更改模型结构,方便以后更改人物模型
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@ -10,9 +10,6 @@ GameObject:
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relativeRotation: {x: 180, y: 90, z: 0}
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relativeRotation: {x: 180, y: 225, z: -45}
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pickUpRange: 2
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pickUpRange: 2
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--- !u!114 &4527286627946239910
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--- !u!114 &4527286627946239910
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@ -145,7 +99,7 @@ MonoBehaviour:
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@ -180,7 +134,7 @@ MonoBehaviour:
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@ -227,7 +183,7 @@ MonoBehaviour:
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@ -241,7 +197,7 @@ MonoBehaviour:
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@ -249,8 +205,9 @@ MonoBehaviour:
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joystick: {fileID: 0}
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cameraTransform: {fileID: 0}
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cameraTransform: {fileID: 0}
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moveSpeed: 5
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mainCamera: {fileID: 0}
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mainCamera: {fileID: 0}
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rb: {fileID: 0}
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normalFOV: 60
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normalFOV: 60
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sprintFOV: 120
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sprintFOV: 120
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fovChangeSpeed: 2
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fovChangeSpeed: 2
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File diff suppressed because it is too large
Load Diff
@ -27,13 +27,16 @@ public enum CharacterSkill
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public class CharacterAin : MonoBehaviour
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public class CharacterAin : MonoBehaviour
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{
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{
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private Animator ain;
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[Header("动画")]
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public Animator ain;
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private float timer;
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private float timer;
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private float RunSpeed;
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private float RunSpeed;
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[HideInInspector]
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public CharacterState characterState;
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public CharacterState characterState;
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[Header("碰撞体")]
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public Collider PlayerCollider;
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//鯤소툭旒竟
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//鯤소툭旒竟
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private Vector3 colExtents;
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private Vector3 colExtents;
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@ -58,8 +61,8 @@ public class CharacterAin : MonoBehaviour
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void Init()
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void Init()
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{
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{
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ain = transform.GetComponent<Animator>();
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//ain = transform.GetComponent<Animator>();
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colExtents = GetComponent<Collider>().bounds.extents;
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colExtents = PlayerCollider.bounds.extents;
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characterState = CharacterState.idle;
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characterState = CharacterState.idle;
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SetPlayerState(characterState);
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SetPlayerState(characterState);
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}
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}
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@ -38,7 +38,7 @@ public class PlayerMovement_Jpystick : MonoBehaviour, IDragHandler
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{
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{
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characterControl = GetComponent<CharacterControl>();
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characterControl = GetComponent<CharacterControl>();
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Characterain = GetComponent<CharacterAin>();
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Characterain = GetComponent<CharacterAin>();
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rb = GetComponent<Rigidbody>();
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//rb = GetComponent<Rigidbody>();
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Debug.Log("------------------"+rb);
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Debug.Log("------------------"+rb);
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}
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}
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@ -15,7 +15,7 @@ public class Skill_Jump : MonoBehaviour
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private bool isVaulting = false; // 标志角色是否正在翻越
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private bool isVaulting = false; // 标志角色是否正在翻越
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private Collider characterCollider; // 角色的碰撞体
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private Collider characterCollider; // 角色的碰撞体
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private Rigidbody characterRigidbody; // 角色的刚体
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public Rigidbody characterRigidbody; // 角色的刚体
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private void Start()
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private void Start()
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{
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{
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@ -7,7 +7,10 @@ public class Skill_Pick : MonoBehaviour
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//private CharacterAin CharacterAin;
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//private CharacterAin CharacterAin;
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//角色动画控制器,用于获取角色具体身体Transform,捡东西
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//角色动画控制器,用于获取角色具体身体Transform,捡东西
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private Animator CharacterAnimator;
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public Animator CharacterAnimator;
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public Transform player;
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private Transform rightHand, leftHand;
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private Transform rightHand, leftHand;
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@ -20,10 +23,9 @@ public class Skill_Pick : MonoBehaviour
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// 用于检测玩家附近物品的范围
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// 用于检测玩家附近物品的范围
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public float pickUpRange = 2.0f;
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public float pickUpRange = 2.0f;
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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CharacterAnimator = transform.GetComponent<Animator>();
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//CharacterAnimator = transform.GetComponent<Animator>();
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if (CharacterAnimator != null)
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if (CharacterAnimator != null)
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{
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{
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rightHand = CharacterAnimator.GetBoneTransform(HumanBodyBones.RightHand);
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rightHand = CharacterAnimator.GetBoneTransform(HumanBodyBones.RightHand);
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@ -31,17 +33,16 @@ public class Skill_Pick : MonoBehaviour
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}
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}
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else
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else
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{
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{
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Debug.LogError("ÕÒ²»µ½ Animator ");
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Debug.LogError(transform.name+"ÕÒ²»µ½ Animator ");
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}
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}
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}
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}
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// 捡起
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// 捡起
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public GameObject Pick()
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public GameObject Pick()
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{
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{
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// 获取玩家当前位置
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// 获取玩家当前位置
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Vector3 playerPosition = transform.position;
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Vector3 playerPosition = player.transform.position;
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// 使用物理射线或重叠球检测来查找玩家附近的物品
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// 使用物理射线或重叠球检测来查找玩家附近的物品
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Collider[] itemsInRange = Physics.OverlapSphere(playerPosition, pickUpRange, LayerMask.GetMask("Default"));
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Collider[] itemsInRange = Physics.OverlapSphere(playerPosition, pickUpRange, LayerMask.GetMask("Default"));
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@ -63,12 +64,17 @@ public class Skill_Pick : MonoBehaviour
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item.transform.localPosition = relativePosition; // 假设玩家手中有一个默认的持物位置
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item.transform.localPosition = relativePosition; // 假设玩家手中有一个默认的持物位置
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item.transform.localRotation = Quaternion.Euler(relativeRotation); // 重置旋转
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item.transform.localRotation = Quaternion.Euler(relativeRotation); // 重置旋转
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Debug.Log("^^^^^^^^^^^^^^^^^^^^^^^^^");
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// 更新当前持有的物品
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// 更新当前持有的物品
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return item;
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return item;
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}
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}
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}
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}
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Debug.Log("############################");
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return null;
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return null;
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}
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}
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// 丢弃物品
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// 丢弃物品
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@ -73,5 +73,10 @@ public class Skill_watering : MonoBehaviour
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transform.forward = directionToFire;
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transform.forward = directionToFire;
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}
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}
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}
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}
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}
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}
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@ -13,20 +13,21 @@ public class UseSkill : MonoBehaviour
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//private CharacterAin CharacterAin;
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//private CharacterAin CharacterAin;
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// 玩家手中当前持有的物品
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// 玩家手中当前持有的物品
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[HideInInspector]
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public GameObject currentItem = null;
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public GameObject currentItem = null;
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private Skill_Pick skill_Pick;
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public Skill_Pick _skill_Pick;
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||||||
private Skill_Jump skill_Jump;
|
public Skill_Jump _skill_Jump;
|
||||||
private Skill_watering skill_Watering;
|
public Skill_watering _skill_Watering;
|
||||||
//Fire fire = new Fire();
|
//Fire fire = new Fire();
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
skill_Pick = transform.GetComponent<Skill_Pick>();
|
_skill_Pick = transform.GetComponent<Skill_Pick>();
|
||||||
skill_Jump = transform.GetComponent<Skill_Jump>();
|
_skill_Jump = transform.GetComponent<Skill_Jump>();
|
||||||
skill_Watering = transform.GetComponent<Skill_watering>();
|
_skill_Watering = transform.GetComponent<Skill_watering>();
|
||||||
|
//Debug.LogError(_skill_Pick.Pick());
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
@ -43,11 +44,12 @@ public class UseSkill : MonoBehaviour
|
|||||||
if (Input.GetKeyDown(KeyCode.F))
|
if (Input.GetKeyDown(KeyCode.F))
|
||||||
{
|
{
|
||||||
Debug.LogError("F");
|
Debug.LogError("F");
|
||||||
currentItem = skill_Pick.Pick();
|
//Debug.LogError(skill_Pick.Pick());
|
||||||
|
currentItem = _skill_Pick.Pick();
|
||||||
}
|
}
|
||||||
if (Input.GetKeyDown(KeyCode.Q))
|
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))
|
if (Input.GetMouseButtonDown(0))
|
||||||
{
|
{
|
||||||
|
|
||||||
skill_Watering.StartWatering(currentItem);
|
_skill_Watering.StartWatering(currentItem);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
if (Input.GetMouseButtonUp(0))
|
if (Input.GetMouseButtonUp(0))
|
||||||
{
|
{
|
||||||
skill_Watering.StopWatering(currentItem);
|
_skill_Watering.StopWatering(currentItem);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3,6 +3,8 @@ using System.Collections.Generic;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
using System;
|
using System;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
public class SkillCoolDownUI : MonoBehaviour
|
public class SkillCoolDownUI : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Image cooldownImage; // 拖动Image组件到这里
|
public Image cooldownImage; // 拖动Image组件到这里
|
||||||
@ -11,16 +13,18 @@ public class SkillCoolDownUI : MonoBehaviour
|
|||||||
|
|
||||||
private Coroutine countdownCoroutine;
|
private Coroutine countdownCoroutine;
|
||||||
|
|
||||||
public void StartCooldown(float cooldownTime)
|
public async void StartCooldown(float cooldownTime)
|
||||||
{
|
{
|
||||||
if (countdownCoroutine != null)
|
if (countdownCoroutine != null)
|
||||||
{
|
{
|
||||||
StopCoroutine(countdownCoroutine);
|
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;
|
float elapsed = 0f;
|
||||||
cooldownImage.fillAmount = 1; // 设置为满
|
cooldownImage.fillAmount = 1; // 设置为满
|
||||||
@ -30,12 +34,15 @@ public class SkillCoolDownUI : MonoBehaviour
|
|||||||
elapsed += Time.deltaTime;
|
elapsed += Time.deltaTime;
|
||||||
cooldownImage.fillAmount = 1 - (elapsed / cooldownTime);
|
cooldownImage.fillAmount = 1 - (elapsed / cooldownTime);
|
||||||
cooldowntext.text = ((1 - (elapsed / cooldownTime)) * 10).ToString("F1");
|
cooldowntext.text = ((1 - (elapsed / cooldownTime)) * 10).ToString("F1");
|
||||||
yield return null;
|
|
||||||
|
// 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();
|
HandleCooldownFinished();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
private void HandleCooldownFinished()
|
private void HandleCooldownFinished()
|
||||||
{
|
{
|
||||||
cooldownImage.fillAmount = 0; // 重新设置为0
|
cooldownImage.fillAmount = 0; // 重新设置为0
|
||||||
@ -43,4 +50,8 @@ public class SkillCoolDownUI : MonoBehaviour
|
|||||||
|
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
8
xiaofang/Assets/Script/hylScripts.meta
Normal file
8
xiaofang/Assets/Script/hylScripts.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f4763ae0ee2aab246b910f494007d8ef
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
18
xiaofang/Assets/Script/hylScripts/NPCInitial.cs
Normal file
18
xiaofang/Assets/Script/hylScripts/NPCInitial.cs
Normal file
@ -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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
xiaofang/Assets/Script/hylScripts/NPCInitial.cs.meta
Normal file
11
xiaofang/Assets/Script/hylScripts/NPCInitial.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e4d7df52381f65246820b1890ad97509
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -4,12 +4,12 @@ using UnityEngine;
|
|||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
public class FireHydrant : MonoBehaviour
|
public class FireHydrant : MonoBehaviour
|
||||||
{
|
{
|
||||||
private GameObject xfs;
|
public GameObject xfs;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
xfs = GameObject.Find("Canvas/xfs");
|
//xfs = GameObject.Find("Canvas/xfs");
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user