>();
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public RectTransform buttonRect; // 你的按钮 RectTransform
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public Button hideBtn;
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private bool isHidden = false; // 用来判断按钮是否已经隐藏
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public float moveDuration = 0.5f; // 动画持续时间
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public float hidePositionX = 125f; // 隐藏到右边的 X 坐标值,具体值根据屏幕大小调整
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public float showPositionX = -198f; // 显示时按钮的 X 坐标值
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public List<Button> buttons; // 所有的任务
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public Color selectedColor = new Color(0.5f, 0.5f, 1f, 1f); // 紫色
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public Color defaultColor = Color.white; // 白色
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// Start is called before the first frame update
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void Start()
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{
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instance = this;
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hideBtn.onClick.AddListener(OnClickHideButton);
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}
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//将任务栏收起或显示
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// 将任务栏收起或显示
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public void OnClickHideButton()
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{
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// 如果按钮已隐藏,点击后显示
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if (isHidden)
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{
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// 恢复按钮到原位置
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buttonRect.DOAnchorPosX(showPositionX, moveDuration).SetEase(Ease.InOutCubic);
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hideBtn.transform.Rotate(0, 0, 180f);
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isHidden = false; // 更新状态为未隐藏
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isHidden = false;
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}
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else
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{
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// 隐藏按钮
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buttonRect.DOAnchorPosX(hidePositionX, moveDuration).SetEase(Ease.InOutCubic);
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hideBtn.transform.Rotate(0, 0, 180f);
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isHidden = true; // 更新状态为隐藏
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isHidden = true;
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}
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}
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//实例化任务
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public async void InitTask()
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// 初始化任务列表
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public async void InitTask(List<int> taskIds)
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{
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await DestroyTaskAsync();
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for(int i = 0; i < taskIds.Count;i++)
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await ClearTaskItems();
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foreach (int id in taskIds)
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{
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GameObject go = GameObject.Instantiate(taskPrefab, contentTrans);
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go.transform.name = "Task_" + i;
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TaskItem item = go.GetComponent<TaskItem>();
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item.SetInfo(taskIds[i], JSONReader);
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Button button = go.GetComponent<Button>();
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button.onClick.AddListener(() => OnButtonClicked(button));
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buttons.Add(button);
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AddTask(id);
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}
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}
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// 当点击任务时触发选中
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void OnButtonClicked(Button clickedButton)
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// 添加新任务
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public void AddTask(int taskId)
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{
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// 遍历所有按钮并重置颜色
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foreach (Button button in buttons)
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GameObject go = Instantiate(taskPrefab, contentTrans);
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TaskItem taskItem = go.GetComponent<TaskItem>();
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taskItem.SetInfo(taskId, JSONReader);
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taskItems.Add(taskItem);
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}
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// 更新任务UI
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public void UpdateTaskUI(TaskItem taskItem)
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{
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// 查找对应的UI项,更新进度或状态
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TaskItem item = taskItems.Find(t => t.taskId == taskItem.taskId);
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if (item != null)
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{
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Image buttonImage = button.GetComponent<Image>();
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if (button == clickedButton)
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{
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// 设置被点击按钮的颜色为紫色
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buttonImage.color = selectedColor;
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}
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else
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{
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// 重置其他按钮为白色
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buttonImage.color = defaultColor;
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}
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item.UpdateTxt();
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}
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}
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public async Task DestroyTaskAsync()
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// 移除任务
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public void RemoveTask(int taskId)
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{
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DeleteAllChildObjects();
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await Task.Delay(10);
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TaskItem taskItem = taskItems.Find(t => t.taskId == taskId);
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if (taskItem != null)
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{
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taskItems.Remove(taskItem);
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Destroy(taskItem.gameObject);
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}
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}
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//这里是在加入新任务时需要更新显示前的删除
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public void DeleteAllChildObjects()
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// 清空任务
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public async Task ClearTaskItems()
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{
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// 遍历所有子物体并删除
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foreach (Transform child in contentTrans)
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{
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Destroy(child.gameObject);
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}
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//清除按钮
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buttons.Clear();
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}
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public void SetInfo(int id)
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{
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taskIds.Add(id);
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InitTask();
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}
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public void RemoveTask(int taskId)
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{
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// 通过 taskId 找到对应的任务按钮并移除
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Button taskButton = buttons.Find(button => button.name == "Task_" + taskId);
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if (taskButton != null)
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{
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buttons.Remove(taskButton);
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Destroy(taskButton.gameObject); // 删除该任务按钮
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// 如果任务完成后有其他特定处理,比如从任务 ID 列表中移除任务,也可以在这里做
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taskIds.Remove(taskId);
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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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if(Input.GetKeyDown(KeyCode.J))
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{
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SetInfo(11001);
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}
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taskItems.Clear();
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await Task.Delay(10);
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}
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}
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@ -21186,6 +21186,17 @@ Transform:
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m_PrefabInstance: {fileID: 1491834350}
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m_PrefabAsset: {fileID: 0}
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--- !u!114 &1493242969 stripped
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 410985242629440749, guid: 9263a339010a182478c1a809e3f8ddf1, type: 3}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 4e29b1a8efbd4b44bb3f3716e73f07ff, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!64 &1498852880
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MeshCollider:
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m_ObjectHideFlags: 0
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@ -27387,6 +27398,10 @@ PrefabInstance:
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propertyPath: target
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value:
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objectReference: {fileID: 1469954942}
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- target: {fileID: 5519024520137767209, guid: 4bc999dc543a61148a0ba3bb1dd45a4d, type: 3}
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propertyPath: recusebtn
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|
45
xiaofang/Assets/Script/hylScripts/TaskTarget.cs
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45
xiaofang/Assets/Script/hylScripts/TaskTarget.cs
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@ -0,0 +1,45 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public enum TargetType
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{
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KillEnemy, // 击杀敌人
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ReachArea, // 到达区域
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CollectItem, // 收集物品
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InteractNPC // 与NPC互动
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}
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public class TaskTarget:MonoBehaviour
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{
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public TargetType Type { get; private set; } // 目标类型
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public string TargetID { get; private set; } // 目标ID
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public string Description { get; private set; } // 目标描述
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public int CurrentProgress { get; private set; } // 当前进度
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public int RequiredProgress { get; private set; } // 目标完成所需进度
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public bool IsCompleted => CurrentProgress >= RequiredProgress; // 是否完成
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public TaskTarget(TargetType type, string targetId, string description, int requiredProgress)
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{
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Type = type;
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TargetID = targetId;
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Description = description;
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RequiredProgress = requiredProgress;
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CurrentProgress = 0;
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}
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// 更新目标进度
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public void UpdateProgress(int amount)
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{
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if (IsCompleted) return;
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CurrentProgress += amount;
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Console.WriteLine($"目标 {Description} 进度: {CurrentProgress}/{RequiredProgress}");
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if (IsCompleted)
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{
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Console.WriteLine($"目标 {Description} 已完成");
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}
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}
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}
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11
xiaofang/Assets/Script/hylScripts/TaskTarget.cs.meta
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11
xiaofang/Assets/Script/hylScripts/TaskTarget.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 52ac3e3a7633b8345bd5ff5ac681d602
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -22,6 +22,7 @@ public class TestButton : MonoBehaviour
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public void JoinRoom()
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{
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test.JoinRoom();
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test.CreateNpcHandler();
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joinroomBtn.gameObject.SetActive(false);
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}
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@ -13,13 +13,15 @@ public enum Npcstate
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public class RecuseNpc : MonoBehaviour
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{
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private NavMeshAgent navMeshAgent;//navmesh组件
|
||||
|
||||
public string npcId;
|
||||
|
||||
public static RecuseNpc instance;
|
||||
|
||||
private Button recusebtn;
|
||||
public Button recusebtn;
|
||||
|
||||
private bool statebool = false;
|
||||
|
||||
@ -32,13 +34,13 @@ public class RecuseNpc : MonoBehaviour
|
||||
|
||||
public Vector3 currentTarget;
|
||||
|
||||
// <EFBFBD>洢Ŀ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>List
|
||||
// 存目的地的list
|
||||
public List<Vector3> targetPoints = new List<Vector3>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
recusebtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
|
||||
//recusebtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
|
||||
anim = this.GetComponent<Animator>();
|
||||
|
||||
navMeshAgent = GetComponent<NavMeshAgent>();
|
||||
@ -51,7 +53,7 @@ public class RecuseNpc : MonoBehaviour
|
||||
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)//ͨ<><CDA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><C3B5><EFBFBD>Ӧ<EFBFBD>ľ<EFBFBD>Ԯ<EFBFBD><D4AE><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1>ǩ<EFBFBD><C7A9><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ֳ<EFBFBD>UI
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
recusebtn.gameObject.SetActive(true);
|
||||
@ -69,34 +71,41 @@ public class RecuseNpc : MonoBehaviour
|
||||
npcId = id;
|
||||
}
|
||||
|
||||
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>NPC<EFBFBD><EFBFBD>״̬
|
||||
public void Setnpcstate()//<2F><><EFBFBD><EFBFBD><EFBFBD>Ԯ<EFBFBD><D4AE>ťִ<C5A5><D6B4><EFBFBD>궯<EFBFBD><EAB6AF><EFBFBD><EFBFBD><EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
//npc状态
|
||||
public void Setnpcstate()
|
||||
{
|
||||
|
||||
movebool = true;
|
||||
nstate = Npcstate.run;
|
||||
nstate = Npcstate.idle;
|
||||
recusebtn.gameObject.SetActive(false);
|
||||
Debug.Log("Setnpcstate<74><65><EFBFBD><EFBFBD>");
|
||||
Debug.Log( npcId + "被救");
|
||||
}
|
||||
|
||||
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>NPC<EFBFBD><EFBFBD>Ŀ<EFBFBD><EFBFBD><EFBFBD>
|
||||
//添加npc的目的地到list中
|
||||
public void SetNpcDes(Vector3 tar)
|
||||
{
|
||||
//target.position = tar;
|
||||
targetPoints.Add(tar); // <20><>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5>б<EFBFBD><D0B1><EFBFBD>
|
||||
targetPoints.Add(tar);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (targetPoints.Count > 0) // 确保列表中有目标点
|
||||
{
|
||||
|
||||
currentTarget = targetPoints[0]; // 获取当前的目标点
|
||||
nstate = Npcstate.run;
|
||||
movebool = true;
|
||||
|
||||
// 判断是否到达目标点
|
||||
if (movebool && navMeshAgent.remainingDistance <= navMeshAgent.stoppingDistance)
|
||||
{
|
||||
Debug.Log("到达目标点");
|
||||
|
||||
// 设置NPC状态
|
||||
|
||||
nstate = Npcstate.idle;
|
||||
movebool = false;
|
||||
|
||||
// 达到目标后,从列表中移除该目标点
|
||||
if (targetPoints.Count > 1)
|
||||
{
|
||||
@ -106,10 +115,6 @@ public class RecuseNpc : MonoBehaviour
|
||||
{
|
||||
targetPoints.Clear(); // 清空列表
|
||||
}
|
||||
|
||||
// 设置NPC状态
|
||||
nstate = Npcstate.idle;
|
||||
movebool = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user