Commit 33b48487 authored by czy's avatar czy

打包优化

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......@@ -732,6 +732,7 @@ public class AIMove : MonoBehaviour
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();
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DestroyMySel : MonoBehaviour
{
public float timeRemaining=4.0f;
void Update()
{
timeRemaining -= Time.deltaTime;
if (timeRemaining <= 0)
{
Destroy(gameObject);
}
}
}
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......@@ -24,6 +24,7 @@ public class Gold : MonoBehaviour
public void PlayParticle()
{
copyParticle = Instantiate(particleGetGold, particleGetGold.transform.position, particleGetGold.transform.rotation);
copyParticle.gameObject.AddComponent<DestroyMySel>(); //4秒后销毁自身
copyParticle.Play();
//Invoke("DestoryGetGoldParticle", 2);
}
......
......@@ -618,6 +618,7 @@ public class PlayerMove : MonoBehaviour
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();
}
......
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......@@ -1029,6 +1135,99 @@ CharacterController:
m_SkinWidth: 0.08
m_MinMoveDistance: 0.001
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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>();
Physics.autoSimulation = false;
CreatePhysicsScene();
GeneratePool();
}
/// <summary>
/// 创建一个用于模拟的场景
/// </summary>
private void CreatePhysicsScene()
{
var scene = SceneManager.CreateScene("指向模拟场景");
physicsScene = scene.GetPhysicsScene();
SceneManager.MoveGameObjectToScene(DirectionBall.parent.gameObject, scene);
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);
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);
}
}
}
}
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......@@ -28,7 +28,7 @@ public class TestOnDrag : MonoBehaviour
On_Drag(currentGesture);
}
}
}
public void On_Drag(Gesture gesture)
......
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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......@@ -3,7 +3,7 @@
--- !u!55 &1
PhysicsManager:
m_ObjectHideFlags: 0
serializedVersion: 10
serializedVersion: 13
m_Gravity: {x: 0, y: -9.81, z: 0}
m_DefaultMaterial: {fileID: 0}
m_BounceThreshold: 2
......@@ -22,6 +22,7 @@ PhysicsManager:
m_AutoSyncTransforms: 0
m_ReuseCollisionCallbacks: 0
m_ClothInterCollisionSettingsToggle: 0
m_ClothGravity: {x: 0, y: -9.81, z: 0}
m_ContactPairsMode: 0
m_BroadphaseType: 0
m_WorldBounds:
......@@ -31,3 +32,5 @@ PhysicsManager:
m_FrictionType: 0
m_EnableEnhancedDeterminism: 0
m_EnableUnifiedHeightmaps: 1
m_SolverType: 0
m_DefaultMaxAngularSpeed: 7
......@@ -13,7 +13,7 @@ PlayerSettings:
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: Dyspace
productName: TruckJourney
productName: StockRunning
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
......@@ -163,7 +163,7 @@ PlayerSettings:
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
applicationIdentifier:
Android: com.Dyspace.TruckJourney
Android: com.Dyspace.StockRunning
buildNumber: {}
AndroidBundleVersionCode: 1
AndroidMinSdkVersion: 19
......@@ -634,7 +634,7 @@ PlayerSettings:
14: CROSS_PLATFORM_INPUT;MOBILE_INPUT
platformArchitecture: {}
scriptingBackend:
Android: 1
Android: 0
il2cppCompilerConfiguration: {}
managedStrippingLevel: {}
incrementalIl2cppBuild: {}
......
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