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wanqing
Storage
Commits
be8b4eea
Commit
be8b4eea
authored
Mar 31, 2021
by
wanqing
Browse files
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Plain Diff
修改代码
parent
cb736f37
Changes
4
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Showing
4 changed files
with
140 additions
and
72 deletions
+140
-72
FirstLevelTrigger.cs
...ge/Assets/#A2_Scripts/Battle/Trigger/FirstLevelTrigger.cs
+7
-5
SecondLevelTrigger.cs
...e/Assets/#A2_Scripts/Battle/Trigger/SecondLevelTrigger.cs
+15
-5
StorageView.cs
Storage/Assets/#A2_Scripts/Battle/View/StorageView.cs
+38
-18
Level3.prefab
Storage/Assets/Res/Levels/Level3.prefab
+80
-44
No files found.
Storage/Assets/#A2_Scripts/Battle/Trigger/FirstLevelTrigger.cs
View file @
be8b4eea
...
@@ -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
<
Collid
er
>();
private
List
<
MeshRenderer
>
m_lst
=
new
List
<
MeshRender
er
>();
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
);
}
}
}
}
}
}
...
...
Storage/Assets/#A2_Scripts/Battle/Trigger/SecondLevelTrigger.cs
View file @
be8b4eea
...
@@ -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
<
Collid
er
>();
private
List
<
MeshRenderer
>
m_lst
=
new
List
<
MeshRender
er
>();
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
(
Collid
er
other
)
public
void
SetExit
(
MeshRender
er
other
)
{
{
StorageView
varView
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
storageView
;
StorageView
varView
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
storageView
;
if
(
varView
)
if
(
varView
)
...
...
Storage/Assets/#A2_Scripts/Battle/View/StorageView.cs
View file @
be8b4eea
...
@@ -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
Mesh
Collid
er
[]
m_targetTrans
;
//所有目标
private
Mesh
Render
er
[]
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
Mesh
Collid
er
m_curTargetTrans
;
//当前抓的目标
private
Mesh
Render
er
m_curTargetTrans
;
//当前抓的目标
public
Mesh
Collid
er
curTargetTrans
=>
m_curTargetTrans
;
public
Mesh
Render
er
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
<
Mesh
Collider
,
bool
>
m_dicBox
=
new
Dictionary
<
MeshCollid
er
,
bool
>();
private
Dictionary
<
Mesh
Renderer
,
bool
>
m_dicBox
=
new
Dictionary
<
MeshRender
er
,
bool
>();
private
Dictionary
<
Mesh
Collider
,
bool
>
m_dicInsideBox
=
new
Dictionary
<
MeshCollid
er
,
bool
>();
//放入箱子里面的box
private
Dictionary
<
Mesh
Renderer
,
bool
>
m_dicInsideBox
=
new
Dictionary
<
MeshRender
er
,
bool
>();
//放入箱子里面的box
private
Dictionary
<
Mesh
Collider
,
bool
>
m_dicInsideCollisonBox
=
new
Dictionary
<
MeshCollid
er
,
bool
>();
//放入箱子里面的box
private
Dictionary
<
Mesh
Renderer
,
bool
>
m_dicInsideCollisonBox
=
new
Dictionary
<
MeshRender
er
,
bool
>();
//放入箱子里面的box
private
Dictionary
<
Mesh
Collider
,
float
>
m_dicPos
=
new
Dictionary
<
MeshCollid
er
,
float
>();
//位置信息
private
Dictionary
<
Mesh
Renderer
,
float
>
m_dicPos
=
new
Dictionary
<
MeshRender
er
,
float
>();
//位置信息
private
Dictionary
<
Mesh
Collider
,
Material
[
]>
m_dicMat
=
new
Dictionary
<
MeshCollid
er
,
Material
[
]>
();
//材质信息
private
Dictionary
<
Mesh
Renderer
,
Material
[
]>
m_dicMat
=
new
Dictionary
<
MeshRender
er
,
Material
[
]>
();
//材质信息
private
Dictionary
<
Mesh
Collider
,
Quaternion
>
m_dicRotate
=
new
Dictionary
<
MeshCollid
er
,
Quaternion
>();
//旋转信息
private
Dictionary
<
Mesh
Renderer
,
Quaternion
>
m_dicRotate
=
new
Dictionary
<
MeshRender
er
,
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
{
{
Mesh
Collider
varBox
=
other
.
gameObject
.
GetComponent
<
MeshCollid
er
>();
Mesh
Renderer
varBox
=
other
.
gameObject
.
GetComponent
<
MeshRender
er
>();
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
)
{
{
Mesh
Collider
varBox
=
m_curTargetTrans
.
GetComponent
<
MeshCollid
er
>();
Mesh
Renderer
varBox
=
m_curTargetTrans
.
GetComponent
<
MeshRender
er
>();
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
)
{
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materials
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materials
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];
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Material
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varMat
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Length
];
for
(
int
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=
0
;
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<
varMat
.
Length
;
m
++)
for
(
int
m
=
0
;
m
<
varMat
.
Length
;
m
++)
{
{
...
...
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...
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...
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...
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...
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...
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