Commit 201890dc authored by wanqing's avatar wanqing

修改代码

parent 85f2bdd5
Pipeline #136 canceled with stages
......@@ -93,6 +93,7 @@
<Compile Include="Assets\#A2_Scripts\Battle\View\ChainDragView.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\View\ChainRopeView.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\View\ChainView.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\View\StorageView.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\View\TargetView.cs" />
<Compile Include="Assets\#A2_Scripts\Camera\CameraMove.cs" />
<Compile Include="Assets\#A2_Scripts\Camera\FollowTarget.cs" />
......
......@@ -10,7 +10,7 @@ public class TargetCollision : MonoBehaviour
if (other.collider.gameObject.CompareTag("Target") && m_bControl)
{
m_bControl = false;
BattleCtrl.instance.levelManager.curLevel.carView.SetTargetCollison(transform, true);
BattleCtrl.instance.levelManager.curLevel.storageView.SetTargetCollison(transform, true);
}
}
private void OnCollisionExit(Collision other)
......@@ -19,7 +19,7 @@ public class TargetCollision : MonoBehaviour
{
m_bControl = true;
MeshCollider varBox = other.collider.gameObject.GetComponent<MeshCollider>();
BattleCtrl.instance.levelManager.curLevel.carView.SetTargetCollison(transform, false);
BattleCtrl.instance.levelManager.curLevel.storageView.SetTargetCollison(transform, false);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StorageView : MonoBehaviour
{
public Transform m_targetParentTrans;//障碍物父节点
private MeshCollider[] m_targetTrans;//所有目标
private MeshCollider m_curTargetTrans;//当前抓的目标
private Vector3 m_offset;//偏移值
private Vector3 m_targetScreenVec;//当前物体对应的屏幕坐标
private Transform m_collisonTargetTrans;//碰到的其他目标
private bool m_bIsCollisonTarget = false;//是否碰到了其他目标
private Dictionary<MeshCollider, bool> m_dicBox = new Dictionary<MeshCollider, bool>();
private Vector3 m_cameraTargetPos = new Vector3(1, 5.6f, -4.5f);//镜头目标位置
private Quaternion m_cameraTargetRotate = Quaternion.Euler(60, 0, 0);//镜头目标旋转
private float m_topHeight = 1.25f;//顶部高度
private float m_bottomHeight = 0.25f;//底部高度
private Camera m_camera;
private bool m_bIsHitTarget = false;
// Start is called before the first frame update
void Start()
{
m_targetTrans = m_targetParentTrans.GetComponentsInChildren<MeshCollider>();
for (int i = 0; i < m_targetTrans.Length; i++)
{
m_dicBox.Add(m_targetTrans[i], false);
}
m_camera = Camera.main;
GameServices.inputService.pad.onTouchUp += OnTouchUp;
}
private void OnCollisionEnter(Collision other)
{
if (other.collider.gameObject.CompareTag("Target"))
{
MeshCollider varBox = other.collider.gameObject.GetComponent<MeshCollider>();
if (m_dicBox.ContainsKey(varBox))
{
m_dicBox[varBox] = true;
}
}
}
private void OnCollisionExit(Collision other)
{
if (other.collider.gameObject.CompareTag("Target"))
{
MeshCollider varBox = other.collider.gameObject.GetComponent<MeshCollider>();
if (m_dicBox.ContainsKey(varBox))
{
m_dicBox[varBox] = false;
}
}
}
// Update is called once per frame
void Update()
{
if (!BattleCtrl.instance.isStartBattle)
{
return;
}
if (Input.GetMouseButtonDown(0))
{
Clicked();
}
if (Input.GetMouseButton(0))
{
if (m_curTargetTrans)
{
m_targetScreenVec = Camera.main.WorldToScreenPoint(m_curTargetTrans.transform.position);
m_curTargetTrans.transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,
Input.mousePosition.y, m_targetScreenVec.z)) + m_offset;
//十字架位置
float varX = (Input.mousePosition.x - Screen.width / 2f) / (Screen.width / GlobalConfig.NormalWidth);
float varY = (Input.mousePosition.y - Screen.height / 2f) / (Screen.width / GlobalConfig.NormalWidth);
BattleCtrl.instance.battleUI.SetSymbolPos(varX, varY);
}
}
//确保最低位置
if (m_curTargetTrans)
{
Vector3 varPos = m_curTargetTrans.transform.position;
if (varPos.y < m_bottomHeight)
{
varPos.y = m_bottomHeight;
}
if (m_dicBox.ContainsKey(m_curTargetTrans) && m_dicBox[m_curTargetTrans])
{
varPos.y = m_topHeight;
}
else
{
//varPos.y = m_bottomHeight;
}
if (m_collisonTargetTrans && m_bIsCollisonTarget)
{
varPos.y = m_collisonTargetTrans.localPosition.y + m_collisonTargetTrans.localScale.y;
}
m_curTargetTrans.transform.position = varPos;
}
if(m_bIsHitTarget)
{
m_camera.transform.position = Vector3.Lerp(m_camera.transform.position, m_cameraTargetPos, 0.2f);
m_camera.transform.rotation = Quaternion.Lerp(m_camera.transform.rotation, m_cameraTargetRotate, 0.2f);
}
}
// 抬起回调
void OnTouchUp()
{
if (m_curTargetTrans)
{
MeshCollider varBox = m_curTargetTrans.GetComponent<MeshCollider>();
if (m_dicBox.ContainsKey(varBox))
{
m_dicBox[varBox] = false;
}
m_curTargetTrans = null;
}
m_collisonTargetTrans = null;
m_bIsCollisonTarget = false;
BattleCtrl.instance.battleUI.SetSymbolPos(0, 0);
}
//碰到其他目标
public void SetTargetCollison(Transform trans, bool bool_)
{
m_collisonTargetTrans = trans;
m_bIsCollisonTarget = bool_;
}
void Clicked()
{
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"))
{
m_bIsHitTarget = true;
for (int i = 0; i < m_targetTrans.Length; i++)
{
if (string.Equals(hit.collider.name, m_targetTrans[i].name))
{
m_curTargetTrans = m_targetTrans[i];
break;
}
}
m_targetScreenVec = Camera.main.WorldToScreenPoint(m_curTargetTrans.transform.position);
//偏移值=物体的世界坐标,减去转化之后的鼠标世界坐标(z轴的值为物体屏幕坐标的z值)
m_offset = m_curTargetTrans.transform.position - Camera.main.ScreenToWorldPoint(new Vector3
(Input.mousePosition.x, Input.mousePosition.y, m_targetScreenVec.z));
}
}
}
private void OnDestroy()
{
m_targetTrans = null;
m_curTargetTrans = null;
if (GameServices.inputService != null)
{
GameServices.inputService.pad.onTouchUp -= OnTouchUp;
}
}
}
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......@@ -14,11 +14,13 @@ public class LevelCtrl : MonoBehaviour
public ChainRopeView m_chainRopeView;//娃娃机爪钩
public Camera m_camera;
public CarView m_carView;//车
public StorageView m_storageView;
//public TargetView m_targetView;//触发器
public ChainView chainView => m_chainView;
public ChainRopeView chainRopeView => m_chainRopeView;
public Camera cam => m_camera;
public CarView carView => m_carView;
public StorageView storageView => m_storageView;
//public TargetView targetView => m_targetView;
BattleCtrl _BattleCtrl;
......
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......@@ -80,19 +79,6 @@ MeshRenderer:
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......@@ -248,7 +232,7 @@ Camera:
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far clip plane: 1000
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field of view: 60
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