一楼大厅优化

This commit is contained in:
ZYT
2025-07-21 13:44:14 +08:00
parent 317a917dca
commit 8fb1231e6b
18 changed files with 504 additions and 11698 deletions

1
.gitignore vendored
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@ -77,3 +77,4 @@ Assets/FR2_Cache.asset
ProjectSettings/EditorBuildSettings.asset
ProjectSettings/ProjectSettings.asset
Assets/FR2_Cache.asset.meta
ProjectSettings/GraphicsSettings.asset

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@ -27,17 +27,123 @@ public class Mussels : MonoBehaviour
private bool isGrabbing = false; // 钥匙是否已被抓取
private bool success = false; // 是否已经成功拿到钥匙
[Header("初始状态设置")]
public bool startOpened = true; // 是否在游戏开始时处于打开状态
private bool tutorialComplete = false; // 教程/讲解是否完成
[Header("动画设置")]
public float partialOpenDuration = 0.35f; // 微微张开的位置(秒)
public float fullOpenDuration = 1.15f; // 完全张开所需时间(秒)
private float partialOpenProgress = 0f; // 微微张开的进度
private bool isPartialOpen = false; // 是否处于微微张开状态
void Start()
{
animator = animator ? animator : GetComponent<Animator>();
// 记录钥匙初始 Transform
keyStartPos = keyTransform.position;
keyStartRot = keyTransform.rotation;
// 根据设置初始化状态
if (startOpened)
{
SetInitialOpenedState();
}
}
/// <summary>
/// 设置初始打开状态
/// </summary>
private void SetInitialOpenedState()
{
// 计算微微张开的进度0-1
partialOpenProgress = Mathf.Clamp01(partialOpenDuration / fullOpenDuration);
// 直接设置到微微张开状态
animator.Play("Open", 0, partialOpenProgress);
animator.speed = 0; // 暂停动画
state = ClamState.Opened; // 设置为张开状态
isPartialOpen = true; // 标记为微微张开
//// 直接设置到打开状态
//animator.Play("Open", 0, 1.0f); // 播放到动画结束
//state = ClamState.Opened;
// 启用钥匙但禁用抓取功能
keyEx.SetActive(false);
keyPrefab.SetActive(true);
keyPrefab.transform.position = keyStartPos;
keyPrefab.GetComponent<Animator>().enabled = false;
}
/// <summary>
/// 当讲解完成时调用此方法
/// </summary>
public void OnTutorialComplete()
{
tutorialComplete = true;
// 如果当前是微微张开状态,先完成张开动画再开始循环
if (isPartialOpen)
{
StartCoroutine(CompleteOpenAnimation());
}
else if (state == ClamState.Opened)
{
StartCoroutine(CloseAfterTutorial());
}
else
{
StartCoroutine(OpenCloseLoop());
}
}
/// <summary>
/// 从微微张开状态继续完成张开动画
/// </summary>
private IEnumerator CompleteOpenAnimation()
{
// 恢复动画速度
animator.speed = 1;
// 计算剩余动画时间(从微微张开到完全张开)
float remainingTime = fullOpenDuration * (1f - partialOpenProgress);
// 等待动画完成
state = ClamState.Opening;
yield return new WaitForSeconds(remainingTime);
state = ClamState.Opened;
isPartialOpen = false; // 不再是微微张开状态
// 停留随机时间后关闭
float stay = Random.Range(stayOpenMin, stayOpenMax);
yield return new WaitForSeconds(stay);
// 开始正常开合循环
StartCoroutine(OpenCloseLoop());
}
private IEnumerator CloseAfterTutorial()
{
// 播放闭合动画
state = ClamState.Closing;
animator.ResetTrigger("Open");
animator.SetTrigger("Close");
yield return new WaitUntil(() => CheckAnimFinished("Close"));
state = ClamState.Closed;
// 等待片刻后开始正常循环
yield return new WaitForSeconds(1f);
StartCoroutine(OpenCloseLoop());
}
public void StartTask()
{
StartCoroutine(OpenCloseLoop());
// 仅在教程完成后开始任务
if (tutorialComplete)
{
StartCoroutine(OpenCloseLoop());
}
}
private IEnumerator OpenCloseLoop()
@ -64,7 +170,7 @@ public class Mussels : MonoBehaviour
if (success)
{
break;
}
}
// 如果在闭合完毕时,钥匙正被抓着,说明玩家“失败”——震动、重置钥匙
if (isGrabbing && !success)
{
@ -103,24 +209,24 @@ public class Mussels : MonoBehaviour
private void Update()
{
if (isGrabbing&&!success&&state==ClamState.Opened)
if (isGrabbing && !success && state == ClamState.Opened)
{
keyPrefab.transform.position=GameOnline.Ins.playerHand.transform.position;
keyPrefab.transform.rotation=GameOnline.Ins.playerHand.transform.rotation;
keyPrefab.transform.position = GameOnline.Ins.playerHand.transform.position;
keyPrefab.transform.rotation = GameOnline.Ins.playerHand.transform.rotation;
}
if (isGrabbing)
{
float dir = Vector3.Distance(keyPrefab.transform.position.XOZ(),keyStartPos.XOZ());
float dir = Vector3.Distance(keyPrefab.transform.position.XOZ(), keyStartPos.XOZ());
success = dir > 0.8f;
if (success)
{
isGrabbing = false;
StartCoroutine(GetKey());
}
}
if (isGrabbing&& !MRInput.Ins.pressRightTrigger)
if (isGrabbing && !MRInput.Ins.pressRightTrigger)
{
isGrabbing = false;
// 失败反馈
@ -130,20 +236,23 @@ public class Mussels : MonoBehaviour
keyPrefab.transform.rotation = keyStartRot;
}
}
private bool CheckAnimFinished(string stateName)
{
var info = animator.GetCurrentAnimatorStateInfo(0);
return info.IsName(stateName) && info.normalizedTime >= 1f;
}
public void TryGetKey(Vector3 handPos)
{
bool isTrigger=Vector3.Distance(keyPrefab.transform.position,handPos) <= 0.3f;
if ( !isGrabbing &&isTrigger)
// 仅在教程完成后启用抓取
if (!tutorialComplete) return;
bool isTrigger = Vector3.Distance(keyPrefab.transform.position, handPos) <= 0.3f;
if (!isGrabbing && isTrigger)
{
isGrabbing = true;
}
}
}

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@ -1,10 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using DarkTonic.MasterAudio;
using DG.Tweening;
using DragonLi.Core;
using EPOOutline;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Analytics;
public class WreckTask : Task
{
@ -110,8 +111,10 @@ public class WreckTask : Task
yield return new WaitForSeconds(5f);
//说完后移动到海蚌旁边
Vector3 startPos = taskFishPre.transform.position;
Vector3 endPos = new Vector3(taskPos1.position.x,startPos.y,taskPos1.position.z);
//Vector3 endPos = new Vector3(taskPos1.position.x,startPos.y,taskPos1.position.z);
Vector3 endPos = taskPos1.position;
Quaternion startRot = taskFishPre.transform.rotation;
Quaternion endRot = taskPos1.rotation;
float duration = 5;
float elapsed = 0f;
while (elapsed < duration)
@ -122,24 +125,34 @@ public class WreckTask : Task
// 插值位置
taskFishPre.transform.position = Vector3.Lerp(startPos, endPos, t);
// 计算面向目标的期望旋转
Vector3 dir = (new Vector3(taskPos1.position.x,startPos.y,taskPos1.position.z) - taskFishPre.transform.position).normalized;
if (dir.sqrMagnitude > 0.001f)
{
Quaternion targetRot = Quaternion.LookRotation(dir);
// 平滑插值旋转,这里可以调节 10f 改变转向速度
taskFishPre.transform.rotation = Quaternion.Slerp(startRot, targetRot, t);
}
//// 计算面向目标的期望旋转
//Vector3 dir = (new Vector3(taskPos1.position.x,startPos.y,taskPos1.position.z) - taskFishPre.transform.position).normalized;
//if (dir.sqrMagnitude > 0.001f)
//{
// Quaternion targetRot = Quaternion.LookRotation(dir);
// // 平滑插值旋转,这里可以调节 10f 改变转向速度
// taskFishPre.transform.rotation = Quaternion.Slerp(startRot, targetRot, t);
//}
taskFishPre.transform.rotation = Quaternion.Slerp(
startRot,
endRot,
t
);
elapsed += Time.deltaTime;
yield return null;
}
// 确保最后一点
taskFishPre.transform.position = endPos;
taskFishPre.transform.rotation = Quaternion.LookRotation((taskPos1.position - startPos).normalized);
//taskFishPre.transform.rotation = Quaternion.LookRotation((taskPos1.position - startPos).normalized);
taskFishPre.transform.rotation = endRot;
MasterAudio.PlaySound3DAtTransform("1.10", GameLocal.Ins.self.transform);
yield return new WaitForSeconds(6);
mussels.StartTask();
// 完成教程(启动海蚌开合循环)
mussels.OnTutorialComplete();
//mussels.StartTask();
GameOnline.Ins.playerHand.ChangeWeapon(1);
}

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@ -25,6 +25,11 @@ public class WreckTask2 : MonoBehaviour
public List<WreckTaskFish> fishList = new List<WreckTaskFish>();
// 添加摆动动画相关变量
[Header("鱼群消失动画设置")]
public float swingAnimationDuration = 2f; // 摆动动画持续时间
public float fadeOutDuration = 0.5f; // 淡出动画持续时间
public void Init()
{
catchIndex = 0;
@ -75,10 +80,20 @@ public class WreckTask2 : MonoBehaviour
IEnumerator GetKey(Vector3 curFishPos)
{
// 1.停止所有鱼的移动
foreach (var fish in fishList)
{
fish.Stop(-1);
}
// 2.播放鱼群摆动动画
StartCoroutine(PlayFishSwingAnimation());
// 3.等待摆动动画完成
yield return new WaitForSeconds(swingAnimationDuration);
// 4.鱼群淡出消失
yield return StartCoroutine(FadeOutFish());
fishList.Clear();
GameOnline.Ins.OverCatch();
yield return new WaitForSeconds(3f);
@ -91,5 +106,92 @@ public class WreckTask2 : MonoBehaviour
wreckTask.ComposeKey();
}
/// <summary>
/// 播放鱼群摆动动画
/// </summary>
private IEnumerator PlayFishSwingAnimation()
{
// 所有鱼同时播放摆动动画
foreach (var fish in fishList)
{
// 随机摆动幅度和频率
float amplitude = Random.Range(0.1f, 0.3f);
float frequency = Random.Range(1f, 3f);
// 使用DoTween制作摆动动画
fish.transform.DOShakePosition(swingAnimationDuration,
new Vector3(amplitude, amplitude * 0.5f, 0),
Mathf.RoundToInt(frequency * 10), 90, false, true);
// 添加轻微旋转摆动
fish.transform.DOShakeRotation(swingAnimationDuration,
new Vector3(0, 0, amplitude * 30),
Mathf.RoundToInt(frequency * 5), 90, true);
}
yield return new WaitForSeconds(swingAnimationDuration);
}
/// <summary>
/// 鱼群淡出消失动画
/// </summary>
private IEnumerator FadeOutFish()
{
// 存储所有鱼的渲染器
List<Renderer> fishRenderers = new List<Renderer>();
foreach (var fish in fishList)
{
Renderer renderer = fish.GetComponent<Renderer>();
if (renderer != null)
{
fishRenderers.Add(renderer);
}
}
// 淡出动画
float elapsed = 0f;
while (elapsed < fadeOutDuration)
{
float alpha = Mathf.Lerp(1f, 0f, elapsed / fadeOutDuration);
foreach (var renderer in fishRenderers)
{
if (renderer != null)
{
// 更新材质颜色透明度
foreach (Material mat in renderer.materials)
{
Color color = mat.color;
color.a = alpha;
mat.color = color;
}
// 同时缩小
renderer.transform.localScale = Vector3.one * (0.5f + alpha * 0.5f);
}
}
elapsed += Time.deltaTime;
yield return null;
}
// 确保完全消失
foreach (var renderer in fishRenderers)
{
if (renderer != null)
{
// 重置材质透明度
foreach (Material mat in renderer.materials)
{
Color color = mat.color;
color.a = 1f;
mat.color = color;
}
// 销毁鱼对象
Destroy(renderer.gameObject);
}
}
}
}

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@ -23,6 +23,12 @@ public class WreckTaskFish : MonoBehaviour
public float maxOrbitSpeed = 40f; // 最大角速度(度/秒)
public float interpolationSpeed = 5f; // 位置和旋转平滑速度
[Header("高度设置")]
public float minHeight = 0.5f; //最低高度
public float midHeight = 0.8f; //中间高度
public float maxHeight = 1.5f; //最高高度
public float heightChangeInterval = 3f; //高度变化间隔
private Vector3 initialOffset; // 初始水平偏移
private float initialRadius; // 初始半径
private float angle; // 当前角度(度)
@ -30,6 +36,8 @@ public class WreckTaskFish : MonoBehaviour
private int directionSign; // 绕圈方向1 顺时针,-1 逆时针
private Vector3 startPos;
private float targetHeight; //当前目标高度
private float heightTimer; //高度变化计时器
void Start()
{
startPos = GameLocal.Ins.self.transform.position;
@ -43,13 +51,20 @@ public class WreckTaskFish : MonoBehaviour
// 随机角速度与方向
orbitSpeed = Random.Range(minOrbitSpeed, maxOrbitSpeed);
directionSign = Random.value < 0.5f ? 1 : -1;
//初始化高度系统
targetHeight = transform.position.y;//初始保持当前高度
heightTimer = heightChangeInterval;//立即触发第一次高度变化
}
private void Update()
{
if(isStop)
return;
//更新高度
UpdateHeightTarget();
// 更新角度
angle += directionSign * orbitSpeed * Time.deltaTime;
angle = Mathf.Repeat(angle, 360f);
@ -61,6 +76,10 @@ public class WreckTaskFish : MonoBehaviour
targetPos.z += Mathf.Sin(rad) * initialRadius;
targetPos.y = transform.position.y; // 保持原始高度
//平滑过渡到目标高度
float currentY = Mathf.Lerp(transform.position.y, targetHeight, interpolationSpeed * Time.deltaTime);
targetPos.y = currentY;
// 插值平滑移动到目标位置
transform.position = Vector3.Lerp(transform.position, targetPos, interpolationSpeed * Time.deltaTime);
@ -74,6 +93,23 @@ public class WreckTaskFish : MonoBehaviour
}
}
//管理高度变化
private void UpdateHeightTarget()
{
//计时器更新
heightTimer -= Time.deltaTime;
if (heightTimer <= 0)
{
//随机选择三种高度
float[] possibleHeights = { minHeight, midHeight, maxHeight };
targetHeight = possibleHeights[Random.Range(0, possibleHeights.Length)];
//重置计时器
heightTimer = heightChangeInterval + Random.Range(-0.5f, 0.5f);
}
}
private int curIdindex;
public void Stop(int curId)
{

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@ -96,6 +96,7 @@ public class Player : MonoBehaviour
{
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}
}

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