From e56213a52df419b7c7aa42ee6735963bd0160391 Mon Sep 17 00:00:00 2001 From: huyulong <1838407198@qq.com> Date: Mon, 2 Dec 2024 15:09:22 +0800 Subject: [PATCH] =?UTF-8?q?=E6=9B=B4=E6=94=B9=E6=A8=A1=E5=9E=8B=E7=BB=93?= =?UTF-8?q?=E6=9E=84=EF=BC=8C=E6=96=B9=E4=BE=BF=E4=BB=A5=E5=90=8E=E6=9B=B4?= =?UTF-8?q?=E6=94=B9=E4=BA=BA=E7=89=A9=E6=A8=A1=E5=9E=8B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Assets/Resources/Character/Player.prefab | 71 +- xiaofang/Assets/Scenes/Tmap 1.unity | 838 ++++++++---------- .../Assets/Script/Character/CharacterAin.cs | 13 +- .../Character/PlayerMovement_Jpystick.cs | 2 +- .../Script/Character/Skills/Skill_Jump.cs | 2 +- .../Script/Character/Skills/Skill_Pick.cs | 24 +- .../Script/Character/Skills/Skill_watering.cs | 5 + .../Script/Character/Skills/UseSkill.cs | 32 +- xiaofang/Assets/Script/UI/SkillCoolDownUI.cs | 21 +- xiaofang/Assets/Script/hylScripts.meta | 8 + .../Assets/Script/hylScripts/NPCInitial.cs | 18 + .../Script/hylScripts/NPCInitial.cs.meta | 11 + xiaofang/Assets/Script/npc/FireHydrant.cs | 4 +- 13 files changed, 470 insertions(+), 579 deletions(-) create mode 100644 xiaofang/Assets/Script/hylScripts.meta create mode 100644 xiaofang/Assets/Script/hylScripts/NPCInitial.cs create mode 100644 xiaofang/Assets/Script/hylScripts/NPCInitial.cs.meta diff --git a/xiaofang/Assets/Resources/Character/Player.prefab b/xiaofang/Assets/Resources/Character/Player.prefab index 13a1856a..daf14f5b 100644 --- a/xiaofang/Assets/Resources/Character/Player.prefab +++ b/xiaofang/Assets/Resources/Character/Player.prefab @@ -10,9 +10,6 @@ GameObject: m_Component: - 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private Animator ain; + [Header("动画")] + public Animator ain; private float timer; private float RunSpeed; - public CharacterState characterState; - + [HideInInspector] + public CharacterState characterState; + [Header("碰撞体")] + public Collider PlayerCollider; //玩家碰撞体 private Vector3 colExtents; @@ -58,8 +61,8 @@ public class CharacterAin : MonoBehaviour void Init() { - ain = transform.GetComponent(); - colExtents = GetComponent().bounds.extents; + //ain = transform.GetComponent(); + colExtents = PlayerCollider.bounds.extents; characterState = CharacterState.idle; SetPlayerState(characterState); } diff --git a/xiaofang/Assets/Script/Character/PlayerMovement_Jpystick.cs b/xiaofang/Assets/Script/Character/PlayerMovement_Jpystick.cs index 52c0114d..0e06fc7d 100644 --- a/xiaofang/Assets/Script/Character/PlayerMovement_Jpystick.cs +++ b/xiaofang/Assets/Script/Character/PlayerMovement_Jpystick.cs @@ -38,7 +38,7 @@ public class PlayerMovement_Jpystick : MonoBehaviour, IDragHandler { characterControl = GetComponent(); Characterain = GetComponent(); - rb = GetComponent(); + //rb = GetComponent(); Debug.Log("------------------"+rb); } diff --git a/xiaofang/Assets/Script/Character/Skills/Skill_Jump.cs b/xiaofang/Assets/Script/Character/Skills/Skill_Jump.cs index fd05557b..0a86a202 100644 --- a/xiaofang/Assets/Script/Character/Skills/Skill_Jump.cs +++ b/xiaofang/Assets/Script/Character/Skills/Skill_Jump.cs @@ -15,7 +15,7 @@ public class Skill_Jump : MonoBehaviour private bool isVaulting = false; // 标志角色是否正在翻越 private Collider characterCollider; // 角色的碰撞体 - private Rigidbody characterRigidbody; // 角色的刚体 + public Rigidbody characterRigidbody; // 角色的刚体 private void Start() { diff --git a/xiaofang/Assets/Script/Character/Skills/Skill_Pick.cs b/xiaofang/Assets/Script/Character/Skills/Skill_Pick.cs index f8d53567..40ee0fd8 100644 --- a/xiaofang/Assets/Script/Character/Skills/Skill_Pick.cs +++ b/xiaofang/Assets/Script/Character/Skills/Skill_Pick.cs @@ -7,7 +7,10 @@ public class Skill_Pick : MonoBehaviour //private CharacterAin CharacterAin; //角色动画控制器,用于获取角色具体身体Transform,捡东西 - private Animator CharacterAnimator; + public Animator CharacterAnimator; + + public Transform player; + private Transform rightHand, leftHand; @@ -20,10 +23,9 @@ public class Skill_Pick : MonoBehaviour // 用于检测玩家附近物品的范围 public float pickUpRange = 2.0f; - // Start is called before the first frame update void Start() { - CharacterAnimator = transform.GetComponent(); + //CharacterAnimator = transform.GetComponent(); if (CharacterAnimator != null) { rightHand = CharacterAnimator.GetBoneTransform(HumanBodyBones.RightHand); @@ -31,17 +33,16 @@ public class Skill_Pick : MonoBehaviour } else { - Debug.LogError("找不到 Animator "); + Debug.LogError(transform.name+"找不到 Animator "); } } - - // 捡起 public GameObject Pick() { + // 获取玩家当前位置 - Vector3 playerPosition = transform.position; + Vector3 playerPosition = player.transform.position; // 使用物理射线或重叠球检测来查找玩家附近的物品 Collider[] itemsInRange = Physics.OverlapSphere(playerPosition, pickUpRange, LayerMask.GetMask("Default")); @@ -63,12 +64,17 @@ public class Skill_Pick : MonoBehaviour item.transform.localPosition = relativePosition; // 假设玩家手中有一个默认的持物位置 item.transform.localRotation = Quaternion.Euler(relativeRotation); // 重置旋转 - + Debug.Log("^^^^^^^^^^^^^^^^^^^^^^^^^"); // 更新当前持有的物品 - return item; + return item; + } } + + Debug.Log("############################"); return null; + + } // 丢弃物品 diff --git a/xiaofang/Assets/Script/Character/Skills/Skill_watering.cs b/xiaofang/Assets/Script/Character/Skills/Skill_watering.cs index db6cfdbe..5b0b791a 100644 --- a/xiaofang/Assets/Script/Character/Skills/Skill_watering.cs +++ b/xiaofang/Assets/Script/Character/Skills/Skill_watering.cs @@ -73,5 +73,10 @@ public class Skill_watering : MonoBehaviour transform.forward = directionToFire; } } + + + + + } diff --git a/xiaofang/Assets/Script/Character/Skills/UseSkill.cs b/xiaofang/Assets/Script/Character/Skills/UseSkill.cs index 2a26a3a9..17c433e1 100644 --- a/xiaofang/Assets/Script/Character/Skills/UseSkill.cs +++ b/xiaofang/Assets/Script/Character/Skills/UseSkill.cs @@ -11,22 +11,23 @@ using UnityEngine; public class UseSkill : MonoBehaviour { //private CharacterAin CharacterAin; - + // 玩家手中当前持有的物品 + [HideInInspector] public GameObject currentItem = null; - private Skill_Pick skill_Pick; - private Skill_Jump skill_Jump; - private Skill_watering skill_Watering; + public Skill_Pick _skill_Pick; + public Skill_Jump _skill_Jump; + public Skill_watering _skill_Watering; //Fire fire = new Fire(); // Start is called before the first frame update - void Start() - { - skill_Pick = transform.GetComponent(); - skill_Jump = transform.GetComponent(); - skill_Watering = transform.GetComponent(); - + void Start() + { + _skill_Pick = transform.GetComponent(); + _skill_Jump = transform.GetComponent(); + _skill_Watering = transform.GetComponent(); + //Debug.LogError(_skill_Pick.Pick()); } // Update is called once per frame @@ -40,14 +41,15 @@ public class UseSkill : MonoBehaviour //拾取 void Skill_Pick() { - if (Input.GetKeyDown(KeyCode.F)) + if (Input.GetKeyDown(KeyCode.F)) { Debug.LogError("F"); - currentItem = skill_Pick.Pick(); + //Debug.LogError(skill_Pick.Pick()); + currentItem = _skill_Pick.Pick(); } if (Input.GetKeyDown(KeyCode.Q)) { - currentItem = skill_Pick.Drop(currentItem); + currentItem = _skill_Pick.Drop(currentItem); } } @@ -67,13 +69,13 @@ public class UseSkill : MonoBehaviour if (Input.GetMouseButtonDown(0)) { - skill_Watering.StartWatering(currentItem); + _skill_Watering.StartWatering(currentItem); } if (Input.GetMouseButtonUp(0)) { - skill_Watering.StopWatering(currentItem); + _skill_Watering.StopWatering(currentItem); } } diff --git a/xiaofang/Assets/Script/UI/SkillCoolDownUI.cs b/xiaofang/Assets/Script/UI/SkillCoolDownUI.cs index 7ce1f09a..1a978a04 100644 --- a/xiaofang/Assets/Script/UI/SkillCoolDownUI.cs +++ b/xiaofang/Assets/Script/UI/SkillCoolDownUI.cs @@ -3,6 +3,8 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System; +using System.Threading.Tasks; + public class SkillCoolDownUI : MonoBehaviour { public Image cooldownImage; // 拖动Image组件到这里 @@ -11,16 +13,18 @@ public class SkillCoolDownUI : MonoBehaviour private Coroutine countdownCoroutine; - public void StartCooldown(float cooldownTime) + public async void StartCooldown(float cooldownTime) { if (countdownCoroutine != null) { StopCoroutine(countdownCoroutine); } - countdownCoroutine = StartCoroutine(CooldownRoutine(cooldownTime)); + + // 调用异步方法来启动冷却 + await CooldownRoutine(cooldownTime); } - private IEnumerator CooldownRoutine(float cooldownTime) + public async Task CooldownRoutine(float cooldownTime) { float elapsed = 0f; cooldownImage.fillAmount = 1; // 设置为满 @@ -29,13 +33,16 @@ public class SkillCoolDownUI : MonoBehaviour { elapsed += Time.deltaTime; cooldownImage.fillAmount = 1 - (elapsed / cooldownTime); - cooldowntext.text =((1 - (elapsed / cooldownTime))*10).ToString("F1"); - yield return null; + cooldowntext.text = ((1 - (elapsed / cooldownTime)) * 10).ToString("F1"); + + // 使用 Task.Delay 来代替协程的 yield return + await Task.Yield(); // 让出当前帧,等待下次更新 } HandleCooldownFinished(); } + private void HandleCooldownFinished() { cooldownImage.fillAmount = 0; // 重新设置为0 @@ -43,4 +50,8 @@ public class SkillCoolDownUI : MonoBehaviour Destroy(gameObject); } + + + + } diff --git a/xiaofang/Assets/Script/hylScripts.meta b/xiaofang/Assets/Script/hylScripts.meta new file mode 100644 index 00000000..c8129668 --- /dev/null +++ b/xiaofang/Assets/Script/hylScripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f4763ae0ee2aab246b910f494007d8ef +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/xiaofang/Assets/Script/hylScripts/NPCInitial.cs b/xiaofang/Assets/Script/hylScripts/NPCInitial.cs new file mode 100644 index 00000000..d93c2809 --- /dev/null +++ b/xiaofang/Assets/Script/hylScripts/NPCInitial.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class NPCInitial : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/xiaofang/Assets/Script/hylScripts/NPCInitial.cs.meta b/xiaofang/Assets/Script/hylScripts/NPCInitial.cs.meta new file mode 100644 index 00000000..0bf5403f --- /dev/null +++ b/xiaofang/Assets/Script/hylScripts/NPCInitial.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e4d7df52381f65246820b1890ad97509 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/xiaofang/Assets/Script/npc/FireHydrant.cs b/xiaofang/Assets/Script/npc/FireHydrant.cs index 4c21e128..70c93d0d 100644 --- a/xiaofang/Assets/Script/npc/FireHydrant.cs +++ b/xiaofang/Assets/Script/npc/FireHydrant.cs @@ -4,12 +4,12 @@ using UnityEngine; using UnityEngine.UI; public class FireHydrant : MonoBehaviour { - private GameObject xfs; + public GameObject xfs; // Start is called before the first frame update void Awake() { - xfs = GameObject.Find("Canvas/xfs"); + //xfs = GameObject.Find("Canvas/xfs"); }