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wanqing
Storage
Commits
ec68a3f6
Commit
ec68a3f6
authored
Mar 17, 2021
by
wanqing
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修改代码
parent
bf802b0f
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.suo
Storage/.vs/Storage/v16/.suo
+0
-0
Assembly-CSharp-Editor.csproj
Storage/Assembly-CSharp-Editor.csproj
+213
-209
Assembly-CSharp.csproj
Storage/Assembly-CSharp.csproj
+196
-201
DemoScenes.unity
Storage/Assets/#A1_Scenes/DemoScenes.unity
+0
-22
TargetCollision.cs
...ge/Assets/#A2_Scripts/Battle/Collision/TargetCollision.cs
+34
-7
FirstLevelTrigger.cs
...ge/Assets/#A2_Scripts/Battle/Trigger/FirstLevelTrigger.cs
+16
-57
BattleUI.cs
Storage/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+11
-0
StorageView.cs
Storage/Assets/#A2_Scripts/Battle/View/StorageView.cs
+252
-30
BattleUI.prefab
Storage/Assets/#A3_Prefabs/BattleUI.prefab
+210
-0
#B2_Graphics.meta
Storage/Assets/#B2_Graphics.meta
+8
-0
#Z1_Tabs.meta
Storage/Assets/#Z1_Tabs.meta
+8
-0
#Z2_Documents.meta
Storage/Assets/#Z2_Documents.meta
+8
-0
#Z3_WebAPI.meta
Storage/Assets/#Z3_WebAPI.meta
+8
-0
#Z4_Icons.meta
Storage/Assets/#Z4_Icons.meta
+8
-0
#Z4_Previews.meta
Storage/Assets/#Z4_Previews.meta
+8
-0
Level1.prefab
Storage/Assets/Res/Levels/Level1.prefab
+825
-140
Storage.sln
Storage/Storage.sln
+1
-1
No files found.
Storage/.vs/Storage/v16/.suo
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ec68a3f6
No preview for this file type
Storage/Assembly-CSharp-Editor.csproj
View file @
ec68a3f6
...
...
@@ -2,8 +2,6 @@
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...
...
@@ -24,7 +22,7 @@
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...
...
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...
...
@@ -68,613 +69,616 @@
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Storage/Assembly-CSharp.csproj
View file @
ec68a3f6
...
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...
...
Storage/Assets/#A1_Scenes/DemoScenes.unity
View file @
ec68a3f6
...
...
@@ -290,7 +290,6 @@ GameObject:
-
component
:
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fileID
:
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component
:
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component
:
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fileID
:
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}
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component
:
{
fileID
:
1872965184
}
m_Layer
:
0
m_Name
:
GameServices
m_TagString
:
Untagged
...
...
@@ -337,22 +336,6 @@ MonoBehaviour:
m_Script
:
{
fileID
:
11500000
,
guid
:
ff376a18ea419e546ba78667f1b5c6b3
,
type
:
3
}
m_Name
:
m_EditorClassIdentifier
:
---
!u!114
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MonoBehaviour
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1872965180
}
m_Enabled
:
1
m_EditorHideFlags
:
0
m_Script
:
{
fileID
:
11500000
,
guid
:
edb0d13b66926534795d037f8ffc70e4
,
type
:
3
}
m_Name
:
m_EditorClassIdentifier
:
m_bombEffectObj
:
{
fileID
:
1700217648693119091
,
guid
:
c8e49c3b7567ba44c9434bbb6049f364
,
type
:
3
}
m_rayfireBombObj
:
{
fileID
:
7079061562166580387
,
guid
:
6494bd2f9be30d54ab414db21e0d1beb
,
type
:
3
}
---
!u!114
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stripped
MonoBehaviour
:
m_CorrespondingSourceObject
:
{
fileID
:
6064464677632144694
,
guid
:
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...
...
@@ -389,11 +372,6 @@ PrefabInstance:
propertyPath
:
m_Name
value
:
BattleUI
objectReference
:
{
fileID
:
0
}
-
target
:
{
fileID
:
6064464677632144689
,
guid
:
919382978f5e2684ba83e6daf6491458
,
type
:
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}
propertyPath
:
m_IsActive
value
:
1
objectReference
:
{
fileID
:
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}
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target
:
{
fileID
:
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,
guid
:
919382978f5e2684ba83e6daf6491458
,
type
:
3
}
propertyPath
:
m_LocalPosition.x
...
...
Storage/Assets/#A2_Scripts/Battle/Collision/TargetCollision.cs
View file @
ec68a3f6
...
...
@@ -5,21 +5,48 @@ using UnityEngine;
public
class
TargetCollision
:
MonoBehaviour
{
private
bool
m_bControl
=
true
;
private
Vector3
m_hitPoint
=
Vector3
.
zero
;
private
void
OnCollisionEnter
(
Collision
other
)
{
if
(
other
.
collider
.
gameObject
.
CompareTag
(
"Target"
)
&&
m_bControl
)
if
(
other
.
collider
.
gameObject
.
CompareTag
(
"Target"
))
{
StorageView
varView
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
storageView
;
if
(
varView
&&
varView
.
curTargetTrans
&&
!
string
.
Equals
(
varView
.
curTargetTrans
.
name
,
other
.
collider
.
name
)
&&
m_bControl
)
{
m_bControl
=
false
;
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
storageView
.
SetTargetCollison
(
transform
,
true
);
varView
.
SetTargetCollison
(
other
.
collider
.
transform
,
true
);
}
}
}
private
void
OnCollisionExit
(
Collision
other
)
{
if
(
other
.
collider
.
gameObject
.
CompareTag
(
"Target"
)
&&
!
m_bControl
)
if
(
other
.
collider
.
gameObject
.
CompareTag
(
"Target"
))
{
StorageView
varView
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
storageView
;
if
(
varView
&&
varView
.
curTargetTrans
&&
!
string
.
Equals
(
varView
.
curTargetTrans
.
name
,
other
.
collider
.
name
)
&&
!
m_bControl
)
{
m_bControl
=
true
;
MeshCollider
varBox
=
other
.
collider
.
gameObject
.
GetComponent
<
MeshCollider
>();
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
storageView
.
SetTargetCollison
(
transform
,
false
);
m_hitPoint
=
other
.
collider
.
ClosestPoint
(
other
.
transform
.
position
);
}
}
}
//退出箱子碰到处理
void
UpdateExitBox
()
{
if
(
m_bControl
&&
m_hitPoint
!=
Vector3
.
zero
)
{
StorageView
varView
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
storageView
;
if
(
varView
.
curTargetTrans
&&
Vector3
.
SqrMagnitude
(
varView
.
curTargetTrans
.
transform
.
position
-
m_hitPoint
)
>=
3.0f
)
{
m_hitPoint
=
Vector3
.
zero
;
varView
.
SetTargetCollison
(
null
,
false
);
}
}
}
private
void
Update
()
{
//UpdateExitBox();
}
}
Storage/Assets/#A2_Scripts/Battle/Trigger/FirstLevelTrigger.cs
View file @
ec68a3f6
...
...
@@ -5,70 +5,29 @@ using UnityEngine;
public
class
FirstLevelTrigger
:
MonoBehaviour
{
//public Transform m_targetTrans;
//private Vector3 m_pos = new Vector3(0, 5.2f, 0);
//private Quaternion m_rotation = Quaternion.identity;
//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;
// }
//}
//public Transform m_carTrans;
//public GameObject m_yellowBodyObj;
//public Transform m_playerTrans;
//private bool m_bControl = true;
//private bool m_bControlPass = true;
//private GameObject m_cubeObj;
//private void Awake()
//{
// m_cubeObj = m_playerTrans.Find("Cube").gameObject;
//}
//private void OnTriggerEnter(Collider other)
//{
// if (other.tag == "Final" && m_bControlPass)
// {
// m_bControlPass = false;
// m_yellowBodyObj.gameObject.SetActive(false);
// Invoke("PassLevelAnimation", 3);
// }
//}
//void PassLevelAnimation()
//{
// m_carTrans.DOLocalMoveZ(9, 2).SetEase(Ease.Linear).OnComplete(() =>
// {
// BattleCtrl.instance.OnBattleWin();
// });
//}
//Update is called once per frame
//void Update()
//{
// if (m_bControl && m_playerTrans.position.y < 5.4f)
// {
// m_cubeObj.SetActive(false);
// m_bControl = false;
// }
//}
private
bool
m_bControl
=
true
;
private
List
<
Collider
>
m_lst
=
new
List
<
Collider
>();
private
void
OnTriggerEnter
(
Collider
other
)
{
if
(
other
.
gameObject
.
CompareTag
(
"
Player"
)
&&
m_bControl
)
if
(
other
.
gameObject
.
CompareTag
(
"
Target"
)
)
{
m_bControl
=
false
;
if
(
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
carView
.
GetLeftBoxNum
()
>
0
)
StorageView
varView
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
storageView
;
if
(!
m_lst
.
Contains
(
other
)
)
{
BattleCtrl
.
instance
.
OnBattleWin
();
varView
.
InsideBox
(
other
);
m_lst
.
Add
(
other
);
}
}
else
}
private
void
OnTriggerExit
(
Collider
other
)
{
if
(
other
.
gameObject
.
CompareTag
(
"Target"
))
{
StorageView
varView
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
storageView
;
if
(
m_lst
.
Contains
(
other
))
{
BattleCtrl
.
instance
.
OnBattleFail
();
varView
.
ExitBox
();
m_lst
.
Remove
(
other
);
}
}
}
...
...
Storage/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
ec68a3f6
...
...
@@ -38,6 +38,7 @@ public class BattleUI : MonoBehaviour
public
GameObject
[]
m_boomUIS
;
//爆炸Ui
public
Button
m_boomBtn
;
//炸弹按钮
public
GameObject
m_symbolObj
;
//十字架图标
public
GameObject
m_takeBtnObj
;
//take按钮
public
Action
onStartBtn
;
public
Action
onPosUpBtn
;
public
Action
onPosDownBtn
;
...
...
@@ -317,4 +318,14 @@ public class BattleUI : MonoBehaviour
varVec2
.
y
=
y
;
m_symbolObj
.
transform
.
localPosition
=
varVec2
;
}
//take按钮
public
void
OnClickTakeBtn
()
{
}
//设置take按钮状态
public
void
SetTakeBtnState
(
bool
value
)
{
m_takeBtnObj
.
SetActive
(
value
);
}
}
Storage/Assets/#A2_Scripts/Battle/View/StorageView.cs
View file @
ec68a3f6
...
...
@@ -6,52 +6,156 @@ public class StorageView : MonoBehaviour
{
public
Transform
m_targetParentTrans
;
//障碍物父节点
private
MeshCollider
[]
m_targetTrans
;
//所有目标
public
BoxCollider
m_triggerBox
;
public
Material
m_redMat
;
//红色材质球
private
MeshCollider
m_curTargetTrans
;
//当前抓的目标
public
MeshCollider
curTargetTrans
=>
m_curTargetTrans
;
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
Dictionary
<
MeshCollider
,
bool
>
m_dicInsideBox
=
new
Dictionary
<
MeshCollider
,
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
<
MeshCollider
,
float
>
m_dicPos
=
new
Dictionary
<
MeshCollider
,
float
>();
//位置信息
private
Dictionary
<
MeshCollider
,
Material
>
m_dicMat
=
new
Dictionary
<
MeshCollider
,
Material
>();
//材质信息
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
float
m_topHeight
=
1.368f
;
//顶部高度
private
float
m_bottomHeight
=
0.25f
;
//底部高度
private
Camera
m_camera
;
private
bool
m_bIsHitTarget
=
false
;
private
float
m_curTargetPosY
=
0.0f
;
//当前抓的目标位置Y
private
float
m_modelCompassTopPosY
=
1.18f
;
//指南针//0.2
private
float
m_modelBinocularTopPosY
=
1.17f
;
//望远镜//0.44
private
float
m_modelTorchTopPosY
=
1.47f
;
//手电筒//0.36
private
float
m_modelCompassOverPosY
=
0.98f
;
//溢出高度
private
float
m_modelBinocularOverPosY
=
0.73f
;
//溢出高度
private
float
m_modelTorchOverPosY
=
1.11f
;
//溢出高度
private
string
m_modelCompassStr
=
"Compass"
;
private
string
m_modelTorchStr
=
"Torch"
;
private
string
m_modelBinocularStr
=
"Binocular"
;
private
Vector3
m_hitBoxPoint
=
Vector3
.
zero
;
//碰到箱子的点
private
bool
m_bControlCollisionBox
=
true
;
private
int
m_insideBoxNum
=
0
;
// 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_dicInsideBox
.
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_dicMat
.
Add
(
m_targetTrans
[
i
],
m_targetTrans
[
i
].
GetComponent
<
MeshRenderer
>().
sharedMaterial
);
}
m_camera
=
Camera
.
main
;
GameServices
.
inputService
.
pad
.
onTouchUp
+=
OnTouchUp
;
}
private
void
OnCollisionEnter
(
Collision
other
)
void
CancelInvoke
()
{
if
(
IsInvoking
(
"DelayClearInsideState"
))
{
CancelInvoke
(
"DelayClearInsideState"
);
}
}
//延迟处理
void
DelayClearInsideState
()
{
if
(
other
.
collider
.
gameObject
.
CompareTag
(
"Target"
))
if
(
m_curTargetTrans
&&
m_dicInsideCollisonBox
.
ContainsKey
(
m_curTargetTrans
))
{
MeshCollider
varBox
=
other
.
collider
.
gameObject
.
GetComponent
<
MeshCollider
>();
m_dicInsideCollisonBox
[
m_curTargetTrans
]
=
false
;
}
}
private
void
OnTriggerEnter
(
Collider
other
)
{
if
(
other
.
gameObject
.
CompareTag
(
"Target"
)
&&
m_curTargetTrans
&&
m_bControlCollisionBox
)
{
m_bControlCollisionBox
=
false
;
//if (m_dicInsideBox.ContainsKey(m_curTargetTrans) && m_dicInsideBox[m_curTargetTrans])
//{
// m_curTargetTrans.transform.Rotate(transform.up, 90.0f);
// MeshCollider varBox = other.gameObject.GetComponent<MeshCollider>();
// if (m_dicInsideCollisonBox.ContainsKey(varBox))
// {
// m_dicInsideCollisonBox[varBox] = true;
// }
// CancelInvoke();
// Invoke("DelayResetInsideState", 0.05f);
//}
//else
{
MeshCollider
varBox
=
other
.
gameObject
.
GetComponent
<
MeshCollider
>();
if
(
m_dicBox
.
ContainsKey
(
varBox
))
{
m_dicBox
[
varBox
]
=
true
;
}
}
}
private
void
OnCollisionExit
(
Collision
other
)
}
private
void
OnTriggerExit
(
Collider
other
)
{
if
(
other
.
collider
.
gameObject
.
CompareTag
(
"Target"
)
)
if
(
other
.
gameObject
.
CompareTag
(
"Target"
)
&&
m_curTargetTrans
&&
!
m_bControlCollisionBox
)
{
MeshCollider
varBox
=
other
.
collider
.
gameObject
.
GetComponent
<
MeshCollider
>();
if
(
m_dicBox
.
ContainsKey
(
varBox
))
m_bControlCollisionBox
=
true
;
m_hitBoxPoint
=
other
.
ClosestPoint
(
other
.
transform
.
position
);
//if (m_dicInsideBox.ContainsKey(m_curTargetTrans) && m_dicInsideBox[m_curTargetTrans])
//{
// MeshCollider varBox = other.gameObject.GetComponent<MeshCollider>();
// if (m_dicInsideCollisonBox.ContainsKey(varBox))
// {
// m_dicInsideCollisonBox[varBox] = false;
// }
//}
//else
{
m_dicBox
[
varBox
]
=
false
;
//MeshCollider varBox = other.gameObject.GetComponent<MeshCollider>();
//if (m_dicBox.ContainsKey(varBox))
//{
// m_dicBox[varBox] = false;
//}
}
}
}
//放入箱子里面
public
void
InsideBox
(
Collider
other
)
{
//MeshCollider varBox = other.gameObject.GetComponent<MeshCollider>();
//if (m_dicInsideBox.ContainsKey(varBox))
//{
// m_dicInsideBox[varBox] = true;
//}
//Rigidbody varBody = other.gameObject.GetComponent<Rigidbody>();
//if (varBody)
//{
// varBody.isKinematic = true;
//}
m_insideBoxNum
++;
BattleCtrl
.
instance
.
battleUI
.
SetTakeBtnState
(
m_insideBoxNum
>=
3
);
}
//从箱子拿出
public
void
ExitBox
()
{
m_insideBoxNum
--;
BattleCtrl
.
instance
.
battleUI
.
SetTakeBtnState
(
m_insideBoxNum
>=
3
);
}
//退出箱子碰到处理
void
UpdateExitBox
()
{
if
(
m_bControlCollisionBox
&&
m_hitBoxPoint
!=
Vector3
.
zero
)
{
if
(
m_curTargetTrans
&&
Vector3
.
SqrMagnitude
(
m_curTargetTrans
.
transform
.
position
-
m_hitBoxPoint
)
>=
0.8f
)
{
m_hitBoxPoint
=
Vector3
.
zero
;
if
(
m_dicBox
.
ContainsKey
(
m_curTargetTrans
))
{
m_dicBox
[
m_curTargetTrans
]
=
false
;
}
}
}
}
// Update is called once per frame
void
Update
()
{
if
(!
BattleCtrl
.
instance
.
isStartBattle
)
...
...
@@ -65,43 +169,84 @@ public class StorageView : MonoBehaviour
if
(
Input
.
GetMouseButton
(
0
))
{
if
(
m_curTargetTrans
)
{
//if (m_dicInsideCollisonBox.ContainsKey(m_curTargetTrans) && !m_dicInsideCollisonBox[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
;
Input
.
mousePosition
.
y
,
m_targetScreenVec
.
z
))
;
//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
;
if
(
m_collisonTargetTrans
&&
m_bIsCollisonTarget
)
{
varPos
.
y
=
m_collisonTargetTrans
.
localPosition
.
y
+
1.0f
;
//+ m_collisonTargetTrans.localScale.y;
}
else
{
//varPos.y = m_bottomHeight;
if
(
m_dicPos
.
ContainsKey
(
m_curTargetTrans
))
{
varPos
.
y
=
m_dicPos
[
m_curTargetTrans
]+
1.1f
;
}
//if (string.Equals(m_curTargetTrans.name, m_modelTorchStr))
//{
// varPos.y = m_modelTorchTopPosY;
//}
//else if(string.Equals(m_curTargetTrans.name, m_modelBinocularStr))
//{
// varPos.y = m_modelBinocularTopPosY;
//}
//else if(string.Equals(m_curTargetTrans.name, m_modelCompassStr))
//{
// varPos.y = m_modelCompassTopPosY;
//}
}
}
else
{
if
(
m_collisonTargetTrans
&&
m_bIsCollisonTarget
)
{
varPos
.
y
=
m_collisonTargetTrans
.
localPosition
.
y
+
m_collisonTargetTrans
.
localScale
.
y
;
varPos
.
y
=
m_collisonTargetTrans
.
localPosition
.
y
+
1.0f
;
//+ m_collisonTargetTrans.localScale.y;
}
else
{
if
(
m_dicPos
.
ContainsKey
(
m_curTargetTrans
))
{
varPos
.
y
=
m_dicPos
[
m_curTargetTrans
];
}
}
}
if
(
varPos
.
y
<
m_dicPos
[
m_curTargetTrans
])
{
varPos
.
y
=
m_dicPos
[
m_curTargetTrans
];
}
m_curTargetTrans
.
transform
.
position
=
varPos
;
}
if
(
m_bIsHitTarget
)
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
);
}
for
(
int
i
=
0
;
i
<
m_targetTrans
.
Length
;
i
++)
{
Vector3
varPos
=
m_targetTrans
[
i
].
transform
.
position
;
if
(
varPos
.
y
<
m_dicPos
[
m_targetTrans
[
i
]])
{
varPos
.
y
=
m_dicPos
[
m_targetTrans
[
i
]];
}
m_targetTrans
[
i
].
transform
.
position
=
varPos
;
}
UpdateExitBox
();
}
// 抬起回调
void
OnTouchUp
()
...
...
@@ -113,11 +258,61 @@ public class StorageView : MonoBehaviour
{
m_dicBox
[
varBox
]
=
false
;
}
m_curTargetTrans
.
GetComponent
<
Rigidbody
>().
isKinematic
=
false
;
m_curTargetTrans
=
null
;
}
m_collisonTargetTrans
=
null
;
m_bIsCollisonTarget
=
false
;
BattleCtrl
.
instance
.
battleUI
.
SetSymbolPos
(
0
,
0
);
CancelDelayMatChangeHandle
();
Invoke
(
"DelayMatChangeHandle"
,
0.5f
);
}
void
CancelDelayMatChangeHandle
()
{
if
(
IsInvoking
(
"DelayMatChangeHandle"
))
{
CancelInvoke
(
"DelayMatChangeHandle"
);
}
}
//延时判断是否需要变化材质球
void
DelayMatChangeHandle
()
{
for
(
int
i
=
0
;
i
<
m_targetTrans
.
Length
;
i
++)
{
if
(
string
.
Equals
(
m_targetTrans
[
i
].
name
,
m_modelTorchStr
))
{
if
(
m_targetTrans
[
i
].
transform
.
position
.
y
>=
m_modelTorchOverPosY
)
{
m_targetTrans
[
i
].
GetComponent
<
MeshRenderer
>().
sharedMaterial
=
m_redMat
;
}
else
{
m_targetTrans
[
i
].
GetComponent
<
MeshRenderer
>().
sharedMaterial
=
m_dicMat
[
m_targetTrans
[
i
]];
}
}
else
if
(
string
.
Equals
(
m_targetTrans
[
i
].
name
,
m_modelBinocularStr
))
{
if
(
m_targetTrans
[
i
].
transform
.
position
.
y
>=
m_modelBinocularOverPosY
)
{
m_targetTrans
[
i
].
GetComponent
<
MeshRenderer
>().
sharedMaterial
=
m_redMat
;
}
else
{
m_targetTrans
[
i
].
GetComponent
<
MeshRenderer
>().
sharedMaterial
=
m_dicMat
[
m_targetTrans
[
i
]];
}
}
else
if
(
string
.
Equals
(
m_targetTrans
[
i
].
name
,
m_modelCompassStr
))
{
if
(
m_targetTrans
[
i
].
transform
.
position
.
y
>=
m_modelCompassOverPosY
)
{
m_targetTrans
[
i
].
GetComponent
<
MeshRenderer
>().
sharedMaterial
=
m_redMat
;
}
else
{
m_targetTrans
[
i
].
GetComponent
<
MeshRenderer
>().
sharedMaterial
=
m_dicMat
[
m_targetTrans
[
i
]];
}
}
}
}
//碰到其他目标
public
void
SetTargetCollison
(
Transform
trans
,
bool
bool_
)
...
...
@@ -127,6 +322,7 @@ public class StorageView : MonoBehaviour
}
void
Clicked
()
{
m_triggerBox
.
gameObject
.
SetActive
(
false
);
Ray
ray
=
Camera
.
main
.
ScreenPointToRay
(
Input
.
mousePosition
);
RaycastHit
hit
=
new
RaycastHit
();
...
...
@@ -136,11 +332,24 @@ public class StorageView : MonoBehaviour
if
(
hit
.
collider
&&
hit
.
collider
.
gameObject
.
CompareTag
(
"Target"
))
{
m_bIsHitTarget
=
true
;
//for (int i = 0; i < m_targetTrans.Length; i++)
//{
// m_targetTrans[i].GetComponent<Rigidbody>().isKinematic = 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
];
m_curTargetTrans
.
GetComponent
<
Rigidbody
>().
isKinematic
=
true
;
m_triggerBox
.
gameObject
.
SetActive
(
true
);
//m_curTargetPosY = m_curTargetTrans.transform.position.y;
//Invoke("DelayInvokeRigidBody", 0.1f);
CancelDelayMatChangeHandle
();
if
(
m_dicMat
.
ContainsKey
(
m_curTargetTrans
))
{
m_curTargetTrans
.
GetComponent
<
MeshRenderer
>().
sharedMaterial
=
m_dicMat
[
m_curTargetTrans
];
}
break
;
}
}
...
...
@@ -151,6 +360,18 @@ public class StorageView : MonoBehaviour
}
}
}
//延迟处理
void
DelayInvokeRigidBody
()
{
//for (int i = 0; i < m_targetTrans.Length; i++)
//{
// Rigidbody varBody = m_targetTrans[i].GetComponent<Rigidbody>();
// if (m_curTargetTrans && m_curTargetTrans != m_targetTrans[i])
// {
// varBody.isKinematic = false;
// }
//}
}
private
void
OnDestroy
()
{
m_targetTrans
=
null
;
...
...
@@ -159,5 +380,6 @@ public class StorageView : MonoBehaviour
{
GameServices
.
inputService
.
pad
.
onTouchUp
-=
OnTouchUp
;
}
CancelDelayMatChangeHandle
();
}
}
Storage/Assets/#A3_Prefabs/BattleUI.prefab
View file @
ec68a3f6
...
...
@@ -9209,6 +9209,84 @@ MonoBehaviour:
m_VerticalOverflow
:
0
m_LineSpacing
:
1
m_Text
:
0
---
!u!1
&5881563048680123161
GameObject
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
serializedVersion
:
6
m_Component
:
-
component
:
{
fileID
:
6141748135306032743
}
-
component
:
{
fileID
:
3275270187392914165
}
-
component
:
{
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Storage/Storage.sln
View file @
ec68a3f6
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio
20
15
# Visual Studio 15
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{83355358-96AD-9FBF-E5C0-19A3B1543F57}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{7B06F993-FB77-FDFE-BFE7-A14136B23707}"
...
...
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