任务的逻辑及相关脚本的添加,NPC移动的逻辑改动

This commit is contained in:
huyulong 2024-12-13 17:19:27 +08:00
parent 4451817b92
commit e1942ce8f5
8 changed files with 203 additions and 189 deletions

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@ -1,94 +1,77 @@
using System; using System;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
public enum TaskStatus public enum TaskState
{ {
NotAccepted, // 未接受 NotStarted, // 未开始
InProgress, // 进行中 InProgress, // 进行中
Completed, // 已完成 Completed, // 已完成
Failed // 失败 Failed // 失败
} }
public class TaskItem : MonoBehaviour public class TaskItem : MonoBehaviour
{ {
public int taskId; public int taskId; // 任务ID
public string taskName; public string taskName; // 任务名称
public TaskStatus status; public TaskState state; // 任务状态
public List<int> triggers; // 存储任务触发条件 public Text taskTxt; // 任务描述文本
public JSONReader jr; public List<TaskTarget> Targets = new List<TaskTarget>(); // 任务目标1列表
private JSONReader jsonReader; // JSON 数据读取器
public Text tasktxt; public void SetInfo(int id, JSONReader reader)
// Start is called before the first frame update
void Start()
{
}
//构造函数
public TaskItem(int id, string name)
{ {
taskId = id; taskId = id;
taskName = name; jsonReader = reader;
status = TaskStatus.NotAccepted; LoadTaskData();
triggers = new List<int>();
} }
// 设置任务状态 private void LoadTaskData()
public void SetStatus(TaskStatus newStatus)
{ {
status = newStatus; Task_ info = jsonReader.GetTaskByID(taskId);
} taskName = info.Note;
state = TaskState.NotStarted;
private void OnClickButton() //// 从JSON加载目标
{ //foreach (var target in info.Targets)
//{
} // Targets.Add(new TaskTarget((TargetType)target.TargetType, target.TargetID, target.Description, target.RequiredProgress));
//}
//初始化任务的属性
public void SetInfo(int id,JSONReader js)
{
taskId = id;
jr = js;
UpdateTxt(); UpdateTxt();
} }
//更新Text // 更新任务描述文本
void UpdateTxt() public void UpdateTxt()
{ {
string progressInfo = "";
foreach (var target in Targets)
{
progressInfo += $"{target.Description}: {target.CurrentProgress}/{target.RequiredProgress}\n";
}
Task_ info = jr.GetTaskByID(taskId); taskTxt.text = $"{taskName}\n{progressInfo}";
//Debug.Log(info);
tasktxt.text = info.Note;
} }
// 添加触发条件 // 更新任务进度
public void AddTrigger(int triggerType, string value) public void UpdateProgress(TargetType targetType, string targetId, int value)
{
triggers.Add(triggerType);
}
// 任务完成时调用的函数
public void OnTaskCompleted()
{
TaskPanel.instance.RemoveTask(taskId);
}
// Update is called once per frame
void Update()
{ {
TaskTarget target = Targets.Find(t => t.Type == targetType && t.TargetID == targetId);
if (target != null)
{
target.UpdateProgress(value);
UpdateTxt();
// 检查是否所有目标已完成
if (Targets.TrueForAll(t => t.IsCompleted))
{
state = TaskState.Completed;
TaskPanel.instance.RemoveTask(taskId);
}
}
} }
} }

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@ -346,7 +346,24 @@ public class test : MonoBehaviour
wEBScriptListener.SendMessageByte(sendData); wEBScriptListener.SendMessageByte(sendData);
} }
public void CreateNpcHandler()
{
NpcCreateRequest data = new NpcCreateRequest();
data.RoomId = "168888";
data.SceneId = "9003";
data.TemplateId = 2;
WSMessage msg = new WSMessage();
msg.Module = "move";
msg.ServiceName = "CreateNpcHandler";
msg.Data = ByteString.CopyFrom(ProtoBufffer.Serialize(data));
byte[] sendData = ProtoBufffer.Serialize(msg);
WSMessage deinfo = ProtoBufffer.DeSerialize<WSMessage>(sendData);
NpcCreateRequest login = ProtoBufffer.DeSerialize<NpcCreateRequest>(deinfo.Data.ToByteArray());
Debug.Log("==========ÏûϢת·¢º¯Êýµ÷ÓÃ");
//BroadcastFrameMsg.FramesFieldNumber
wEBScriptListener.SendMessageByte(sendData);
}
// Start is called before the first frame update // Start is called before the first frame update
@ -492,7 +509,7 @@ public class test : MonoBehaviour
TaskInfoResponse taskInfoResponse = userJoinResponse.TaskResponse; TaskInfoResponse taskInfoResponse = userJoinResponse.TaskResponse;
if (long.Parse(taskInfoResponse.ToUserId) == userJoinResponse.UserId)//当这个任务是当前玩家的任务时显示任务 if (long.Parse(taskInfoResponse.ToUserId) == userJoinResponse.UserId)//当这个任务是当前玩家的任务时显示任务
{ {
TaskPanel.instance.SetInfo(int.Parse(taskInfoResponse.TaskId)); //TaskPanel.instance.SetInfo(int.Parse(taskInfoResponse.TaskId));
} }
} }
@ -533,13 +550,11 @@ public class test : MonoBehaviour
Vector3 position = new Vector3(x, y, z); Vector3 position = new Vector3(x, y, z);
NPCController.instance.InitNPC(position, npcData); NPCController.instance.InitNPC(position, npcData);
} }
if(npcData.Type == 2)//npc移动 if(npcData.Type == 2)//npc移动
{ {
Vector3 v = new Vector3(-float.Parse(npcData.X.ToString()), float.Parse(npcData.Y.ToString()), float.Parse(npcData.Z.ToString())); Vector3 v = new Vector3(-float.Parse(npcData.X.ToString()), float.Parse(npcData.Y.ToString()), float.Parse(npcData.Z.ToString()));
foreach(var item in NPCController.instance.npcsList) foreach(RecuseNpc item in NPCController.instance.npcsList)
{ {
if(npcData.UserId == item.npcId) if(npcData.UserId == item.npcId)
{ {

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@ -8,155 +8,94 @@ using System.Threading.Tasks;
public class TaskPanel : Base public class TaskPanel : Base
{ {
public static TaskPanel instance; public static TaskPanel instance;
public List<int> taskIds = new List<int>(); public Transform contentTrans; // 任务列表容器
public GameObject taskPrefab; // 任务项预制体
public JSONReader JSONReader; // JSON 数据读取类
public Transform contentTrans; public RectTransform buttonRect; // 按钮 RectTransform
public Button hideBtn; // 隐藏按钮
public GameObject taskPrefab; private bool isHidden = false; // 是否隐藏状态
public float moveDuration = 0.5f;
public float hidePositionX = 125f;
public float showPositionX = -198f;
public JSONReader JSONReader; private List<TaskItem> taskItems = new List<TaskItem>(); // 当前显示的任务列表
public Dictionary<int, Language> taskDic = new Dictionary<int, Language>();
public RectTransform buttonRect; // 你的按钮 RectTransform
public Button hideBtn;
private bool isHidden = false; // 用来判断按钮是否已经隐藏
public float moveDuration = 0.5f; // 动画持续时间
public float hidePositionX = 125f; // 隐藏到右边的 X 坐标值,具体值根据屏幕大小调整
public float showPositionX = -198f; // 显示时按钮的 X 坐标值
public List<Button> buttons; // 所有的任务
public Color selectedColor = new Color(0.5f, 0.5f, 1f, 1f); // 紫色
public Color defaultColor = Color.white; // 白色
// Start is called before the first frame update
void Start() void Start()
{ {
instance = this; instance = this;
hideBtn.onClick.AddListener(OnClickHideButton); hideBtn.onClick.AddListener(OnClickHideButton);
} }
// 将任务栏收起或显示
//将任务栏收起或显示
public void OnClickHideButton() public void OnClickHideButton()
{ {
// 如果按钮已隐藏,点击后显示
if (isHidden) if (isHidden)
{ {
// 恢复按钮到原位置
buttonRect.DOAnchorPosX(showPositionX, moveDuration).SetEase(Ease.InOutCubic); buttonRect.DOAnchorPosX(showPositionX, moveDuration).SetEase(Ease.InOutCubic);
hideBtn.transform.Rotate(0, 0, 180f); hideBtn.transform.Rotate(0, 0, 180f);
isHidden = false; // 更新状态为未隐藏 isHidden = false;
} }
else else
{ {
// 隐藏按钮
buttonRect.DOAnchorPosX(hidePositionX, moveDuration).SetEase(Ease.InOutCubic); buttonRect.DOAnchorPosX(hidePositionX, moveDuration).SetEase(Ease.InOutCubic);
hideBtn.transform.Rotate(0, 0, 180f); hideBtn.transform.Rotate(0, 0, 180f);
isHidden = true; // 更新状态为隐藏 isHidden = true;
} }
} }
//实例化任务 // 初始化任务列表
public async void InitTask() public async void InitTask(List<int> taskIds)
{ {
await DestroyTaskAsync(); await ClearTaskItems();
for(int i = 0; i < taskIds.Count;i++) foreach (int id in taskIds)
{ {
GameObject go = GameObject.Instantiate(taskPrefab, contentTrans); AddTask(id);
go.transform.name = "Task_" + i;
TaskItem item = go.GetComponent<TaskItem>();
item.SetInfo(taskIds[i], JSONReader);
Button button = go.GetComponent<Button>();
button.onClick.AddListener(() => OnButtonClicked(button));
buttons.Add(button);
} }
} }
// 当点击任务时触发选中 // 添加新任务
void OnButtonClicked(Button clickedButton) public void AddTask(int taskId)
{ {
// 遍历所有按钮并重置颜色 GameObject go = Instantiate(taskPrefab, contentTrans);
foreach (Button button in buttons) TaskItem taskItem = go.GetComponent<TaskItem>();
taskItem.SetInfo(taskId, JSONReader);
taskItems.Add(taskItem);
}
// 更新任务UI
public void UpdateTaskUI(TaskItem taskItem)
{
// 查找对应的UI项更新进度或状态
TaskItem item = taskItems.Find(t => t.taskId == taskItem.taskId);
if (item != null)
{ {
Image buttonImage = button.GetComponent<Image>(); item.UpdateTxt();
if (button == clickedButton)
{
// 设置被点击按钮的颜色为紫色
buttonImage.color = selectedColor;
}
else
{
// 重置其他按钮为白色
buttonImage.color = defaultColor;
}
} }
} }
// 移除任务
public void RemoveTask(int taskId)
public async Task DestroyTaskAsync()
{ {
DeleteAllChildObjects(); TaskItem taskItem = taskItems.Find(t => t.taskId == taskId);
await Task.Delay(10); if (taskItem != null)
{
taskItems.Remove(taskItem);
Destroy(taskItem.gameObject);
}
} }
//这里是在加入新任务时需要更新显示前的删除 // 清空任务
public void DeleteAllChildObjects() public async Task ClearTaskItems()
{ {
// 遍历所有子物体并删除
foreach (Transform child in contentTrans) foreach (Transform child in contentTrans)
{ {
Destroy(child.gameObject); Destroy(child.gameObject);
} }
//清除按钮 taskItems.Clear();
buttons.Clear(); await Task.Delay(10);
}
public void SetInfo(int id)
{
taskIds.Add(id);
InitTask();
}
public void RemoveTask(int taskId)
{
// 通过 taskId 找到对应的任务按钮并移除
Button taskButton = buttons.Find(button => button.name == "Task_" + taskId);
if (taskButton != null)
{
buttons.Remove(taskButton);
Destroy(taskButton.gameObject); // 删除该任务按钮
// 如果任务完成后有其他特定处理,比如从任务 ID 列表中移除任务,也可以在这里做
taskIds.Remove(taskId);
}
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(KeyCode.J))
{
SetInfo(11001);
}
} }
} }

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@ -21186,6 +21186,17 @@ Transform:
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propertyPath: recusebtn
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@ -0,0 +1,45 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum TargetType
{
KillEnemy, // 击杀敌人
ReachArea, // 到达区域
CollectItem, // 收集物品
InteractNPC // 与NPC互动
}
public class TaskTarget:MonoBehaviour
{
public TargetType Type { get; private set; } // 目标类型
public string TargetID { get; private set; } // 目标ID
public string Description { get; private set; } // 目标描述
public int CurrentProgress { get; private set; } // 当前进度
public int RequiredProgress { get; private set; } // 目标完成所需进度
public bool IsCompleted => CurrentProgress >= RequiredProgress; // 是否完成
public TaskTarget(TargetType type, string targetId, string description, int requiredProgress)
{
Type = type;
TargetID = targetId;
Description = description;
RequiredProgress = requiredProgress;
CurrentProgress = 0;
}
// 更新目标进度
public void UpdateProgress(int amount)
{
if (IsCompleted) return;
CurrentProgress += amount;
Console.WriteLine($"目标 {Description} 进度: {CurrentProgress}/{RequiredProgress}");
if (IsCompleted)
{
Console.WriteLine($"目标 {Description} 已完成");
}
}
}

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@ -0,0 +1,11 @@
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@ -22,6 +22,7 @@ public class TestButton : MonoBehaviour
public void JoinRoom() public void JoinRoom()
{ {
test.JoinRoom(); test.JoinRoom();
test.CreateNpcHandler();
joinroomBtn.gameObject.SetActive(false); joinroomBtn.gameObject.SetActive(false);
} }

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@ -13,13 +13,15 @@ public enum Npcstate
public class RecuseNpc : MonoBehaviour public class RecuseNpc : MonoBehaviour
{ {
private NavMeshAgent navMeshAgent;//navmesh组件 private NavMeshAgent navMeshAgent;//navmesh组件
public string npcId; public string npcId;
public static RecuseNpc instance; public static RecuseNpc instance;
private Button recusebtn; public Button recusebtn;
private bool statebool = false; private bool statebool = false;
@ -32,13 +34,13 @@ public class RecuseNpc : MonoBehaviour
public Vector3 currentTarget; public Vector3 currentTarget;
// <EFBFBD>洢Ŀ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>List // 存目的地的list
public List<Vector3> targetPoints = new List<Vector3>(); public List<Vector3> targetPoints = new List<Vector3>();
private void Awake() private void Awake()
{ {
instance = this; instance = this;
recusebtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>(); //recusebtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
anim = this.GetComponent<Animator>(); anim = this.GetComponent<Animator>();
navMeshAgent = GetComponent<NavMeshAgent>(); navMeshAgent = GetComponent<NavMeshAgent>();
@ -51,7 +53,7 @@ public class RecuseNpc : MonoBehaviour
} }
private void OnTriggerEnter(Collider other)//ͨ<><CDA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><C3B5><EFBFBD>Ӧ<EFBFBD>ľ<EFBFBD>Ԯ<EFBFBD><D4AE><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1>ǩ<EFBFBD><C7A9><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ֳ<EFBFBD>UI private void OnTriggerEnter(Collider other)
{ {
if(other.tag == "Player") if(other.tag == "Player")
recusebtn.gameObject.SetActive(true); recusebtn.gameObject.SetActive(true);
@ -69,34 +71,41 @@ public class RecuseNpc : MonoBehaviour
npcId = id; npcId = id;
} }
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>NPC<EFBFBD><EFBFBD>״̬ //npc状态
public void Setnpcstate()//<2F><><EFBFBD><EFBFBD><EFBFBD>Ԯ<EFBFBD><D4AE>ťִ<C5A5><D6B4><EFBFBD><EFBFBD><EAB6AF><EFBFBD><EFBFBD>԰<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> public void Setnpcstate()
{ {
movebool = true; movebool = true;
nstate = Npcstate.run; nstate = Npcstate.idle;
recusebtn.gameObject.SetActive(false); recusebtn.gameObject.SetActive(false);
Debug.Log("Setnpcstate<74><65><EFBFBD><EFBFBD>"); Debug.Log( npcId + "被救");
} }
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>NPC<EFBFBD><EFBFBD>Ŀ<EFBFBD><EFBFBD><EFBFBD> //添加npc的目的地到list中
public void SetNpcDes(Vector3 tar) public void SetNpcDes(Vector3 tar)
{ {
//target.position = tar; //target.position = tar;
targetPoints.Add(tar); // <20><>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5>б<EFBFBD><D0B1><EFBFBD> targetPoints.Add(tar);
} }
private void Update() private void Update()
{ {
if (targetPoints.Count > 0) // 确保列表中有目标点 if (targetPoints.Count > 0) // 确保列表中有目标点
{ {
currentTarget = targetPoints[0]; // 获取当前的目标点 currentTarget = targetPoints[0]; // 获取当前的目标点
nstate = Npcstate.run;
movebool = true;
// 判断是否到达目标点 // 判断是否到达目标点
if (movebool && navMeshAgent.remainingDistance <= navMeshAgent.stoppingDistance) if (movebool && navMeshAgent.remainingDistance <= navMeshAgent.stoppingDistance)
{ {
Debug.Log("到达目标点"); Debug.Log("到达目标点");
// 设置NPC状态
nstate = Npcstate.idle;
movebool = false;
// 达到目标后,从列表中移除该目标点 // 达到目标后,从列表中移除该目标点
if (targetPoints.Count > 1) if (targetPoints.Count > 1)
{ {
@ -106,10 +115,6 @@ public class RecuseNpc : MonoBehaviour
{ {
targetPoints.Clear(); // 清空列表 targetPoints.Clear(); // 清空列表
} }
// 设置NPC状态
nstate = Npcstate.idle;
movebool = false;
} }
} }