Commit be8b4eea authored by wanqing's avatar wanqing

修改代码

parent cb736f37
...@@ -6,16 +6,17 @@ using UnityEngine; ...@@ -6,16 +6,17 @@ using UnityEngine;
public class FirstLevelTrigger : MonoBehaviour public class FirstLevelTrigger : MonoBehaviour
{ {
private bool m_bControl = true; private bool m_bControl = true;
private List<Collider> m_lst = new List<Collider>(); private List<MeshRenderer> m_lst = new List<MeshRenderer>();
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
if (other.gameObject.CompareTag("Target")) if (other.gameObject.CompareTag("Target"))
{ {
StorageView varView = BattleCtrl.instance.levelManager.curLevel.storageView; StorageView varView = BattleCtrl.instance.levelManager.curLevel.storageView;
if(!m_lst.Contains(other)) MeshRenderer varMesh = other.GetComponent<MeshRenderer>();
if (varMesh &&!m_lst.Contains(varMesh))
{ {
varView.InsideBox(other); varView.InsideBox(other);
m_lst.Add(other); m_lst.Add(varMesh);
} }
} }
} }
...@@ -24,10 +25,11 @@ public class FirstLevelTrigger : MonoBehaviour ...@@ -24,10 +25,11 @@ public class FirstLevelTrigger : MonoBehaviour
if (other.gameObject.CompareTag("Target")) if (other.gameObject.CompareTag("Target"))
{ {
StorageView varView = BattleCtrl.instance.levelManager.curLevel.storageView; StorageView varView = BattleCtrl.instance.levelManager.curLevel.storageView;
if (m_lst.Contains(other)) MeshRenderer varMesh = other.GetComponent<MeshRenderer>();
if (varMesh && m_lst.Contains(varMesh))
{ {
varView.ExitBox(); varView.ExitBox();
m_lst.Remove(other); m_lst.Remove(varMesh);
} }
} }
} }
......
...@@ -5,7 +5,7 @@ using UnityEngine; ...@@ -5,7 +5,7 @@ using UnityEngine;
public class SecondLevelTrigger : MonoBehaviour public class SecondLevelTrigger : MonoBehaviour
{ {
private bool m_bControl = true; private bool m_bControl = true;
private List<Collider> m_lst = new List<Collider>(); private List<MeshRenderer> m_lst = new List<MeshRenderer>();
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
if (other.gameObject.CompareTag("Target")) if (other.gameObject.CompareTag("Target"))
...@@ -13,10 +13,11 @@ public class SecondLevelTrigger : MonoBehaviour ...@@ -13,10 +13,11 @@ public class SecondLevelTrigger : MonoBehaviour
StorageView varView = BattleCtrl.instance.levelManager.curLevel.storageView; StorageView varView = BattleCtrl.instance.levelManager.curLevel.storageView;
if(varView) if(varView)
{ {
if (!m_lst.Contains(other)) MeshRenderer varMesh = other.GetComponent<MeshRenderer>();
if (varMesh && !m_lst.Contains(varMesh))
{ {
varView.EnterTopBox(other.name); varView.EnterTopBox(other.name);
m_lst.Add(other); m_lst.Add(varMesh);
} }
} }
} }
...@@ -25,11 +26,20 @@ public class SecondLevelTrigger : MonoBehaviour ...@@ -25,11 +26,20 @@ public class SecondLevelTrigger : MonoBehaviour
{ {
if (other.gameObject.CompareTag("Target")) if (other.gameObject.CompareTag("Target"))
{ {
SetExit(other); StorageView varView = BattleCtrl.instance.levelManager.curLevel.storageView;
if (varView)
{
MeshRenderer varMesh = other.GetComponent<MeshRenderer>();
if (varMesh && m_lst.Contains(varMesh))
{
varView.ExitTopBox(other.name);
m_lst.Remove(varMesh);
}
}
} }
} }
//设置退出 //设置退出
public void SetExit(Collider other) public void SetExit(MeshRenderer other)
{ {
StorageView varView = BattleCtrl.instance.levelManager.curLevel.storageView; StorageView varView = BattleCtrl.instance.levelManager.curLevel.storageView;
if (varView) if (varView)
......
...@@ -5,7 +5,7 @@ using UnityEngine; ...@@ -5,7 +5,7 @@ using UnityEngine;
public class StorageView : MonoBehaviour public class StorageView : MonoBehaviour
{ {
public Transform m_targetParentTrans;//障碍物父节点 public Transform m_targetParentTrans;//障碍物父节点
private MeshCollider[] m_targetTrans;//所有目标 private MeshRenderer[] m_targetTrans;//所有目标
public BoxCollider m_triggerBox; public BoxCollider m_triggerBox;
public BoxCollider m_triggerTopBox; public BoxCollider m_triggerTopBox;
public Material m_redMat;//红色材质球 public Material m_redMat;//红色材质球
...@@ -14,18 +14,18 @@ public class StorageView : MonoBehaviour ...@@ -14,18 +14,18 @@ public class StorageView : MonoBehaviour
public float m_rotateSpeed = 1.0f; public float m_rotateSpeed = 1.0f;
public Transform m_parent;//父节点 public Transform m_parent;//父节点
public Animator m_animator; public Animator m_animator;
private MeshCollider m_curTargetTrans;//当前抓的目标 private MeshRenderer m_curTargetTrans;//当前抓的目标
public MeshCollider curTargetTrans => m_curTargetTrans; public MeshRenderer curTargetTrans => m_curTargetTrans;
private Vector3 m_offset;//偏移值 private Vector3 m_offset;//偏移值
private Vector3 m_targetScreenVec;//当前物体对应的屏幕坐标 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 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 bool m_bIsCollisonTarget = false;//是否碰到了其他目标
private Dictionary<MeshCollider, bool> m_dicBox = new Dictionary<MeshCollider, bool>(); private Dictionary<MeshRenderer, bool> m_dicBox = new Dictionary<MeshRenderer, bool>();
private Dictionary<MeshCollider, bool> m_dicInsideBox = new Dictionary<MeshCollider, bool>();//放入箱子里面的box private Dictionary<MeshRenderer, bool> m_dicInsideBox = new Dictionary<MeshRenderer, bool>();//放入箱子里面的box
private Dictionary<MeshCollider, bool> m_dicInsideCollisonBox = new Dictionary<MeshCollider, bool>();//放入箱子里面的box private Dictionary<MeshRenderer, bool> m_dicInsideCollisonBox = new Dictionary<MeshRenderer, bool>();//放入箱子里面的box
private Dictionary<MeshCollider, float> m_dicPos = new Dictionary<MeshCollider, float>();//位置信息 private Dictionary<MeshRenderer, float> m_dicPos = new Dictionary<MeshRenderer, float>();//位置信息
private Dictionary<MeshCollider, Material[]> m_dicMat = new Dictionary<MeshCollider, Material[]>();//材质信息 private Dictionary<MeshRenderer, Material[]> m_dicMat = new Dictionary<MeshRenderer, Material[]>();//材质信息
private Dictionary<MeshCollider, Quaternion> m_dicRotate = new Dictionary<MeshCollider, Quaternion>();//旋转信息 private Dictionary<MeshRenderer, Quaternion> m_dicRotate = new Dictionary<MeshRenderer, Quaternion>();//旋转信息
private Vector3 m_cameraTargetPos = new Vector3(0, 8.7f, -7.68f);//镜头目标位置 private Vector3 m_cameraTargetPos = new Vector3(0, 8.7f, -7.68f);//镜头目标位置
private Quaternion m_cameraTargetRotate = Quaternion.Euler(50, 0, 0);//镜头目标旋转 private Quaternion m_cameraTargetRotate = Quaternion.Euler(50, 0, 0);//镜头目标旋转
private float m_topHeight = 1.368f;//顶部高度 private float m_topHeight = 1.368f;//顶部高度
...@@ -53,10 +53,17 @@ public class StorageView : MonoBehaviour ...@@ -53,10 +53,17 @@ public class StorageView : MonoBehaviour
private int m_TotalNum = 4;//总的道具数量 private int m_TotalNum = 4;//总的道具数量
private MeshCollider m_meshCollider;//自身碰撞网格 private MeshCollider m_meshCollider;//自身碰撞网格
private float m_boxHeight = 0.0f;//盒子高度 private float m_boxHeight = 0.0f;//盒子高度
private float m_specialZLimit = 0.0f;//z轴限制位置
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
m_targetTrans = m_targetParentTrans.GetComponentsInChildren<MeshCollider>(); Rigidbody[] varBody = m_targetParentTrans.GetComponentsInChildren<Rigidbody>();
m_targetTrans = new MeshRenderer[varBody.Length];
for(int i = 0;i<varBody.Length;i++)
{
MeshRenderer varMesh = varBody[i].GetComponent<MeshRenderer>();
m_targetTrans[i] = varMesh;
}
for (int i = 0; i < m_targetTrans.Length; i++) for (int i = 0; i < m_targetTrans.Length; i++)
{ {
...@@ -64,7 +71,7 @@ public class StorageView : MonoBehaviour ...@@ -64,7 +71,7 @@ public class StorageView : MonoBehaviour
m_dicInsideBox.Add(m_targetTrans[i], false); m_dicInsideBox.Add(m_targetTrans[i], false);
m_dicInsideCollisonBox.Add(m_targetTrans[i], false); m_dicInsideCollisonBox.Add(m_targetTrans[i], false);
m_dicPos.Add(m_targetTrans[i], m_targetTrans[i].transform.position.y); m_dicPos.Add(m_targetTrans[i], m_targetTrans[i].transform.position.y);
m_dicMat.Add(m_targetTrans[i], m_targetTrans[i].GetComponent<MeshRenderer>().materials); m_dicMat.Add(m_targetTrans[i], m_targetTrans[i].materials);
m_dicRotate.Add(m_targetTrans[i],m_targetTrans[i].transform.rotation); m_dicRotate.Add(m_targetTrans[i],m_targetTrans[i].transform.rotation);
} }
m_camera = Camera.main; m_camera = Camera.main;
...@@ -111,7 +118,7 @@ public class StorageView : MonoBehaviour ...@@ -111,7 +118,7 @@ public class StorageView : MonoBehaviour
//} //}
//else //else
{ {
MeshCollider varBox = other.gameObject.GetComponent<MeshCollider>(); MeshRenderer varBox = other.gameObject.GetComponent<MeshRenderer>();
if (m_dicBox.ContainsKey(varBox)) if (m_dicBox.ContainsKey(varBox))
{ {
m_dicBox[varBox] = true; m_dicBox[varBox] = true;
...@@ -174,13 +181,13 @@ public class StorageView : MonoBehaviour ...@@ -174,13 +181,13 @@ public class StorageView : MonoBehaviour
{ {
if(BattleCtrl.instance.battleUI.isDebug) if(BattleCtrl.instance.battleUI.isDebug)
{ {
Material[] varMat = m_targetTrans[i].GetComponent<MeshRenderer>().materials; Material[] varMat = m_targetTrans[i].materials;
Material[] varM = new Material[varMat.Length]; Material[] varM = new Material[varMat.Length];
for (int m = 0;m< varMat.Length;m++) for (int m = 0;m< varMat.Length;m++)
{ {
varM[m] = m_redMat; varM[m] = m_redMat;
} }
m_targetTrans[i].GetComponent<MeshRenderer>().materials = varM; m_targetTrans[i].materials = varM;
} }
else else
{ {
...@@ -207,13 +214,13 @@ public class StorageView : MonoBehaviour ...@@ -207,13 +214,13 @@ public class StorageView : MonoBehaviour
{ {
if (BattleCtrl.instance.battleUI.isDebug) if (BattleCtrl.instance.battleUI.isDebug)
{ {
Material[] varMat = m_targetTrans[i].GetComponent<MeshRenderer>().materials; Material[] varMat = m_targetTrans[i].materials;
Material[] varM = new Material[varMat.Length]; Material[] varM = new Material[varMat.Length];
for (int m = 0; m < varMat.Length; m++) for (int m = 0; m < varMat.Length; m++)
{ {
varM[m] = m_dicMat[m_targetTrans[i]][m]; varM[m] = m_dicMat[m_targetTrans[i]][m];
} }
m_targetTrans[i].GetComponent<MeshRenderer>().materials = varM; m_targetTrans[i].materials = varM;
} }
m_hitTopBoxNum--; m_hitTopBoxNum--;
break; break;
...@@ -411,6 +418,19 @@ public class StorageView : MonoBehaviour ...@@ -411,6 +418,19 @@ public class StorageView : MonoBehaviour
} }
m_targetTrans[i].transform.position = varPos; m_targetTrans[i].transform.position = varPos;
} }
if(BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelEightIndex ||
BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelNineIndex)
{
for (int i = 0; i < m_targetTrans.Length; i++)
{
Vector3 varPos = m_targetTrans[i].transform.position;
if (varPos.z > m_specialZLimit)
{
varPos.z = m_specialZLimit;
}
m_targetTrans[i].transform.position = varPos;
}
}
} }
//UpdateExitBox(); //UpdateExitBox();
} }
...@@ -424,7 +444,7 @@ public class StorageView : MonoBehaviour ...@@ -424,7 +444,7 @@ public class StorageView : MonoBehaviour
{ {
if (m_curTargetTrans) if (m_curTargetTrans)
{ {
MeshCollider varBox = m_curTargetTrans.GetComponent<MeshCollider>(); MeshRenderer varBox = m_curTargetTrans.GetComponent<MeshRenderer>();
if (m_dicBox.ContainsKey(varBox)) if (m_dicBox.ContainsKey(varBox))
{ {
m_dicBox[varBox] = false; m_dicBox[varBox] = false;
...@@ -559,7 +579,7 @@ public class StorageView : MonoBehaviour ...@@ -559,7 +579,7 @@ public class StorageView : MonoBehaviour
{ {
if (BattleCtrl.instance.battleUI.isDebug) if (BattleCtrl.instance.battleUI.isDebug)
{ {
Material[] varMat = m_curTargetTrans.GetComponent<MeshRenderer>().materials; Material[] varMat = m_curTargetTrans.materials;
Material[] varM = new Material[varMat.Length]; Material[] varM = new Material[varMat.Length];
for (int m = 0; m < varMat.Length; m++) for (int m = 0; m < varMat.Length; m++)
{ {
......
...@@ -50684,8 +50684,8 @@ Rigidbody: ...@@ -50684,8 +50684,8 @@ Rigidbody:
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