Commit 441cfbf1 authored by wanqing's avatar wanqing

货拉拉体验

parent f5366a43
......@@ -88,11 +88,13 @@
<Compile Include="Assets\#A2_Scripts\Battle\UI\SettingPanel.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\UI\TestGestureAround.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\View\BombView.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\View\CarView.cs" />
<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\TargetView.cs" />
<Compile Include="Assets\#A2_Scripts\Camera\CameraMove.cs" />
<Compile Include="Assets\#A2_Scripts\Camera\FollowTarget.cs" />
<Compile Include="Assets\#A2_Scripts\Delegate\DelegateEvent.cs" />
<Compile Include="Assets\#A2_Scripts\Enum\LevelEnum.cs" />
<Compile Include="Assets\#A2_Scripts\Input\BattleJoinPad.cs" />
......
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......
......@@ -19,40 +19,57 @@ public class FirstLevelTrigger : MonoBehaviour
// 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;
}
//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);
}
}
//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()
//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 void OnTriggerEnter(Collider other)
{
if (m_bControl && m_playerTrans.position.y < 5.4f)
if (other.tag == "Player" && m_bControl)
{
m_cubeObj.SetActive(false);
m_bControl = false;
if(BattleCtrl.instance.levelManager.curLevel.carView.GetLeftBoxNum() > 0)
{
BattleCtrl.instance.OnBattleWin();
}
else
{
BattleCtrl.instance.OnBattleFail();
}
}
}
}
......@@ -4,14 +4,16 @@ using UnityEngine;
public class TargetTrigger : MonoBehaviour
{
public CarView m_carView;
public FollowTarget m_followTarget;
private bool m_bControl = true;
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Target") && m_bControl)
if (other.gameObject.CompareTag("Player") && m_bControl)
{
m_bControl = false;
BattleCtrl.instance.OnBattleWin();
BattleCtrl.instance.levelManager.curLevel.chainRopeView.CatchObjEnterTarget();
m_carView.SetTurn();
//m_followTarget.SetTurn();
}
}
}
......@@ -37,6 +37,7 @@ public class BattleUI : MonoBehaviour
public GameObject m_HideMouseObj;//隐藏手指图标obj
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 Action onStartBtn;
public Action onPosUpBtn;
public Action onPosDownBtn;
......@@ -307,4 +308,13 @@ public class BattleUI : MonoBehaviour
m_boomBtn.interactable = false;
BattleCtrl.instance.levelManager.curLevel.bombView.SetPlaceState(m_bombIndex < 3);
}
//设置十字架图标位置
public void SetSymbolPos(float x, float y)
{
m_symbolObj.SetActive((x != 0 || y != 0));
Vector2 varVec2 = m_symbolObj.transform.localPosition;
varVec2.x = x;
varVec2.y = y;
m_symbolObj.transform.localPosition = varVec2;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CarView : MonoBehaviour
{
public Transform m_targetParentTrans;//障碍物父节点
private float m_maxSpeed = 100.0f;//最大速度
private float m_addSpeed = 9.5f;//加速度
private float m_curSpeed = 0.0f;//当前速度
private bool m_bControlMouseUp = false;//松手减速
private bool m_bIsCanMove = false;//是否能开车
private BoxCollider[] m_targetTrans;//所有目标
private BoxCollider m_curTargetTrans;//当前抓的目标
private Vector3 m_offset;//偏移值
private int m_totalNum = 0;//货物总数量
private Vector3 m_targetScreenVec;//当前物体对应的屏幕坐标
private bool m_bTrunX = false;//是否转弯
private bool m_bTrunXOver = false;//是否转弯结束
private Rigidbody m_rigidBody;//自身刚体
private Dictionary<BoxCollider, bool> m_dicBox = new Dictionary<BoxCollider, bool>();
// Start is called before the first frame update
void Start()
{
m_targetTrans = m_targetParentTrans.GetComponentsInChildren<BoxCollider>();
for(int i = 0;i<m_targetTrans.Length;i++)
{
m_dicBox.Add(m_targetTrans[i], false);
}
m_rigidBody = GetComponent<Rigidbody>();
}
private void OnCollisionEnter(Collision other)
{
if (other.collider.gameObject.CompareTag("Target"))
{
BoxCollider varBox = other.collider.gameObject.GetComponent<BoxCollider>();
if (m_dicBox.ContainsKey(varBox))
{
m_dicBox[varBox] = true;
}
}
}
private void OnCollisionExit(Collision other)
{
if (other.collider.gameObject.CompareTag("Target"))
{
BoxCollider varBox = other.collider.gameObject.GetComponent<BoxCollider>();
if (m_dicBox.ContainsKey(varBox))
{
m_dicBox[varBox] = false;
}
}
}
// Update is called once per frame
void Update()
{
if (!BattleCtrl.instance.isStartBattle || BattleCtrl.instance.isEndBattle)
{
return;
}
if (Input.GetMouseButtonDown(0))
{
Clicked();
}
if (Input.GetMouseButton(0))
{
m_bControlMouseUp = false;
if (m_bIsCanMove)
{
if (m_curSpeed < m_maxSpeed)
{
m_curSpeed += Time.deltaTime * m_addSpeed;
}
if(m_bTrunXOver)
{
m_rigidBody.velocity = -Vector3.right * m_curSpeed;
}
else
{
m_rigidBody.velocity = -Vector3.forward * m_curSpeed;
}
//transform.Translate(-Vector3.forward * m_curSpeed, Space.Self);
}
if(m_curTargetTrans && !m_bIsCanMove)
{
m_curTargetTrans.transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,
Input.mousePosition.y, m_targetScreenVec.z)) + m_offset;
}
if(!m_bIsCanMove && m_curTargetTrans)
{
//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);
}
}
else if (Input.GetMouseButtonUp(0))
{
m_bControlMouseUp = true;
m_curTargetTrans = null;
BattleCtrl.instance.battleUI.SetSymbolPos(0, 0);
int varIndex = 0;
GameServices.timerServices.Push(this, 1.5f, delegate
{
if(!m_bIsCanMove)
{
if (m_targetTrans != null)
{
for (int i = 0; i < m_targetTrans.Length; i++)
{
if (m_targetTrans[i].transform.position.y >= 2.5f)
{
varIndex++;
}
}
}
if (varIndex >= 3)
{
m_bIsCanMove = true;
for (int i = 0; i < m_targetTrans.Length; i++)
{
Rigidbody varBody = m_targetTrans[i].GetComponent<Rigidbody>();
if (varBody)
{
varBody.constraints = RigidbodyConstraints.FreezeRotationY;
}
}
}
}
});
}
if(m_bControlMouseUp)
{
if (m_bIsCanMove)
{
if (m_curSpeed > 0)
{
m_curSpeed -= Time.deltaTime * m_addSpeed;
}
else
{
m_bControlMouseUp = false;
}
if (m_bTrunXOver)
{
m_rigidBody.velocity = -Vector3.right * m_curSpeed;
}
else
{
m_rigidBody.velocity = -Vector3.forward * m_curSpeed;
}
//transform.Translate(-Vector3.forward * m_curSpeed, Space.Self);
}
}
//确保最低位置
if(m_curTargetTrans)
{
Vector3 varPos = m_curTargetTrans.transform.position;
if (varPos.y < 0.5f)
{
varPos.y = 0.5f;
}
if(m_dicBox.ContainsKey(m_curTargetTrans) && m_dicBox[m_curTargetTrans])
{
varPos.y = 3.0f;
}
m_curTargetTrans.transform.position = varPos;
}
transform.localRotation = Quaternion.Euler(0, transform.localEulerAngles.y, 0);
UpdateTurn();
}
//返回剩余物体个数
public int GetLeftBoxNum()
{
int varIndex = 0;
if (m_targetTrans != null)
{
for (int i = 0; i < m_targetTrans.Length; i++)
{
if (m_targetTrans[i].transform.position.y >= 2.5f)
{
varIndex++;
}
}
}
return varIndex;
}
void Clicked()
{
if(m_bIsCanMove)
{
return;
}
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"))
{
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));
}
}
}
//开始拐弯
public void SetTurn()
{
m_bTrunX = true;
}
void UpdateTurn()
{
if(m_bTrunX)
{
m_rigidBody.angularVelocity = Vector3.up*m_curSpeed/2;
Vector3 varVec3 = m_rigidBody.velocity;
varVec3.x = -Vector3.right.x*m_curSpeed/2;
varVec3.z = -Vector3.forward.z*m_curSpeed;
m_rigidBody.velocity = varVec3;
if (transform.localEulerAngles.y >= 90.0f && transform.localEulerAngles.y <= 180.0f)
{
m_bTrunX = false;
m_bTrunXOver = true;
m_rigidBody.angularVelocity = Vector3.zero;
transform.localEulerAngles = Vector3.up * 90.0f;
m_rigidBody.velocity = Vector3.zero;
}
}
}
private void OnDestroy()
{
m_targetTrans = null;
m_curTargetTrans = null;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowTarget : MonoBehaviour
{
//游戏人物 的位置
public Transform player;
//游戏人物与 相机的差
private Vector3 offset;
private bool m_bTrun = false;//是否转弯
// Use this for initialization
void Start()
{
offset = transform.position - player.position;
}
// Update is called once per frame
void LateUpdate()
{
//player.TransformDirection(offset)
//世界坐标转换为局部坐标
Vector3 targetPosition = player.position + player.TransformDirection(offset);
//Vector3.Lerp 计算相机位置 和 目标位置的插值
transform.position = Vector3.Lerp(transform.position, targetPosition, 1);
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transform.LookAt(player.position);
UpdateTurn();
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//开始拐弯
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m_bTrun = true;
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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 BombView m_bombView;//炸弹view
public CarView m_carView;//车
//public TargetView m_targetView;//触发器
public ChainView chainView => m_chainView;
public ChainRopeView chainRopeView => m_chainRopeView;
public Camera cam => m_camera;
public BombView bombView => m_bombView;
public CarView carView => m_carView;
//public TargetView targetView => m_targetView;
BattleCtrl _BattleCtrl;
......
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......@@ -11327,6 +11328,7 @@ MonoBehaviour:
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