Commit c56b9d8c authored by czy's avatar czy

吃随机生成的食物

parent 75734bd9
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class GroundCollision : MonoBehaviour
{
private ChainRopeView m_chainRopeView;
private void Start()
{
m_chainRopeView = BattleCtrl.instance.levelManager.curLevel.chainRopeView;
}
private void OnCollisionEnter(Collision other)
{
if (CanGetCatch(other) && m_chainRopeView.IsCatch && m_chainRopeView.CatchTouchUp)
{
m_chainRopeView.CatchObjEnterGround();
}
}
bool CanGetCatch(Collision ohter)
{
return string.Equals(ohter.gameObject.name, GameServices.configService.levelConfig.firstLevelGoalName)
|| string.Equals(ohter.gameObject.name, GameServices.configService.levelConfig.secondLevelGoalName)
|| string.Equals(ohter.gameObject.name, GameServices.configService.levelConfig.thirdLevelGoalName)
|| string.Equals(ohter.gameObject.name, GameServices.configService.levelConfig.fourthLevelGoalName)
|| string.Equals(ohter.gameObject.name, "Claw");
}
}
//public class GroundCollision : MonoBehaviour
//{
// private ChainRopeView m_chainRopeView;
// private void Start()
// {
// m_chainRopeView = BattleCtrl.instance.levelManager.curLevel.chainRopeView;
// }
// private void OnCollisionEnter(Collision other)
// {
// if (CanGetCatch(other) && m_chainRopeView.IsCatch && m_chainRopeView.CatchTouchUp)
// {
// m_chainRopeView.CatchObjEnterGround();
// }
// }
// //bool CanGetCatch(Collision ohter)
// //{
// // return string.Equals(ohter.gameObject.name, GameServices.configService.levelConfig.firstLevelGoalName)
// // || string.Equals(ohter.gameObject.name, GameServices.configService.levelConfig.secondLevelGoalName)
// // || string.Equals(ohter.gameObject.name, GameServices.configService.levelConfig.thirdLevelGoalName)
// // || string.Equals(ohter.gameObject.name, GameServices.configService.levelConfig.fourthLevelGoalName)
// // || string.Equals(ohter.gameObject.name, "Claw");
// //}
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class ThirdLevelBoxCollision : MonoBehaviour
{
public GameObject[] m_needRigidBody;
public Transform m_targetTrans;
public GameObject m_bottomObj;
private bool m_bIsRigid = false;//是否有刚体
private bool m_bIsTrigger = false;//是否碰到了目标
private Vector3 m_pos = new Vector3(-0.73f, 1.19f, -2.54f);
private Quaternion m_rotation = Quaternion.Euler(0, 83.33f, 0);
private bool m_bControl = true;
private void OnCollisionEnter(Collision other)
{
if (string.Equals(other.gameObject.name, "Claw"))
{
m_bIsRigid = true;
BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterTargerView();
for(int i = 0;i< m_needRigidBody.Length;i++)
{
m_needRigidBody[i].AddComponent<Rigidbody>();
}
GameServices.timerServices.Push(this, 1.0f, delegate
{
for (int i = 0; i < m_needRigidBody.Length; i++)
{
if(m_needRigidBody[i])
{
m_needRigidBody[i].SetActive(false);
}
}
if(m_bottomObj)
{
m_bottomObj.SetActive(false);
}
});
if (m_bIsTrigger && m_bIsRigid)
{
if(m_bControl)
{
m_bControl = false;
BattleCtrl.instance.OnBattleWin();
}
//m_targetTrans.localPosition = m_pos;
//m_targetTrans.localRotation = m_rotation;
}
}
}
//碰到了目标
public void SetEnterTarget()
{
m_bIsTrigger = true;
if(m_bIsTrigger && m_bIsRigid)
{
if (m_bControl)
{
m_bControl = false;
BattleCtrl.instance.OnBattleWin();
}
//m_targetTrans.localPosition = m_pos;
//m_targetTrans.localRotation = m_rotation;
}
}
}
//public class ThirdLevelBoxCollision : MonoBehaviour
//{
// public GameObject[] m_needRigidBody;
// public Transform m_targetTrans;
// public GameObject m_bottomObj;
// private bool m_bIsRigid = false;//是否有刚体
// private bool m_bIsTrigger = false;//是否碰到了目标
// private Vector3 m_pos = new Vector3(-0.73f, 1.19f, -2.54f);
// private Quaternion m_rotation = Quaternion.Euler(0, 83.33f, 0);
// private bool m_bControl = true;
// private void OnCollisionEnter(Collision other)
// {
// if (string.Equals(other.gameObject.name, "Claw"))
// {
// m_bIsRigid = true;
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterTargerView();
// for(int i = 0;i< m_needRigidBody.Length;i++)
// {
// m_needRigidBody[i].AddComponent<Rigidbody>();
// }
// GameServices.timerServices.Push(this, 1.0f, delegate
// {
// for (int i = 0; i < m_needRigidBody.Length; i++)
// {
// if(m_needRigidBody[i])
// {
// m_needRigidBody[i].SetActive(false);
// }
// }
// if(m_bottomObj)
// {
// m_bottomObj.SetActive(false);
// }
// });
// if (m_bIsTrigger && m_bIsRigid)
// {
// if(m_bControl)
// {
// m_bControl = false;
// BattleCtrl.instance.OnBattleWin();
// }
// //m_targetTrans.localPosition = m_pos;
// //m_targetTrans.localRotation = m_rotation;
// }
// }
// }
// //碰到了目标
// public void SetEnterTarget()
// {
// m_bIsTrigger = true;
// if(m_bIsTrigger && m_bIsRigid)
// {
// if (m_bControl)
// {
// m_bControl = false;
// BattleCtrl.instance.OnBattleWin();
// }
// //m_targetTrans.localPosition = m_pos;
// //m_targetTrans.localRotation = m_rotation;
// }
// }
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class ThirdLevelBoxTarget : MonoBehaviour
{
public ThirdLevelBoxCollision m_levelBoxCollison;
private void OnTriggerEnter(Collider other)
{
if (other != null && other.gameObject && other.gameObject.GetComponent<TargetView>() != null
&& other.gameObject.GetComponent<TargetView>().parentTrans != null)
{
GameObject varObj = other.gameObject.GetComponent<TargetView>().parentTrans.gameObject;
if (string.Equals(varObj.name, "Boy_01"))
{
TargetView varView = varObj.GetComponent<TargetView>();
if(!varView.rigidBody)
{
return;
}
BattleCtrl.instance.levelManager.curLevel.chainRopeView.CatchObjEnterTarget();
m_levelBoxCollison.SetEnterTarget();
if (varView)
{
varView.DestroyRigidByOther();
}
}
}
}
}
//public class ThirdLevelBoxTarget : MonoBehaviour
//{
// public ThirdLevelBoxCollision m_levelBoxCollison;
// private void OnTriggerEnter(Collider other)
// {
// if (other != null && other.gameObject && other.gameObject.GetComponent<TargetView>() != null
// && other.gameObject.GetComponent<TargetView>().parentTrans != null)
// {
// GameObject varObj = other.gameObject.GetComponent<TargetView>().parentTrans.gameObject;
// if (string.Equals(varObj.name, "Boy_01"))
// {
// TargetView varView = varObj.GetComponent<TargetView>();
// if(!varView.rigidBody)
// {
// return;
// }
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.CatchObjEnterTarget();
// m_levelBoxCollison.SetEnterTarget();
// if (varView)
// {
// varView.DestroyRigidByOther();
// }
// }
// }
// }
//}
......@@ -19,9 +19,9 @@ public class FifthLevelTrigger : MonoBehaviour
private void Start()
{
m_mouseRigidBody = m_mousePosTrans.gameObject.GetComponent<Rigidbody>();
BattleCtrl.instance.levelManager.curLevel.chainRopeView.onBalloonEnterTarget += onBalloonEnterTarget;
BattleCtrl.instance.levelManager.curLevel.chainRopeView.onBalloonEnterGround += onBalloonEnterGround;
BattleCtrl.instance.levelManager.curLevel.chainRopeView.onBalloonEnterSuccessTarget += onBalloonEnterSuccessTarget;
//BattleCtrl.instance.levelManager.curLevel.chainRopeView.onBalloonEnterTarget += onBalloonEnterTarget;
//BattleCtrl.instance.levelManager.curLevel.chainRopeView.onBalloonEnterGround += onBalloonEnterGround;
//BattleCtrl.instance.levelManager.curLevel.chainRopeView.onBalloonEnterSuccessTarget += onBalloonEnterSuccessTarget;
//m_rigidBody = gameObject.GetComponentsInChildren<Rigidbody>();
}
void onBalloonEnterTarget()
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class FourthLevelTrigger : MonoBehaviour
{
public Transform m_targetTrans;
private Vector3 m_pos = new Vector3(0.21f,1.0f, -0.98f);
private Quaternion m_rotation = Quaternion.Euler(-14.7f, -146, -12.6f);
//public class FourthLevelTrigger : MonoBehaviour
//{
// public Transform m_targetTrans;
// private Vector3 m_pos = new Vector3(0.21f,1.0f, -0.98f);
// private Quaternion m_rotation = Quaternion.Euler(-14.7f, -146, -12.6f);
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Target"))
{
BattleCtrl.instance.levelManager.curLevel.chainRopeView.CatchObjEnterTarget();
BattleCtrl.instance.OnBattleWin();
m_targetTrans.localPosition = m_pos;
m_targetTrans.localRotation = m_rotation;
}
}
}
// private void OnTriggerEnter(Collider other)
// {
// if (other.gameObject.CompareTag("Target"))
// {
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.CatchObjEnterTarget();
// BattleCtrl.instance.OnBattleWin();
// m_targetTrans.localPosition = m_pos;
// m_targetTrans.localRotation = m_rotation;
// }
// }
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class LeftClawTrigger : MonoBehaviour
{
private void Awake()
{
//Mesh mesh = transform.GetComponent<MeshFilter>().mesh;
//MeshCollider col = this.GetComponent<MeshCollider>();
//col.sharedMesh = mesh;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Target"))
{
//特殊处理,因为碰到的骨骼可能不一样
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelThreeIndex ||
BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelFourIndex)
{
GameObject varObj = other.gameObject.GetComponent<TargetView>().parentTrans.gameObject;
BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterLeftClaw(varObj);
}
else
{
BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterLeftClaw(other.gameObject);
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.CompareTag("Target"))
{
BattleCtrl.instance.levelManager.curLevel.chainRopeView.ExitLeftClaw();
}
}
}
//public class LeftClawTrigger : MonoBehaviour
//{
// private void Awake()
// {
// //Mesh mesh = transform.GetComponent<MeshFilter>().mesh;
// //MeshCollider col = this.GetComponent<MeshCollider>();
// //col.sharedMesh = mesh;
// }
// private void OnTriggerEnter(Collider other)
// {
// if (other.gameObject.CompareTag("Target"))
// {
// //特殊处理,因为碰到的骨骼可能不一样
// if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelThreeIndex ||
// BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelFourIndex)
// {
// GameObject varObj = other.gameObject.GetComponent<TargetView>().parentTrans.gameObject;
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterLeftClaw(varObj);
// }
// else
// {
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterLeftClaw(other.gameObject);
// }
// }
// }
// private void OnTriggerExit(Collider other)
// {
// if (other.gameObject.CompareTag("Target"))
// {
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.ExitLeftClaw();
// }
// }
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class LevelLimitTrigger : MonoBehaviour
{
private ChainRopeView m_chainRopeView;
private bool m_bControl = true;
private void Start()
{
m_chainRopeView = BattleCtrl.instance.levelManager.curLevel.chainRopeView;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Target") && !m_chainRopeView.IsCatch && m_bControl)
{
m_bControl = false;
BattleCtrl.instance.OnBattleFail();
}
}
}
//public class LevelLimitTrigger : MonoBehaviour
//{
// private ChainRopeView m_chainRopeView;
// private bool m_bControl = true;
// private void Start()
// {
// m_chainRopeView = BattleCtrl.instance.levelManager.curLevel.chainRopeView;
// }
// private void OnTriggerEnter(Collider other)
// {
// if (other.gameObject.CompareTag("Target") && !m_chainRopeView.IsCatch && m_bControl)
// {
// m_bControl = false;
// BattleCtrl.instance.OnBattleFail();
// }
// }
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class RightClawTrigger : MonoBehaviour
{
private void Awake()
{
//Mesh mesh = transform.GetComponent<MeshFilter>().mesh;
//MeshCollider col = this.GetComponent<MeshCollider>();
//col.sharedMesh = mesh;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Target"))
{
//特殊处理,因为碰到的骨骼可能不一样
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelThreeIndex ||
BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelFourIndex)
{
GameObject varObj = other.gameObject.GetComponent<TargetView>().parentTrans.gameObject;
BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterRightClaw(varObj);
}
else
{
BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterRightClaw(other.gameObject);
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.CompareTag("Target"))
{
BattleCtrl.instance.levelManager.curLevel.chainRopeView.ExitRightClaw();
}
}
}
//public class RightClawTrigger : MonoBehaviour
//{
// private void Awake()
// {
// //Mesh mesh = transform.GetComponent<MeshFilter>().mesh;
// //MeshCollider col = this.GetComponent<MeshCollider>();
// //col.sharedMesh = mesh;
// }
// private void OnTriggerEnter(Collider other)
// {
// if (other.gameObject.CompareTag("Target"))
// {
// //特殊处理,因为碰到的骨骼可能不一样
// if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelThreeIndex ||
// BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelFourIndex)
// {
// GameObject varObj = other.gameObject.GetComponent<TargetView>().parentTrans.gameObject;
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterRightClaw(varObj);
// }
// else
// {
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterRightClaw(other.gameObject);
// }
// }
// }
// private void OnTriggerExit(Collider other)
// {
// if (other.gameObject.CompareTag("Target"))
// {
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.ExitRightClaw();
// }
// }
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class SevenLevelOneTrigger : MonoBehaviour
{
public SevenLevelTwoTrigger m_levelTwo;
private bool m_bControl = true;
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Target") && m_bControl)
{
m_bControl = false;
m_levelTwo.OnTriggerOne();
GameServices.timerServices.Push(this, 1.0f, delegate
{
if (m_levelTwo.Control)
{
m_bControl = true;
}
});
}
}
}
//public class SevenLevelOneTrigger : MonoBehaviour
//{
// public SevenLevelTwoTrigger m_levelTwo;
// private bool m_bControl = true;
// private void OnTriggerEnter(Collider other)
// {
// if (other.gameObject.CompareTag("Target") && m_bControl)
// {
// m_bControl = false;
// m_levelTwo.OnTriggerOne();
// GameServices.timerServices.Push(this, 1.0f, delegate
// {
// if (m_levelTwo.Control)
// {
// m_bControl = true;
// }
// });
// }
// }
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class SevenLevelTwoTrigger : MonoBehaviour
{
private bool m_bTriggerOne = false;
private bool m_bTriggerTwo = false;
private bool m_bControl = true;
public bool Control => m_bControl;
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Target") && !m_bTriggerTwo)
{
m_bTriggerTwo = true;
if (m_bTriggerTwo && m_bTriggerOne)
{
if (m_bControl)
{
m_bControl = false;
BattleCtrl.instance.OnBattleWin();
BattleCtrl.instance.levelManager.curLevel.chainRopeView.CatchObjEnterTarget();
}
}
GameServices.timerServices.Push(this, 1.0f, delegate
{
if (m_bControl)
{
m_bTriggerTwo = false;
}
});
}
}
public void OnTriggerOne()
{
m_bTriggerOne = true;
if (m_bTriggerTwo && m_bTriggerOne)
{
if (m_bControl)
{
m_bControl = false;
BattleCtrl.instance.OnBattleWin();
BattleCtrl.instance.levelManager.curLevel.chainRopeView.CatchObjEnterTarget();
}
}
GameServices.timerServices.Push(this, 1.0f, delegate
{
if(m_bControl)
{
m_bTriggerOne = false;
}
});
}
}
//public class SevenLevelTwoTrigger : MonoBehaviour
//{
// private bool m_bTriggerOne = false;
// private bool m_bTriggerTwo = false;
// private bool m_bControl = true;
// public bool Control => m_bControl;
// private void OnTriggerEnter(Collider other)
// {
// if (other.gameObject.CompareTag("Target") && !m_bTriggerTwo)
// {
// m_bTriggerTwo = true;
// if (m_bTriggerTwo && m_bTriggerOne)
// {
// if (m_bControl)
// {
// m_bControl = false;
// BattleCtrl.instance.OnBattleWin();
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.CatchObjEnterTarget();
// }
// }
// GameServices.timerServices.Push(this, 1.0f, delegate
// {
// if (m_bControl)
// {
// m_bTriggerTwo = false;
// }
// });
// }
// }
// public void OnTriggerOne()
// {
// m_bTriggerOne = true;
// if (m_bTriggerTwo && m_bTriggerOne)
// {
// if (m_bControl)
// {
// m_bControl = false;
// BattleCtrl.instance.OnBattleWin();
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.CatchObjEnterTarget();
// }
// }
// GameServices.timerServices.Push(this, 1.0f, delegate
// {
// if(m_bControl)
// {
// m_bTriggerOne = false;
// }
// });
// }
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
//第三根爪
public class ThreeClawTrigger : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Target"))
{
BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterThreeClaw(other.gameObject);
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.CompareTag("Target"))
{
BattleCtrl.instance.levelManager.curLevel.chainRopeView.ExitThreeClaw();
}
}
}
////第三根爪
//public class ThreeClawTrigger : MonoBehaviour
//{
// private void OnTriggerEnter(Collider other)
// {
// if (other.gameObject.CompareTag("Target"))
// {
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterThreeClaw(other.gameObject);
// }
// }
// private void OnTriggerExit(Collider other)
// {
// if (other.gameObject.CompareTag("Target"))
// {
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.ExitThreeClaw();
// }
// }
//}
......@@ -7,8 +7,7 @@ using System;
public class BattleUI : MonoBehaviour
{
public Button m_dragBtn;
public Button m_moveBtn;
public Button m_restartBtn;
public Button m_nextLevelBtn;
public Button m_selectBtn;
......@@ -74,8 +73,6 @@ public class BattleUI : MonoBehaviour
void Awake()
{
instance = this;
m_dragBtn.onClick.AddListener(SetDragMode);
m_moveBtn.onClick.AddListener(SetMoveMode);
m_restartBtn.onClick.AddListener(LoadCurLevel);
m_nextLevelBtn.onClick.AddListener(NextLevelBtnDown);
m_selectBtn.onClick.AddListener(SelectLevel);
......@@ -87,17 +84,19 @@ public class BattleUI : MonoBehaviour
//m_fieldFarBtn.onClick.AddListener(FieldFarBtn);
//m_fieldNearBtn.onClick.AddListener(FieldNearBtn);
//m_ShowOrHideMouseText = m_ShowOrHideMouseObj.GetComponentInChildren<Text>();
GameServices.audioServices.PlayBgm(GameServices.configService.audioConfig.GameBgm);
GameServices.configService.playerConfig.ClawMoveSpeed = 0.4f;//开始默认值
BattleCtrl.instance.updateScore += UpdateScore;
BattleCtrl.instance.updateRanking += UpdateRanking;
BattleCtrl.instance.turnNextLevel += NextLevel;
//GameServices.audioServices.PlayBgm(GameServices.configService.audioConfig.GameBgm);
//GameServices.configService.playerConfig.ClawMoveSpeed = 0.4f;//开始默认值
}
private void Start()
{
m_boomBtn.interactable = false;
m_joystickImage = GameServices.inputService.joyStick.GetComponent<Image>();
m_thumbImage = GameServices.inputService.joyStick.thumb.GetComponent<Image>();
BattleCtrl.instance.updateScore += UpdateScore;
BattleCtrl.instance.updateRanking += UpdateRanking;
BattleCtrl.instance.turnNextLevel += NextLevel;
}
private void Update()
{
......@@ -114,14 +113,14 @@ public class BattleUI : MonoBehaviour
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
}
void SetDragMode()
{
BattleCtrl.instance.levelManager.curLevel.chainView.SetDragMode(true);
}
void SetMoveMode()
{
BattleCtrl.instance.levelManager.curLevel.chainView.SetDragMode(false);
}
//void SetDragMode()
//{
// BattleCtrl.instance.levelManager.curLevel.chainView.SetDragMode(true);
//}
//void SetMoveMode()
//{
// BattleCtrl.instance.levelManager.curLevel.chainView.SetDragMode(false);
//}
// 当前关卡再来一次
void LoadCurLevel()
{
......@@ -178,6 +177,7 @@ public class BattleUI : MonoBehaviour
//开始游戏
void StartBtn()
{
print("点击开始按钮");
onStartBtn?.Invoke();
//m_startBtn.gameObject.SetActive(false);
m_startLogoObj.SetActive(false);
......@@ -234,19 +234,19 @@ public class BattleUI : MonoBehaviour
m_cameraFieldView.text = string.Format("fieldView{0:f1}", varCam.fieldOfView);
}
}
//爪子移动速度增加
public void ClawMoveSpeedAddBtn()
{
onClawMoveSpeedAddBtn?.Invoke();
m_clawMoveSpeed.text = string.Format("系数越小,越快\n{0:f3}", GameServices.configService.playerConfig.ClawMoveSpeed);
////爪子移动速度增加
//public void ClawMoveSpeedAddBtn()
//{
// onClawMoveSpeedAddBtn?.Invoke();
// m_clawMoveSpeed.text = string.Format("系数越小,越快\n{0:f3}", GameServices.configService.playerConfig.ClawMoveSpeed);
}
//爪子移动速度减少
public void ClawMoveSpeedDownBtn()
{
onClawMoveSpeedDownBtn?.Invoke();
m_clawMoveSpeed.text = string.Format("系数越小,越快\n{0:f3}", GameServices.configService.playerConfig.ClawMoveSpeed);
}
//}
////爪子移动速度减少
//public void ClawMoveSpeedDownBtn()
//{
// onClawMoveSpeedDownBtn?.Invoke();
// m_clawMoveSpeed.text = string.Format("系数越小,越快\n{0:f3}", GameServices.configService.playerConfig.ClawMoveSpeed);
//}
//胜利
public void OnBattleWin()
{
......@@ -335,7 +335,7 @@ public class BattleUI : MonoBehaviour
}
GameServices.timerServices.Push(this, 1, delegate
{
m_clawMoveSpeed.text = string.Format("系数越小,越快\n{0:f3}", GameServices.configService.playerConfig.ClawMoveSpeed);
//m_clawMoveSpeed.text = string.Format("系数越小,越快\n{0:f3}", GameServices.configService.playerConfig.ClawMoveSpeed);
});
//开始----------------
//TinySauce.OnGameStarted(string.Format("{0:d}", (BattleCtrl.instance.levelManager.CurLevelIndex + 1)));
......@@ -409,15 +409,15 @@ public class BattleUI : MonoBehaviour
public void ShowJoystick()
{
print("显示摇杆");
//m_joystickImage.color = Color.white;
//m_thumbImage.color = Color.white;
m_joystickImage.color = Color.white;
m_thumbImage.color = Color.white;
}
//摇杆图标隐藏
public void HideJoystick()
{
print("隐藏摇杆");
//m_joystickImage.color = Color.clear;
//m_thumbImage.color = Color.clear;
m_joystickImage.color = Color.clear;
m_thumbImage.color = Color.clear;
}
public void UpdateScore()
{
......
......@@ -74,7 +74,7 @@ public class SettingPanel : MonoBehaviour
}
else
{
GameServices.audioServices.PlayBgm(GameServices.configService.audioConfig.GameBgm);
// GameServices.audioServices.PlayBgm(GameServices.configService.audioConfig.GameBgm);
}
}
public void OnCloseClick()
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class ChainDragView : MonoBehaviour
{
public Transform m_topTrans;
private float m_topPosY;
private void Start()
{
m_topPosY = m_topTrans.position.y;
GameServices.inputService.pad.onMoveVec3 += OnMove;
}
//移动
void OnMove(Vector3 dir)
{
float varParamDis = Screen.width * 0.8f / 2;//参数距离
Vector3 varPos = m_topTrans.position;
//向左滑
if (dir.x > 0)
{
varPos.x -= dir.x / varParamDis * GameServices.configService.playerConfig.xDirMaxDis;
}
//向右滑
if (dir.x < 0)
{
varPos.x += dir.x / varParamDis * GameServices.configService.playerConfig.xDirMinDis;
}
//向上滑
if (dir.y < 0)
{
varPos.z += dir.y / varParamDis * GameServices.configService.playerConfig.yDirMinDis;
}
//向下滑
if (dir.y > 0)
{
varPos.z -= dir.y / varParamDis * GameServices.configService.playerConfig.yDirMaxDis;
}
varPos.y = m_topPosY;
m_topTrans.position = varPos;
}
private void OnDestroy()
{
if (GameServices.inputService != null)
{
GameServices.inputService.pad.onMoveVec3 -= OnMove;
}
}
}
//public class ChainDragView : MonoBehaviour
//{
// public Transform m_topTrans;
// private float m_topPosY;
// private void Start()
// {
// m_topPosY = m_topTrans.position.y;
// GameServices.inputService.pad.onMoveVec3 += OnMove;
// }
// //移动
// void OnMove(Vector3 dir)
// {
// float varParamDis = Screen.width * 0.8f / 2;//参数距离
// Vector3 varPos = m_topTrans.position;
// //向左滑
// if (dir.x > 0)
// {
// varPos.x -= dir.x / varParamDis * GameServices.configService.playerConfig.xDirMaxDis;
// }
// //向右滑
// if (dir.x < 0)
// {
// varPos.x += dir.x / varParamDis * GameServices.configService.playerConfig.xDirMinDis;
// }
// //向上滑
// if (dir.y < 0)
// {
// varPos.z += dir.y / varParamDis * GameServices.configService.playerConfig.yDirMinDis;
// }
// //向下滑
// if (dir.y > 0)
// {
// varPos.z -= dir.y / varParamDis * GameServices.configService.playerConfig.yDirMaxDis;
// }
// varPos.y = m_topPosY;
// m_topTrans.position = varPos;
// }
// private void OnDestroy()
// {
// if (GameServices.inputService != null)
// {
// GameServices.inputService.pad.onMoveVec3 -= OnMove;
// }
// }
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using Obi;
using System.Runtime.InteropServices;
using System;
using UnityEngine.UI;
//using EPOOutline;
//using MoreMountains.NiceVibrations;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
////using Obi;
//using System.Runtime.InteropServices;
//using System;
//using UnityEngine.UI;
////using EPOOutline;
////using MoreMountains.NiceVibrations;
public class ChainRopeView : MonoBehaviour
{
[DllImport("user32")]
public static extern void mouse_event(int flags, int dx, int dy, uint data, UIntPtr extraInfo);
//模拟鼠标左键按下
public const int MOUSEEVENTF_LEFTDOWN = 0x0002;
//public ObiSolver solver;
//public ObiCollider character;
public float hookExtendRetractSpeed = 2;
public Material material;
//public ObiRopeSection section;
public Collider m_topCollider;//顶部连接的
public Transform m_leftClawTrans;//左爪
public Transform m_rightClawTrans;//右爪
public Transform m_threeClawTrans;//第三爪
public Transform m_clawBody;//爪身
public Transform leftClawTrans => m_leftClawTrans;
public Transform m_lightObj;
//public class ChainRopeView : MonoBehaviour
//{
// [DllImport("user32")]
// public static extern void mouse_event(int flags, int dx, int dy, uint data, UIntPtr extraInfo);
// //模拟鼠标左键按下
// public const int MOUSEEVENTF_LEFTDOWN = 0x0002;
// //public ObiSolver solver;
// //public ObiCollider character;
// public float hookExtendRetractSpeed = 2;
// public Material material;
// //public ObiRopeSection section;
// public Collider m_topCollider;//顶部连接的
// public Transform m_leftClawTrans;//左爪
// public Transform m_rightClawTrans;//右爪
// public Transform m_threeClawTrans;//第三爪
// public Transform m_clawBody;//爪身
// public Transform leftClawTrans => m_leftClawTrans;
// public Transform m_lightObj;
public OnDelegateArg0 onBalloonEnterTarget;//气球碰到目标回调或者被爪子抓住
public OnDelegateArg0 onBalloonEnterGround;//气球碰到地面回调
public OnDelegateArg0 onBalloonEnterSuccessTarget;//气球碰到胜利目标
// public OnDelegateArg0 onBalloonEnterTarget;//气球碰到目标回调或者被爪子抓住
// public OnDelegateArg0 onBalloonEnterGround;//气球碰到地面回调
// public OnDelegateArg0 onBalloonEnterSuccessTarget;//气球碰到胜利目标
//private ObiRope rope;
//private ObiRopeBlueprint blueprint;
//private ObiRopeExtrudedRenderer ropeRenderer;
// //private ObiRope rope;
// //private ObiRopeBlueprint blueprint;
// //private ObiRopeExtrudedRenderer ropeRenderer;
//private ObiRopeCursor cursor;
// //private ObiRopeCursor cursor;
private RaycastHit hookAttachment;
private bool m_bIsCatch = false;//是否抓住
public bool IsCatch => m_bIsCatch;
private bool m_bControlTouchUp = false;//控制松开
private TargetView m_targetView;//目标碰撞view
private GameObject m_leftTargetObj;//左边碰撞的obj
private GameObject m_rightTargetObj;//右边碰撞的obj
private GameObject m_threeTargetObj;//第三爪碰撞的obj
private bool m_bFirstMoveUp = false;//是否第一移动完松手
private float m_addAngleSpeed = 0.0f;//角度增加的速度
private bool m_bIsMaxAngle = true;//是否旋转到最大角度
private bool m_bIsHitLeftClaw = false;//是否撞到左爪
private bool m_bIsHitRightClaw = false;//是否撞到右爪
private bool m_bIsHitThreeClaw = false;//是否碰到第三爪
private bool m_bPress = false;//是否按下
private bool m_bColliderTarget = false;//是否碰到目标
private float m_ropeStartLength = 0.0f;//绳子开始的长度
private Vector3 m_lightObjPos;//光圈位置
private Rigidbody m_rigidBody;
private float m_leftClawStartRatateY;//初始位置
private float m_rightClawStartRatateY;//初始位置
private float m_threeClawStartRatateY;//初始位置
private bool m_bIsNeedRotate = true;//是否需要旋转;
private float m_clawBodyAngleSpeed = 0;//爪身旋转速度
private bool m_bCatchTouchUp = false;//抓住目标后松手
public bool CatchTouchUp => m_bCatchTouchUp;
private bool m_bIsCathchObjHitTarget = false;//是否抓住的物体碰到目标
private float m_topColliderPosY;//顶部的位置Y
private bool m_bControlUnHook = true;//控制脱钩
private bool m_bIsDragMode = true;//是否拖动模式
private Vector3 m_topColliderScreenPos;//顶部屏幕的位置
private RectTransform m_thumbRT;//摇杆
//private Outlinable m_outlinable;//插件脚本
private bool m_bIsClawUp = false;//是否爪子在上升
//private AudioSource m_clawDownOrUpAudioSource;//下降上升音乐,需要循环播放
private bool m_bControlPlayAudio = true;//控制播放音效
private float m_MoveLimitY;//移动区域
// private RaycastHit hookAttachment;
// private bool m_bIsCatch = false;//是否抓住
// public bool IsCatch => m_bIsCatch;
// private bool m_bControlTouchUp = false;//控制松开
// private TargetView m_targetView;//目标碰撞view
// private GameObject m_leftTargetObj;//左边碰撞的obj
// private GameObject m_rightTargetObj;//右边碰撞的obj
// private GameObject m_threeTargetObj;//第三爪碰撞的obj
// private bool m_bFirstMoveUp = false;//是否第一移动完松手
// private float m_addAngleSpeed = 0.0f;//角度增加的速度
// private bool m_bIsMaxAngle = true;//是否旋转到最大角度
// private bool m_bIsHitLeftClaw = false;//是否撞到左爪
// private bool m_bIsHitRightClaw = false;//是否撞到右爪
// private bool m_bIsHitThreeClaw = false;//是否碰到第三爪
// private bool m_bPress = false;//是否按下
// private bool m_bColliderTarget = false;//是否碰到目标
// private float m_ropeStartLength = 0.0f;//绳子开始的长度
// private Vector3 m_lightObjPos;//光圈位置
// private Rigidbody m_rigidBody;
// private float m_leftClawStartRatateY;//初始位置
// private float m_rightClawStartRatateY;//初始位置
// private float m_threeClawStartRatateY;//初始位置
// private bool m_bIsNeedRotate = true;//是否需要旋转;
// private float m_clawBodyAngleSpeed = 0;//爪身旋转速度
// private bool m_bCatchTouchUp = false;//抓住目标后松手
// public bool CatchTouchUp => m_bCatchTouchUp;
// private bool m_bIsCathchObjHitTarget = false;//是否抓住的物体碰到目标
// private float m_topColliderPosY;//顶部的位置Y
// private bool m_bControlUnHook = true;//控制脱钩
// private bool m_bIsDragMode = true;//是否拖动模式
// private Vector3 m_topColliderScreenPos;//顶部屏幕的位置
// private RectTransform m_thumbRT;//摇杆
// //private Outlinable m_outlinable;//插件脚本
// private bool m_bIsClawUp = false;//是否爪子在上升
// //private AudioSource m_clawDownOrUpAudioSource;//下降上升音乐,需要循环播放
// private bool m_bControlPlayAudio = true;//控制播放音效
// private float m_MoveLimitY;//移动区域
void Awake()
{
// Create both the rope and the solver:
//rope = gameObject.AddComponent<ObiRope>();
//ropeRenderer = gameObject.AddComponent<ObiRopeExtrudedRenderer>();
//ropeRenderer.section = section;
//ropeRenderer.uvScale = new Vector2(1, 5);
//ropeRenderer.normalizeV = false;
//ropeRenderer.uvAnchor = 1;
//rope.GetComponent<MeshRenderer>().material = material;
// void Awake()
// {
// // Create both the rope and the solver:
// //rope = gameObject.AddComponent<ObiRope>();
// //ropeRenderer = gameObject.AddComponent<ObiRopeExtrudedRenderer>();
// //ropeRenderer.section = section;
// //ropeRenderer.uvScale = new Vector2(1, 5);
// //ropeRenderer.normalizeV = false;
// //ropeRenderer.uvAnchor = 1;
// //rope.GetComponent<MeshRenderer>().material = material;
//// Setup a blueprint for the rope:
//blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
//blueprint.resolution = 0.5f;
// //// Setup a blueprint for the rope:
// //blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
// //blueprint.resolution = 0.5f;
//// Tweak rope parameters:
//rope.maxBending = 0.02f;
// //// Tweak rope parameters:
// //rope.maxBending = 0.02f;
//// Add a cursor to be able to change rope length:
//cursor = rope.gameObject.AddComponent<ObiRopeCursor>();
//cursor.cursorMu = 0;
//cursor.direction = true;
//m_lightObjPos = m_lightObj.localPosition;
//m_rigidBody = character.gameObject.GetComponent<Rigidbody>();
//m_topColliderPosY = m_topCollider.transform.localPosition.y;
//m_outlinable = gameObject.GetComponent<Outlinable>();
// //// Add a cursor to be able to change rope length:
// //cursor = rope.gameObject.AddComponent<ObiRopeCursor>();
// //cursor.cursorMu = 0;
// //cursor.direction = true;
// //m_lightObjPos = m_lightObj.localPosition;
// //m_rigidBody = character.gameObject.GetComponent<Rigidbody>();
// //m_topColliderPosY = m_topCollider.transform.localPosition.y;
// //m_outlinable = gameObject.GetComponent<Outlinable>();
StartCoroutine(AttachHook());
m_MoveLimitY = Camera.main.WorldToScreenPoint(m_topCollider.transform.position).y;
}
private void Start()
{
GameServices.inputService.pad.onMoveVec3 += OnMove;
GameServices.inputService.pad.onTouchUp += OnTouchUp;
GameServices.inputService.pad.onClickDown += OnClickDown;
//GameServices.inputService.joyStick.JoystickMoveHandle += JoystickHandle;
//GameServices.inputService.joyStick.JoystickEndHandle += JoystickEndHandle;
SetJoyStickDirectTrans(m_topCollider.transform);
//GameServices.inputService.joyStick.onTouchStart.AddListener(OnTouchStart);
//GameServices.inputService.joyStick.onTouchUp.AddListener(OnTouchUp);
m_leftClawStartRatateY = m_leftClawTrans.localEulerAngles.y;
m_rightClawStartRatateY = m_rightClawTrans.localEulerAngles.y;
//m_threeClawStartRatateY = m_threeClawTrans.localEulerAngles.y;
m_addAngleSpeed = 0;//开始最大角度
m_leftClawTrans.localRotation = Quaternion.Euler(0, m_leftClawStartRatateY, 0);
m_rightClawTrans.localRotation = Quaternion.Euler(0, m_rightClawStartRatateY, 0);
//m_thumbRT = GameServices.inputService.joyStick.thumb;
//m_threeClawTrans.localRotation = Quaternion.Euler(0, m_threeClawStartRatateY, m_addAngleSpeed);
// StartCoroutine(AttachHook());
// m_MoveLimitY = Camera.main.WorldToScreenPoint(m_topCollider.transform.position).y;
// }
// private void Start()
// {
// GameServices.inputService.pad.onMoveVec3 += OnMove;
// GameServices.inputService.pad.onTouchUp += OnTouchUp;
// GameServices.inputService.pad.onClickDown += OnClickDown;
// //GameServices.inputService.joyStick.JoystickMoveHandle += JoystickHandle;
// //GameServices.inputService.joyStick.JoystickEndHandle += JoystickEndHandle;
// SetJoyStickDirectTrans(m_topCollider.transform);
// //GameServices.inputService.joyStick.onTouchStart.AddListener(OnTouchStart);
// //GameServices.inputService.joyStick.onTouchUp.AddListener(OnTouchUp);
// m_leftClawStartRatateY = m_leftClawTrans.localEulerAngles.y;
// m_rightClawStartRatateY = m_rightClawTrans.localEulerAngles.y;
// //m_threeClawStartRatateY = m_threeClawTrans.localEulerAngles.y;
// m_addAngleSpeed = 0;//开始最大角度
// m_leftClawTrans.localRotation = Quaternion.Euler(0, m_leftClawStartRatateY, 0);
// m_rightClawTrans.localRotation = Quaternion.Euler(0, m_rightClawStartRatateY, 0);
// //m_thumbRT = GameServices.inputService.joyStick.thumb;
// //m_threeClawTrans.localRotation = Quaternion.Euler(0, m_threeClawStartRatateY, m_addAngleSpeed);
BattleCtrl.instance.battleUI.onClawMoveSpeedAddBtn = onClawMoveSpeedAddBtn;
BattleCtrl.instance.battleUI.onClawMoveSpeedDownBtn = onClawMoveSpeedDownBtn;
}
//按下鼠标
void OnClickDown()
{
float varX = Input.mousePosition.x - Screen.width / 2f;
float varY = Input.mousePosition.y - Screen.height / 2f;
BattleCtrl.instance.battleUI.SetMousePos(varX, varY);
// BattleCtrl.instance.battleUI.onClawMoveSpeedAddBtn = onClawMoveSpeedAddBtn;
// BattleCtrl.instance.battleUI.onClawMoveSpeedDownBtn = onClawMoveSpeedDownBtn;
// }
// //按下鼠标
// void OnClickDown()
// {
// float varX = Input.mousePosition.x - Screen.width / 2f;
// float varY = Input.mousePosition.y - Screen.height / 2f;
// BattleCtrl.instance.battleUI.SetMousePos(varX, varY);
}
void onClawMoveSpeedAddBtn()
{
GameServices.configService.playerConfig.ClawMoveSpeed -= Time.deltaTime;
}
void onClawMoveSpeedDownBtn()
{
GameServices.configService.playerConfig.ClawMoveSpeed += Time.deltaTime;
}
//移动
void OnMove(Vector3 dir)
{
//移动区域
if (Input.mousePosition.y > m_MoveLimitY)
{
return;
}
if (!BattleCtrl.instance.isStartBattle)
{
return;
}
//绳子最短才能移动
//if (rope.restLength > m_ropeStartLength)
//{
// return;
//}
//第五关特殊处理
//if(BattleCtrl.instance.levelManager.CurLevelIndex != LevelEnum.levelFiveIndex)
{
m_rigidBody.drag = 10;
m_rigidBody.angularDrag = 10;
}
float varParamDis = Screen.width * GameServices.configService.playerConfig.ClawMoveSpeed / 2;//参数距离
Vector3 varPos = m_topCollider.transform.position;
//向左滑
if (dir.x > 0)
{
varPos.x -= dir.x / varParamDis * GameServices.configService.playerConfig.xDirMaxDis;
}
//向右滑
if(dir.x < 0)
{
varPos.x += dir.x / varParamDis * GameServices.configService.playerConfig.xDirMinDis;
}
//向上滑
if(dir.y < 0)
{
varPos.z += dir.y / varParamDis * GameServices.configService.playerConfig.yDirMinDis;
}
//向下滑
if(dir.y > 0)
{
varPos.z -= dir.y / varParamDis * GameServices.configService.playerConfig.yDirMaxDis;
}
varPos.y = m_topColliderPosY;
m_topCollider.transform.position = varPos;
//if (m_bIsDragMode)
//{
// Vector3 varTopPos = Camera.main.WorldToScreenPoint(new Vector3(0, m_topCollider.transform.position.y, 0));
// Vector3 mousePosOnScreen = Input.mousePosition;
// mousePosOnScreen.z = varTopPos.z;
// Vector3 mousePosInWorld = Camera.main.ScreenToWorldPoint(mousePosOnScreen);
// m_topCollider.transform.position = new Vector3(mousePosInWorld.x, m_topColliderPosY, mousePosInWorld.y - 5.0f);
// return;
//}
ResetLightPos();
//方式1
//m_bFirstMoveUp = true;
//m_bIsNeedRotate = !m_bIsCatch;
//if (dir == Vector3.zero)
//{
// return;
//}
//dir = dir * GameServices.configService.playerConfig.moveSpeed;
// }
// void onClawMoveSpeedAddBtn()
// {
// GameServices.configService.playerConfig.ClawMoveSpeed -= Time.deltaTime;
// }
// void onClawMoveSpeedDownBtn()
// {
// GameServices.configService.playerConfig.ClawMoveSpeed += Time.deltaTime;
// }
// //移动
// void OnMove(Vector3 dir)
// {
// //移动区域
// if (Input.mousePosition.y > m_MoveLimitY)
// {
// return;
// }
// if (!BattleCtrl.instance.isStartBattle)
// {
// return;
// }
// //绳子最短才能移动
// //if (rope.restLength > m_ropeStartLength)
// //{
// // return;
// //}
// //第五关特殊处理
// //if(BattleCtrl.instance.levelManager.CurLevelIndex != LevelEnum.levelFiveIndex)
// {
// m_rigidBody.drag = 10;
// m_rigidBody.angularDrag = 10;
// }
// float varParamDis = Screen.width * GameServices.configService.playerConfig.ClawMoveSpeed / 2;//参数距离
// Vector3 varPos = m_topCollider.transform.position;
// //向左滑
// if (dir.x > 0)
// {
// varPos.x -= dir.x / varParamDis * GameServices.configService.playerConfig.xDirMaxDis;
// }
// //向右滑
// if(dir.x < 0)
// {
// varPos.x += dir.x / varParamDis * GameServices.configService.playerConfig.xDirMinDis;
// }
// //向上滑
// if(dir.y < 0)
// {
// varPos.z += dir.y / varParamDis * GameServices.configService.playerConfig.yDirMinDis;
// }
// //向下滑
// if(dir.y > 0)
// {
// varPos.z -= dir.y / varParamDis * GameServices.configService.playerConfig.yDirMaxDis;
// }
// varPos.y = m_topColliderPosY;
// m_topCollider.transform.position = varPos;
// //if (m_bIsDragMode)
// //{
// // Vector3 varTopPos = Camera.main.WorldToScreenPoint(new Vector3(0, m_topCollider.transform.position.y, 0));
// // Vector3 mousePosOnScreen = Input.mousePosition;
// // mousePosOnScreen.z = varTopPos.z;
// // Vector3 mousePosInWorld = Camera.main.ScreenToWorldPoint(mousePosOnScreen);
// // m_topCollider.transform.position = new Vector3(mousePosInWorld.x, m_topColliderPosY, mousePosInWorld.y - 5.0f);
// // return;
// //}
// ResetLightPos();
// //方式1
// //m_bFirstMoveUp = true;
// //m_bIsNeedRotate = !m_bIsCatch;
// //if (dir == Vector3.zero)
// //{
// // return;
// //}
// //dir = dir * GameServices.configService.playerConfig.moveSpeed;
////transform.Translate(dir * Time.deltaTime, Space.World);
//m_topCollider.transform.position = m_topCollider.transform.position + dir * Time.deltaTime;
}
//设置摇杆目标
void SetJoyStickDirectTrans(Transform trans)
{
//GameServices.inputService.joyStick.axisX.directTransform = trans;
//GameServices.inputService.joyStick.axisY.directTransform = trans;
}
void OnTouchStart()
{
//绳子最短才能移动
//if (rope.restLength > m_ropeStartLength)
//{
// return;
//}
float varX = Input.mousePosition.x - Screen.width / 2f;
float varY = Input.mousePosition.y - Screen.height / 2f;
//Vector2 varVec2 = GameServices.inputService.joyStick.gameObject.transform.localPosition;
//varVec2.x = varX;
//varVec2.y = varY;
//GameServices.inputService.joyStick.gameObject.transform.localPosition = varVec2;
//Vector2 varThumb = m_thumbRT.sizeDelta;
//varThumb.x = 80;
//varThumb.y = 80;
//m_thumbRT.sizeDelta = varThumb;
}
// 抬起回调
void OnTouchUp()
{
//移动区域
if (Input.mousePosition.y > m_MoveLimitY)
{
return;
}
if (!BattleCtrl.instance.isStartBattle)
{
return;
}
//第五关特殊处理
//if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelFiveIndex)
//{
// return;
//}
//方式1
//if (m_bFirstMoveUp)
//{
// m_bFirstMoveUp = false;
// return;
//}
m_rigidBody.drag = 1;
m_rigidBody.angularDrag = 1;
SetJoyStickDirectTrans(null);
Vector2 varThumb = m_thumbRT.sizeDelta;
varThumb.x = 4000;
varThumb.y = 4000;
m_thumbRT.sizeDelta = varThumb;
//if (rope.isLoaded && rope.restLength <= m_ropeStartLength)
{
m_bControlPlayAudio = true;
//GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.clawDownOrUp);
//PlayShake();
//m_clawDownOrUpAudioSource = GameServices.audioServices.GetPlayAudioSource(GameServices.configService.audioConfig.clawDownOrUp);
m_lightObj.SetParent(m_clawBody.parent.parent);
if (m_bIsCatch)
{
//方式2
m_bIsNeedRotate = false;
m_bCatchTouchUp = true;
//方式1
//TouchUpEnd();
}
else
{
m_bIsNeedRotate = false;
m_bPress = true;
m_bIsMaxAngle = true;
}
m_bColliderTarget = false;
}
//下抓时可以随时点击暂停
//else
//{
// if (!m_bIsCatch && !m_bIsClawUp)
// {
// if(m_bPress)
// {
// m_bPress = false;
// m_bIsNeedRotate = true;
// }
// else
// {
// m_bPress = true;
// m_bIsNeedRotate = false;
// }
// }
//}
}
//震动
void PlayShake()
{
if (!LocalRecord.HasKey(GlobalConfig.VibrationKey) || LocalRecord.GetIntRecord(GlobalConfig.VibrationKey) == 1)
{
//MMVibrationManager.Haptic(HapticTypes.HeavyImpact, false, true, this);
}
}
//松手之后
void TouchUpEnd()
{
m_bPress = false;
m_bIsHitLeftClaw = false;
m_bIsHitRightClaw = false;
m_bIsHitThreeClaw = false;
//方式2
m_bCatchTouchUp = false;
m_bIsCathchObjHitTarget = true;
m_bColliderTarget = true;
m_bIsMaxAngle = false;
//方式1
//m_bIsCatch = false;
m_bIsNeedRotate = false;
m_bControlTouchUp = true;
GameServices.timerServices.Push(this, 0.5f, delegate
{
m_bControlTouchUp = false;
});
if (m_targetView)
{
m_targetView.AddRigidBody();
m_leftTargetObj = null;
m_rightTargetObj = null;
}
}
//抓住之后脱钩了
void ClawUnHook()
{
m_bPress = false;
//方式2
m_bCatchTouchUp = false;
m_bIsCathchObjHitTarget = true;
m_bColliderTarget = true;
m_bIsMaxAngle = false;
//方式1
//m_bIsHitLeftClaw = false;
//m_bIsHitRightClaw = false;
//m_bIsHitThreeClaw = false;
//m_bIsCatch = false;
m_bIsNeedRotate = false;
//m_bControlTouchUp = true;
//GameServices.timerServices.Push(this, 0.5f, delegate
//{
// m_bControlTouchUp = false;
//});
if (m_targetView)
{
m_targetView.AddRigidBody();
m_leftTargetObj = null;
m_rightTargetObj = null;
}
}
//碰到左爪
public void EnterLeftClaw(GameObject obj)
{
if (m_bControlTouchUp) return;//松手的时候不做碰撞判断
m_leftTargetObj = obj;
if (m_rightTargetObj && m_leftTargetObj.Equals(m_rightTargetObj))
{
m_targetView = obj.GetComponent<TargetView>();
}
m_bIsHitLeftClaw = true;
}
public void ExitLeftClaw()
{
m_bIsHitLeftClaw = false;
if (!m_bIsHitRightClaw && !m_bIsHitLeftClaw)
{
m_bControlUnHook = true;
}
}
//碰到右爪
public void EnterRightClaw(GameObject obj)
{
if (m_bControlTouchUp) return;//松手的时候不做碰撞判断
m_rightTargetObj = obj;
if (m_leftTargetObj && m_rightTargetObj.Equals(m_leftTargetObj))
{
m_targetView = obj.GetComponent<TargetView>();
}
m_bIsHitRightClaw = true;
}
public void ExitRightClaw()
{
m_bIsHitRightClaw = false;
if (!m_bIsHitRightClaw && !m_bIsHitLeftClaw)
{
m_bControlUnHook = true;
}
}
//碰到第三爪
public void EnterThreeClaw(GameObject obj)
{
if (m_bControlTouchUp) return;//松手的时候不做碰撞判断
m_threeTargetObj = obj;
if (m_leftTargetObj && m_rightTargetObj && m_threeTargetObj.Equals(m_leftTargetObj)
&& m_threeTargetObj.Equals(m_rightTargetObj))
{
m_targetView = obj.GetComponent<TargetView>();
}
m_bIsHitThreeClaw = true;
}
public void ExitThreeClaw()
{
m_bIsHitThreeClaw = false;
}
//碰到目标view
public void EnterTargerView()
{
if (m_bControlTouchUp) return;//松手的时候不做碰撞判断
if (!m_bColliderTarget)
{
m_bColliderTarget = true;
}
m_bPress = false;
}
//抓住的物体碰到目标
public void CatchObjEnterTarget()
{
//方法1
if (m_targetView)
{
TouchUpEnd();
m_targetView.SetColliderSuccessTarget();
m_targetView = null;
//特殊处理
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelSixIndex)
{
onBalloonEnterTarget?.Invoke();
onBalloonEnterSuccessTarget?.Invoke();
}
}
}
//抓住的物体碰到地面
public void CatchObjEnterGround()
{
TouchUpEnd();
//特殊处理
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelSixIndex)
{
onBalloonEnterGround?.Invoke();
}
}
private void OnDestroy()
{
if (GameServices.inputService != null)
{
GameServices.inputService.pad.onMoveVec3 -= OnMove;
GameServices.inputService.pad.onTouchUp -= OnTouchUp;
GameServices.inputService.pad.onClickDown -= OnClickDown;
}
//DestroyImmediate(blueprint);
DetachHook();
//if (m_clawDownOrUpAudioSource)
//{
// GameServices.audioServices.AudioPlayFinished(m_clawDownOrUpAudioSource);
// m_clawDownOrUpAudioSource = null;
//}
}
// ////transform.Translate(dir * Time.deltaTime, Space.World);
// //m_topCollider.transform.position = m_topCollider.transform.position + dir * Time.deltaTime;
// }
// //设置摇杆目标
// void SetJoyStickDirectTrans(Transform trans)
// {
// //GameServices.inputService.joyStick.axisX.directTransform = trans;
// //GameServices.inputService.joyStick.axisY.directTransform = trans;
// }
// void OnTouchStart()
// {
// //绳子最短才能移动
// //if (rope.restLength > m_ropeStartLength)
// //{
// // return;
// //}
// float varX = Input.mousePosition.x - Screen.width / 2f;
// float varY = Input.mousePosition.y - Screen.height / 2f;
// //Vector2 varVec2 = GameServices.inputService.joyStick.gameObject.transform.localPosition;
// //varVec2.x = varX;
// //varVec2.y = varY;
// //GameServices.inputService.joyStick.gameObject.transform.localPosition = varVec2;
// //Vector2 varThumb = m_thumbRT.sizeDelta;
// //varThumb.x = 80;
// //varThumb.y = 80;
// //m_thumbRT.sizeDelta = varThumb;
// }
// // 抬起回调
// void OnTouchUp()
// {
// //移动区域
// if (Input.mousePosition.y > m_MoveLimitY)
// {
// return;
// }
// if (!BattleCtrl.instance.isStartBattle)
// {
// return;
// }
// //第五关特殊处理
// //if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelFiveIndex)
// //{
// // return;
// //}
// //方式1
// //if (m_bFirstMoveUp)
// //{
// // m_bFirstMoveUp = false;
// // return;
// //}
// m_rigidBody.drag = 1;
// m_rigidBody.angularDrag = 1;
// SetJoyStickDirectTrans(null);
// Vector2 varThumb = m_thumbRT.sizeDelta;
// varThumb.x = 4000;
// varThumb.y = 4000;
// m_thumbRT.sizeDelta = varThumb;
// //if (rope.isLoaded && rope.restLength <= m_ropeStartLength)
// {
// m_bControlPlayAudio = true;
// //GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.clawDownOrUp);
// //PlayShake();
// //m_clawDownOrUpAudioSource = GameServices.audioServices.GetPlayAudioSource(GameServices.configService.audioConfig.clawDownOrUp);
// m_lightObj.SetParent(m_clawBody.parent.parent);
// if (m_bIsCatch)
// {
// //方式2
// m_bIsNeedRotate = false;
// m_bCatchTouchUp = true;
// //方式1
// //TouchUpEnd();
// }
// else
// {
// m_bIsNeedRotate = false;
// m_bPress = true;
// m_bIsMaxAngle = true;
// }
// m_bColliderTarget = false;
// }
// //下抓时可以随时点击暂停
// //else
// //{
// // if (!m_bIsCatch && !m_bIsClawUp)
// // {
// // if(m_bPress)
// // {
// // m_bPress = false;
// // m_bIsNeedRotate = true;
// // }
// // else
// // {
// // m_bPress = true;
// // m_bIsNeedRotate = false;
// // }
// // }
// //}
// }
// //震动
// void PlayShake()
// {
// if (!LocalRecord.HasKey(GlobalConfig.VibrationKey) || LocalRecord.GetIntRecord(GlobalConfig.VibrationKey) == 1)
// {
// //MMVibrationManager.Haptic(HapticTypes.HeavyImpact, false, true, this);
// }
// }
// //松手之后
// void TouchUpEnd()
// {
// m_bPress = false;
// m_bIsHitLeftClaw = false;
// m_bIsHitRightClaw = false;
// m_bIsHitThreeClaw = false;
// //方式2
// m_bCatchTouchUp = false;
// m_bIsCathchObjHitTarget = true;
// m_bColliderTarget = true;
// m_bIsMaxAngle = false;
// //方式1
// //m_bIsCatch = false;
// m_bIsNeedRotate = false;
// m_bControlTouchUp = true;
// GameServices.timerServices.Push(this, 0.5f, delegate
// {
// m_bControlTouchUp = false;
// });
// if (m_targetView)
// {
// m_targetView.AddRigidBody();
// m_leftTargetObj = null;
// m_rightTargetObj = null;
// }
// }
// //抓住之后脱钩了
// void ClawUnHook()
// {
// m_bPress = false;
// //方式2
// m_bCatchTouchUp = false;
// m_bIsCathchObjHitTarget = true;
// m_bColliderTarget = true;
// m_bIsMaxAngle = false;
// //方式1
// //m_bIsHitLeftClaw = false;
// //m_bIsHitRightClaw = false;
// //m_bIsHitThreeClaw = false;
// //m_bIsCatch = false;
// m_bIsNeedRotate = false;
// //m_bControlTouchUp = true;
// //GameServices.timerServices.Push(this, 0.5f, delegate
// //{
// // m_bControlTouchUp = false;
// //});
// if (m_targetView)
// {
// m_targetView.AddRigidBody();
// m_leftTargetObj = null;
// m_rightTargetObj = null;
// }
// }
// //碰到左爪
// public void EnterLeftClaw(GameObject obj)
// {
// if (m_bControlTouchUp) return;//松手的时候不做碰撞判断
// m_leftTargetObj = obj;
// if (m_rightTargetObj && m_leftTargetObj.Equals(m_rightTargetObj))
// {
// m_targetView = obj.GetComponent<TargetView>();
// }
// m_bIsHitLeftClaw = true;
// }
// public void ExitLeftClaw()
// {
// m_bIsHitLeftClaw = false;
// if (!m_bIsHitRightClaw && !m_bIsHitLeftClaw)
// {
// m_bControlUnHook = true;
// }
// }
// //碰到右爪
// public void EnterRightClaw(GameObject obj)
// {
// if (m_bControlTouchUp) return;//松手的时候不做碰撞判断
// m_rightTargetObj = obj;
// if (m_leftTargetObj && m_rightTargetObj.Equals(m_leftTargetObj))
// {
// m_targetView = obj.GetComponent<TargetView>();
// }
// m_bIsHitRightClaw = true;
// }
// public void ExitRightClaw()
// {
// m_bIsHitRightClaw = false;
// if (!m_bIsHitRightClaw && !m_bIsHitLeftClaw)
// {
// m_bControlUnHook = true;
// }
// }
// //碰到第三爪
// public void EnterThreeClaw(GameObject obj)
// {
// if (m_bControlTouchUp) return;//松手的时候不做碰撞判断
// m_threeTargetObj = obj;
// if (m_leftTargetObj && m_rightTargetObj && m_threeTargetObj.Equals(m_leftTargetObj)
// && m_threeTargetObj.Equals(m_rightTargetObj))
// {
// m_targetView = obj.GetComponent<TargetView>();
// }
// m_bIsHitThreeClaw = true;
// }
// public void ExitThreeClaw()
// {
// m_bIsHitThreeClaw = false;
// }
// //碰到目标view
// public void EnterTargerView()
// {
// if (m_bControlTouchUp) return;//松手的时候不做碰撞判断
// if (!m_bColliderTarget)
// {
// m_bColliderTarget = true;
// }
// m_bPress = false;
// }
// //抓住的物体碰到目标
// public void CatchObjEnterTarget()
// {
// //方法1
// if (m_targetView)
// {
// TouchUpEnd();
// m_targetView.SetColliderSuccessTarget();
// m_targetView = null;
// //特殊处理
// if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelSixIndex)
// {
// onBalloonEnterTarget?.Invoke();
// onBalloonEnterSuccessTarget?.Invoke();
// }
// }
// }
// //抓住的物体碰到地面
// public void CatchObjEnterGround()
// {
// TouchUpEnd();
// //特殊处理
// if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelSixIndex)
// {
// onBalloonEnterGround?.Invoke();
// }
// }
// private void OnDestroy()
// {
// if (GameServices.inputService != null)
// {
// GameServices.inputService.pad.onMoveVec3 -= OnMove;
// GameServices.inputService.pad.onTouchUp -= OnTouchUp;
// GameServices.inputService.pad.onClickDown -= OnClickDown;
// }
// //DestroyImmediate(blueprint);
// DetachHook();
// //if (m_clawDownOrUpAudioSource)
// //{
// // GameServices.audioServices.AudioPlayFinished(m_clawDownOrUpAudioSource);
// // m_clawDownOrUpAudioSource = null;
// //}
// }
/**
* Raycast against the scene to see if we can attach the hook to something.
*/
private void LaunchHook()
{
// /**
// * Raycast against the scene to see if we can attach the hook to something.
// */
// private void LaunchHook()
// {
// Get the mouse position in the scene, in the same XY plane as this object:
Vector3 mouse = Input.mousePosition;
mouse.z = transform.position.z - Camera.main.transform.position.z;
Vector3 mouseInScene = Camera.main.ScreenToWorldPoint(mouse);
// // Get the mouse position in the scene, in the same XY plane as this object:
// Vector3 mouse = Input.mousePosition;
// mouse.z = transform.position.z - Camera.main.transform.position.z;
// Vector3 mouseInScene = Camera.main.ScreenToWorldPoint(mouse);
// Get a ray from the character to the mouse:
Ray ray = new Ray(transform.position, mouseInScene - transform.position);
// // Get a ray from the character to the mouse:
// Ray ray = new Ray(transform.position, mouseInScene - transform.position);
// Raycast to see what we hit:
if (Physics.Raycast(ray, out hookAttachment))
{
// // Raycast to see what we hit:
// if (Physics.Raycast(ray, out hookAttachment))
// {
// We actually hit something, so attach the hook!
StartCoroutine(AttachHook());
}
// // We actually hit something, so attach the hook!
// StartCoroutine(AttachHook());
// }
}
// }
private IEnumerator AttachHook()
{
yield return 0;
Vector3 localHit;
//第五关特殊处理
//if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelFiveIndex)
//{
// localHit = new Vector3(0, 3, 0);
//}
//else
{
localHit = new Vector3(0, 0.5f, 0);//rope.transform.InverseTransformPoint(hookAttachment.point);
}
// private IEnumerator AttachHook()
// {
// yield return 0;
// Vector3 localHit;
// //第五关特殊处理
// //if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelFiveIndex)
// //{
// // localHit = new Vector3(0, 3, 0);
// //}
// //else
// {
// localHit = new Vector3(0, 0.5f, 0);//rope.transform.InverseTransformPoint(hookAttachment.point);
// }
// Procedurally generate the rope path (a simple straight line):
//blueprint.path.Clear();
//blueprint.path.AddControlPoint(Vector3.zero, -localHit.normalized, localHit.normalized, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "Hook start");
//blueprint.path.AddControlPoint(localHit, -localHit.normalized, localHit.normalized, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "Hook end");
//blueprint.path.FlushEvents();
// // Procedurally generate the rope path (a simple straight line):
// //blueprint.path.Clear();
// //blueprint.path.AddControlPoint(Vector3.zero, -localHit.normalized, localHit.normalized, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "Hook start");
// //blueprint.path.AddControlPoint(localHit, -localHit.normalized, localHit.normalized, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "Hook end");
// //blueprint.path.FlushEvents();
// Generate the particle representation of the rope (wait until it has finished):
//yield return blueprint.Generate();
// // Generate the particle representation of the rope (wait until it has finished):
// //yield return blueprint.Generate();
// Set the blueprint (this adds particles/constraints to the solver and starts simulating them).
//rope.ropeBlueprint = blueprint;
//rope.GetComponent<MeshRenderer>().enabled = true;
// // Set the blueprint (this adds particles/constraints to the solver and starts simulating them).
// //rope.ropeBlueprint = blueprint;
// //rope.GetComponent<MeshRenderer>().enabled = true;
//// Pin both ends of the rope (this enables two-way interaction between character and rope):
//var pinConstraints = rope.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints<ObiPinConstraintsBatch>;
//pinConstraints.Clear();
//var batch = new ObiPinConstraintsBatch();
//batch.AddConstraint(rope.solverIndices[0], character, transform.localPosition, Quaternion.identity, 0, 0, float.PositiveInfinity);
//batch.AddConstraint(rope.solverIndices[blueprint.activeParticleCount - 1], m_topCollider.GetComponent<ObiColliderBase>(),
// new Vector3(0, -0.6f, 0), Quaternion.identity, 0, 0, float.PositiveInfinity);
//batch.activeConstraintCount = 2;
//pinConstraints.AddBatch(batch);
// //// Pin both ends of the rope (this enables two-way interaction between character and rope):
// //var pinConstraints = rope.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints<ObiPinConstraintsBatch>;
// //pinConstraints.Clear();
// //var batch = new ObiPinConstraintsBatch();
// //batch.AddConstraint(rope.solverIndices[0], character, transform.localPosition, Quaternion.identity, 0, 0, float.PositiveInfinity);
// //batch.AddConstraint(rope.solverIndices[blueprint.activeParticleCount - 1], m_topCollider.GetComponent<ObiColliderBase>(),
// // new Vector3(0, -0.6f, 0), Quaternion.identity, 0, 0, float.PositiveInfinity);
// //batch.activeConstraintCount = 2;
// //pinConstraints.AddBatch(batch);
//rope.SetConstraintsDirty(Oni.ConstraintType.Pin);
//m_ropeStartLength = rope.restLength;
// //rope.SetConstraintsDirty(Oni.ConstraintType.Pin);
// //m_ropeStartLength = rope.restLength;
//m_outlinable.AddAllChildRenderersToRenderingList();
}
// //m_outlinable.AddAllChildRenderersToRenderingList();
// }
private void DetachHook()
{
// Set the rope blueprint to null (automatically removes the previous blueprint from the solver, if any).
//rope.ropeBlueprint = null;
//rope.GetComponent<MeshRenderer>().enabled = false;
}
//重置十字位置
void ResetLightPos()
{
m_lightObj.SetParent(m_clawBody);
m_lightObjPos.x = 0;
m_lightObjPos.z = 0;
m_lightObj.localPosition = m_lightObjPos;
m_lightObj.localRotation = Quaternion.Euler(Vector3.zero);
}
// private void DetachHook()
// {
// // Set the rope blueprint to null (automatically removes the previous blueprint from the solver, if any).
// //rope.ropeBlueprint = null;
// //rope.GetComponent<MeshRenderer>().enabled = false;
// }
// //重置十字位置
// void ResetLightPos()
// {
// m_lightObj.SetParent(m_clawBody);
// m_lightObjPos.x = 0;
// m_lightObjPos.z = 0;
// m_lightObj.localPosition = m_lightObjPos;
// m_lightObj.localRotation = Quaternion.Euler(Vector3.zero);
// }
void Update()
{
if(!BattleCtrl.instance.isStartBattle)
{
return;
}
if (Input.GetMouseButton(0))
{
//float varX = Input.mousePosition.x - Screen.width / 2f;
//float varY = Input.mousePosition.y - Screen.height / 2f;
//BattleCtrl.instance.battleUI.SetMousePos(varX, varY);
Vector3 varVec3 = Camera.main.WorldToScreenPoint(m_topCollider.transform.position);
varVec3.x = (varVec3.x - Screen.width / 2f)/ (Screen.width / GlobalConfig.NormalWidth) + 100;
varVec3.y = (varVec3.y - Screen.height / 2f)/(Screen.width / GlobalConfig.NormalWidth) - 100;
BattleCtrl.instance.battleUI.SetMousePos(varVec3.x, varVec3.y);
}
else if (Input.GetMouseButtonUp(0))
{
BattleCtrl.instance.battleUI.SetMousePos(0, 0);
}
//if(Input.GetMouseButtonDown(0))
//{
// mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, UIntPtr.Zero);
//}
m_topCollider.transform.localPosition = new Vector3(Mathf.Clamp(m_topCollider.transform.localPosition.x, GameServices.configService.playerConfig.xDirMinDis, GameServices.configService.playerConfig.xDirMaxDis),
m_topColliderPosY,
Mathf.Clamp(m_topCollider.transform.localPosition.z, GameServices.configService.playerConfig.yDirMinDis, GameServices.configService.playerConfig.yDirMaxDis));
float varMaxAngle = GameServices.configService.playerConfig.clawMaxAngle;
float varRotateSpeed = GameServices.configService.playerConfig.clawRotateSpeed;
if (m_bIsCatch)
{
//方式2
if (m_bCatchTouchUp)
{
m_bIsClawUp = false;
PlayShake();
//cursor.ChangeLength(rope.restLength + GameServices.configService.playerConfig.ropeExtendSpeed * Time.deltaTime);
}
else
{
if (m_bIsCathchObjHitTarget)
{
//抓到的物体放在正确位置后绳子要回去
//if (rope.restLength > m_ropeStartLength)
{
if(m_bControlPlayAudio)
{
m_bControlPlayAudio = false;
//GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.clawDownOrUp);
//PlayShake();
}
m_bIsClawUp = true;
PlayShake();
// cursor.ChangeLength(rope.restLength - GameServices.configService.playerConfig.ropeReduceSpeed * Time.deltaTime);
}
//else
{
//if (m_clawDownOrUpAudioSource)
//{
// GameServices.audioServices.AudioPlayFinished(m_clawDownOrUpAudioSource);
// m_clawDownOrUpAudioSource = null;
//}
m_bIsCatch = false;
m_bIsNeedRotate = true;
m_bIsCathchObjHitTarget = false;
ResetLightPos();
SetJoyStickDirectTrans(m_topCollider.transform);
}
m_addAngleSpeed -= Time.deltaTime * varRotateSpeed;
if (m_addAngleSpeed <= 0)
{
m_addAngleSpeed = 0;
}
m_leftClawTrans.localRotation = Quaternion.Euler(0, m_leftClawStartRatateY, -m_addAngleSpeed);
m_rightClawTrans.localRotation = Quaternion.Euler(0, m_rightClawStartRatateY, m_addAngleSpeed);
}
else
{
//if (rope.restLength > m_ropeStartLength)
{
if (m_bControlPlayAudio)
{
m_bControlPlayAudio = false;
//GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.clawDownOrUp);
//PlayShake();
}
m_bIsClawUp = true;
PlayShake();
// cursor.ChangeLength(rope.restLength - GameServices.configService.playerConfig.ropeReduceSpeed * Time.deltaTime);
}
// else
{
SetJoyStickDirectTrans(m_topCollider.transform);
//if (m_clawDownOrUpAudioSource)
//{
// GameServices.audioServices.AudioPlayFinished(m_clawDownOrUpAudioSource);
// m_clawDownOrUpAudioSource = null;
//}
}
}
}
//方式1
//if (rope.restLength > m_ropeStartLength)
//{
// cursor.ChangeLength(rope.restLength - GameServices.configService.playerConfig.ropeReduceSpeed * Time.deltaTime);
//}
return;
}
//if (rope.isLoaded)
{
if (m_bPress)
{
m_bIsClawUp = false;
PlayShake();
// cursor.ChangeLength(rope.restLength + GameServices.configService.playerConfig.ropeExtendSpeed * Time.deltaTime);
}
if (m_bColliderTarget)
{
if (m_bIsMaxAngle)
{
m_addAngleSpeed += Time.deltaTime * varRotateSpeed;
if (m_addAngleSpeed >= varMaxAngle)
{
m_addAngleSpeed = varMaxAngle;
m_bIsMaxAngle = false;
}
}
else
{
//碰到物体之后爪子最小角度开始绳子缩回去
// if (rope.restLength > m_ropeStartLength)
{
if (m_bControlPlayAudio)
{
m_bControlPlayAudio = false;
//GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.clawDownOrUp);
//PlayShake();
}
m_bIsClawUp = true;
PlayShake();
// cursor.ChangeLength(rope.restLength - GameServices.configService.playerConfig.ropeReduceSpeed * Time.deltaTime);
}
//else
{
//if (m_clawDownOrUpAudioSource)
//{
// GameServices.audioServices.AudioPlayFinished(m_clawDownOrUpAudioSource);
// m_clawDownOrUpAudioSource = null;
//}
m_bIsNeedRotate = true;
ResetLightPos();
SetJoyStickDirectTrans(m_topCollider.transform);
}
m_addAngleSpeed -= Time.deltaTime * varRotateSpeed;
if (m_addAngleSpeed <= 0)
{
m_addAngleSpeed = 0;
}
}
m_leftClawTrans.localRotation = Quaternion.Euler(0, m_leftClawStartRatateY, -m_addAngleSpeed);
m_rightClawTrans.localRotation = Quaternion.Euler(0, m_rightClawStartRatateY, m_addAngleSpeed);
//m_threeClawTrans.localRotation = Quaternion.Euler(0, m_threeClawStartRatateY, m_addAngleSpeed);
}
else
{
m_addAngleSpeed -= Time.deltaTime * varRotateSpeed;
if (m_addAngleSpeed <= 0)
{
m_addAngleSpeed = 0;
}
m_leftClawTrans.localRotation = Quaternion.Euler(0, m_leftClawStartRatateY, -m_addAngleSpeed);
m_rightClawTrans.localRotation = Quaternion.Euler(0, m_rightClawStartRatateY, m_addAngleSpeed);
//m_threeClawTrans.localRotation = Quaternion.Euler(0, m_threeClawStartRatateY, m_addAngleSpeed);
}
}
}
void LateUpdate()
{
if (!BattleCtrl.instance.isStartBattle)
{
return;
}
//开始爪身旋转
//第五关特殊处理
if (m_bIsNeedRotate)// && BattleCtrl.instance.levelManager.CurLevelIndex != LevelEnum.levelFiveIndex)
{
m_clawBodyAngleSpeed += Time.deltaTime * GameServices.configService.playerConfig.clawBodyRotateSpeed;
m_clawBody.localRotation = Quaternion.Euler(0, m_clawBodyAngleSpeed, 0);
}
//爪子碰到地面也要回
//if (character.transform.position.y <= GameServices.configService.levelConfig.landPosY && !m_bColliderTarget)
{
m_bColliderTarget = true;
m_bPress = false;
}
//抓住了
if (m_bIsHitLeftClaw && m_bIsHitRightClaw && !m_bIsCatch
&& m_targetView && m_targetView.CanGetCatch() && m_addAngleSpeed >= m_targetView.clawMinAngle)
{
m_bIsCatch = true;
m_bCatchTouchUp = false;
m_targetView.DestroyRigidBody(m_rigidBody);
//特殊处理
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelSixIndex)
{
onBalloonEnterTarget?.Invoke();
}
}
//脱手了
if(!m_bIsHitLeftClaw && !m_bIsHitRightClaw && m_bIsCatch && m_bControlUnHook)
{
m_bControlUnHook = false;
m_lightObj.SetParent(m_clawBody.parent.parent);
ClawUnHook();
}
//抓住的物体碰到地面也要回
//if(m_bIsCatch && !m_bIsCathchObjHitTarget && m_targetView &&
// m_targetView.transform.position.y <= GameServices.configService.levelConfig.landPosY)
//{
// TouchUpEnd();
//}
}
}
// void Update()
// {
// if(!BattleCtrl.instance.isStartBattle)
// {
// return;
// }
// if (Input.GetMouseButton(0))
// {
// //float varX = Input.mousePosition.x - Screen.width / 2f;
// //float varY = Input.mousePosition.y - Screen.height / 2f;
// //BattleCtrl.instance.battleUI.SetMousePos(varX, varY);
// Vector3 varVec3 = Camera.main.WorldToScreenPoint(m_topCollider.transform.position);
// varVec3.x = (varVec3.x - Screen.width / 2f)/ (Screen.width / GlobalConfig.NormalWidth) + 100;
// varVec3.y = (varVec3.y - Screen.height / 2f)/(Screen.width / GlobalConfig.NormalWidth) - 100;
// BattleCtrl.instance.battleUI.SetMousePos(varVec3.x, varVec3.y);
// }
// else if (Input.GetMouseButtonUp(0))
// {
// BattleCtrl.instance.battleUI.SetMousePos(0, 0);
// }
// //if(Input.GetMouseButtonDown(0))
// //{
// // mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, UIntPtr.Zero);
// //}
// m_topCollider.transform.localPosition = new Vector3(Mathf.Clamp(m_topCollider.transform.localPosition.x, GameServices.configService.playerConfig.xDirMinDis, GameServices.configService.playerConfig.xDirMaxDis),
// m_topColliderPosY,
// Mathf.Clamp(m_topCollider.transform.localPosition.z, GameServices.configService.playerConfig.yDirMinDis, GameServices.configService.playerConfig.yDirMaxDis));
// float varMaxAngle = GameServices.configService.playerConfig.clawMaxAngle;
// float varRotateSpeed = GameServices.configService.playerConfig.clawRotateSpeed;
// if (m_bIsCatch)
// {
// //方式2
// if (m_bCatchTouchUp)
// {
// m_bIsClawUp = false;
// PlayShake();
// //cursor.ChangeLength(rope.restLength + GameServices.configService.playerConfig.ropeExtendSpeed * Time.deltaTime);
// }
// else
// {
// if (m_bIsCathchObjHitTarget)
// {
// //抓到的物体放在正确位置后绳子要回去
// //if (rope.restLength > m_ropeStartLength)
// {
// if(m_bControlPlayAudio)
// {
// m_bControlPlayAudio = false;
// //GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.clawDownOrUp);
// //PlayShake();
// }
// m_bIsClawUp = true;
// PlayShake();
// // cursor.ChangeLength(rope.restLength - GameServices.configService.playerConfig.ropeReduceSpeed * Time.deltaTime);
// }
// //else
// {
// //if (m_clawDownOrUpAudioSource)
// //{
// // GameServices.audioServices.AudioPlayFinished(m_clawDownOrUpAudioSource);
// // m_clawDownOrUpAudioSource = null;
// //}
// m_bIsCatch = false;
// m_bIsNeedRotate = true;
// m_bIsCathchObjHitTarget = false;
// ResetLightPos();
// SetJoyStickDirectTrans(m_topCollider.transform);
// }
// m_addAngleSpeed -= Time.deltaTime * varRotateSpeed;
// if (m_addAngleSpeed <= 0)
// {
// m_addAngleSpeed = 0;
// }
// m_leftClawTrans.localRotation = Quaternion.Euler(0, m_leftClawStartRatateY, -m_addAngleSpeed);
// m_rightClawTrans.localRotation = Quaternion.Euler(0, m_rightClawStartRatateY, m_addAngleSpeed);
// }
// else
// {
// //if (rope.restLength > m_ropeStartLength)
// {
// if (m_bControlPlayAudio)
// {
// m_bControlPlayAudio = false;
// //GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.clawDownOrUp);
// //PlayShake();
// }
// m_bIsClawUp = true;
// PlayShake();
// // cursor.ChangeLength(rope.restLength - GameServices.configService.playerConfig.ropeReduceSpeed * Time.deltaTime);
// }
// // else
// {
// SetJoyStickDirectTrans(m_topCollider.transform);
// //if (m_clawDownOrUpAudioSource)
// //{
// // GameServices.audioServices.AudioPlayFinished(m_clawDownOrUpAudioSource);
// // m_clawDownOrUpAudioSource = null;
// //}
// }
// }
// }
// //方式1
// //if (rope.restLength > m_ropeStartLength)
// //{
// // cursor.ChangeLength(rope.restLength - GameServices.configService.playerConfig.ropeReduceSpeed * Time.deltaTime);
// //}
// return;
// }
// //if (rope.isLoaded)
// {
// if (m_bPress)
// {
// m_bIsClawUp = false;
// PlayShake();
// // cursor.ChangeLength(rope.restLength + GameServices.configService.playerConfig.ropeExtendSpeed * Time.deltaTime);
// }
// if (m_bColliderTarget)
// {
// if (m_bIsMaxAngle)
// {
// m_addAngleSpeed += Time.deltaTime * varRotateSpeed;
// if (m_addAngleSpeed >= varMaxAngle)
// {
// m_addAngleSpeed = varMaxAngle;
// m_bIsMaxAngle = false;
// }
// }
// else
// {
// //碰到物体之后爪子最小角度开始绳子缩回去
// // if (rope.restLength > m_ropeStartLength)
// {
// if (m_bControlPlayAudio)
// {
// m_bControlPlayAudio = false;
// //GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.clawDownOrUp);
// //PlayShake();
// }
// m_bIsClawUp = true;
// PlayShake();
// // cursor.ChangeLength(rope.restLength - GameServices.configService.playerConfig.ropeReduceSpeed * Time.deltaTime);
// }
// //else
// {
// //if (m_clawDownOrUpAudioSource)
// //{
// // GameServices.audioServices.AudioPlayFinished(m_clawDownOrUpAudioSource);
// // m_clawDownOrUpAudioSource = null;
// //}
// m_bIsNeedRotate = true;
// ResetLightPos();
// SetJoyStickDirectTrans(m_topCollider.transform);
// }
// m_addAngleSpeed -= Time.deltaTime * varRotateSpeed;
// if (m_addAngleSpeed <= 0)
// {
// m_addAngleSpeed = 0;
// }
// }
// m_leftClawTrans.localRotation = Quaternion.Euler(0, m_leftClawStartRatateY, -m_addAngleSpeed);
// m_rightClawTrans.localRotation = Quaternion.Euler(0, m_rightClawStartRatateY, m_addAngleSpeed);
// //m_threeClawTrans.localRotation = Quaternion.Euler(0, m_threeClawStartRatateY, m_addAngleSpeed);
// }
// else
// {
// m_addAngleSpeed -= Time.deltaTime * varRotateSpeed;
// if (m_addAngleSpeed <= 0)
// {
// m_addAngleSpeed = 0;
// }
// m_leftClawTrans.localRotation = Quaternion.Euler(0, m_leftClawStartRatateY, -m_addAngleSpeed);
// m_rightClawTrans.localRotation = Quaternion.Euler(0, m_rightClawStartRatateY, m_addAngleSpeed);
// //m_threeClawTrans.localRotation = Quaternion.Euler(0, m_threeClawStartRatateY, m_addAngleSpeed);
// }
// }
// }
// void LateUpdate()
// {
// if (!BattleCtrl.instance.isStartBattle)
// {
// return;
// }
// //开始爪身旋转
// //第五关特殊处理
// if (m_bIsNeedRotate)// && BattleCtrl.instance.levelManager.CurLevelIndex != LevelEnum.levelFiveIndex)
// {
// m_clawBodyAngleSpeed += Time.deltaTime * GameServices.configService.playerConfig.clawBodyRotateSpeed;
// m_clawBody.localRotation = Quaternion.Euler(0, m_clawBodyAngleSpeed, 0);
// }
// //爪子碰到地面也要回
// //if (character.transform.position.y <= GameServices.configService.levelConfig.landPosY && !m_bColliderTarget)
// {
// m_bColliderTarget = true;
// m_bPress = false;
// }
// //抓住了
// if (m_bIsHitLeftClaw && m_bIsHitRightClaw && !m_bIsCatch
// && m_targetView && m_targetView.CanGetCatch() && m_addAngleSpeed >= m_targetView.clawMinAngle)
// {
// m_bIsCatch = true;
// m_bCatchTouchUp = false;
// m_targetView.DestroyRigidBody(m_rigidBody);
// //特殊处理
// if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelSixIndex)
// {
// onBalloonEnterTarget?.Invoke();
// }
// }
// //脱手了
// if(!m_bIsHitLeftClaw && !m_bIsHitRightClaw && m_bIsCatch && m_bControlUnHook)
// {
// m_bControlUnHook = false;
// m_lightObj.SetParent(m_clawBody.parent.parent);
// ClawUnHook();
// }
// //抓住的物体碰到地面也要回
// //if(m_bIsCatch && !m_bIsCathchObjHitTarget && m_targetView &&
// // m_targetView.transform.position.y <= GameServices.configService.levelConfig.landPosY)
// //{
// // TouchUpEnd();
// //}
// }
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class ChainView : MonoBehaviour
{
public Rigidbody m_rigidBody;//刚体
public Transform m_leftClawTrans;//左爪
public Transform m_rightClawTrans;//右爪
public Transform leftClawTrans => m_leftClawTrans;
private Vector3 screenPoint;
private Vector3 offset;
private float m_addAngleSpeed = 0.0f;//角度增加的速度
private bool m_bPress = false;//是否按下
private bool m_bIsHitLeftClaw = false;//是否撞到左爪
private bool m_bIsHitRightClaw = false;//是否撞到右爪
private bool m_bIsDragMode = false;//是否拖动模式
private bool m_bIsMaxAngle = true;//是否旋转到最大角度
private bool m_bIsCatch = false;//是否抓住
private bool m_bControlTouchUp = false;//控制松开
private TargetView m_targetView;//目标碰撞view
private GameObject m_leftTargetObj;//左边碰撞的obj
private GameObject m_rightTargetObj;//右边碰撞的obj
private bool m_bFirstMoveUp = false;//是否第一移动完松手
//public class ChainView : MonoBehaviour
//{
// public Rigidbody m_rigidBody;//刚体
// public Transform m_leftClawTrans;//左爪
// public Transform m_rightClawTrans;//右爪
// public Transform leftClawTrans => m_leftClawTrans;
// private Vector3 screenPoint;
// private Vector3 offset;
// private float m_addAngleSpeed = 0.0f;//角度增加的速度
// private bool m_bPress = false;//是否按下
// private bool m_bIsHitLeftClaw = false;//是否撞到左爪
// private bool m_bIsHitRightClaw = false;//是否撞到右爪
// private bool m_bIsDragMode = false;//是否拖动模式
// private bool m_bIsMaxAngle = true;//是否旋转到最大角度
// private bool m_bIsCatch = false;//是否抓住
// private bool m_bControlTouchUp = false;//控制松开
// private TargetView m_targetView;//目标碰撞view
// private GameObject m_leftTargetObj;//左边碰撞的obj
// private GameObject m_rightTargetObj;//右边碰撞的obj
// private bool m_bFirstMoveUp = false;//是否第一移动完松手
void OnMouseDown()
{
if(m_bIsDragMode)
{
screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
}
}
// void OnMouseDown()
// {
// if(m_bIsDragMode)
// {
// screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
// offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
// }
// }
void OnMouseDrag()
{
if (m_bIsDragMode)
{
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
transform.position = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
}
}
void Start()
{
GameServices.inputService.pad.onMoveVec3 += OnMove;
GameServices.inputService.pad.onTouchUp += OnTouchUp;
m_addAngleSpeed = GameServices.configService.playerConfig.clawMaxAngle;//开始最大角度
m_leftClawTrans.localRotation = Quaternion.Euler(0, 0, -m_addAngleSpeed);
m_rightClawTrans.localRotation = Quaternion.Euler(0, 0, m_addAngleSpeed);
}
//碰到左爪
public void EnterLeftClaw(GameObject obj)
{
if (m_bControlTouchUp) return;//松手的时候不做碰撞判断
m_leftTargetObj = obj;
if(m_rightTargetObj && m_leftTargetObj.Equals(m_rightTargetObj))
{
m_targetView = obj.GetComponent<TargetView>();
}
m_bIsHitLeftClaw = true;
}
public void ExitLeftClaw()
{
m_bIsHitLeftClaw = false;
}
//碰到右爪
public void EnterRightClaw(GameObject obj)
{
if (m_bControlTouchUp) return;//松手的时候不做碰撞判断
m_rightTargetObj = obj;
if (m_leftTargetObj && m_rightTargetObj.Equals(m_leftTargetObj))
{
m_targetView = obj.GetComponent<TargetView>();
}
m_bIsHitRightClaw = true;
}
public void ExitRightClaw()
{
m_bIsHitRightClaw = false;
}
//设置drag模式
public void SetDragMode(bool bool_)
{
m_bIsDragMode = bool_;
}
//移动
void OnMove(Vector3 dir)
{
//m_bPress = true;
m_bFirstMoveUp = true;
if (m_bIsDragMode)
{
return;
}
if (dir == Vector3.zero)
{
return;
}
dir = dir * GameServices.configService.playerConfig.moveSpeed;
// void OnMouseDrag()
// {
// if (m_bIsDragMode)
// {
// Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
// transform.position = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
// }
// }
// void Start()
// {
// GameServices.inputService.pad.onMoveVec3 += OnMove;
// GameServices.inputService.pad.onTouchUp += OnTouchUp;
// m_addAngleSpeed = GameServices.configService.playerConfig.clawMaxAngle;//开始最大角度
// m_leftClawTrans.localRotation = Quaternion.Euler(0, 0, -m_addAngleSpeed);
// m_rightClawTrans.localRotation = Quaternion.Euler(0, 0, m_addAngleSpeed);
// }
// //碰到左爪
// public void EnterLeftClaw(GameObject obj)
// {
// if (m_bControlTouchUp) return;//松手的时候不做碰撞判断
// m_leftTargetObj = obj;
// if(m_rightTargetObj && m_leftTargetObj.Equals(m_rightTargetObj))
// {
// m_targetView = obj.GetComponent<TargetView>();
// }
// m_bIsHitLeftClaw = true;
// }
// public void ExitLeftClaw()
// {
// m_bIsHitLeftClaw = false;
// }
// //碰到右爪
// public void EnterRightClaw(GameObject obj)
// {
// if (m_bControlTouchUp) return;//松手的时候不做碰撞判断
// m_rightTargetObj = obj;
// if (m_leftTargetObj && m_rightTargetObj.Equals(m_leftTargetObj))
// {
// m_targetView = obj.GetComponent<TargetView>();
// }
// m_bIsHitRightClaw = true;
// }
// public void ExitRightClaw()
// {
// m_bIsHitRightClaw = false;
// }
// //设置drag模式
// public void SetDragMode(bool bool_)
// {
// m_bIsDragMode = bool_;
// }
// //移动
// void OnMove(Vector3 dir)
// {
// //m_bPress = true;
// m_bFirstMoveUp = true;
// if (m_bIsDragMode)
// {
// return;
// }
// if (dir == Vector3.zero)
// {
// return;
// }
// dir = dir * GameServices.configService.playerConfig.moveSpeed;
//transform.Translate(dir * Time.deltaTime, Space.World);
transform.position = transform.position + dir * Time.deltaTime;
}
// 抬起回调
void OnTouchUp()
{
//方式2
if (m_bFirstMoveUp)
{
m_bFirstMoveUp = false;
return;
}
if(m_bIsCatch)
{
m_bPress = false;
m_bIsHitLeftClaw = false;
m_bIsHitRightClaw = false;
m_bIsCatch = false;
m_bControlTouchUp = true;
GameServices.timerServices.Push(this, 0.5f, delegate
{
m_bControlTouchUp = false;
});
if (m_targetView)
{
m_targetView.AddRigidBody();
m_targetView = null;
m_leftTargetObj = null;
m_rightTargetObj = null;
}
}
else
{
m_bPress = true;
m_bIsMaxAngle = true;
}
//方式1
//m_bPress = false;
//m_bIsHitLeftClaw = false;
//m_bIsHitRightClaw = false;
//m_bIsCatch = false;
//m_bControlTouchUp = true;
//GameServices.timerServices.Push(this, 0.5f, delegate
//{
// m_bControlTouchUp = false;
//});
//if(m_targetView)
//{
// m_targetView.AddRigidBody();
// m_targetView = null;
// m_leftTargetObj = null;
// m_rightTargetObj = null;
//}
}
void Update()
{
transform.localPosition = new Vector3(Mathf.Clamp(transform.localPosition.x, GameServices.configService.playerConfig.xDirMinDis, GameServices.configService.playerConfig.xDirMaxDis),
Mathf.Clamp(transform.localPosition.y, GameServices.configService.playerConfig.yDirMinDis, GameServices.configService.playerConfig.yDirMaxDis),
0);
float varMaxAngle = GameServices.configService.playerConfig.clawMaxAngle;
float varRotateSpeed = GameServices.configService.playerConfig.clawRotateSpeed;
if(m_bIsCatch)
{
return;
}
//方式1
//if (m_bPress)
//{
// if(m_bIsMaxAngle)
// {
// m_addAngleSpeed -= Time.deltaTime * varRotateSpeed;
// if(m_addAngleSpeed <= 0)
// {
// m_addAngleSpeed = 0;
// m_bIsMaxAngle = false;
// }
// }
// else
// {
// m_bIsHitLeftClaw = false;
// m_bIsHitRightClaw = false;//爪子松开不做抓取判断
// m_addAngleSpeed += Time.deltaTime * varRotateSpeed;
// if (m_addAngleSpeed >= varMaxAngle)
// {
// m_addAngleSpeed = varMaxAngle;
// m_bIsMaxAngle = true;
// }
// }
// m_leftClawTrans.localRotation = Quaternion.Euler(0, 0, -m_addAngleSpeed);
// m_rightClawTrans.localRotation = Quaternion.Euler(0, 0, m_addAngleSpeed);
//}
//else
//{
// m_addAngleSpeed += Time.deltaTime * varRotateSpeed;
// if (m_addAngleSpeed >= varMaxAngle)
// {
// m_addAngleSpeed = varMaxAngle;
// m_bIsMaxAngle = true;
// }
// m_leftClawTrans.localRotation = Quaternion.Euler(0, 0, -m_addAngleSpeed);
// m_rightClawTrans.localRotation = Quaternion.Euler(0, 0, m_addAngleSpeed);
//}
//方式2
if (m_bPress)
{
if (m_bIsMaxAngle)
{
m_addAngleSpeed -= Time.deltaTime * varRotateSpeed;
if (m_addAngleSpeed <= 0)
{
m_addAngleSpeed = 0;
m_bIsMaxAngle = false;
}
}
else
{
m_addAngleSpeed += Time.deltaTime * varRotateSpeed;
if (m_addAngleSpeed >= varMaxAngle)
{
m_addAngleSpeed = varMaxAngle;
}
}
m_leftClawTrans.localRotation = Quaternion.Euler(0, 0, -m_addAngleSpeed);
m_rightClawTrans.localRotation = Quaternion.Euler(0, 0, m_addAngleSpeed);
}
else
{
m_addAngleSpeed += Time.deltaTime * varRotateSpeed;
if (m_addAngleSpeed >= varMaxAngle)
{
m_addAngleSpeed = varMaxAngle;
m_bIsMaxAngle = true;
}
m_leftClawTrans.localRotation = Quaternion.Euler(0, 0, -m_addAngleSpeed);
m_rightClawTrans.localRotation = Quaternion.Euler(0, 0, m_addAngleSpeed);
}
}
void LateUpdate()
{
if (m_bIsHitLeftClaw && m_bIsHitRightClaw && !m_bIsCatch
&& m_targetView && m_addAngleSpeed >= m_targetView.clawMinAngle)
{
m_bIsCatch = true;
m_targetView.DestroyRigidBody(m_rigidBody);
}
}
void OnDestroy()
{
if (GameServices.inputService != null)
{
GameServices.inputService.pad.onMoveVec3 -= OnMove;
GameServices.inputService.pad.onTouchUp -= OnTouchUp;
}
}
}
// //transform.Translate(dir * Time.deltaTime, Space.World);
// transform.position = transform.position + dir * Time.deltaTime;
// }
// // 抬起回调
// void OnTouchUp()
// {
// //方式2
// if (m_bFirstMoveUp)
// {
// m_bFirstMoveUp = false;
// return;
// }
// if(m_bIsCatch)
// {
// m_bPress = false;
// m_bIsHitLeftClaw = false;
// m_bIsHitRightClaw = false;
// m_bIsCatch = false;
// m_bControlTouchUp = true;
// GameServices.timerServices.Push(this, 0.5f, delegate
// {
// m_bControlTouchUp = false;
// });
// if (m_targetView)
// {
// m_targetView.AddRigidBody();
// m_targetView = null;
// m_leftTargetObj = null;
// m_rightTargetObj = null;
// }
// }
// else
// {
// m_bPress = true;
// m_bIsMaxAngle = true;
// }
// //方式1
// //m_bPress = false;
// //m_bIsHitLeftClaw = false;
// //m_bIsHitRightClaw = false;
// //m_bIsCatch = false;
// //m_bControlTouchUp = true;
// //GameServices.timerServices.Push(this, 0.5f, delegate
// //{
// // m_bControlTouchUp = false;
// //});
// //if(m_targetView)
// //{
// // m_targetView.AddRigidBody();
// // m_targetView = null;
// // m_leftTargetObj = null;
// // m_rightTargetObj = null;
// //}
// }
// void Update()
// {
// transform.localPosition = new Vector3(Mathf.Clamp(transform.localPosition.x, GameServices.configService.playerConfig.xDirMinDis, GameServices.configService.playerConfig.xDirMaxDis),
// Mathf.Clamp(transform.localPosition.y, GameServices.configService.playerConfig.yDirMinDis, GameServices.configService.playerConfig.yDirMaxDis),
// 0);
// float varMaxAngle = GameServices.configService.playerConfig.clawMaxAngle;
// float varRotateSpeed = GameServices.configService.playerConfig.clawRotateSpeed;
// if(m_bIsCatch)
// {
// return;
// }
// //方式1
// //if (m_bPress)
// //{
// // if(m_bIsMaxAngle)
// // {
// // m_addAngleSpeed -= Time.deltaTime * varRotateSpeed;
// // if(m_addAngleSpeed <= 0)
// // {
// // m_addAngleSpeed = 0;
// // m_bIsMaxAngle = false;
// // }
// // }
// // else
// // {
// // m_bIsHitLeftClaw = false;
// // m_bIsHitRightClaw = false;//爪子松开不做抓取判断
// // m_addAngleSpeed += Time.deltaTime * varRotateSpeed;
// // if (m_addAngleSpeed >= varMaxAngle)
// // {
// // m_addAngleSpeed = varMaxAngle;
// // m_bIsMaxAngle = true;
// // }
// // }
// // m_leftClawTrans.localRotation = Quaternion.Euler(0, 0, -m_addAngleSpeed);
// // m_rightClawTrans.localRotation = Quaternion.Euler(0, 0, m_addAngleSpeed);
// //}
// //else
// //{
// // m_addAngleSpeed += Time.deltaTime * varRotateSpeed;
// // if (m_addAngleSpeed >= varMaxAngle)
// // {
// // m_addAngleSpeed = varMaxAngle;
// // m_bIsMaxAngle = true;
// // }
// // m_leftClawTrans.localRotation = Quaternion.Euler(0, 0, -m_addAngleSpeed);
// // m_rightClawTrans.localRotation = Quaternion.Euler(0, 0, m_addAngleSpeed);
// //}
// //方式2
// if (m_bPress)
// {
// if (m_bIsMaxAngle)
// {
// m_addAngleSpeed -= Time.deltaTime * varRotateSpeed;
// if (m_addAngleSpeed <= 0)
// {
// m_addAngleSpeed = 0;
// m_bIsMaxAngle = false;
// }
// }
// else
// {
// m_addAngleSpeed += Time.deltaTime * varRotateSpeed;
// if (m_addAngleSpeed >= varMaxAngle)
// {
// m_addAngleSpeed = varMaxAngle;
// }
// }
// m_leftClawTrans.localRotation = Quaternion.Euler(0, 0, -m_addAngleSpeed);
// m_rightClawTrans.localRotation = Quaternion.Euler(0, 0, m_addAngleSpeed);
// }
// else
// {
// m_addAngleSpeed += Time.deltaTime * varRotateSpeed;
// if (m_addAngleSpeed >= varMaxAngle)
// {
// m_addAngleSpeed = varMaxAngle;
// m_bIsMaxAngle = true;
// }
// m_leftClawTrans.localRotation = Quaternion.Euler(0, 0, -m_addAngleSpeed);
// m_rightClawTrans.localRotation = Quaternion.Euler(0, 0, m_addAngleSpeed);
// }
// }
// void LateUpdate()
// {
// if (m_bIsHitLeftClaw && m_bIsHitRightClaw && !m_bIsCatch
// && m_targetView && m_addAngleSpeed >= m_targetView.clawMinAngle)
// {
// m_bIsCatch = true;
// m_targetView.DestroyRigidBody(m_rigidBody);
// }
// }
// void OnDestroy()
// {
// if (GameServices.inputService != null)
// {
// GameServices.inputService.pad.onMoveVec3 -= OnMove;
// GameServices.inputService.pad.onTouchUp -= OnTouchUp;
// }
// }
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
//using System;
public class TargetView : MonoBehaviour
{
public float m_clawMinAngle;//能被抓住的最小角度
public bool m_bIsNeedSpecial = false;//是否需要特色处理
public Transform m_parentTrans;//父节点
public Transform parentTrans => m_parentTrans;
public float clawMinAngle => m_clawMinAngle;
private Rigidbody m_rigidBody;//刚体
//private ChainView m_chainView;
private ChainRopeView m_chainRopeView;//娃娃机爪钩
private Transform m_parent;//父节点
private FixedJoint m_fixedJoint;
private float m_Angle;
private bool m_isCollider;
private Rigidbody m_otherRigidBody;
public Rigidbody rigidBody => m_rigidBody;
//public class TargetView : MonoBehaviour
//{
// public float m_clawMinAngle;//能被抓住的最小角度
// public bool m_bIsNeedSpecial = false;//是否需要特色处理
// public Transform m_parentTrans;//父节点
// public Transform parentTrans => m_parentTrans;
// public float clawMinAngle => m_clawMinAngle;
// private Rigidbody m_rigidBody;//刚体
// //private ChainView m_chainView;
// private ChainRopeView m_chainRopeView;//娃娃机爪钩
// private Transform m_parent;//父节点
// private FixedJoint m_fixedJoint;
// private float m_Angle;
// private bool m_isCollider;
// private Rigidbody m_otherRigidBody;
// public Rigidbody rigidBody => m_rigidBody;
private void Awake()
{
if (m_parentTrans)
{
m_parent = m_parentTrans.parent;
}
else
{
m_parent = transform.parent;
}
}
private void Start()
{
//m_chainView = BattleCtrl.instance.levelManager.curLevel.chainView;
m_chainRopeView = BattleCtrl.instance.levelManager.curLevel.chainRopeView;
m_rigidBody = gameObject.GetComponent<Rigidbody>();
}
private void OnCollisionEnter(Collision other)
{
if (string.Equals(other.gameObject.name, "Claw"))
{
BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterTargerView();
}
}
//删除刚体
public void DestroyRigidBody(Rigidbody body)
{
if (m_bIsNeedSpecial)
{
m_otherRigidBody = body;
m_isCollider = true;
m_Angle = transform.localRotation.eulerAngles.x;
//如果默认没有,需要增加,避免进游戏人就起飞了
if (!m_rigidBody)
{
m_rigidBody = gameObject.AddComponent<Rigidbody>();
}
}
else
{
if (m_rigidBody)
{
GameObject.Destroy(m_rigidBody);
m_rigidBody = null;
}
}
if(m_parentTrans)
{
m_parentTrans.SetParent(m_chainRopeView.leftClawTrans.parent);
}
else
{
transform.SetParent(m_chainRopeView.leftClawTrans.parent);
}
//第一关抓取的需要设置layer
//if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
{
Transform[] varTrans = GetComponentsInChildren<Transform>();
// private void Awake()
// {
// if (m_parentTrans)
// {
// m_parent = m_parentTrans.parent;
// }
// else
// {
// m_parent = transform.parent;
// }
// }
// private void Start()
// {
// //m_chainView = BattleCtrl.instance.levelManager.curLevel.chainView;
// m_chainRopeView = BattleCtrl.instance.levelManager.curLevel.chainRopeView;
// m_rigidBody = gameObject.GetComponent<Rigidbody>();
// }
// private void OnCollisionEnter(Collision other)
// {
// if (string.Equals(other.gameObject.name, "Claw"))
// {
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.EnterTargerView();
// }
// }
// //删除刚体
// public void DestroyRigidBody(Rigidbody body)
// {
// if (m_bIsNeedSpecial)
// {
// m_otherRigidBody = body;
// m_isCollider = true;
// m_Angle = transform.localRotation.eulerAngles.x;
// //如果默认没有,需要增加,避免进游戏人就起飞了
// if (!m_rigidBody)
// {
// m_rigidBody = gameObject.AddComponent<Rigidbody>();
// }
// }
// else
// {
// if (m_rigidBody)
// {
// GameObject.Destroy(m_rigidBody);
// m_rigidBody = null;
// }
// }
// if(m_parentTrans)
// {
// m_parentTrans.SetParent(m_chainRopeView.leftClawTrans.parent);
// }
// else
// {
// transform.SetParent(m_chainRopeView.leftClawTrans.parent);
// }
// //第一关抓取的需要设置layer
// //if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
// {
// Transform[] varTrans = GetComponentsInChildren<Transform>();
for (int i = 0; i < varTrans.Length; i++)
{
//第五关特殊处理,抓住之后layer不需要碰撞
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelSixIndex)
{
varTrans[i].gameObject.layer = 8;
}
else
{
varTrans[i].gameObject.layer = 0;
}
}
}
}
public void SetJoint()
{
if (m_fixedJoint)
{
return;
}
if (!m_fixedJoint)
{
m_fixedJoint = gameObject.AddComponent<FixedJoint>();
}
if (m_fixedJoint)
{
m_fixedJoint.connectedBody = m_otherRigidBody;
}
}
//增加刚体
public void AddRigidBody()
{
if (m_parentTrans)
{
m_parentTrans.SetParent(m_parent);
}
else
{
transform.SetParent(m_parent);
}
if(m_bIsNeedSpecial)
{
m_isCollider = false;
if (m_fixedJoint)
{
GameObject.Destroy(m_fixedJoint);
m_fixedJoint = null;
}
}
else
{
if (!m_rigidBody)
{
m_rigidBody = gameObject.AddComponent<Rigidbody>();
// for (int i = 0; i < varTrans.Length; i++)
// {
// //第五关特殊处理,抓住之后layer不需要碰撞
// if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelSixIndex)
// {
// varTrans[i].gameObject.layer = 8;
// }
// else
// {
// varTrans[i].gameObject.layer = 0;
// }
// }
// }
// }
// public void SetJoint()
// {
// if (m_fixedJoint)
// {
// return;
// }
// if (!m_fixedJoint)
// {
// m_fixedJoint = gameObject.AddComponent<FixedJoint>();
// }
// if (m_fixedJoint)
// {
// m_fixedJoint.connectedBody = m_otherRigidBody;
// }
// }
// //增加刚体
// public void AddRigidBody()
// {
// if (m_parentTrans)
// {
// m_parentTrans.SetParent(m_parent);
// }
// else
// {
// transform.SetParent(m_parent);
// }
// if(m_bIsNeedSpecial)
// {
// m_isCollider = false;
// if (m_fixedJoint)
// {
// GameObject.Destroy(m_fixedJoint);
// m_fixedJoint = null;
// }
// }
// else
// {
// if (!m_rigidBody)
// {
// m_rigidBody = gameObject.AddComponent<Rigidbody>();
//特殊处理,第五关气球特殊处理
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelSixIndex)
{
m_rigidBody.useGravity = false;
m_rigidBody.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ |
RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
}
}
}
//if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
{
Transform[] varTrans = GetComponentsInChildren<Transform>();
// //特殊处理,第五关气球特殊处理
// if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelSixIndex)
// {
// m_rigidBody.useGravity = false;
// m_rigidBody.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ |
// RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
// }
// }
// }
// //if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
// {
// Transform[] varTrans = GetComponentsInChildren<Transform>();
for(int i = 0;i<varTrans.Length;i++)
{
varTrans[i].gameObject.layer = 1;
}
}
}
public void DestroyRigidByOther()
{
if (m_rigidBody)
{
GameObject.Destroy(m_rigidBody);
m_rigidBody = null;
}
}
//碰到胜利目标
public void SetColliderSuccessTarget()
{
// 特殊处理,第五关气球特殊处理
//if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelFiveIndex)
//{
// return;
//}
if (m_rigidBody)
{
m_rigidBody.isKinematic = true;
}
}
//能够被抓的东西
public bool CanGetCatch()
{
return string.Equals(gameObject.name, GameServices.configService.levelConfig.firstLevelGoalName)
|| string.Equals(gameObject.name, GameServices.configService.levelConfig.secondLevelGoalName)
|| string.Equals(gameObject.name, GameServices.configService.levelConfig.thirdLevelGoalName)
|| string.Equals(gameObject.name, GameServices.configService.levelConfig.fourthLevelGoalName)
|| string.Equals(gameObject.name, GameServices.configService.levelConfig.fifthLevelGoalName1)
|| string.Equals(gameObject.name, GameServices.configService.levelConfig.fifthLevelGoalName2)
|| string.Equals(gameObject.name, GameServices.configService.levelConfig.fifthLevelGoalName3)
|| string.Equals(gameObject.name, GameServices.configService.levelConfig.sixthLevelGoalName)
|| string.Equals(gameObject.name, GameServices.configService.levelConfig.seventhLevelGoalName);
}
private void Update()
{
//Vector3 angle = transform.localRotation.eulerAngles;
//float x = angle.x;
//if (Vector3.Dot(transform.up, Vector3.up) >= 0f)
//{
// if (angle.x >= 0f && angle.x <= 90f)
// {
// x = angle.x;
// }
// if (angle.x >= 270f && angle.x <= 360f)
// {
// x = angle.x - 360f;
// }
//}
//if (Vector3.Dot(transform.up, Vector3.up) < 0f)
//{
// if (angle.x >= 0f && angle.x <= 90f)
// {
// x = 180 - angle.x;
// }
// if (angle.x >= 270f && angle.x <= 360f)
// {
// x = 180 - angle.x;
// }
//}
//Vector3 varAngle = transform.localRotation.eulerAngles;
//float varX = varAngle.x;
//if (varX > 270f)
//{
// varX = 360f - varAngle.x;
//}
if(m_bIsNeedSpecial)
{
if ((Vector3.Dot(transform.up, Vector3.up) >= 0.95f || Vector3.Dot(transform.up, Vector3.up) <= -0.95f)
&& m_isCollider)
{
SetJoint();
}
}
}
}
// for(int i = 0;i<varTrans.Length;i++)
// {
// varTrans[i].gameObject.layer = 1;
// }
// }
// }
// public void DestroyRigidByOther()
// {
// if (m_rigidBody)
// {
// GameObject.Destroy(m_rigidBody);
// m_rigidBody = null;
// }
// }
// //碰到胜利目标
// public void SetColliderSuccessTarget()
// {
// // 特殊处理,第五关气球特殊处理
// //if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelFiveIndex)
// //{
// // return;
// //}
// if (m_rigidBody)
// {
// m_rigidBody.isKinematic = true;
// }
// }
// //能够被抓的东西
// public bool CanGetCatch()
// {
// return string.Equals(gameObject.name, GameServices.configService.levelConfig.firstLevelGoalName)
// || string.Equals(gameObject.name, GameServices.configService.levelConfig.secondLevelGoalName)
// || string.Equals(gameObject.name, GameServices.configService.levelConfig.thirdLevelGoalName)
// || string.Equals(gameObject.name, GameServices.configService.levelConfig.fourthLevelGoalName)
// || string.Equals(gameObject.name, GameServices.configService.levelConfig.fifthLevelGoalName1)
// || string.Equals(gameObject.name, GameServices.configService.levelConfig.fifthLevelGoalName2)
// || string.Equals(gameObject.name, GameServices.configService.levelConfig.fifthLevelGoalName3)
// || string.Equals(gameObject.name, GameServices.configService.levelConfig.sixthLevelGoalName)
// || string.Equals(gameObject.name, GameServices.configService.levelConfig.seventhLevelGoalName);
// }
// private void Update()
// {
// //Vector3 angle = transform.localRotation.eulerAngles;
// //float x = angle.x;
// //if (Vector3.Dot(transform.up, Vector3.up) >= 0f)
// //{
// // if (angle.x >= 0f && angle.x <= 90f)
// // {
// // x = angle.x;
// // }
// // if (angle.x >= 270f && angle.x <= 360f)
// // {
// // x = angle.x - 360f;
// // }
// //}
// //if (Vector3.Dot(transform.up, Vector3.up) < 0f)
// //{
// // if (angle.x >= 0f && angle.x <= 90f)
// // {
// // x = 180 - angle.x;
// // }
// // if (angle.x >= 270f && angle.x <= 360f)
// // {
// // x = 180 - angle.x;
// // }
// //}
// //Vector3 varAngle = transform.localRotation.eulerAngles;
// //float varX = varAngle.x;
// //if (varX > 270f)
// //{
// // varX = 360f - varAngle.x;
// //}
// if(m_bIsNeedSpecial)
// {
// if ((Vector3.Dot(transform.up, Vector3.up) >= 0.95f || Vector3.Dot(transform.up, Vector3.up) <= -0.95f)
// && m_isCollider)
// {
// SetJoint();
// }
// }
// }
//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
public class CameraMove : MonoBehaviour
{
private float m_PosY;
private float m_FieldView;
private Camera m_camera;
// Start is called before the first frame update
void Start()
{
m_camera = gameObject.GetComponent<Camera>();
m_PosY = transform.position.y;
m_FieldView = m_camera.fieldOfView;
BattleCtrl.instance.battleUI.onPosUpBtn = CameraPosUp;
BattleCtrl.instance.battleUI.onPosDownBtn = CameraPosDown;
BattleCtrl.instance.battleUI.onFieldFarBtn = CameraFieldFar;
BattleCtrl.instance.battleUI.onFieldNearBtn = CameraFieldNear;
}
//镜头拉上
void CameraPosUp()
{
Vector3 varVec = transform.position;
varVec.y += Time.deltaTime * GameServices.configService.playerConfig.cameraMoveSpeed;
transform.position = varVec;
}
//镜头拉下
void CameraPosDown()
{
Vector3 varVec = transform.position;
varVec.y -= Time.deltaTime * GameServices.configService.playerConfig.cameraMoveSpeed;
transform.position = varVec;
}
//镜头拉远
void CameraFieldFar()
{
m_camera.fieldOfView += Time.deltaTime * GameServices.configService.playerConfig.cameraFieldSpeed;
}
//镜头拉近
void CameraFieldNear()
{
m_camera.fieldOfView -= Time.deltaTime * GameServices.configService.playerConfig.cameraFieldSpeed;
}
}
//public class CameraMove : MonoBehaviour
//{
// private float m_PosY;
// private float m_FieldView;
// private Camera m_camera;
// // Start is called before the first frame update
// void Start()
// {
// m_camera = gameObject.GetComponent<Camera>();
// m_PosY = transform.position.y;
// m_FieldView = m_camera.fieldOfView;
// BattleCtrl.instance.battleUI.onPosUpBtn = CameraPosUp;
// BattleCtrl.instance.battleUI.onPosDownBtn = CameraPosDown;
// BattleCtrl.instance.battleUI.onFieldFarBtn = CameraFieldFar;
// BattleCtrl.instance.battleUI.onFieldNearBtn = CameraFieldNear;
// }
// //镜头拉上
// void CameraPosUp()
// {
// Vector3 varVec = transform.position;
// varVec.y += Time.deltaTime * GameServices.configService.playerConfig.cameraMoveSpeed;
// transform.position = varVec;
// }
// //镜头拉下
// void CameraPosDown()
// {
// Vector3 varVec = transform.position;
// varVec.y -= Time.deltaTime * GameServices.configService.playerConfig.cameraMoveSpeed;
// transform.position = varVec;
// }
// //镜头拉远
// void CameraFieldFar()
// {
// m_camera.fieldOfView += Time.deltaTime * GameServices.configService.playerConfig.cameraFieldSpeed;
// }
// //镜头拉近
// void CameraFieldNear()
// {
// m_camera.fieldOfView -= Time.deltaTime * GameServices.configService.playerConfig.cameraFieldSpeed;
// }
//}
......@@ -10,14 +10,14 @@ using UnityEngine.Profiling;
public class LevelCtrl : MonoBehaviour
{
public ChainView m_chainView;//爪钩view
public ChainRopeView m_chainRopeView;//娃娃机爪钩
//public ChainView m_chainView;//爪钩view
//public ChainRopeView m_chainRopeView;//娃娃机爪钩
public Camera m_camera;
public BombView m_bombView;//炸弹view
public CarView m_carView;//车
//public TargetView m_targetView;//触发器
public ChainView chainView => m_chainView;
public ChainRopeView chainRopeView => m_chainRopeView;
//public ChainView chainView => m_chainView;
//public ChainRopeView chainRopeView => m_chainRopeView;
public Camera cam => m_camera;
public BombView bombView => m_bombView;
public CarView carView => m_carView;
......
......@@ -112,52 +112,52 @@ public class AudioServices : MonoBehaviour
}
}
public void PlayAudio(AudioClip clip, bool isLoop = false, Action onPlayEnd = null)
{
if (LocalRecord.HasKey(GlobalConfig.SoundKey) && LocalRecord.GetIntRecord(GlobalConfig.SoundKey) == 0)
{
return;
}
AudioSource source = GetSource();
source.clip = clip;
source.loop = isLoop;
source.volume = GlobalConfig.isEnableSound ? 1 : 0; //根据全局配置设置音量
source.Play();
GameServices.timerServices.Push(this, source.clip.length, delegate {
RecycleSource(source);
onPlayEnd?.Invoke();
});
}
public AudioSource GetPlayAudioSource(AudioClip clip)
{
if (LocalRecord.HasKey(GlobalConfig.SoundKey) && LocalRecord.GetIntRecord(GlobalConfig.SoundKey) == 0)
{
return null;
}
AudioSource source = GetSource();
source.clip = clip;
source.loop = true;
source.volume = GlobalConfig.isEnableSound ? 1 : 0; //根据全局配置设置音量
source.Play();
return source;
}
//public void PlayAudio(AudioClip clip, bool isLoop = false, Action onPlayEnd = null)
//{
// if (LocalRecord.HasKey(GlobalConfig.SoundKey) && LocalRecord.GetIntRecord(GlobalConfig.SoundKey) == 0)
// {
// return;
// }
// AudioSource source = GetSource();
// source.clip = clip;
// source.loop = isLoop;
// source.volume = GlobalConfig.isEnableSound ? 1 : 0; //根据全局配置设置音量
// source.Play();
// GameServices.timerServices.Push(this, source.clip.length, delegate {
// RecycleSource(source);
// onPlayEnd?.Invoke();
// });
//}
//public AudioSource GetPlayAudioSource(AudioClip clip)
//{
// if (LocalRecord.HasKey(GlobalConfig.SoundKey) && LocalRecord.GetIntRecord(GlobalConfig.SoundKey) == 0)
// {
// return null;
// }
// AudioSource source = GetSource();
// source.clip = clip;
// source.loop = true;
// source.volume = GlobalConfig.isEnableSound ? 1 : 0; //根据全局配置设置音量
// source.Play();
// return source;
//}
public void AudioPlayFinished(AudioSource source)
{
if (LocalRecord.HasKey(GlobalConfig.SoundKey) && LocalRecord.GetIntRecord(GlobalConfig.SoundKey) == 0)
{
return;
}
RecycleSource(source);
}
//public void AudioPlayFinished(AudioSource source)
//{
// if (LocalRecord.HasKey(GlobalConfig.SoundKey) && LocalRecord.GetIntRecord(GlobalConfig.SoundKey) == 0)
// {
// return;
// }
// RecycleSource(source);
//}
private IEnumerator AudioPlayFinished(AudioSource source, float time, Action callback)
{
yield return new WaitForSeconds(time);
RecycleSource(source);
callback?.Invoke();
}
//private IEnumerator AudioPlayFinished(AudioSource source, float time, Action callback)
//{
// yield return new WaitForSeconds(time);
// RecycleSource(source);
// callback?.Invoke();
//}
private void OnDestroy()
{
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
#if UNITY_EDITOR
using UnityEditor;
#endif
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
//using System;
//#if UNITY_EDITOR
//using UnityEditor;
//#endif
public class BattleConfig : ScriptableObject
{
public PlayerConfig playerConfig;
public LevelConfig levelConfig;
public AudioConfig audioConfig;
//public class BattleConfig : ScriptableObject
//{
// public PlayerConfig playerConfig;
// public LevelConfig levelConfig;
// public AudioConfig audioConfig;
#if UNITY_EDITOR
[MenuItem("Tools/Rope/生成战斗配置")]
public static void GenBattleConfig()
{
string savePath = @"Assets/Resources/BattleConfig.asset";
var data = ScriptableObject.CreateInstance("BattleConfig");
AssetDatabase.CreateAsset(data, savePath);
}
#endif
//#if UNITY_EDITOR
// [MenuItem("Tools/Rope/生成战斗配置")]
// public static void GenBattleConfig()
// {
// string savePath = @"Assets/Resources/BattleConfig.asset";
// var data = ScriptableObject.CreateInstance("BattleConfig");
// AssetDatabase.CreateAsset(data, savePath);
// }
//#endif
/// <summary>
/// 加载配置
/// </summary>
/// <returns></returns>
public static BattleConfig LoadConfig()
{
return Resources.Load<BattleConfig>("BattleConfig");
}
}
// /// <summary>
// /// 加载配置
// /// </summary>
// /// <returns></returns>
// public static BattleConfig LoadConfig()
// {
// return Resources.Load<BattleConfig>("BattleConfig");
// }
//}
[Serializable]
public class PlayerConfig
{
[Header("手移动的速度")]
public float moveSpeed = 6;
[Header("X方向最小距离")]
public float xDirMinDis = -5;
[Header("X方向最大距离")]
public float xDirMaxDis = 5;
[Header("Z方向最小距离")]
public float yDirMinDis = -5;
[Header("Z方向最大距离")]
public float yDirMaxDis = 5;
[Header("爪的最大角度")]
public float clawMaxAngle = 30.0f;
[Header("爪的旋转速度")]
public float clawRotateSpeed = 20.0f;
[Header("绳子缩减的速度")]
public float ropeReduceSpeed = 2.0f;
[Header("绳子伸长的速度")]
public float ropeExtendSpeed = 3.0f;
[Header("爪身的旋转速度")]
public float clawBodyRotateSpeed = 2.0f;
[Header("镜头移动速度")]
public float cameraMoveSpeed = 2;
[Header("镜头远近速度")]
public float cameraFieldSpeed = 2;
//[Serializable]
//public class PlayerConfig
//{
// [Header("手移动的速度")]
// public float moveSpeed = 6;
// [Header("X方向最小距离")]
// public float xDirMinDis = -5;
// [Header("X方向最大距离")]
// public float xDirMaxDis = 5;
// [Header("Z方向最小距离")]
// public float yDirMinDis = -5;
// [Header("Z方向最大距离")]
// public float yDirMaxDis = 5;
// [Header("爪的最大角度")]
// public float clawMaxAngle = 30.0f;
// [Header("爪的旋转速度")]
// public float clawRotateSpeed = 20.0f;
// [Header("绳子缩减的速度")]
// public float ropeReduceSpeed = 2.0f;
// [Header("绳子伸长的速度")]
// public float ropeExtendSpeed = 3.0f;
// [Header("爪身的旋转速度")]
// public float clawBodyRotateSpeed = 2.0f;
// [Header("镜头移动速度")]
// public float cameraMoveSpeed = 2;
// [Header("镜头远近速度")]
// public float cameraFieldSpeed = 2;
//爪子移动速度
public float ClawMoveSpeed { get; set; }
}
[Serializable]
public class LevelConfig
{
[Header("关卡3的地面位置")]
public float landPosY = 1.9f;
[Header("第一关目标名称")]
public string firstLevelGoalName = "Tree_Star";
[Header("第二关目标名称")]
public string secondLevelGoalName = "Boy_01";
[Header("第三关目标名称")]
public string thirdLevelGoalName = "Boy_02";
[Header("第四关目标名称")]
public string fourthLevelGoalName = "SM_Prop_Crate_03 (2)";
[Header("第五关目标名称")]
public string fifthLevelGoalName1 = "BlueDark_BunnyBalloon";
public string fifthLevelGoalName2 = "SM_Icon_Sword_01";
public string fifthLevelGoalName3 = "SM_Primitive_Sphere_02";
[Header("第六关目标名称")]
public string sixthLevelGoalName = "SM_Primitive_Pyramid_01";
[Header("第七关目标名称")]
public string seventhLevelGoalName = "SM_Primitive_Cube_04 (1)";
}
[Serializable]
public class AudioConfig
{
[Header("失败音效列表")]
public List<AudioClip> failList;
[Header("游戏bmg")]
public AudioClip GameBgm;
// //爪子移动速度
// public float ClawMoveSpeed { get; set; }
//}
//[Serializable]
//public class LevelConfig
//{
// [Header("关卡3的地面位置")]
// public float landPosY = 1.9f;
// [Header("第一关目标名称")]
// public string firstLevelGoalName = "Tree_Star";
// [Header("第二关目标名称")]
// public string secondLevelGoalName = "Boy_01";
// [Header("第三关目标名称")]
// public string thirdLevelGoalName = "Boy_02";
// [Header("第四关目标名称")]
// public string fourthLevelGoalName = "SM_Prop_Crate_03 (2)";
// [Header("第五关目标名称")]
// public string fifthLevelGoalName1 = "BlueDark_BunnyBalloon";
// public string fifthLevelGoalName2 = "SM_Icon_Sword_01";
// public string fifthLevelGoalName3 = "SM_Primitive_Sphere_02";
// [Header("第六关目标名称")]
// public string sixthLevelGoalName = "SM_Primitive_Pyramid_01";
// [Header("第七关目标名称")]
// public string seventhLevelGoalName = "SM_Primitive_Cube_04 (1)";
//}
//[Serializable]
//public class AudioConfig
//{
// [Header("失败音效列表")]
// public List<AudioClip> failList;
// [Header("游戏bmg")]
// public AudioClip GameBgm;
[Header("胜利")]
public AudioClip Success;
// [Header("胜利")]
// public AudioClip Success;
[Header("爪子下降或者上升")]
public AudioClip clawDownOrUp;
/// <summary>
/// 获取随机一个失败叫声
/// </summary>
/// <returns></returns>
public AudioClip GetFail()
{
int index = UnityEngine.Random.Range(0, failList.Count);
return failList[index];
}
}
// [Header("爪子下降或者上升")]
// public AudioClip clawDownOrUp;
// /// <summary>
// /// 获取随机一个失败叫声
// /// </summary>
// /// <returns></returns>
// public AudioClip GetFail()
// {
// int index = UnityEngine.Random.Range(0, failList.Count);
// return failList[index];
// }
//}
......@@ -5,12 +5,12 @@ using UnityEngine;
public class ConfigServices : BaseServices
{
public BattleConfig config;
//public BattleConfig config;
public override void OnStart()
{
base.OnStart();
config = BattleConfig.LoadConfig();
//config = BattleConfig.LoadConfig();
servicesEnable = true;
}
}
\ No newline at end of file
......@@ -21,7 +21,7 @@ public class GameServices : MonoBehaviour
/// <summary>
/// 战斗配置服务
/// </summary>
public static BattleConfig configService => _ConfigService.config;
//public static BattleConfig configService => _ConfigService.config;
/// <summary>
/// 计时器服务
......
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This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -40,7 +40,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: 86cb957541c7c8542a6306ffb82e6833, type: 3}
m_Texture: {fileID: 2800000, guid: e6bcefb2a2fea3442809925e5d4fe224, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
......
......@@ -19,8 +19,7 @@ public class AIMove : MonoBehaviour
public float HSpeed = 10.0f;
public int SpeedLevel = 1;
public float AddSpeed = 10.0f;
[Tooltip("AI移动方式")]
public MoveType moveType = MoveType.MoveType3;
[Tooltip("游戏结束每秒减少的速度")]
public float deceleration = 15;
......@@ -453,25 +452,8 @@ public class AIMove : MonoBehaviour
void UpdateJoystick()
{
print("摇杆控制左右");
switch (moveType)
{
case MoveType.MoveType1:
MoveType1(); //阻尼的形式
break;
case MoveType.MoveType2:
MoveType2(); //乱飘的形式
break;
case MoveType.MoveType3:
MoveType3(); //比较生硬的形式
break;
default:
MoveType3(); //比较生硬的形式
break;
}
//MoveType1(); //阻尼的形式
//MoveType2(); //乱飘的形式
//MoveType3(); //比较生硬的形式
MoveType3(); //比较生硬的形式
}
public void MoveType1()
......
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RandomFood : MonoBehaviour
{
public int foodNumber = 10;
public List<Transform> foodPoint;
public List<GameObject> foods;
void Start()
{
GenerateRandomFood(10);
}
// Update is called once per frame
void Update()
{
GameObject[] currFoods= GameObject.FindGameObjectsWithTag("Food");
if (currFoods.Length == 0)
{
GenerateRandomFood(10);
}
}
/// <summary>
/// 生成number个随机食物
/// </summary>
/// <param name="number"></param>
public void GenerateRandomFood(int number)
{
for (int i = 0; i < number; i++)
{
GameObject obj = getRandomFoodObj();
Transform foodParent = getRandomPos();
Instantiate(obj, foodParent.position, foodParent.rotation, foodParent);
}
}
private Transform getRandomPos()
{
return foodPoint[Random.Range(0, foodPoint.Count)];
}
private GameObject getRandomFoodObj()
{
return foods[Random.Range(0, foods.Count)];
}
}
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......
......@@ -7,60 +7,25 @@ using HedgehogTeam.EasyTouch;
using TMPro;
using System;
public enum MoveType
{
MoveType1=1,
MoveType2=2,
MoveType3=3
}
public class PlayerMove : MonoBehaviour
{
[Header("控制移动")]
[Tooltip("控制向前的速度。")]
public float VSpeed = 20.0f;
public int SpeedLevel = 1;
[Tooltip("升一级增加的速度")]
[Tooltip("升一级增加的速度")]
public float AddSpeed = 10.0f;
[Tooltip("控制左右移动的速度。")]
public float HSpeed = 10.0f;
[Tooltip("主角移动方式")]
public MoveType moveType= MoveType.MoveType3;
[Tooltip("游戏结束每秒减少的速度")]
public float deceleration = 15;
[Header("地面检测")]
public Transform ray1Pos;
public Transform ray2Pos;
[Header("模型控制")]
public Transform ModelParent;
public GameObject Model1;
public GameObject Model2;
public GameObject Model3;
[Header("升级效果")]
public GameObject Bag1;
public GameObject Bag2;
public GameObject Bag3;
public GameObject Bag4;
public GameObject BagOnBack1;
public GameObject BagOnBack2;
public GameObject BagOnBack3;
public GameObject BagOnBack4;
public Material targetMat;
public Texture texture0; //原始颜色
public Texture texture1;
public Texture texture2;
public Texture texture3;
public Texture texture4;
[Header("特效")]
public ParticleSystem particleChange; //变身特效
//炫富特效
public ParticleSystem RunParticle;
public ParticleSystem BackParticle;
public ParticleSystem CarParticle;
public float power = 1;
......@@ -87,6 +52,8 @@ public class PlayerMove : MonoBehaviour
private Vector3 movement = Vector3.zero;
private float _vertSpeed = 0.0f;
private float xDelta=0.0f;
private float yDelta = 0;
private float zDelta = 0;
//眩晕时长
private float timerVertigo = 0.0f;
......@@ -114,8 +81,7 @@ public class PlayerMove : MonoBehaviour
//HSpeed = ConfigurationFile.instance.HSpeed;
//委托注册方法
BattleCtrl.instance.turnDir += TurnDir;
//摇杆控制
GameServices.inputService.joyStick.onTouchStart.AddListener(OnTouchStart);
......@@ -127,39 +93,47 @@ public class PlayerMove : MonoBehaviour
//获取rigibody组件
//m_rigidBody = GetComponent<Rigidbody>();
//获取characterController组件
characterController = GetComponent<CharacterController>();
characterController = GetComponentInChildren<CharacterController>();
}
private void OnTriggerEnter(Collider other)
{
//print("OnTriggerEnter:"+other.name);
if (other.tag == "Gold")
if (other.tag == "Food")
{
other.gameObject.GetComponentInChildren<Gold>().PlayParticle();//吃金币特效
Vector2 screenPoint = Camera.main.WorldToScreenPoint(other.gameObject.transform.position);
BattleUI.instance.GenerateAddMoneyUI(100, screenPoint);
//other.gameObject.GetComponentInChildren<Gold>().PlayParticle();//吃金币特效
//Vector2 screenPoint = Camera.main.WorldToScreenPoint(other.gameObject.transform.position);
//BattleUI.instance.GenerateAddMoneyUI(100, screenPoint);
//Destroy(other.gameObject);
print("吃到食物。");
power+=0.3f;
Scale(power,power,power);
Destroy(other.gameObject);
if (SpeedLevel < MaxSpeedLevel)
{
SpeedLevel += 1;
ChangeModel();
}
}
else if (other.tag== "Prickle")
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (hit.gameObject.tag == "Wall")
{
print("碰到墙");
if (power>1)
{
ChangeSpeedLevelToPrevMaxLevelAndChangeModel();
hit.gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, 100));
power -= 0.01f;
}
//else if (other.tag == "Prop" && DoRanking._instance.rankingList[2]!=gameObject) //自己不是最前面的人。
//{
// print("出现怪。目标:"+DoRanking._instance.rankingList[2].name);
// Destroy(other.gameObject);
//}
else
{
power = 1;
}
Scale(power, power, power);
}
}
private void Scale(float x,float y,float z)
{
transform.localScale = new Vector3(x,y,x);
}
void RotateInvoke()
{
......@@ -244,7 +218,7 @@ public class PlayerMove : MonoBehaviour
return;
}
RaycastHit hit;
//移动
MoveSpeed = VSpeed + (AddSpeed * (SpeedLevel-1));
......@@ -254,7 +228,9 @@ public class PlayerMove : MonoBehaviour
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Grounded", Grounded);
xDelta = 0;
yDelta = 0;
zDelta = 0;
//不在地面上给物体添加一个模拟重力
if (!Grounded)
{
......@@ -264,32 +240,9 @@ public class PlayerMove : MonoBehaviour
_vertSpeed = -10.0f;
}
}
movement.y = _vertSpeed;
//movement *= Time.deltaTime;
//characterController.Move(movement);  
//射线检测。
//Debug.DrawRay(transform.position, Vector3.down * 10f, Color.red);
RaycastHit hit;
//isGround = Physics.Raycast(transform.position, -Vector3.up, out hit,3.0f);// 可控制投射距离bool grounded = Physics.Raycast(transform.position, -Vector3.up, out hit,100.0);
isGround1 = Physics.Raycast(ray1Pos.position, -Vector3.up, out hit, 3.0f);
if (hit.collider!=null)
{
RHit = hit;
}
isGround2 = Physics.Raycast(ray2Pos.position, -Vector3.up, out hit, 3.0f);
if (hit.collider != null&& RHit.collider!=null)
{
RHit = hit;
}
if (RHit.collider != null)
{
//print("正向:" + RHit.collider.gameObject.transform.forward.ToString());
}
yDelta += _vertSpeed*Time.deltaTime;
if (isGround1||isGround2)
if (Grounded)
{
//在跑道上。
timer = 0.0f;
......@@ -297,12 +250,13 @@ public class PlayerMove : MonoBehaviour
}
else
{
print("跑出跑道。");
//print("不在地面上。");
//m_rigidBody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
timer += Time.deltaTime; //用来记时,1.5秒后如果player的y值小于-1.0f就判定游戏失败。
if (timer >= 1.5f && transform.position.y <= -1.0f)
{
//不在跑道上,并且y<-1.0f。游戏失败
print("跑出地面,游戏失败。");
BattleCtrl.instance.OnBattleFail();
}
}
......@@ -362,557 +316,28 @@ public class PlayerMove : MonoBehaviour
void UpdateJoystick()
{
//print("摇杆控制左右");
switch (moveType)
{
case MoveType.MoveType1:
MoveType1(); //阻尼的形式
break;
case MoveType.MoveType2:
MoveType2(); //乱飘的形式
break;
case MoveType.MoveType3:
MoveType3(); //比较生硬的形式
break;
default:
MoveType3(); //比较生硬的形式
break;
}
//MoveType1(); //阻尼的形式
//MoveType2(); //乱飘的形式
//MoveType3(); //比较生硬的形式
}
public void MoveType1()
{
//1、rigibody的形式左右移动。
float angle = 90 * 0.01f * GameServices.inputService.joyStick.axisX.axisValue;
if (angle != 0)
{
//拖动摇杆改变速度方向
//m_rigidBody.velocity = Quaternion.Euler(0, angle, 0) * m_rigidBody.velocity;
}
else
{
//松开摇杆恢复速度方向。
if (isGround1 || isGround2)
{
//在地面上保持一定的速度。
//m_rigidBody.velocity = Vector3.Lerp(m_rigidBody.velocity, transform.forward * VSpeed, 5 * Time.deltaTime);
//m_rigidBody.velocity = transform.forward * VSpeed;
Move();
}
}
}
public void MoveType2()
{
if(isGround1|| isGround2)
{
//在地面上保持一定的速度。
//m_rigidBody.velocity = transform.forward * VSpeed;
}
//2、改变 速度和transform的方向
TurnDir(90 * 0.01f * GameServices.inputService.joyStick.axisX.axisValue);
}
public void MoveType3()
public void Move()
{
//characterController.SimpleMove(transform.forward * MoveSpeed);
//movement += transform.forward * MoveSpeed;
//movement *= Time.deltaTime;
//characterController.Move(movement);
//characterController.SimpleMove(movement);
if (isGround1 || isGround2)
if (Grounded)
{
//transform.position += transform.right * GameServices.inputService.joyStick.axisX.axisValue * HSpeed * Time.deltaTime;
Gesture currentGesture = EasyTouch.current;
if (currentGesture != null ) //if (currentGesture != null && (currentGesture.type==EasyTouch.EvtType.On_Swipe|| currentGesture.type == EasyTouch.EvtType.On_Drag))
{
if (currentGesture.type == EasyTouch.EvtType.On_Drag)
{
//transform.position += transform.right * currentGesture.deltaPosition.x / Screen.width * HSpeed; //马路宽14 (HSpeed=14)
xDelta = currentGesture.deltaPosition.x / Screen.width * HSpeed;
//characterController.Move(transform.right * currentGesture.deltaPosition.x / Screen.width * HSpeed);
//addXTemp += (transform.right * currentGesture.deltaPosition.x / Screen.width * HSpeed).x;
//targetX += addXTemp;
}
else if (currentGesture.type == EasyTouch.EvtType.On_TouchUp)
{
//print("On_TouchUp抬起");//眩晕期间不会进来,也会发生飘移现象
xDelta = 0;
}
else if (currentGesture.type == EasyTouch.EvtType.On_DragEnd)
{
//print("On_DragEnd抬起");//眩晕期间不会进来,也会发生飘移现象
xDelta = 0;
}
}
//else if (currentGesture != null && (currentGesture.type == EasyTouch.EvtType.On_DragEnd))
//{
// addXTemp = 0;
//}
//Gesture currentGesture = EasyTouch.current;
//if (currentGesture == null) { }
//else if (currentGesture.type == EasyTouch.EvtType.On_DragStart)
//{
// print("111111");
// addXTemp = 0;
// targetX = transform.position.x;
//}
//else if(currentGesture.type == EasyTouch.EvtType.On_Drag) //if (currentGesture != null && (currentGesture.type==EasyTouch.EvtType.On_Swipe|| currentGesture.type == EasyTouch.EvtType.On_Drag))
//{
// print("22222");
// //transform.position += transform.right * currentGesture.deltaPosition.x / Screen.width * HSpeed; //马路宽14 (HSpeed=14)
// addXTemp += currentGesture.deltaPosition.x / Screen.width * HSpeed; ;
// targetX += addXTemp;
//}
//else if (currentGesture.type == EasyTouch.EvtType.On_DragEnd)
//{
// print("333333333");
// addXTemp = 0;
// targetX = transform.position.x;
//}
////transform.position = new Vector3(Mathf.Lerp(transform.position.x, targetX, 1f), transform.position.y, transform.position.z);
//characterController.Move()
xDelta += GameServices.inputService.joyStick.axisX.axisValue * HSpeed * Time.deltaTime;
//characterController.Move((transform.forward * MoveSpeed + new Vector3(0, _vertSpeed, 0)) * Time.deltaTime + (new Vector3(xDelta, 0, 0)));
}
characterController.Move((transform.forward * MoveSpeed + new Vector3(0, _vertSpeed, 0)) * Time.deltaTime+(new Vector3(xDelta, 0,0)));
zDelta += GameServices.inputService.joyStick.axisY.axisValue * HSpeed * Time.deltaTime;
characterController.Move(new Vector3(xDelta, yDelta, zDelta));
}
/// <summary>
/// 调整速度方向为路面的正向。
/// </summary>
public void AutoSpeedDir()
{
//调整速度方向为路面的正向。
if (RHit.collider != null && RHit.collider.gameObject.transform.forward != transform.forward)
void OnDestroy()
{
TurnDir(Vector3.Angle(transform.forward, RHit.collider.gameObject.transform.forward));
}
}
//返回剩余物体个数
public int GetLeftBoxNum()
{
int varIndex = 0;
if (m_targetTrans != null)
{
for (int i = 0; i < m_targetTrans.Length; i++)
{
if (m_targetTrans[i].transform.position.y >= 2.0f)
{
varIndex++;
}
}
}
return varIndex;
}
void Clicked()
{
if (m_bIsCanMove)
{
return;
}
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit = new RaycastHit();
if (Physics.Raycast(ray, out hit))
{
if (hit.collider && hit.collider.gameObject.CompareTag("Target"))
{
for (int i = 0; i < m_targetTrans.Length; i++)
{
if (string.Equals(hit.collider.name, m_targetTrans[i].name))
{
m_curTargetTrans = m_targetTrans[i];
//重置状态
CancelDelayMoveHandle();
CancelRotateInvoke();
m_curTargetTrans.GetComponent<Rigidbody>().isKinematic = false;
break;
}
}
}
}
}
void RotateTarget()
{
if (m_bIsCanMove)
{
return;
}
if (m_curTargetTrans)
{
m_curTargetTrans.transform.Rotate(transform.up, 90.0f);
}
}
public void TurnDir(float angle)
{
transform.localEulerAngles += new Vector3(0, angle, 0);
//m_rigidBody.velocity
//Vector3 newVec = Quaternion.AngleAxis(angle, axis) * oriVec;
//m_rigidBody.velocity = Quaternion.Euler(0, angle, 0) * m_rigidBody.velocity;
}
public void Vertigo(float time)
{
//if(time> timerVertigo)
//{
// timerVertigo = time; //不累加时长,单会更新时长。
//}
//print("player眩晕时长:" + timerVertigo+"+"+ time);
timerVertigo += time; //累加眩晕时长
}
//ParticleSystem.EmissionModule em = RunParticle.emission;
//ParticleSystem.MinMaxCurve mmc = em.rateOverTime;
//mmc.constant = 100f;
//em.rateOverTime = mmc;
public void ChangeModel()
{
//print("当前等级:"+SpeedLevel);
switch (SpeedLevel)
{
case 1:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
//视觉效果变化
Bag1.SetActive(false);
Bag2.SetActive(false);
Bag3.SetActive(false);
Bag4.SetActive(false);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 2:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
//视觉效果变化
Bag1.SetActive(true);
Bag2.SetActive(false);
Bag3.SetActive(false);
Bag4.SetActive(false);
//粒子特效
RunParticle.emissionRate = 2;
RunParticle.gameObject.SetActive(true);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 3:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
//视觉效果变化
Bag1.SetActive(false);
Bag2.SetActive(true);
Bag3.SetActive(false);
Bag4.SetActive(false);
//粒子特效
RunParticle.emissionRate = 5;
RunParticle.gameObject.SetActive(true);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 4:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
//视觉效果变化
Bag1.SetActive(false);
Bag2.SetActive(false);
Bag3.SetActive(true);
Bag4.SetActive(false);
//粒子特效
RunParticle.emissionRate = 10;
RunParticle.gameObject.SetActive(true);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 5:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(true);
Model2.SetActive(false);
Model3.SetActive(false);
//视觉效果变化
Bag1.SetActive(false);
Bag2.SetActive(false);
Bag3.SetActive(false);
Bag4.SetActive(true);
//粒子特效
RunParticle.emissionRate = 15;
RunParticle.gameObject.SetActive(true);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
//------------------------------------------------------------------------------------------
case 6:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
//视觉效果变化
BagOnBack1.SetActive(false);
BagOnBack2.SetActive(false);
BagOnBack3.SetActive(false);
BagOnBack4.SetActive(false);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 7:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
//视觉效果变化
BagOnBack1.SetActive(true);
BagOnBack2.SetActive(false);
BagOnBack3.SetActive(false);
BagOnBack4.SetActive(false);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.emissionRate = 2;
BackParticle.gameObject.SetActive(true);
CarParticle.gameObject.SetActive(false);
break;
case 8:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
//视觉效果变化
BagOnBack1.SetActive(true);
BagOnBack2.SetActive(true);
BagOnBack3.SetActive(false);
BagOnBack4.SetActive(false);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.emissionRate = 5;
BackParticle.gameObject.SetActive(true);
CarParticle.gameObject.SetActive(false);
break;
case 9:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
//视觉效果变化
BagOnBack1.SetActive(true);
BagOnBack2.SetActive(true);
BagOnBack3.SetActive(true);
BagOnBack4.SetActive(false);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.emissionRate = 10;
BackParticle.gameObject.SetActive(true);
CarParticle.gameObject.SetActive(false);
break;
case 10:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(true);
Model3.SetActive(false);
//视觉效果变化
BagOnBack1.SetActive(true);
BagOnBack2.SetActive(true);
BagOnBack3.SetActive(true);
BagOnBack4.SetActive(true);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.emissionRate = 15;
BackParticle.gameObject.SetActive(true);
CarParticle.gameObject.SetActive(false);
break;
//-------------------------------------------------------------
case 11:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
//视觉效果变化
targetMat.SetTexture("_MainTex", texture0);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 12:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
//视觉效果变化
targetMat.SetTexture("_MainTex", texture1);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 13:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
//视觉效果变化
targetMat.SetTexture("_MainTex", texture2);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 14:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
//视觉效果变化
targetMat.SetTexture("_MainTex", texture3);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(false);
break;
case 15:
//变身特效
PlayParticle();
//模型变化
Model1.SetActive(false);
Model2.SetActive(false);
Model3.SetActive(true);
//视觉效果变化
targetMat.SetTexture("_MainTex", texture4);
//粒子特效
RunParticle.gameObject.SetActive(false);
BackParticle.gameObject.SetActive(false);
CarParticle.gameObject.SetActive(true);
break;
}
}
//速度等级变化为上一级最大的速度等级并改变模型。
public void ChangeSpeedLevelToPrevMaxLevelAndChangeModel()
{
if (SpeedLevel <= 1)
{
SpeedLevel = 1;
return;
}
switch ((SpeedLevel - 1) / (MaxSpeedLevel / 3))
{
case 0:
SpeedLevel = 1;
break;
case 1:
SpeedLevel = MaxSpeedLevel / 3;
break;
case 2:
SpeedLevel = 2 * MaxSpeedLevel / 3;
break;
default:
Debug.LogError("没有这个等级:" + SpeedLevel);
break;
}
ChangeModel();
}
//改变速度等级
public void ChangeSpeedLevel(int number)
{
if(number > 0)
{
if (SpeedLevel < MaxSpeedLevel )
{
SpeedLevel += number;
if (SpeedLevel > MaxSpeedLevel) SpeedLevel = MaxSpeedLevel;
ChangeModel();
}
}
else
{
if (SpeedLevel > 1)
{
SpeedLevel += number;
if (SpeedLevel <= 0) SpeedLevel = 1;
ChangeModel();
}
}
}
public void PlayParticle()
{
ParticleSystem copyParticle= Instantiate(particleChange,particleChange.transform.position, particleChange.transform.rotation);
copyParticle.gameObject.AddComponent<DestroyMySel>(); //4秒后销毁自身
copyParticle.Play();
}
private void OnDestroy()
{
m_targetTrans = null;
m_curTargetTrans = null;
CancelDelayMoveHandle();
CancelRotateInvoke();
BattleCtrl.instance.turnDir -= TurnDir;
}
}
......@@ -72,10 +72,10 @@ public class Enemy_Vertigo : MonoBehaviour
if (hit.collider.tag == "Player")
{
life--;
hit.gameObject.GetComponent<PlayerMove>().Vertigo(VertigoTime);//眩晕1秒
//hit.gameObject.GetComponent<PlayerMove>().Vertigo(VertigoTime);//眩晕1秒
//hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevel(-1); //等级降低一级
//print("减速前:"+ hit.gameObject.GetComponent<PlayerMove>().SpeedLevel);
hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevelToPrevMaxLevelAndChangeModel(); //等级降低到上一级
// hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevelToPrevMaxLevelAndChangeModel(); //等级降低到上一级
//print("减速后:" + hit.gameObject.GetComponent<PlayerMove>().SpeedLevel);
Destroy(gameObject);
}
......
......@@ -48,10 +48,10 @@ public class GiantRock : MonoBehaviour
if (hit.collider.tag == "Player")
{
life--;
hit.gameObject.GetComponent<PlayerMove>().Vertigo(VertigoTime);//眩晕1秒
//hit.gameObject.GetComponent<PlayerMove>().Vertigo(VertigoTime);//眩晕1秒
//hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevel(-1); //等级降低一级
//print("减速前:"+ hit.gameObject.GetComponent<PlayerMove>().SpeedLevel);
hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevelToPrevMaxLevelAndChangeModel(); //等级降低到上一级
//hit.gameObject.GetComponent<PlayerMove>().ChangeSpeedLevelToPrevMaxLevelAndChangeModel(); //等级降低到上一级
//print("减速后:" + hit.gameObject.GetComponent<PlayerMove>().SpeedLevel);
Destroy(gameObject);
}
......
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
/// 模拟轨迹
/// </summary>
public class TestChinarForece : MonoBehaviour
{
public Transform DirectionBall; //指向方向的球
public Transform TrackBallTransform; //轨迹球
private Rigidbody trackBallRigidbody; //
public Slider VelocitySlider; //力度值 滑动器
public Slider AngleSlider; //角度值
private PhysicsScene physicsScene; //物理场景
public GameObject[] OtherGameObjects; //所有小球
public int TrackFrames = 80; //轨迹帧率
private int ICount; //对象计数
private float timer;
/// <summary>
/// 对象池字典
/// </summary>
private readonly Dictionary<int, Transform> goDict = new Dictionary<int, Transform>();
void Start()
{
AngleSlider.onValueChanged.AddListener(OnValueChanged);
trackBallRigidbody = TrackBallTransform.GetComponent<Rigidbody>(); //TrackBall 有rigibody
Physics.autoSimulation = false;
CreatePhysicsScene(); //该脚本只实例化一次。
GeneratePool();
}
/// <summary>
/// 创建一个用于模拟的场景
/// </summary>
private void CreatePhysicsScene()
{
print("创建指向模拟场景");
var scene = SceneManager.CreateScene("指向模拟场景");
physicsScene = scene.GetPhysicsScene();
SceneManager.MoveGameObjectToScene(DirectionBall.parent.gameObject, scene); //DirBall 有parent
for (int i = 3; i < OtherGameObjects.Length; i++)
{
SceneManager.MoveGameObjectToScene(OtherGameObjects[i], scene);
}
}
/// <summary>
/// 生成池子
/// 轨迹球 重复利用
/// </summary>
private void GeneratePool()
{
var GoPoolPos = new Vector3(100, 100, 100);
for (int i = 0; i < TrackFrames; i++)
{
var iclone = Instantiate(TrackBallTransform); //TrackBallTransform
iclone.position = GoPoolPos;
iclone.localScale = Vector3.one * 0.5f;
goDict.Add(i, iclone);
}
}
/// <summary>
/// 重置球位置
/// 其他球要隐形的
/// </summary>
private void resetOtherBall()
{
for (int i = 0; i < 3; i++)
{
OtherGameObjects[i + 3].transform.position = OtherGameObjects[i].transform.position;
}
}
/// <summary>
/// 角度发生改变时
/// </summary>
public void OnValueChanged(float value)
{
Physics.autoSimulation = false; //关闭 物理模拟
TrackBallTransform.position = transform.position;
trackBallRigidbody.velocity = Vector3.zero;
DirectionBall.parent.rotation = Quaternion.Euler(0, value, 0);
Vector3 vector3 = DirectionBall.position - transform.position;
trackBallRigidbody.AddForce(vector3 * VelocitySlider.value);
for (int i = 0; i < TrackFrames; i++)
{
physicsScene.Simulate(0.02f);
GoPool().position = TrackBallTransform.position;
}
}
/// <summary>
/// 简化版对象池
/// 每次调用返回一个新对象
/// </summary>
private Transform GoPool()
{
ICount++;
if (ICount == TrackFrames - 1)
{
ICount = 0;
}
return goDict[ICount];
}
void Update()
{
if (!EventSystem.current.IsPointerOverGameObject())
{
if (Input.GetMouseButtonUp(0))
{
Physics.autoSimulation = true;
Vector3 vector3 = DirectionBall.position - transform.position;
GetComponent<Rigidbody>().AddForce(vector3 * VelocitySlider.value); //当前脚本挂着物体有rigibody
}
}
}
}
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using HedgehogTeam.EasyTouch;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestEtc : MonoBehaviour
{
public Transform target;
// Start is called before the first frame update
void Start()
{
ETCInput.GetControlTouchPad("TouchPad1").onMove.AddListener(onMove);
//ETCInput.GetControlTouchPad("TouchPad1").onMoveSpeed.AddListener(onMoveSpeed);
}
// Update is called once per frame
void Update()
{
//print(ETCInput.GetAxis("TouchPadHorizontal"));
//target.Translate(new Vector3(0, 0, 2*Time.deltaTime));
//CollisionFlags cf= target.GetComponent<CharacterController>().Move(new Vector3(0, 0, 2 * Time.deltaTime));
//print(cf.ToString());
bool isGround=target.GetComponent<CharacterController>().SimpleMove(new Vector3(0, 0, 2));
print("是否在地面:"+ isGround);
}
public void onMove(Vector2 aa)
{
target.GetComponent<CharacterController>().SimpleMove(new Vector3(aa.x, 0, 0));
}
public void onMoveSpeed(Vector2 aa)
{
//print("onMoveSpeed:" + aa.ToString());
//target.Translate( new Vector3(aa.x,0, 0));
//target.GetComponent<CharacterController>().Move(new Vector3(aa.x, 0,0));
target.GetComponent<CharacterController>().SimpleMove(new Vector3(aa.x*10.0f, 0, 0));
}
public void Show(string aa)
{
print(aa);
}
private void OnDestroy()
{
}
}
using HedgehogTeam.EasyTouch;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestOnDrag : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
//EasyTouch.On_Swipe += OnDrag;
}
// Update is called once per frame
void Update()
{
Gesture currentGesture = EasyTouch.current;
//将输入的手势与系统的手势类型进行对比
//当没有输入时(没有触摸屏幕时)EasyTouch.current会返回null
//if (currentGesture != null && EasyTouch.EvtType.On_TouchStart == currentGesture.type)
//{
//}
if (currentGesture != null )
{
print(currentGesture.type);
if(currentGesture.type== EasyTouch.EvtType.On_Drag)
{
On_Drag(currentGesture);
}
}
}
public void On_Drag(Gesture gesture)
{
transform.Translate(new Vector3(gesture.deltaPosition.x/Screen.width*10, gesture.deltaPosition.y / Screen.width*10, 0));
}
public void OnDrag(Gesture gesture)
{
print("OnDrag---");
}
//private void OnDestroy()
//{
// EasyTouch.On_Swipe -= OnDrag;
//}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestTrigger : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
print(111);
}
private void OnTriggerEnter(Collider other)
{
print(other);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestVector3 : MonoBehaviour
{
public float time = 10;
public float maxSpeed = 100;
private RectTransform rectTransform;
private Vector3 speed;
void Start()
{
rectTransform = GetComponent<RectTransform>();
}
void Update()
{
print(Input.touchCount);
rectTransform.localPosition = Vector3.SmoothDamp(rectTransform.localPosition, new Vector3(-300,0, 0),ref speed, time, maxSpeed, Time.deltaTime);
}
}
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......@@ -11,6 +11,10 @@ PrefabInstance:
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value: fries Variant
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using System;
using UnityEngine;
using UnityEngine.UI;
#pragma warning disable 618
namespace UnityStandardAssets.Utility
......@@ -8,7 +9,8 @@ namespace UnityStandardAssets.Utility
{
// An incredibly simple menu which, when given references
// to gameobjects in the scene
public GUIText camSwitchButton;
//public GUIText camSwitchButton;
public Text camSwitchButton;
public GameObject[] objects;
......
......@@ -14,6 +14,7 @@ TagManager:
- Prickle
- Prop
- Enemy_Vertigo
- Food
layers:
- Default
- TransparentFX
......
C:\Program Files\Java\jre1.8.0_74\bin>keytool -exportcert -alias androiddebugkey -keystore D:\Android_keystore\user.keystore | C:\openss1-0.9.8k_X64\bin\openssl shal -binary |C:\openssl-0.9.8k_X64\bin\openssl base64
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com.facebook.unity.FBUnityDeepLinkingActivity
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