整合提交

master
HJD 1 year ago
parent 9d43e84d67
commit 2ca9038539

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cameraPoints:
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@ -44109,6 +44141,17 @@ MonoBehaviour:
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@ -27,9 +27,9 @@ MonoBehaviour:
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@ -0,0 +1,49 @@
using UnityEngine;
using UnityEngine.UI;
public class AutoScrollTest : MonoBehaviour
{
public Text textPrefab;
public RectTransform contentRoot;
public MScrollRect scrollRect;
private float interval = 1;
private float time = 0;
public int currentChiCount;
public int lastChiCount;
private void Start()
{
currentChiCount = contentRoot.transform.childCount;
lastChiCount= contentRoot.transform.childCount;
}
private void Update()
{
//time += Time.deltaTime;
//if (time >= interval)
//{
// AddText();
// time = 0;
//}
currentChiCount = contentRoot.transform.childCount;
if (currentChiCount != lastChiCount)
{
float height = contentRoot.rect.height;
height += 25;
contentRoot.sizeDelta = new Vector2 (contentRoot.sizeDelta.x, height);
StartCoroutine(UIHelper.ScrollToBottom(scrollRect));
lastChiCount = currentChiCount;
}
}
public void AddText()
{
UIHelper.AddScrollText(textPrefab, contentRoot, time.ToString(), scrollRect);
}
}

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@ -0,0 +1,21 @@
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class MScrollRect : ScrollRect
{
public bool isDrag;
public override void OnDrag(PointerEventData eventData)
{
base.OnDrag(eventData);
isDrag = true;
}
public override void OnEndDrag(PointerEventData eventData)
{
base.OnEndDrag(eventData);
if (normalizedPosition.y <= 0)
{
isDrag = false;
}
}
}

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@ -0,0 +1,28 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public static class UIHelper
{
public static void AddScrollText(Text prefab, RectTransform contentRoot, string text, MScrollRect scrollRect)
{
if (contentRoot == null)
return;
var listItem = GameObject.Instantiate<Text>(prefab, contentRoot, false);
listItem.text = text;
if (scrollRect != null && scrollRect.isActiveAndEnabled)
scrollRect.StartCoroutine(ScrollToBottom(scrollRect));
}
public static IEnumerator ScrollToBottom(MScrollRect scrollRect)
{
yield return null;
if (scrollRect != null && scrollRect.isActiveAndEnabled && !scrollRect.isDrag)
scrollRect.normalizedPosition = new Vector2(0, 0);
}
}

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@ -138,8 +138,7 @@ public class Level1Manager : MonoSingleton<Level1Manager>
void DisperseCrowd(params object[] data) {
PlaySankai();
Invoke("SankaiAni",4f);
Invoke("SankaiAni",1.5f);
}
void EndGame() {
@ -148,7 +147,7 @@ public class Level1Manager : MonoSingleton<Level1Manager>
public void PlaySankai() {
audioSource.clip = audioClips;
audioSource.Play();
// audioSource.Play();
}
void SankaiAni() {
sjzanimator.SetTrigger("Sankai");

@ -14,8 +14,8 @@ public class NPCControl : MonoBehaviour
}
public void BackPos() {
transform.localEulerAngles += new Vector3(0,180,0);
StartCoroutine(MovePosByWalk(transform, birthPos, 2f));
animator.SetTrigger("SanKai");
Invoke("Eback",0.1f);
}
public void StartWalk() {
@ -29,14 +29,23 @@ public class NPCControl : MonoBehaviour
yield return new WaitForFixedUpdate();
Vector3 moveDir = (targetPos - ts.position).normalized;
ts.position += moveDir * Time.fixedDeltaTime * speed;
//Quaternion targetRotation = Quaternion.LookRotation(targetPos - ts.position);
//ts.rotation = Quaternion.Lerp(ts.rotation, targetRotation, 0.01f);
if (Vector3.Distance(ts.position, targetPos) <= 0.1)
{
ts.position = targetPos;
animator.SetBool("Walk", false);
animator.SetTrigger("DunXia");
Debug.Log("dunxia");
yield break;
}
}
}
public void Eback() {
Debug.Log("返回");
transform.localEulerAngles += new Vector3(0, 180, 0);
Invoke("run",0.2f);
}
void run() {
StartCoroutine(MovePosByWalk(transform, birthPos, 2f));
}
}

@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NPCSankaiState : StateMachineBehaviour
{
bool end = false;
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (stateInfo.normalizedTime >= 1 && !end)
{
end = true;
Debug.Log("散开结束");
animator.gameObject.GetComponent<NPCControl>().Eback();
animator.SetTrigger("SanKaiEnd");
}
}
}

@ -0,0 +1,11 @@
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@ -6,5 +6,5 @@ public static class Level2Const
public static string operate2Info = "5-观察被救者部位";
public static string operate3Info = "6-选择合适的操作";
public static Color operateFrontColor = new Color32(255, 255, 255, 255);//操作未完成文本颜色
public static Color operateAfterColor = Color.gray;//操作完成文本颜色
public static Color operateAfterColor = new Color32(175, 175, 175, 255);//操作完成文本颜色
}

@ -141,7 +141,7 @@ public class Level2Manager : MonoSingleton<Level2Manager>
cmtransform.DORotate(cmBirthPlace.localEulerAngles,0.5f);
animator.SetTrigger("TXEnd");
}, 3.5f));
StartCoroutine(WaitExecute(PlayAudio, 5));
StartCoroutine(WaitExecute(PlayAudio, 0.5f));
}));
}

@ -15,18 +15,29 @@ public class Pass3AniAction : AniAction
AniActionDict.Add("FuSu", () => {
AniActionDict.Add("FuSu", () =>
{
PassManager.Instance.SetStudentAni("3FuSu");
PassManager.Instance. SetCtrlPart(3);
});
AniActionDict.Add("3FuSu", () =>
{
PassManager.Instance.SetCtrlPart(3);
PassManager.Instance.SetTip(3);
});
AniActionDict.Add("RGHX", () => {
AniActionDict.Add("RGHX", () =>
{
PassManager.Instance.SetNpcSate("仍然无明显反应");
// PassManager.Instance.SetNpcSate("仍然无明显反应");
PassManager.Instance.SetTip("人工呼吸完成,被救者仍然无明显反应,请前往下一关卡进行使用AED");
PassManager.Instance.PassOver();
PassManager.Instance.ChangeCameraPoint(1);
});
}
}

@ -39,6 +39,13 @@ public class Pass4AniAction : AniAction
AniActionDict.Add("QingSanKai", () => {
PassManager.Instance.SetStudentAni("FenXi");
});
AniActionDict.Add("FenXi", () => {
xinLvTip.SetActive(true);
PassManager.Instance.StartTimeAction(4f, () => {
@ -50,6 +57,7 @@ public class Pass4AniAction : AniAction
});
AniActionDict.Add("AnChuChan", () => {
PassManager.Instance.SetTip("除颤进行中,请等待");
chuChanTip.SetActive(true);
@ -63,9 +71,13 @@ public class Pass4AniAction : AniAction
});
AniActionDict.Add("FuSu", () => {
PassManager.Instance.SetStudentAni("RGHX");
PassManager.Instance.SetStudentAni("3FuSu");
});
AniActionDict.Add("3FuSu", () => {
PassManager.Instance.SetStudentAni("RGHX");
});
AniActionDict.Add("RGHX", () => {

@ -5,10 +5,10 @@ EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes:
- enabled: 0
- enabled: 1
path: Assets/Scenes/Level1.unity
guid: 4233a03550fb9124db863528d6c65f60
- enabled: 1
- enabled: 0
path: Assets/Scenes/Level2.unity
guid: be9f593401d7c4647a1342851397a640
- enabled: 0

@ -193,11 +193,11 @@ QualitySettings:
shadowResolution: 2
shadowProjection: 1
shadowCascades: 4
shadowDistance: 150
shadowDistance: 50
shadowNearPlaneOffset: 3
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 1
shadowmaskMode: 0
skinWeights: 4
textureQuality: 0
anisotropicTextures: 2

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