添加公司一楼大厅室外,宁夏银川金凤新华联广场场景,添加指引系统
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|
||||
|
||||
@ -0,0 +1 @@
|
||||
{"EnemyData":{"Columns":["ID","EnemyId","Name","Name_CN","Atk","Speed","Rate","Hp","EnemyDesc","DescInfo"],"Values":[[ 0, 1,"EnemyTa","\u5916\u661F\u80FD\u6E90\u5854", 0, 3, 0, 2000,"\u5916\u661F\u519B\u56E2\u7684\u5E38\u89C4\u4F5C\u6218\u5175\u79CD\uFF0C\u914D\u5907\u6709\u5E38\u89C4\u706B\u529B\u6B65\u67AA\u4F5C\u4E3A\u4F5C\u6218\u5175\u5668\u3002","(1, 2, 2, 2)"],[ 1, 2,"Enemy1","\u5916\u661F\u67AA\u624B", 100, 3, 0, 800,"\u5916\u661F\u519B\u56E2\u7684\u5E38\u89C4\u4F5C\u6218\u5175\u79CD\uFF0C\u914D\u5907\u6709\u5E38\u89C4\u706B\u529B\u6B65\u67AA\u4F5C\u4E3A\u4F5C\u6218\u5175\u5668\u3002","(1, 2, 2, 2)"],[ 2, 3,"DropShip","\u5916\u661F\u98DE\u8239", 100, 3, 1.15, 30000,"\u5916\u661F\u519B\u56E2\u7684\u5E38\u89C4\u4F5C\u6218\u5175\u79CD\uFF0C\u914D\u5907\u6709\u5E38\u89C4\u706B\u529B\u6B65\u67AA\u4F5C\u4E3A\u4F5C\u6218\u5175\u5668\u3002","(1, 2, 2, 2)"],[ 3, 4,"Leviathan","\u5916\u661F\u5229\u7EF4\u5766", 25, 5,0.8, 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1000,"\u5168\u526F\u6B66\u88C5\u7684\u91CD\u578B\u673A\u7532\uFF0C\u884C\u52A8\u7F13\u6162\uFF0C\u4F46\u9632\u5FA1\u6781\u9AD8\uFF0C\u706B\u529B\u5F3A\u52B2\uFF0C\u5C3D\u91CF\u4E0D\u8981\u66B4\u9732\u5728\u4ED6\u7684\u6B63\u9762\u706B\u529B\u8986\u76D6\u8303\u56F4\u5185\u3002","(4, 8, 8, 1)"],[ 8, 8,"Boss","\u9ED1\u7FFC\u2014\u2014\u2014\u7B2C\u516D\u964D\u4E34\u8005", 100, 0, 0, 60000,"\u4EBA\u7C7B\u6297\u4E89\u5916\u661F\u6218\u6597\u4E2D\u8BB0\u8F7D\u4E2D\u5C11\u6709\u7684\u6570\u4E2A\uFF0C\u5177\u6709\u6781\u9AD8\u5371\u9669\u7CFB\u6570\u7684\u6218\u6597\u5355\u4F4D\u4E4B\u4E00\n","(5, 10, 10, 10)"]]},"PropData":{"Columns":["ID","PropId","PropNameCn","PropName","PropDesc","Effect"],"Values":[[ 1, 501,"\u8840\u5305","BloodBag","\u7ED9\u89D2\u8272\u52A0\u8840",0.5],[ 3, 503,"\u653B\u51FBbuff","AtkBuff","\u589E\u52A0\u89D2\u8272\u653B\u51FB\u529B",0.5],[ 4, 504,"\u9632\u5FA1buff","DefenseBuff","\u589E\u52A0\u89D2\u8272\u9632\u5FA1\u529B",-0.5],[ 5, 505,"\u80FD\u6E90\u9B54\u65B9","EnergyPump","\u7528\u6765\u5F00\u542F\u4E0B\u4E00\u6BB5\u5267\u60C5", 1],[ 6, 506,"\u5F00\u542F\u6E38\u620F\u7684\u4F20\u9001\u9635","StartGamePoint","\u7528\u6765\u5F00\u542F\u6E38\u620F",-1]]},"PlayerBulletData":{"Columns":["ID","Name","Name_CN","Damage","Number"],"Values":[[ 1,"PlayerWeapon1","\u521D\u59CB\u5355\u70B9\u67AA","((60,180))",-1],[ 2,"PlayerWeapon2","\u8FDE\u5C04\u67AA","((100,200))", 300],[ 3,"PlayerWeapon3","\u8FFD\u8E2A\u67AA","((200,300))", 300],[ 4,"PlayerWeapon4","\u5C0F\u578B\u6FC0\u5149\u67AA","((600,720))", 50],[ 5,"PlayerWeapon5","\u591A\u53D1\u6FC0\u5149\u67AA","((720,960))", 30],[ 6,"PlayerWeapon6","\u5355\u4E2A\u5149\u7403\u67AA","((420,540))", 50],[ 7,"PlayerWeapon7","\u53CC\u4E2A\u5149\u7403\u67AA","((240,360))", 50],[ 8,"PlayerWeapon8","\u591A\u53D1\u5BFC\u5F39\u67AA","((60,120))", 30],[ 9,"PlayerWeapon9","\u5927\u5BFC\u5F39\u67AA","((720,960))", 30],[ 10,"PlayerWeapon10","\u6301\u7EED\u6FC0\u5149\u67AA","((24,60))", 300]]},"EnemyBulletData":{"Columns":["ID","Name","Name_CN","Damage","Number"],"Values":[[ 1,"DropShipBullet1","\u5916\u661F\u8FD0\u8F93\u673A\u666E\u901A\u5B50\u5F39","((50,150))",-1],[ 2,"DropShipBullet2","\u5916\u661F\u8FD0\u8F93\u673A\u7279\u6B8A\u5B50\u5F39","((300,450))",-1],[ 3,"Enemy1","\u5916\u661F\u67AA\u624B\u5B50\u5F39","((50,150))",-1],[ 4,"LeviathanBullet1","\u5229\u7EF4\u5766\u666E\u901A\u5B50\u5F39","((20,30))",-1],[ 5,"LeviathanBullet2","\u5229\u7EF4\u5766\u7279\u6B8A\u5B50\u5F39","((300,450))",-1],[ 6,"Enemy2","\u98DE\u884C\u5175\u5B50\u5F39","((60,150))",-1],[ 7,"MachineDragonBullet","\u9738\u738B\u9F99\u666E\u901A\u5B50\u5F39","((500,600))",-1],[ 8,"MachineDragonBullet2","\u9738\u738B\u9F99\u7279\u6B8A\u5B50\u5F39","((400,600))",-1],[ 9,"Enemy3","\u54E8\u5175\u722A\u51FB","((100,150))",-1],[ 10,"Boss1","boss\u6B63\u5E38\u5B50\u5F39","((20,50))",-1],[ 11,"Boss2","boss\u7279\u6B8A\u653B\u51FB","((300,500))",-1],[ 12,"Boss3","boss\u53EC\u5524\u653B\u51FB","((100,150))",-1]]},"BossPosData":{"Columns":["ID","BossPos","BossAng","DoorPos","DoorAng","DoorScale"],"Values":[[ 0,"(4.39,0,1.5)","(0,0,0)","(4.11,2,-0.26)","(0,0,0)", 1.5],[ 1,"(0.66,5,12.8)","(0,148.829,0)","(7.337173,-5,7.495667)","(0,148.829,0)", 4.5],[ 2,"(1.57,-3.5,13.64)","(0,166.239,0)","(8.209714,-2.2,10.60344)","(0,166.239,0)", 4.5],[ 3,"(6.3,0,-14)","(0,0,0)","(6.31,-3.3,-10.48)","(0,0,0)", 3],[ 4,"(0.39,3,17.1)","(0,92.763,0)","(8.99,0,15.99)","(0,92.763,0)", 3]]},"":{"Columns":[],"Values":[]}}
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Assets/Resources/银河守护者-公司一楼室外.xlsm
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Assets/Resources/银河守护者-宁夏银川金凤新华联广场.xlsm
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Assets/Scenes/Company1FloorShiwai.unity
Normal file
28114
Assets/Scenes/Company1FloorShiwai.unity
Normal file
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Assets/Scenes/Company1FloorShiwai/NavMesh.asset
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Assets/Scenes/Company1FloorShiwai/NavMesh.asset
Normal file
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Assets/Scenes/Company1FloorShiwai/NavMesh.asset.meta
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@ -28042,6 +28042,7 @@ MonoBehaviour:
|
||||
curBoss: {fileID: 0}
|
||||
curLevel: 0
|
||||
aiCharacterPre: {fileID: 3138103488680208938, guid: fd270e281173bf348a948a0a3a30594b, type: 3}
|
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GuideArrowPre: {fileID: 718552219040796497, guid: 1090ff9efb8eaa94cbdc6dfa4042d3b7, type: 3}
|
||||
isGamePlay: 0
|
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isFirstGetWeapon: 0
|
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--- !u!1660057539 &9223372036854775807
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28073
Assets/Scenes/Ningxia_Yinchuan_Jinfeng_XinhualianGuangchang.unity
Normal file
28073
Assets/Scenes/Ningxia_Yinchuan_Jinfeng_XinhualianGuangchang.unity
Normal file
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fileFormatVersion: 2
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@ -118,6 +118,8 @@ public class Boss : Enemy
|
||||
endValue = 18f;
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Gansu_Jinchang_Jinchuan_Shijiguangchang_Shiwai)
|
||||
endValue = 0.51f;
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Ningxia_Yinchuan_Jinfeng_XinhualianGuangchang)
|
||||
endValue = 15.75f;
|
||||
if(GameInit.Ins.gamePlace == GamePlace.Shandong_Jining_Shangchang)
|
||||
{
|
||||
transform.DOMove(new Vector3(11.5f,transform.position.y,3.68f), 4).OnComplete(() =>
|
||||
@ -413,6 +415,21 @@ public class Boss : Enemy
|
||||
Both();
|
||||
});
|
||||
}
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Ningxia_Yinchuan_Jinfeng_XinhualianGuangchang)
|
||||
{
|
||||
transform.DOMove(new Vector3(15.09f, 3f, 15.75f), 4).OnComplete(() =>
|
||||
{
|
||||
Both();
|
||||
});
|
||||
}
|
||||
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Company1FloorShiwai)
|
||||
{
|
||||
transform.DOMove(new Vector3(-0.85f, 3f, 22.41f), 4).OnComplete(() =>
|
||||
{
|
||||
Both();
|
||||
});
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
|
||||
@ -641,6 +641,21 @@ public class DropShip : Enemy
|
||||
_isShow = false;
|
||||
});
|
||||
}
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Company1FloorShiwai)
|
||||
{
|
||||
transform.DOMove(new Vector3(1.59f, 5f, 20.24f), 4).OnComplete(() =>
|
||||
{
|
||||
isAttack = true;
|
||||
foreach (var item in tailGas)
|
||||
{
|
||||
item.SetActive(true);
|
||||
}
|
||||
bloodSlider.gameObject.SetActive(true);
|
||||
isShield = false;
|
||||
shieldObj.SetActive(false);
|
||||
_isShow = false;
|
||||
});
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
|
||||
@ -404,6 +404,20 @@ public class Leviathan : Enemy
|
||||
Both();
|
||||
});
|
||||
}
|
||||
else if (GameInit.Ins.gamePlace == GamePlace.Hebei_Hengshui_Xinji_WandaGuangchang)
|
||||
{
|
||||
transform.DOMove(new Vector3(0.3f, -3.5f, 2.8f), 2).OnComplete(() =>
|
||||
{
|
||||
Both();
|
||||
});
|
||||
}
|
||||
else if (GameInit.Ins.gamePlace == GamePlace.Company1FloorShiwai)
|
||||
{
|
||||
transform.DOMove(new Vector3(-10.91f, 1.5f, 25.15f), 2).OnComplete(() =>
|
||||
{
|
||||
Both();
|
||||
});
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
|
||||
@ -389,6 +389,20 @@ public class MachineDragon : Enemy
|
||||
Both();
|
||||
});
|
||||
}
|
||||
else if (GameInit.Ins.gamePlace == GamePlace.Ningxia_Yinchuan_Jinfeng_XinhualianGuangchang)
|
||||
{
|
||||
transform.DOMove(new Vector3(5.88f, 0f, -1.08f), 4).OnComplete(() =>
|
||||
{
|
||||
Both();
|
||||
});
|
||||
}
|
||||
else if (GameInit.Ins.gamePlace == GamePlace.Company1FloorShiwai)
|
||||
{
|
||||
transform.DOMove(new Vector3(-4.48f, 0f, 21.35f), 4).OnComplete(() =>
|
||||
{
|
||||
Both();
|
||||
});
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
|
||||
@ -3,6 +3,7 @@ using DragonLi.Core;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.Mathematics;
|
||||
using Unity.XR.PXR;
|
||||
using UnityEngine;
|
||||
@ -18,6 +19,7 @@ public enum GamePlace
|
||||
{
|
||||
// Test = -1,
|
||||
Company1Floor = 0,
|
||||
Company1FloorShiwai = -999,
|
||||
LiaoningAnShan = 1,
|
||||
Liaoning_AnShan_Lishan_Dayuecheng=-1,
|
||||
HangZhouLongHuTianJie = 2,
|
||||
@ -76,6 +78,8 @@ public enum GamePlace
|
||||
Chongqing_Yuzhong_Hongyadong_Xiakexing=42,
|
||||
Chongqing_Yuzhong_Hongyadong_Xiakexing_shiwan=-42,
|
||||
Chengdu_Shuangliu_ShengfeiXuexiao =43,
|
||||
Hebei_Hengshui_Xinji_WandaGuangchang = 44,
|
||||
Ningxia_Yinchuan_Jinfeng_XinhualianGuangchang = 45,
|
||||
}
|
||||
|
||||
public class GameManager : MonoBehaviour
|
||||
@ -154,7 +158,18 @@ public class GameManager : MonoBehaviour
|
||||
[Header("AI角色")]
|
||||
public GameObject aiCharacterPre;//AI角色预制体
|
||||
private GameObject aiCharacter;//AI角色实例
|
||||
|
||||
[Header("指引系统")]
|
||||
public GameObject GuideArrowPre; // 指引箭头预制体
|
||||
private GameObject guideArrowInstance; // 指引箭头实例
|
||||
private GuideArrowPath guideArrowComponent; // 指引箭头组件
|
||||
private bool isGuideArrowActive = false;
|
||||
private Vector3 lastPlayerPosition; // 记录玩家上一次的位置
|
||||
private float updatePathThreshold = 0.5f; // 更新路径的阈值(玩家移动超过这个距离才更新路径)
|
||||
private float updatePathCooldown = 0.3f; // 更新路径的冷却时间
|
||||
private float lastPathUpdateTime = 0f;
|
||||
private Vector3[] lastPathPoints; // 上一次的路径点
|
||||
private bool isPathSmoothed = false;
|
||||
private List<Vector3> smoothedPath = new List<Vector3>();
|
||||
private void Awake()
|
||||
{
|
||||
|
||||
@ -165,7 +180,8 @@ public class GameManager : MonoBehaviour
|
||||
Ins = this;
|
||||
CreatePlayer();
|
||||
LoginPanel.Show();
|
||||
|
||||
// 新增:初始化指引系统
|
||||
InitializeGuideArrow();
|
||||
#if !UNITY_EDITOR
|
||||
PXR_Enterprise.InitEnterpriseService();
|
||||
PXR_Enterprise.BindEnterpriseService();
|
||||
@ -174,7 +190,11 @@ public class GameManager : MonoBehaviour
|
||||
CoroutineTaskManager.Instance.WaitSecondTodo(ShowPlayerUI, 1.5f);
|
||||
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// 更新指引箭头位置
|
||||
UpdateGuideArrowPosition();
|
||||
}
|
||||
/// <summary>
|
||||
/// 登录
|
||||
/// </summary>
|
||||
@ -226,6 +246,8 @@ public class GameManager : MonoBehaviour
|
||||
loginInfo.shop = 37;
|
||||
if(GameInit.Ins.gamePlace== GamePlace.Chongqing_Yuzhong_Hongyadong_Xiakexing_shiwan)
|
||||
loginInfo.shop = 42;
|
||||
if(GameInit.Ins.gamePlace== GamePlace.Company1FloorShiwai)
|
||||
loginInfo.shop = 0;
|
||||
#endif
|
||||
//loginInfo.shop = 0;
|
||||
loginInfo.gameId = 5;
|
||||
@ -333,7 +355,7 @@ public class GameManager : MonoBehaviour
|
||||
//TODO:添加一个玩家进入游戏AI进行游戏介绍,介绍完后,AI自动回到玩家左侧
|
||||
//修改处:创建AI角色
|
||||
CreateAICharacter();
|
||||
|
||||
CleanupGuideArrow();
|
||||
//isGamePlay = true;
|
||||
//CreateBoss();
|
||||
//PlayerUIMessage(0);
|
||||
@ -614,6 +636,18 @@ public class GameManager : MonoBehaviour
|
||||
{
|
||||
EnergyPump.transform.position = new Vector3(2f, 0, 2f);
|
||||
}
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Hebei_Hengshui_Xinji_WandaGuangchang)
|
||||
{
|
||||
EnergyPump.transform.position = new Vector3(0.18f, 0, 5.09f);
|
||||
}
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Ningxia_Yinchuan_Jinfeng_XinhualianGuangchang)
|
||||
{
|
||||
EnergyPump.transform.position = new Vector3(10.35f, 0, 4.33f);
|
||||
}
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Company1FloorShiwai)
|
||||
{
|
||||
EnergyPump.transform.position = new Vector3(-0.75f, 0, 22.38f);
|
||||
}
|
||||
EnergyPumpTag++;
|
||||
|
||||
EnergyPump.GetComponent<EnergyPump>().Init(EnergyPumpTag);
|
||||
@ -626,8 +660,10 @@ public class GameManager : MonoBehaviour
|
||||
|
||||
public void CreateGameStartPoint()
|
||||
{
|
||||
|
||||
GameStart = true;
|
||||
isGamePlay = false;
|
||||
|
||||
GameObject point = Instantiate(gameStartPointPre);
|
||||
if (GameInit.Ins.gamePlace == GamePlace.LiaoningAnShan)
|
||||
{
|
||||
@ -637,11 +673,19 @@ public class GameManager : MonoBehaviour
|
||||
{
|
||||
point.transform.position = new Vector3(7.46f, 0, 1.65f);
|
||||
}
|
||||
if (GameInit.Ins.gamePlace == GamePlace.Ningxia_Yinchuan_Jinfeng_XinhualianGuangchang)
|
||||
{
|
||||
point.transform.position = new Vector3(4.15f, 0, 2.3f);
|
||||
}
|
||||
else
|
||||
{
|
||||
point.transform.position = Vector3.zero;
|
||||
point.transform.position = new Vector3(0.27f, 0, 2.84f);
|
||||
}
|
||||
|
||||
|
||||
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
|
||||
{
|
||||
StartGuide();
|
||||
}, 0.5f);
|
||||
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
|
||||
{
|
||||
if (isGamePlay)
|
||||
@ -881,4 +925,336 @@ public class GameManager : MonoBehaviour
|
||||
Destroy(aiCharacter);
|
||||
}
|
||||
}
|
||||
#region 指引系统
|
||||
|
||||
/// <summary>
|
||||
/// 初始化指引箭头
|
||||
/// </summary>
|
||||
|
||||
private void InitializeGuideArrow()
|
||||
{
|
||||
// 检查预制体是否存在
|
||||
if (GuideArrowPre == null)
|
||||
{
|
||||
Debug.LogError("GuideArrowPre 预制体未分配!");
|
||||
return;
|
||||
}
|
||||
|
||||
// 实例化指引箭头预制体
|
||||
guideArrowInstance = Instantiate(GuideArrowPre);
|
||||
guideArrowInstance.name = "GuideArrow";
|
||||
|
||||
// 获取指引箭头组件
|
||||
guideArrowComponent = guideArrowInstance.GetComponent<GuideArrowPath>();
|
||||
if (guideArrowComponent == null)
|
||||
{
|
||||
Debug.LogError("GuideArrowPre 预制体上没有找到 GuideArrowPath 组件!");
|
||||
Destroy(guideArrowInstance);
|
||||
guideArrowInstance = null;
|
||||
return;
|
||||
}
|
||||
|
||||
// 设置指引箭头的层级和高度
|
||||
guideArrowComponent.obstacleMask = LayerMask.GetMask("Default"); // 根据实际障碍物层级设置
|
||||
guideArrowComponent.pathHeight = 0.5f; // 设置路径显示高度
|
||||
|
||||
// 初始隐藏指引
|
||||
guideArrowComponent.ClosePath();
|
||||
|
||||
// 可选:设置父物体,保持场景整洁
|
||||
guideArrowInstance.transform.SetParent(this.transform);
|
||||
|
||||
// 初始化玩家位置
|
||||
if (GameInit.Ins.self != null)
|
||||
{
|
||||
lastPlayerPosition = GameInit.Ins.self.transform.position;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新指引箭头位置(实时跟随玩家移动)
|
||||
/// </summary>
|
||||
|
||||
// 修改 UpdateGuideArrowPosition 方法
|
||||
private void UpdateGuideArrowPosition()
|
||||
{
|
||||
if (!isGuideArrowActive || gameStartPointPre == null || GameInit.Ins.self == null)
|
||||
return;
|
||||
|
||||
// 获取玩家当前位置
|
||||
Vector3 currentPlayerPosition = GameInit.Ins.self.transform.position;
|
||||
|
||||
// 检查冷却时间
|
||||
if (Time.time - lastPathUpdateTime < updatePathCooldown)
|
||||
return;
|
||||
|
||||
// 检查玩家是否移动了足够远的距离
|
||||
float distanceMoved = Vector3.Distance(currentPlayerPosition, lastPlayerPosition);
|
||||
|
||||
if (distanceMoved > updatePathThreshold)
|
||||
{
|
||||
// 获取门的位置
|
||||
Vector3 doorPosition = gameStartPointPre.transform.position;
|
||||
|
||||
// 使用曲线检测和路径平滑
|
||||
UpdatePathWithCurveDetection(currentPlayerPosition, doorPosition);
|
||||
|
||||
// 更新记录的位置和时间
|
||||
lastPlayerPosition = currentPlayerPosition;
|
||||
lastPathUpdateTime = Time.time;
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:使用曲线检测和路径平滑的方法
|
||||
private void UpdatePathWithCurveDetection(Vector3 start, Vector3 end)
|
||||
{
|
||||
if (guideArrowComponent == null)
|
||||
return;
|
||||
|
||||
// 1. 检测是否为直接可见路径
|
||||
if (IsDirectPathClear(start, end))
|
||||
{
|
||||
// 直接路径,使用简单的贝塞尔曲线
|
||||
smoothedPath = GenerateBezierCurve(start, end, 0.2f);
|
||||
guideArrowComponent.SetPath(smoothedPath); // 这里使用 List<Vector3> 参数
|
||||
isPathSmoothed = true;
|
||||
return;
|
||||
}
|
||||
|
||||
// 2. 间接路径,使用优化的绕路算法
|
||||
List<Vector3> newPath = CalculateObstacleAvoidancePath(start, end);
|
||||
|
||||
if (newPath != null && newPath.Count > 1)
|
||||
{
|
||||
// 应用路径平滑
|
||||
smoothedPath = SmoothPath(newPath);
|
||||
guideArrowComponent.SetPath(smoothedPath); // 这里使用 List<Vector3> 参数
|
||||
isPathSmoothed = true;
|
||||
lastPathPoints = smoothedPath.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:检查直接路径是否畅通
|
||||
private bool IsDirectPathClear(Vector3 start, Vector3 end)
|
||||
{
|
||||
Vector3 direction = (end - start).normalized;
|
||||
float distance = Vector3.Distance(start, end);
|
||||
|
||||
// 使用射线检测,同时检查多个点
|
||||
int checkPoints = Mathf.CeilToInt(distance / 0.5f);
|
||||
for (int i = 0; i <= checkPoints; i++)
|
||||
{
|
||||
float t = (float)i / checkPoints;
|
||||
Vector3 checkPoint = Vector3.Lerp(start, end, t);
|
||||
|
||||
// 检查周围小范围的碰撞
|
||||
if (Physics.CheckSphere(checkPoint, 0.3f, guideArrowComponent.obstacleMask))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// 新增:生成贝塞尔曲线路径
|
||||
private List<Vector3> GenerateBezierCurve(Vector3 start, Vector3 end, float curveHeight)
|
||||
{
|
||||
List<Vector3> curvePoints = new List<Vector3>();
|
||||
int segments = 20; // 曲线分段数
|
||||
|
||||
// 计算控制点(在中间稍微抬起形成曲线)
|
||||
Vector3 controlPoint = (start + end) * 0.5f + Vector3.up * curveHeight;
|
||||
|
||||
for (int i = 0; i <= segments; i++)
|
||||
{
|
||||
float t = (float)i / segments;
|
||||
|
||||
// 二次贝塞尔曲线公式
|
||||
Vector3 point = (1 - t) * (1 - t) * start +
|
||||
2 * (1 - t) * t * controlPoint +
|
||||
t * t * end;
|
||||
|
||||
curvePoints.Add(point);
|
||||
}
|
||||
|
||||
return curvePoints;
|
||||
}
|
||||
|
||||
// 新增:优化后的绕障碍物路径计算
|
||||
private List<Vector3> CalculateObstacleAvoidancePath(Vector3 start, Vector3 end)
|
||||
{
|
||||
List<Vector3> path = new List<Vector3>();
|
||||
path.Add(start);
|
||||
|
||||
// 尝试寻找最佳绕行点
|
||||
Vector3 bypassPoint = FindOptimalBypassPoint(start, end);
|
||||
|
||||
if (bypassPoint != start)
|
||||
{
|
||||
// 如果有绕行点,构建曲线路径
|
||||
List<Vector3> curve1 = GenerateBezierCurve(start, bypassPoint, 0.3f);
|
||||
List<Vector3> curve2 = GenerateBezierCurve(bypassPoint, end, 0.3f);
|
||||
|
||||
path.AddRange(curve1.Skip(1));
|
||||
path.AddRange(curve2.Skip(1));
|
||||
}
|
||||
else
|
||||
{
|
||||
// 没有找到绕行点,使用简单的曲线
|
||||
path = GenerateBezierCurve(start, end, 0.2f);
|
||||
}
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
// 新增:寻找最优绕行点
|
||||
private Vector3 FindOptimalBypassPoint(Vector3 from, Vector3 to)
|
||||
{
|
||||
Vector3 direction = (to - from).normalized;
|
||||
float distance = Vector3.Distance(from, to);
|
||||
|
||||
// 定义多个探测方向
|
||||
Vector3[] probeDirections = new Vector3[]
|
||||
{
|
||||
Vector3.Cross(direction, Vector3.up).normalized, // 右侧
|
||||
-Vector3.Cross(direction, Vector3.up).normalized, // 左侧
|
||||
(Vector3.Cross(direction, Vector3.up).normalized + Vector3.up * 0.3f).normalized, // 右上
|
||||
(-Vector3.Cross(direction, Vector3.up).normalized + Vector3.up * 0.3f).normalized // 左上
|
||||
};
|
||||
|
||||
float[] probeDistances = new float[] { 2f, 3f, 4f, 5f };
|
||||
|
||||
Vector3 bestBypassPoint = from;
|
||||
float bestScore = float.MaxValue;
|
||||
|
||||
foreach (Vector3 probeDir in probeDirections)
|
||||
{
|
||||
foreach (float probeDist in probeDistances)
|
||||
{
|
||||
Vector3 probePoint = from + probeDir * probeDist;
|
||||
|
||||
// 检查探测点是否可行
|
||||
if (!Physics.CheckSphere(probePoint, 0.5f, guideArrowComponent.obstacleMask))
|
||||
{
|
||||
// 计算路径分数(距离 + 转向角度)
|
||||
float pathLength = Vector3.Distance(from, probePoint) +
|
||||
Vector3.Distance(probePoint, to);
|
||||
float angleCost = Vector3.Angle(probePoint - from, to - probePoint) * 0.1f;
|
||||
float score = pathLength + angleCost;
|
||||
|
||||
if (score < bestScore)
|
||||
{
|
||||
bestScore = score;
|
||||
bestBypassPoint = probePoint;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return bestBypassPoint;
|
||||
}
|
||||
|
||||
// 新增:路径平滑算法
|
||||
private List<Vector3> SmoothPath(List<Vector3> rawPath)
|
||||
{
|
||||
if (rawPath.Count < 3)
|
||||
return rawPath;
|
||||
|
||||
List<Vector3> smoothed = new List<Vector3>();
|
||||
smoothed.Add(rawPath[0]);
|
||||
|
||||
// 使用简单的平均平滑
|
||||
for (int i = 1; i < rawPath.Count - 1; i++)
|
||||
{
|
||||
Vector3 smoothedPoint = (rawPath[i - 1] + rawPath[i] + rawPath[i + 1]) / 3f;
|
||||
smoothed.Add(smoothedPoint);
|
||||
}
|
||||
|
||||
smoothed.Add(rawPath[rawPath.Count - 1]);
|
||||
|
||||
return smoothed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 显示指引箭头
|
||||
/// </summary>
|
||||
|
||||
public void ShowGuideArrow()
|
||||
{
|
||||
if (guideArrowComponent != null && gameStartPointPre != null && GameInit.Ins.self != null)
|
||||
{
|
||||
guideArrowComponent.ShowPath();
|
||||
isGuideArrowActive = true;
|
||||
|
||||
// 初始化路径
|
||||
Vector3 playerPosition = GameInit.Ins.self.transform.position;
|
||||
Vector3 doorPosition = gameStartPointPre.transform.position;
|
||||
UpdatePathWithCurveDetection(playerPosition, doorPosition);
|
||||
|
||||
// 记录初始位置
|
||||
lastPlayerPosition = playerPosition;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 隐藏指引箭头
|
||||
/// </summary>
|
||||
|
||||
public void HideGuideArrow()
|
||||
{
|
||||
if (guideArrowComponent != null)
|
||||
{
|
||||
guideArrowComponent.ClosePath();
|
||||
isGuideArrowActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 开始指引(在创建门后调用)
|
||||
/// </summary>
|
||||
|
||||
public void StartGuide()
|
||||
{
|
||||
if (gameStartPointPre != null && GameInit.Ins.self != null)
|
||||
{
|
||||
ShowGuideArrow();
|
||||
|
||||
// 初始化路径
|
||||
Vector3 playerPosition = GameInit.Ins.self.transform.position;
|
||||
Vector3 doorPosition = gameStartPointPre.transform.position;
|
||||
|
||||
// 使用新的路径计算方法
|
||||
UpdatePathWithCurveDetection(playerPosition, doorPosition);
|
||||
|
||||
// 记录初始位置
|
||||
lastPlayerPosition = playerPosition;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 停止指引(在游戏开始或删除门时调用)
|
||||
/// </summary>
|
||||
|
||||
public void StopGuide()
|
||||
{
|
||||
HideGuideArrow();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理指引箭头实例
|
||||
/// </summary>
|
||||
|
||||
public void CleanupGuideArrow()
|
||||
{
|
||||
if (guideArrowInstance != null)
|
||||
{
|
||||
Destroy(guideArrowInstance);
|
||||
guideArrowInstance = null;
|
||||
guideArrowComponent = null;
|
||||
isGuideArrowActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
@ -55,45 +55,45 @@ public class LoginPanel : MonoBehaviour
|
||||
|
||||
public void Author()
|
||||
{
|
||||
////延迟请求
|
||||
//MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
|
||||
//{
|
||||
// // 登录
|
||||
// GameManager.Ins.Request((req, response) =>
|
||||
//延迟请求
|
||||
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
|
||||
{
|
||||
// 登录
|
||||
GameManager.Ins.Request((req, response) =>
|
||||
|
||||
// {
|
||||
// RequestLoginCount++;
|
||||
// if (response == null)
|
||||
// {
|
||||
// Debug.Log("鉴权失败1");
|
||||
// if (RequestLoginCount < 2)
|
||||
// {
|
||||
// Author();
|
||||
// return;
|
||||
// }
|
||||
// PanelState.StateChange(1);
|
||||
// return;
|
||||
// }
|
||||
// ResponseInfo info = JsonUtility.FromJson<ResponseInfo>(response.DataAsText);
|
||||
// if (info.code < 200 || info.code >= 300)
|
||||
// {
|
||||
// Debug.Log("鉴权失败2");
|
||||
// if (RequestLoginCount < 2)
|
||||
// {
|
||||
// Author();
|
||||
// return;
|
||||
// }
|
||||
// PanelState.StateChange(1);
|
||||
// return;
|
||||
// }
|
||||
{
|
||||
RequestLoginCount++;
|
||||
if (response == null)
|
||||
{
|
||||
Debug.Log("鉴权失败1");
|
||||
if (RequestLoginCount < 2)
|
||||
{
|
||||
Author();
|
||||
return;
|
||||
}
|
||||
PanelState.StateChange(1);
|
||||
return;
|
||||
}
|
||||
ResponseInfo info = JsonUtility.FromJson<ResponseInfo>(response.DataAsText);
|
||||
if (info.code < 200 || info.code >= 300)
|
||||
{
|
||||
Debug.Log("鉴权失败2");
|
||||
if (RequestLoginCount < 2)
|
||||
{
|
||||
Author();
|
||||
return;
|
||||
}
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PanelState.StateChange(1);
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return;
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}
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// if (info.code == 200)
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// {
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// GameManager.Ins.InitData();
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// _isLogin = true;
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// }
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// });
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//}, 1);
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if (info.code == 200)
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{
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GameManager.Ins.InitData();
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_isLogin = true;
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}
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||||
});
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}, 1);
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}
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IEnumerator Progress()
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||||
@ -104,8 +104,8 @@ public class LoginPanel : MonoBehaviour
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_progress = 0;
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_isLogin = false;
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GameManager.Ins.InitData();
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//GameManager.Ins.InitData();
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//_isLogin = true;//修改为本地游戏
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float curWaitTime = 0;
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while (_progress<=90)
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@ -1 +1 @@
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Build from ZTT at 2025/12/4 15:20:39
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139
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Normal file
135
Assets/sucai/sucai/Materials/02.mat
Normal file
@ -0,0 +1,135 @@
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Reference in New Issue
Block a user