添加甘肃定西安定万达广场场景

This commit is contained in:
ZYT
2026-03-04 10:10:20 +08:00
parent 91375f7f22
commit e3f12f7a2d
19 changed files with 242920 additions and 390 deletions

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@@ -149,7 +149,7 @@ public class Actions
enemy.ai.isStopped = false;
enemy.ai.destination = targetPos.Value;
float dis=Vector3.Distance(enemy.transform.position.ReflectVectorXOZ(),targetPos.Value.ReflectVectorXOZ());
if (dis <= 1f)
if (dis <= 2f)
{
return TaskStatus.Success;
}

View File

@@ -120,6 +120,8 @@ public enum Place
Liaoning_Huludao_Jianchang_XinglongDajiating = 78,
Ningxia_Yinchuan_Xingqing_XinhuaBaihuo_Shiwai=79,
Ningxia_Wuzhong_Litong_YiwuShangmaocheng=80,
Gansu_Dingxi_Anding_WandaGuangchang=81,
}
public class GameLocal : MonoBehaviour

View File

@@ -400,270 +400,270 @@ public class GameManager : NetworkBehaviour
}
[Server]
//public void PlayEndEvent(bool isEnd)
//{
// Debug.LogError("开启End事件");
// gameState = GameState.EndEvent;
// GivePistol(GunType.MeleeWeapon);
// foreach (var item in PlayerAiList.Values)
// {
// item.EndEvent();
// }
// PlaySound2DRPC("1.61");
// OpenDoor();
// for (int i = 0; i < 7; i++)
// {
// Transform[] targetPos = GameLocal.Ins.enemyEndPos;
// GameObject enemy = Instantiate(enemyEndAiPre);
// NetworkServer.Spawn(enemy);
// int posId = i / 3;
// enemy.transform.position = GameLocal.Ins.enemyStartPos[posId].position;
// enemy.transform.eulerAngles = targetPos[posId].eulerAngles;
// enemyIndex++;
// Enemy enemyScript = enemy.GetComponent<Enemy>();
// enemyScript.OnSpawn(enemyIndex, 3, 1, GameLocal.Ins.pkPos.position);
// enemyScript.ai.maxSpeed = 2;
// EnemyList.Add(enemyIndex, enemyScript);
// GameObject playerAi = Instantiate(playerEndAiPres);
// NetworkServer.Spawn(playerAi);
// playerAi.transform.position = GameLocal.Ins.endPlayerStartPos.position;
// playerAi.transform.eulerAngles = AiInfos[1].EulerAngles;
// PlayerAI playerAI = playerAi.GetComponent<PlayerAI>();
// playerAI.OnSpawn(i + 2, PlayerAIType.EndPlayerAi, 1, enemy);
// playerAI.ai.maxSpeed = 2;
// PlayerAiList.Add(i + 2, playerAI);
// }
// curRoundEnemyCount = EnemyList.Count;
//}
public void PlayEndEvent(bool isEnd)
{
Debug.LogError("开启End事件");
if (isEnd)
{
gameState = GameState.EndEvent;
PlaySound2DRPC("1.61");
OpenDoor();
}
else
{
// 如果是PK事件设置游戏状态
gameState = GameState.PKEvent;
isPkEvent = true;
}
gameState = GameState.EndEvent;
GivePistol(GunType.MeleeWeapon);
foreach (var item in PlayerAiList.Values)
{
item.EndEvent();
}
// 检查 enemyStartPos 数组是否为空或长度不足
if (GameLocal.Ins.enemyStartPos == null || GameLocal.Ins.enemyStartPos.Length == 0)
{
Debug.LogError("enemyStartPos 数组为空或未初始化");
return;
}
// 定义3x3范围的中心点和大小
Vector3 centerPos = GameLocal.Ins.pkPos.position;
float areaSize = 3f; // 3x3的范围
int createCount = isEnd ? 7 : 15;
// 修复:计算安全的数组索引
int enemyStartPosCount = GameLocal.Ins.enemyStartPos.Length;
int enemyEndPosCount = GameLocal.Ins.enemyEndPos?.Length ?? 0;
for (int i = 0; i < createCount; i++)
PlaySound2DRPC("1.61");
OpenDoor();
for (int i = 0; i < 7; i++)
{
Transform[] targetPos = GameLocal.Ins.enemyEndPos;
// 检查 enemyEndPos 数组
if (targetPos == null || targetPos.Length == 0)
{
Debug.LogError("enemyEndPos 数组为空");
break;
}
GameObject enemy = Instantiate(enemyEndAiPre);
NetworkServer.Spawn(enemy);
// 检查是否为指定场地
if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
{
// 在3x3范围内随机生成位置
Vector3 randomOffset = new Vector3(
Random.Range(-areaSize / 2f, areaSize / 2f),
0,
Random.Range(-areaSize / 2f, areaSize / 2f)
);
enemy.transform.position = centerPos + randomOffset;
enemy.transform.eulerAngles = Vector3.zero;
}
else
{
// 修复:使用安全的数组索引
// 确保 posId 不超过数组边界
int posId = Mathf.Clamp(i / 3, 0, enemyStartPosCount - 1);
enemy.transform.position = GameLocal.Ins.enemyStartPos[posId].position;
// 同样确保 enemyEndPos 的索引安全
int targetPosId = Mathf.Clamp(i / 3, 0, enemyEndPosCount - 1);
enemy.transform.eulerAngles = targetPos[targetPosId].eulerAngles;
}
int posId = i / 3;
enemy.transform.position = GameLocal.Ins.enemyStartPos[posId].position;
enemy.transform.eulerAngles = targetPos[posId].eulerAngles;
enemyIndex++;
Enemy enemyScript = enemy.GetComponent<Enemy>();
// 修复:检查 AiInfos 是否包含必要的键
Vector3 targetPosition = isEnd ? GameLocal.Ins.pkPos.position : GameLocal.Ins.self.transform.position;
enemyScript.OnSpawn(enemyIndex, 3, 1, targetPosition);
if (AiInfos.ContainsKey(3))
{
enemyScript.ai.maxSpeed = 2;
}
else
{
Debug.LogWarning("AiInfos 中不存在键为 3 的条目,使用默认速度");
enemyScript.ai.maxSpeed = 2; // 使用默认值
}
enemyScript.OnSpawn(enemyIndex, 3, 1, GameLocal.Ins.pkPos.position);
enemyScript.ai.maxSpeed = 2;
EnemyList.Add(enemyIndex, enemyScript);
if (isEnd)
{
GameObject playerAi = Instantiate(playerEndAiPres);
NetworkServer.Spawn(playerAi);
// 检查是否为指定场地
if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
{
Vector3 randomOffset;
bool positionValid;
int attempts = 0;
do
{
randomOffset = new Vector3(
Random.Range(-areaSize / 2f, areaSize / 2f),
0,
Random.Range(-areaSize / 2f, areaSize / 2f)
);
positionValid = true;
Vector3 proposedPos = centerPos + randomOffset;
foreach (var existingEnemy in EnemyList.Values)
{
if (Vector3.Distance(proposedPos, existingEnemy.transform.position) < 0.8f)
{
positionValid = false;
break;
}
}
attempts++;
if (attempts > 15) break;
} while (!positionValid);
playerAi.transform.position = centerPos + randomOffset;
playerAi.transform.eulerAngles = Vector3.zero;
}
else
{
// 非指定场地也需要防重叠
int posId = Mathf.Clamp(i / 3, 0, enemyStartPosCount - 1);
Vector3 basePosition = GameLocal.Ins.enemyStartPos[posId].position;
// 在基础位置上添加随机偏移
Vector3 randomOffset = new Vector3(
Random.Range(-1.5f, 1.5f),
0,
Random.Range(-1.5f, 1.5f)
);
Vector3 spawnPosition = basePosition + randomOffset;
// 检查位置是否有效
bool positionValid = true;
foreach (var existingEnemy in EnemyList.Values)
{
if (Vector3.Distance(spawnPosition, existingEnemy.transform.position) < 0.8f)
{
positionValid = false;
break;
}
}
// 如果位置无效,尝试另一个偏移
if (!positionValid)
{
randomOffset = new Vector3(
Random.Range(-2.0f, 2.0f),
0,
Random.Range(-2.0f, 2.0f)
);
spawnPosition = basePosition + randomOffset;
}
enemy.transform.position = spawnPosition;
int targetPosId = Mathf.Clamp(i / 3, 0, enemyEndPosCount - 1);
enemy.transform.eulerAngles = targetPos[targetPosId].eulerAngles;
}
PlayerAI playerAI = playerAi.GetComponent<PlayerAI>();
playerAI.OnSpawn(i + 2, PlayerAIType.EndPlayerAi, 1, enemy);
playerAI.ai.maxSpeed = 2;
PlayerAiList.Add(i + 2, playerAI);
}
}
// 对于现有的敌人,更新它们的目标
foreach (var enemy in EnemyList.Values)
{
if (enemy.behaviorTree != null)
{
// 如果isPkEvent为true更新敌人的目标为玩家
if (isPkEvent)
{
GameObject player = GetPlayer(enemy.transform);
if (player != null)
{
enemy.target = player;
var sharedTarget = enemy.behaviorTree.GetVariable("target") as SharedGameObject;
if (sharedTarget != null)
{
sharedTarget.Value = player;
}
}
}
}
GameObject playerAi = Instantiate(playerEndAiPres);
NetworkServer.Spawn(playerAi);
playerAi.transform.position = GameLocal.Ins.endPlayerStartPos.position;
playerAi.transform.eulerAngles = AiInfos[1].EulerAngles;
PlayerAI playerAI = playerAi.GetComponent<PlayerAI>();
playerAI.OnSpawn(i + 2, PlayerAIType.EndPlayerAi, 1, enemy);
playerAI.ai.maxSpeed = 2;
PlayerAiList.Add(i + 2, playerAI);
}
curRoundEnemyCount = EnemyList.Count;
// 可选:在指定场地时添加调试可视化
if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
{
Debug.Log($"在场地 {GameLocal.Ins.place} 中所有单位已生成在3x3范围内中心点: {centerPos}");
}
}
//public void PlayEndEvent(bool isEnd)
//{
// Debug.LogError("开启End事件");
// 调试用绘制3x3区域
private void DrawDebugArea(Vector3 center, float size)
{
Vector3 bottomLeft = center + new Vector3(-size / 2, 0, -size / 2);
Vector3 bottomRight = center + new Vector3(size / 2, 0, -size / 2);
Vector3 topLeft = center + new Vector3(-size / 2, 0, size / 2);
Vector3 topRight = center + new Vector3(size / 2, 0, size / 2);
// if (isEnd)
// {
// gameState = GameState.EndEvent;
// PlaySound2DRPC("1.61");
// OpenDoor();
// }
// else
// {
// // 如果是PK事件设置游戏状态
// gameState = GameState.PKEvent;
// isPkEvent = true;
// }
// GivePistol(GunType.MeleeWeapon);
// foreach (var item in PlayerAiList.Values)
// {
// item.EndEvent();
// }
Debug.DrawLine(bottomLeft, bottomRight, Color.red, 10f);
Debug.DrawLine(bottomRight, topRight, Color.red, 10f);
Debug.DrawLine(topRight, topLeft, Color.red, 10f);
Debug.DrawLine(topLeft, bottomLeft, Color.red, 10f);
}
// // 检查 enemyStartPos 数组是否为空或长度不足
// if (GameLocal.Ins.enemyStartPos == null || GameLocal.Ins.enemyStartPos.Length == 0)
// {
// Debug.LogError("enemyStartPos 数组为空或未初始化");
// return;
// }
// // 定义3x3范围的中心点和大小
// Vector3 centerPos = GameLocal.Ins.pkPos.position;
// float areaSize = 3f; // 3x3的范围
// int createCount = isEnd ? 7 : 15;
// // 修复:计算安全的数组索引
// int enemyStartPosCount = GameLocal.Ins.enemyStartPos.Length;
// int enemyEndPosCount = GameLocal.Ins.enemyEndPos?.Length ?? 0;
// for (int i = 0; i < createCount; i++)
// {
// Transform[] targetPos = GameLocal.Ins.enemyEndPos;
// // 检查 enemyEndPos 数组
// if (targetPos == null || targetPos.Length == 0)
// {
// Debug.LogError("enemyEndPos 数组为空");
// break;
// }
// GameObject enemy = Instantiate(enemyEndAiPre);
// NetworkServer.Spawn(enemy);
// // 检查是否为指定场地
// if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
// {
// // 在3x3范围内随机生成位置
// Vector3 randomOffset = new Vector3(
// Random.Range(-areaSize / 2f, areaSize / 2f),
// 0,
// Random.Range(-areaSize / 2f, areaSize / 2f)
// );
// enemy.transform.position = centerPos + randomOffset;
// enemy.transform.eulerAngles = Vector3.zero;
// }
// else
// {
// // 修复:使用安全的数组索引
// // 确保 posId 不超过数组边界
// int posId = Mathf.Clamp(i / 3, 0, enemyStartPosCount - 1);
// enemy.transform.position = GameLocal.Ins.enemyStartPos[posId].position;
// // 同样确保 enemyEndPos 的索引安全
// int targetPosId = Mathf.Clamp(i / 3, 0, enemyEndPosCount - 1);
// enemy.transform.eulerAngles = targetPos[targetPosId].eulerAngles;
// }
// enemyIndex++;
// Enemy enemyScript = enemy.GetComponent<Enemy>();
// // 修复:检查 AiInfos 是否包含必要的键
// Vector3 targetPosition = isEnd ? GameLocal.Ins.pkPos.position : GameLocal.Ins.self.transform.position;
// enemyScript.OnSpawn(enemyIndex, 3, 1, targetPosition);
// if (AiInfos.ContainsKey(3))
// {
// enemyScript.ai.maxSpeed = 2;
// }
// else
// {
// Debug.LogWarning("AiInfos 中不存在键为 3 的条目,使用默认速度");
// enemyScript.ai.maxSpeed = 2; // 使用默认值
// }
// EnemyList.Add(enemyIndex, enemyScript);
// if (isEnd)
// {
// GameObject playerAi = Instantiate(playerEndAiPres);
// NetworkServer.Spawn(playerAi);
// // 检查是否为指定场地
// if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
// {
// Vector3 randomOffset;
// bool positionValid;
// int attempts = 0;
// do
// {
// randomOffset = new Vector3(
// Random.Range(-areaSize / 2f, areaSize / 2f),
// 0,
// Random.Range(-areaSize / 2f, areaSize / 2f)
// );
// positionValid = true;
// Vector3 proposedPos = centerPos + randomOffset;
// foreach (var existingEnemy in EnemyList.Values)
// {
// if (Vector3.Distance(proposedPos, existingEnemy.transform.position) < 0.8f)
// {
// positionValid = false;
// break;
// }
// }
// attempts++;
// if (attempts > 15) break;
// } while (!positionValid);
// playerAi.transform.position = centerPos + randomOffset;
// playerAi.transform.eulerAngles = Vector3.zero;
// }
// else
// {
// // 非指定场地也需要防重叠
// int posId = Mathf.Clamp(i / 3, 0, enemyStartPosCount - 1);
// Vector3 basePosition = GameLocal.Ins.enemyStartPos[posId].position;
// // 在基础位置上添加随机偏移
// Vector3 randomOffset = new Vector3(
// Random.Range(-1.5f, 1.5f),
// 0,
// Random.Range(-1.5f, 1.5f)
// );
// Vector3 spawnPosition = basePosition + randomOffset;
// // 检查位置是否有效
// bool positionValid = true;
// foreach (var existingEnemy in EnemyList.Values)
// {
// if (Vector3.Distance(spawnPosition, existingEnemy.transform.position) < 0.8f)
// {
// positionValid = false;
// break;
// }
// }
// // 如果位置无效,尝试另一个偏移
// if (!positionValid)
// {
// randomOffset = new Vector3(
// Random.Range(-2.0f, 2.0f),
// 0,
// Random.Range(-2.0f, 2.0f)
// );
// spawnPosition = basePosition + randomOffset;
// }
// enemy.transform.position = spawnPosition;
// int targetPosId = Mathf.Clamp(i / 3, 0, enemyEndPosCount - 1);
// enemy.transform.eulerAngles = targetPos[targetPosId].eulerAngles;
// }
// PlayerAI playerAI = playerAi.GetComponent<PlayerAI>();
// playerAI.OnSpawn(i + 2, PlayerAIType.EndPlayerAi, 1, enemy);
// playerAI.ai.maxSpeed = 2;
// PlayerAiList.Add(i + 2, playerAI);
// }
// }
// // 对于现有的敌人,更新它们的目标
// foreach (var enemy in EnemyList.Values)
// {
// if (enemy.behaviorTree != null)
// {
// // 如果isPkEvent为true更新敌人的目标为玩家
// if (isPkEvent)
// {
// GameObject player = GetPlayer(enemy.transform);
// if (player != null)
// {
// enemy.target = player;
// var sharedTarget = enemy.behaviorTree.GetVariable("target") as SharedGameObject;
// if (sharedTarget != null)
// {
// sharedTarget.Value = player;
// }
// }
// }
// }
// }
// curRoundEnemyCount = EnemyList.Count;
// // 可选:在指定场地时添加调试可视化
// if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
// {
// Debug.Log($"在场地 {GameLocal.Ins.place} 中所有单位已生成在3x3范围内中心点: {centerPos}");
// }
//}
//// 调试用绘制3x3区域
//private void DrawDebugArea(Vector3 center, float size)
//{
// Vector3 bottomLeft = center + new Vector3(-size / 2, 0, -size / 2);
// Vector3 bottomRight = center + new Vector3(size / 2, 0, -size / 2);
// Vector3 topLeft = center + new Vector3(-size / 2, 0, size / 2);
// Vector3 topRight = center + new Vector3(size / 2, 0, size / 2);
// Debug.DrawLine(bottomLeft, bottomRight, Color.red, 10f);
// Debug.DrawLine(bottomRight, topRight, Color.red, 10f);
// Debug.DrawLine(topRight, topLeft, Color.red, 10f);
// Debug.DrawLine(topLeft, bottomLeft, Color.red, 10f);
//}
[ClientRpc]
public void OpenDoor()
{

View File

@@ -251,9 +251,12 @@ EditorBuildSettings:
- enabled: 0
path: Assets/_DefendNJ/Scenes/Company1Floor1.unity
guid: 7cf7ec30a7c9a794ea954e3df9864d9d
- enabled: 1
- enabled: 0
path: Assets/_DefendNJ/Scenes/Ningxia_Wuzhong_Litong_YiwuShangmaocheng.unity
guid: dcc829e36b6bfbc4398869eb11f1639a
- enabled: 1
path: Assets/_DefendNJ/Scenes/Gansu_Dingxi_Anding_WandaGuangchang.unity
guid: a6c5a7f96b30a404da3fef7a28e2e733
m_configObjects:
Unity.XR.PXR.Settings: {fileID: 11400000, guid: d0f8149c48842b4488cf6fb974cff9a2,
type: 2}

View File

@@ -163,7 +163,7 @@ PlayerSettings:
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
applicationIdentifier:
Android: com.pineappletech.defendnj.ningxiawuzhonglitongyiwushangmaocheng
Android: com.pineappletech.defendnj.gansudingxiandingwandaguangchang
Standalone: com.DefaultCompany.com.unity.template.ar
buildNumber:
Standalone: 0