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@@ -0,0 +1,64 @@
|
||||
---
|
||||
name: task-difficulty-verification
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||||
description: 按需求难度分配验证成本——简单改动只做最省的确认、不跑测试;复杂改动必须做回归测试,避免改完反复返工。在本项目(Unity Vision)里做代码、场景或资源改动时适用。
|
||||
---
|
||||
|
||||
# 按难度分配验证成本
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||||
|
||||
目标:简单任务不要为了「保险」浪费 token 去测试;复杂任务必须验证,避免改错没发现、来回返工。
|
||||
|
||||
## 先判定难度,并用一句话说明
|
||||
|
||||
动手前判定,并用一句话告诉用户这次算简单还是复杂(例如「这算简单任务,改完直接给你」)。判错了用户能当场纠正。
|
||||
|
||||
**简单任务**(符合任一):
|
||||
|
||||
- 单文件小改、文案 / 命名 / 日志 / 注释
|
||||
- 只读查询、看状态、回答问题
|
||||
- 加一个对象、调一个参数、改个颜色或层级
|
||||
- 删除无用代码,且无人引用
|
||||
- 影响面单一,且用户已明确说明期望结果
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||||
|
||||
**复杂任务**(符合任一):
|
||||
|
||||
- 跨文件 / 跨模块,或改动落在公共 API、被多处调用的代码上
|
||||
- 核心逻辑、算法、状态机、存档或数据格式、构建配置、包依赖、渲染管线、材质 / Shader
|
||||
- 改动会引入其他代码要使用的新类型、新接口、新字段
|
||||
- 改错了不容易被发现,或者可能破坏原本能跑的东西
|
||||
- 用户明确要求验证或回归
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||||
|
||||
拿不准时按复杂处理。
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||||
|
||||
## 「删除兜底代码」属于哪一档
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||||
|
||||
删运行时的后备逻辑(自动查找节点、默认值、容错分支)时,别按行数、也别按动了几个文件判,按**删掉之后出错看不看得见**判:
|
||||
|
||||
- 后备路径其实没被走到(引用 / 配置本来就接全)→ 等同删死代码,**简单任务**,同一件事涉及几个文件也一样。只做一次最便宜的确认:查一遍引用确实接好,然后交付。
|
||||
- 后备路径确实在兜着东西(有地方没接)→ **复杂任务**。这种改动出错的表现是「不报错、就是不工作」,必须回归。
|
||||
- 光读代码分不出是哪种:**后备代码在的时候,「引用是否接全」本身是看不见的**,所以不能拿「我只是删死代码」当免检前提。查一次实际接线就能分清,而这个检查本身就是那次最便宜的确认。
|
||||
|
||||
## 简单任务:不做测试
|
||||
|
||||
- 直接改完交付,最多做一次最便宜的确认:读一次返回值、看一眼 transform、curl 一次接口。
|
||||
- 不跑测试套件,不做回归,不为了确认把整个项目重读一遍。
|
||||
- 不要用「更保险」当理由补验证步骤。
|
||||
- **本项目的简单改动不要再跑这些**:Unity 编译检查、控制台检查、进 Play 模式实测、保存场景 / 预制体。它们只在「复杂任务:必须回归」那一档才做。
|
||||
|
||||
典型的简单改动:改字段类型 / 字段名 / 默认值、文案 / 注释 / 日志、调 Inspector 数值。
|
||||
|
||||
## 复杂任务:必须回归
|
||||
|
||||
按下面顺序做,够用即停:
|
||||
|
||||
1. 先让编译错误清零:读 `mcpforunity://editor/state` 等到 `compilation.is_compiling == false`,再 `read_console(types=["error"], count="10")`。
|
||||
2. 跑覆盖本次改动的测试(`run_tests`,EditMode / PlayMode 按改动性质选),只跑相关范围,不重跑全量。
|
||||
3. 回头验证本次改动会碰到、但原本正常的行为:调用方、相邻功能点、序列化数据、场景里已存在的对象。
|
||||
4. 结果讲清楚:跑了什么、过没过、哪部分没测以及原因。
|
||||
|
||||
## 避免重复修改
|
||||
|
||||
- 验证通过就停手,不要顺手再改别的地方。
|
||||
- 验证不过:定位根因改一次,重跑同一条验证;不要一边猜一边连续打补丁。
|
||||
- 同一处连续两次修不好,停下来把现象和判断交给用户决定。
|
||||
|
||||
用户明确要求跑测试、或明确说不用测时,以用户的要求为准。
|
||||
@@ -0,0 +1,113 @@
|
||||
---
|
||||
name: unity-development-rules
|
||||
description: Unity 开发规则(Unity Vision 项目)。在本项目里写或改 C# 脚本、预制体、场景时适用,包含节点引用接线等硬性约定。
|
||||
---
|
||||
|
||||
# Unity 开发规则
|
||||
|
||||
本项目的硬性约定。动手写脚本、改预制体或场景之前先对照这里。
|
||||
|
||||
## 节点引用必须在 Inspector / 预制体里指定,不能硬编码到代码
|
||||
|
||||
脚本要访问场景或预制体里的节点(Transform、Text、Image、其他组件……)时,一律用 `[SerializeField]` 字段,由 Inspector 或预制体把引用接好。
|
||||
|
||||
**不允许**——在代码里按名字 / 标签 / 路径找节点:
|
||||
|
||||
```csharp
|
||||
// ❌ 节点名字写死在代码里
|
||||
target = transform.Find("FPS").GetComponent<TMP_Text>();
|
||||
target = GameObject.Find("FPS").GetComponent<TMP_Text>();
|
||||
|
||||
foreach (var t in GetComponentsInChildren<TMP_Text>(true))
|
||||
if (t.name == "FPS") return t;
|
||||
```
|
||||
|
||||
**允许**:
|
||||
|
||||
```csharp
|
||||
[SerializeField] private TMP_Text target; // ✅ 引用由 Inspector / 预制体提供
|
||||
```
|
||||
|
||||
**为什么**:节点改名或挪位置以后,硬编码的查找会静默失效——不报错、就是不工作;而且引用关系藏在代码里,看 Inspector 看不出到底接没接上。
|
||||
|
||||
**引用为空时**:不要写运行时兜底查找,直接报错,让接线问题第一时间暴露。
|
||||
|
||||
```csharp
|
||||
private void Awake()
|
||||
{
|
||||
if (target == null)
|
||||
Debug.LogError("[Xxx] 没有指定 target,请在 Inspector 里拖入。", this);
|
||||
}
|
||||
```
|
||||
|
||||
**边界**:这条只约束游戏运行时代码。编辑器工具、一次性批处理脚本需要按结构查找节点时可以照常查找。
|
||||
|
||||
## Inspector 里的字段名怎么显示成中文
|
||||
|
||||
**`[InspectorName]` 管不了普通字段**:Unity 6 的文档对这个特性写的是 "enum value declarations"(只讲枚举值),实测把 `[InspectorName("...")]` 加在 `[SerializeField]` 字段上,字段的 `displayName` 仍是英文原名。别用它来改字段标签。
|
||||
|
||||
想让字段在 Inspector 里显示中文,只有这几条路:
|
||||
|
||||
1. **中文字段名**(要精确控制标签时用这个)。C# 允许 Unicode 标识符,字段名写中文,Inspector 里就显示这个中文——编辑器不会给中文插空格、术语表也不会翻译它(实测 `NicifyVariableName("可到达半径")` → `可到达半径`)。**改名前必须加 `[FormerlySerializedAs("旧名")]`**:Unity 按字段名反序列化,直接改名会清空 Inspector 里已经接好的引用。
|
||||
|
||||
```csharp
|
||||
// 语义是「玩家可到达的半径」,Inspector 里就显示「可到达半径」
|
||||
[Tooltip("玩家可到达的半径,单位米")]
|
||||
[FormerlySerializedAs("reachableRadius")]
|
||||
[SerializeField] private float 可到达半径 = 5f;
|
||||
```
|
||||
|
||||
2. **自定义 Editor**:`[CustomEditor(typeof(Xxx))]` 里 `EditorGUILayout.PropertyField(prop, new GUIContent("可到达半径"))`。字段少又必须换标签时才用,字段一多就是维护负担。
|
||||
|
||||
3. **不改标签,用 `[Tooltip]` 补说明**:字段名保持英文(项目现状),鼠标悬停能看到中文说明。字段名本身够清楚时,这条就够了。
|
||||
|
||||
**中文名按「这个字段在这个项目里干什么」来定,不要直译英文名**:表示玩家可到达的半径,就写「可到达半径」,不要写成「半径」或「可达半径值」——同一个 Inspector 里经常并列出现好几个半径 / 距离 / 目标,标签本身就得能分清谁是谁。
|
||||
|
||||
**顺带一个坑**:编辑器语言是中文时,Unity 会按**内置术语表**翻译常见字段名(`prefab` → 预制件、`radius` → 半径 之类),只覆盖常见词——字段名一旦不是标准词,标签就原样显示英文。所以 Inspector 上看到的中文未必写在代码里,别去 `.cs` 里搜。
|
||||
|
||||
## 动画一律用 Animator 播,不用 legacy 的 Animation 组件
|
||||
|
||||
要在物体上播放动画时,走 `Animator`(状态 / 触发器 / 参数):
|
||||
|
||||
```csharp
|
||||
[SerializeField] private Animator animator; // ✅ 引用由 Inspector / 预制体提供
|
||||
```
|
||||
|
||||
**不允许**——用老的 `Animation` 组件播动画:
|
||||
|
||||
```csharp
|
||||
// ❌ legacy 的 Animation 组件
|
||||
_animation = GetComponent<Animation>();
|
||||
_animation.clip = someClip;
|
||||
_animation.Play();
|
||||
|
||||
// ❌ 运行时自己补一个 Animation 组件
|
||||
gameObject.AddComponent<Animation>();
|
||||
```
|
||||
|
||||
**为什么**:项目统一一套动画播放方式,动画和程序看同一处。混用会让同一个物体上既有 `Animator` 又有 `Animation`,两边驱动同一批属性,播放互相打架、排查困难。
|
||||
|
||||
**例外**:用户明确说明这次要用 `Animation` 才用,且只限那一次改动。
|
||||
|
||||
## 只做用户点名要做的事
|
||||
|
||||
用户说改哪里就只改哪里。下面这些都算「没说过的事」,不要顺手做:
|
||||
|
||||
- 给预制体 / 物体加组件(尤其是为了让自己写的代码能跑起来而补一个组件)
|
||||
- 加用户没提过的功能或容错(自动回收、时长兜底、默认值兜底……)
|
||||
- 动用户已经定好的行为或时序(例如特效 / 动画的播放时机)
|
||||
- 保存场景、保存预制体、改其它资源
|
||||
|
||||
不改就做不下去时,先说明「为什么必须动它」并问一句,确认后再动。
|
||||
|
||||
## 预制体资产存不下场景对象引用
|
||||
|
||||
预制体上的脚本要指向场景里的物体(玩家、UI、相机……)时,预制体资产里这个字段只能是空的,
|
||||
必须在**每个场景实例上各接一次**;指向资源(预制体、Clip、材质)的字段才可以直接在预制体上设。
|
||||
|
||||
接的时候留意目标是不是「真正会移动 / 变化」的那个节点:玩家根节点不动、真正移动的是子节点时,要接子节点。
|
||||
|
||||
## 「编译干净」要先确认脚本真的被 Unity 导入
|
||||
|
||||
改完脚本后,确认对应的 `*.cs.meta` 已生成、类型能在编辑器程序集里查到,再看编译结果。
|
||||
否则 Unity 还没导入这个文件,控制台没报错不代表它编译通过。
|
||||
@@ -0,0 +1,76 @@
|
||||
# ============================================================
|
||||
# Unity 项目 .gitattributes
|
||||
# 行尾统一为 LF,二进制资源禁止转换,Unity YAML 走专用合并
|
||||
# ============================================================
|
||||
|
||||
# 默认按文本处理,自动识别
|
||||
* text=auto
|
||||
|
||||
# --- Unity YAML 资源 ---
|
||||
*.unity text eol=lf
|
||||
*.prefab text eol=lf
|
||||
*.asset text eol=lf
|
||||
*.meta text eol=lf
|
||||
*.mat text eol=lf
|
||||
*.controller text eol=lf
|
||||
*.anim text eol=lf
|
||||
*.playable text eol=lf
|
||||
*.mask text eol=lf
|
||||
*.physicMaterial text eol=lf
|
||||
*.physicsMaterial2D text eol=lf
|
||||
*.asmdef text eol=lf
|
||||
*.asmref text eol=lf
|
||||
*.json text eol=lf
|
||||
|
||||
# --- 代码 / 着色器 / UI ---
|
||||
*.cs text eol=lf
|
||||
*.shader text eol=lf
|
||||
*.hlsl text eol=lf
|
||||
*.cginc text eol=lf
|
||||
*.compute text eol=lf
|
||||
*.uxml text eol=lf
|
||||
*.uss text eol=lf
|
||||
|
||||
# --- 二进制资源 ---
|
||||
*.png binary
|
||||
*.jpg binary
|
||||
*.jpeg binary
|
||||
*.gif binary
|
||||
*.psd binary
|
||||
*.tga binary
|
||||
*.tif binary
|
||||
*.exr binary
|
||||
*.hdr binary
|
||||
*.bmp binary
|
||||
*.fbx binary
|
||||
*.obj binary
|
||||
*.blend binary
|
||||
*.3ds binary
|
||||
*.dae binary
|
||||
*.wav binary
|
||||
*.mp3 binary
|
||||
*.ogg binary
|
||||
*.aiff binary
|
||||
*.mp4 binary
|
||||
*.mov binary
|
||||
*.webm binary
|
||||
*.dll binary
|
||||
*.so binary
|
||||
*.dylib binary
|
||||
*.a binary
|
||||
*.bundle binary
|
||||
*.unitypackage binary
|
||||
*.apk binary
|
||||
*.aab binary
|
||||
*.app binary
|
||||
*.keystore binary
|
||||
*.jks binary
|
||||
*.p12 binary
|
||||
|
||||
# --- Unity YAML 冲突走 UnityYAMLMerge ---
|
||||
*.unity merge=unityyamlmerge
|
||||
*.prefab merge=unityyamlmerge
|
||||
*.asset merge=unityyamlmerge
|
||||
*.meta merge=unityyamlmerge
|
||||
*.controller merge=unityyamlmerge
|
||||
*.anim merge=unityyamlmerge
|
||||
@@ -65,3 +65,9 @@ mono_crash.*.json
|
||||
crashlytics-build.properties
|
||||
.DS_Store
|
||||
*~
|
||||
# --- 打包中间产物:性能测试包在打包开始时生成到 Assets/Resources,打包结束自动删除 ---
|
||||
# 只忽略这两个文件本身,目录 Assets/Resources 与其 .meta 必须保留
|
||||
/Assets/Resources/PerformanceTestRunInfo.json
|
||||
/Assets/Resources/PerformanceTestRunInfo.json.meta
|
||||
/Assets/Resources/PerformanceTestRunSettings.json
|
||||
/Assets/Resources/PerformanceTestRunSettings.json.meta
|
||||
Vendored
+1
-1
@@ -51,5 +51,5 @@
|
||||
"temp/": true,
|
||||
"Temp/": true
|
||||
},
|
||||
"dotnet.defaultSolution": "Vision.sln"
|
||||
"dotnet.defaultSolution": "Vision.slnx"
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"version": "1.0",
|
||||
"components": [
|
||||
"Microsoft.VisualStudio.Workload.ManagedGame"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 767f20ae2446b43e68bfa1eccdd9a1f1
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||||
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|
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externalObjects: {}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a46a9225d5144ad68666cb3de77cc97
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,333 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!1 &83385421971547977
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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serializedVersion: 6
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_CorrespondingSourceObject: {fileID: 0}
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Copyright (c) 2022--2024, atelierAnchor <https://atelier-anchor.com>,
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with Reserved Font Name <Smiley> and <得意黑>.
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Author" refers to any designer, engineer, programmer, technical
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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redistributed and/or sold with any software, provided that each copy
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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5) The Font Software, modified or unmodified, in part or in whole,
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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applyGammaDecoding: 0
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swizzle: 50462976
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cookieLightType: 0
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platformSettings:
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- serializedVersion: 4
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 100
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: Standalone
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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||||
ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: Android
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||||
maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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customData:
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physicsShape: []
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bones: []
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spriteID:
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internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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spriteCustomMetadata:
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entries: []
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nameFileIdTable: {}
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,97 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 标准的“点击地面移动角色”组件。
|
||||
///
|
||||
/// 用法:把本脚本挂到一个带 CharacterController 的对象上(本项目中是一个长方体 Cube)。
|
||||
/// 运行时**按住**鼠标左键(拖拽),角色会持续朝鼠标当前指向的地面点移动并平滑转向,
|
||||
/// 松开即停止;**按下瞬间**会在点击位置生成一个粒子预制体(可选),2 秒后自动销毁。
|
||||
/// 角色仅在地表高度移动(保持 y 不变)。
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class ClickToMove : MonoBehaviour
|
||||
{
|
||||
[Tooltip("角色移动速度(单位/秒)")]
|
||||
[SerializeField] private float speed = 3f;
|
||||
|
||||
[Tooltip("点击地面时在点击位置动态生成的粒子预制体(需带 ParticleSystem 组件,实例化后 2 秒自动销毁)")]
|
||||
[SerializeField] private GameObject clickEffect;
|
||||
|
||||
private CharacterController _controller;
|
||||
private Vector3 _target;
|
||||
private bool _moving;
|
||||
|
||||
// “Ground” 层索引,与 ProjectSettings/TagManager.asset 中的配置一致(第 6 层)。
|
||||
private int _groundLayer = 6;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_controller = GetComponent<CharacterController>();
|
||||
_target = transform.position;
|
||||
|
||||
// 优先使用项目里命名的 “Ground” 层;若编辑器尚未刷新层名则回退到默认索引 6。
|
||||
int named = LayerMask.NameToLayer("Ground");
|
||||
if (named >= 0)
|
||||
_groundLayer = named;
|
||||
else
|
||||
Debug.LogWarning("[ClickToMove] 未找到 \"Ground\" 层,回退使用默认层索引 6。");
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
bool clicked = Input.GetMouseButtonDown(0);
|
||||
bool holding = Input.GetMouseButton(0);
|
||||
|
||||
// 按下瞬间 或 按住拖拽时,都朝当前鼠标指向的地面点更新目标;
|
||||
// 仅在“按下瞬间”生成一次点击粒子,避免按住过程中每帧重复生成。
|
||||
if (clicked || holding)
|
||||
{
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
if (Physics.Raycast(ray, out RaycastHit hit, 100f, 1 << _groundLayer))
|
||||
{
|
||||
_target = hit.point;
|
||||
_moving = true;
|
||||
if (clicked)
|
||||
SpawnClickEffect(hit.point);
|
||||
}
|
||||
}
|
||||
|
||||
// 朝目标点移动并转向
|
||||
if (!_moving) return;
|
||||
|
||||
Vector3 dir = _target - transform.position;
|
||||
dir.y = 0f; // 只在地表水平方向移动
|
||||
|
||||
if (dir.sqrMagnitude > 0.05f)
|
||||
{
|
||||
_controller.Move(dir.normalized * (speed * Time.deltaTime));
|
||||
|
||||
Vector3 facing = new Vector3(dir.x, 0f, dir.z);
|
||||
if (facing.sqrMagnitude > 0.001f)
|
||||
transform.rotation = Quaternion.Slerp(
|
||||
transform.rotation,
|
||||
Quaternion.LookRotation(facing),
|
||||
Time.deltaTime * 12f);
|
||||
}
|
||||
else
|
||||
{
|
||||
_moving = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>在点击位置动态生成粒子预制体,2 秒后自动销毁。</summary>
|
||||
private void SpawnClickEffect(Vector3 position)
|
||||
{
|
||||
if (clickEffect == null) return;
|
||||
|
||||
// 在点击位置实例化预制体
|
||||
GameObject effect = Instantiate(clickEffect, position, Quaternion.identity);
|
||||
|
||||
// 确保粒子播放(若预制体 playOnAwake 未勾选也能看到)
|
||||
ParticleSystem ps = effect.GetComponent<ParticleSystem>();
|
||||
if (ps != null) ps.Play();
|
||||
|
||||
// 延迟 2 秒后销毁
|
||||
Destroy(effect, 2f);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5f2922bf442c4adb95912d403541a75
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,28 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 开机运行时设置。做成预制体放进场景,进游戏时自动应用。
|
||||
/// 参数在 Inspector / 预制体上直接改,不用动代码。
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class RuntimeSettings : MonoBehaviour
|
||||
{
|
||||
[Header("帧率")]
|
||||
[Tooltip("目标帧率:-1 = 不限制(Unity 默认),60 = 常规,120 = 高刷屏 ProMotion")]
|
||||
[SerializeField] private int targetFrameRate = 60;
|
||||
|
||||
[Tooltip("垂直同步。iOS 上无效,桌面平台有效;非 0 时会覆盖上面的目标帧率")]
|
||||
[SerializeField] private int vSyncCount = 0;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Apply();
|
||||
}
|
||||
|
||||
/// <summary>立刻把当前参数应用到运行环境。</summary>
|
||||
public void Apply()
|
||||
{
|
||||
QualitySettings.vSyncCount = vSyncCount;
|
||||
Application.targetFrameRate = targetFrameRate;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: ec4449e5442054472af2a1b06c676efc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b9763bfb9a651414d9d5aa77b79ea74a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,170 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 敌人追踪:朝目标(玩家)移动,进入销毁半径后自我销毁。
|
||||
///
|
||||
/// 目标来源两种:场景里手摆的敌人在 Inspector / 预制体实例里接好(预制体资产本身存不下场景对象,
|
||||
/// 所以每个场景实例各自接一次);运行时生成的敌人由生成方(PrefabSpawner)在 Instantiate 之后
|
||||
/// 调 SetTarget 传进来。代码里不按名字 / 标签查找节点。
|
||||
/// 移动直接改 transform,不依赖 CharacterController / Rigidbody,只在水平面内走,
|
||||
/// 高度保持不变。
|
||||
///
|
||||
/// 死亡流程:一进入销毁半径就立刻在 dieFxPos 节点处生成死亡特效预制体(die_fx,预制体引用,
|
||||
/// 允许留空)、用 Animator 播死亡动画(把 dieParamName 这个 bool 置为 true,都允许留空),
|
||||
/// 再等「延迟死亡」的时间,到点销毁自己;延迟期间停止移动和转身。
|
||||
/// 也就是说 die_delay 延迟的是「身体消失」,不是特效/动画的播放时机——
|
||||
/// 想看清死亡动画,把 die_delay 设成动画时长即可(三个变量互不关联)。
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class EnemyChaseController : MonoBehaviour
|
||||
{
|
||||
[Header("引用(必须在 Inspector / 预制体实例里指定)")]
|
||||
[Tooltip("追踪目标,拖玩家根节点进来;留空敌人不会移动")]
|
||||
[SerializeField] private Transform target;
|
||||
|
||||
[Header("移动")]
|
||||
[Tooltip("最大移动速度(单位/秒)")]
|
||||
[SerializeField] private float moveSpeed = 3f;
|
||||
|
||||
[Tooltip("加速度(单位/秒²),决定从静止加到最大速度的快慢;0 = 立刻满速")]
|
||||
[SerializeField] private float acceleration = 10f;
|
||||
|
||||
[Tooltip("转身速度,越大转得越快;0 = 不转身,保持初始朝向")]
|
||||
[SerializeField] private float turnSpeed = 10f;
|
||||
|
||||
[Tooltip("销毁半径:与目标的水平距离小于它时销毁自己(0 = 贴身才销毁)")]
|
||||
[SerializeField] private float destroyDistance = 0.8f;
|
||||
|
||||
[Header("死亡")]
|
||||
[Tooltip("死亡特效预制体,允许留空。在 dieFxPos 处生成一份,按自身时长兜底回收")]
|
||||
[SerializeField] private GameObject dieFx;
|
||||
|
||||
[Tooltip("死亡特效的生成位置,拖敌人下的定位节点(例如 fx_die_pos);留空则在敌人自身位置生成")]
|
||||
[SerializeField] private Transform dieFxPos;
|
||||
|
||||
[Tooltip("敌人身上的 Animator,死亡动画由它播;留空则不播死亡动画")]
|
||||
[SerializeField] private Animator animator;
|
||||
|
||||
[Tooltip("死亡动画的 bool 参数名,对应 Animator 里的参数;置 true 触发死亡动画,留空则不播")]
|
||||
[SerializeField] private string dieParamName = "is_die";
|
||||
|
||||
[Tooltip("延迟死亡:进入销毁半径后再等这么久才销毁自己(0 = 立刻消失,特效和动画也就看不到)")]
|
||||
[SerializeField] private float dieDelay = 0f;
|
||||
|
||||
private float _currentSpeed;
|
||||
private bool _dying;
|
||||
private float _dieTimer;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (animator == null)
|
||||
Debug.LogError("[EnemyChaseController] 没有指定 Animator(animator),死亡动画不会播。", this);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 放在 Start 而不是 Awake:敌人是 Instantiate 出来的,生成方在实例化之后才调 SetTarget,
|
||||
// 而 Instantiate 会立刻跑 Awake,那时目标还没递进来。
|
||||
if (target == null)
|
||||
Debug.LogError("[EnemyChaseController] 没有追踪目标(target):请在 Inspector / 预制体实例里拖入玩家," +
|
||||
"或由生成方(PrefabSpawner)在实例化后调 SetTarget 传入。", this);
|
||||
}
|
||||
|
||||
/// <summary>由生成方在实例化之后调用,把追踪目标接进来;场景里手摆的敌人直接在 Inspector 接。</summary>
|
||||
public void SetTarget(Transform value)
|
||||
{
|
||||
target = value;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_dying)
|
||||
{
|
||||
_dieTimer -= Time.deltaTime;
|
||||
if (_dieTimer <= 0f)
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
if (target == null)
|
||||
return;
|
||||
|
||||
Vector3 toTarget = target.position - transform.position;
|
||||
toTarget.y = 0f; // 只在水平面内追踪,高度不变
|
||||
|
||||
float distance = toTarget.magnitude;
|
||||
if (distance <= destroyDistance)
|
||||
{
|
||||
StartDying();
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 direction = toTarget / Mathf.Max(distance, 0.0001f);
|
||||
|
||||
_currentSpeed = acceleration > 0f
|
||||
? Mathf.MoveTowards(_currentSpeed, moveSpeed, acceleration * Time.deltaTime)
|
||||
: moveSpeed;
|
||||
|
||||
transform.position += direction * (_currentSpeed * Time.deltaTime);
|
||||
|
||||
if (turnSpeed > 0f)
|
||||
transform.rotation = Quaternion.Slerp(
|
||||
transform.rotation,
|
||||
Quaternion.LookRotation(direction),
|
||||
turnSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
/// <summary>进入销毁半径:立刻生成死亡特效、播死亡动画,然后开始倒计时。</summary>
|
||||
private void StartDying()
|
||||
{
|
||||
_dying = true;
|
||||
_dieTimer = dieDelay;
|
||||
|
||||
SpawnDeathPrefab(dieFx);
|
||||
|
||||
if (animator != null && !string.IsNullOrEmpty(dieParamName))
|
||||
animator.SetBool(dieParamName, true);
|
||||
|
||||
if (_dieTimer <= 0f)
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
/// <summary>在敌人当前位置生成死亡用的预制体,并按它自己的时长兜底回收。</summary>
|
||||
private void SpawnDeathPrefab(GameObject prefab)
|
||||
{
|
||||
if (prefab == null)
|
||||
return;
|
||||
|
||||
Transform spawn = dieFxPos != null ? dieFxPos : transform;
|
||||
GameObject instance = Instantiate(prefab, spawn.position, spawn.rotation);
|
||||
Destroy(instance, Lifespan(instance));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 估这个实例能播多久:粒子取「时长 + 最长粒子寿命」,旧版动画取 Clip 长度,取最长的一个。
|
||||
/// 只是兜底回收,预制体自己销毁也可以(重复销毁无害)。
|
||||
/// </summary>
|
||||
private static float Lifespan(GameObject instance)
|
||||
{
|
||||
float longest = 0f;
|
||||
|
||||
foreach (ParticleSystem ps in instance.GetComponentsInChildren<ParticleSystem>(true))
|
||||
{
|
||||
ParticleSystem.MainModule main = ps.main;
|
||||
longest = Mathf.Max(longest, main.duration + main.startLifetime.constantMax);
|
||||
}
|
||||
|
||||
foreach (Animation animation in instance.GetComponentsInChildren<Animation>(true))
|
||||
foreach (AnimationState state in animation)
|
||||
longest = Mathf.Max(longest, state.length);
|
||||
|
||||
return longest > 0f ? longest : 1f; // 认不出时长时给个兜底
|
||||
}
|
||||
|
||||
/// <summary>在场景视图里画出销毁半径,方便对着调数值。</summary>
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = new Color(1f, 0.3f, 0.3f, 0.6f);
|
||||
Gizmos.DrawWireSphere(transform.position, destroyDistance);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6cfa95cf7b0a943c4904a13297c823e3
|
||||
@@ -0,0 +1,100 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 用 UI 虚拟摇杆(移动轮盘)驱动角色移动,替代原来的点击地面移动。
|
||||
///
|
||||
/// 用法:挂在带 CharacterController 的角色上,把场景里的 <see cref="VirtualJoystick"/>
|
||||
/// 拖到 joystick 字段(在 Inspector / 预制体里接线,代码里不查找节点)。
|
||||
/// 摇杆方向默认按摄像机朝向换算成世界方向,推杆越满速度越快;只做水平移动,y 不变。
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class PlayerMoveController : MonoBehaviour
|
||||
{
|
||||
[Header("输入")]
|
||||
[Tooltip("移动轮盘;必须在 Inspector / 预制体里指定,留空角色不会移动")]
|
||||
[SerializeField] private VirtualJoystick joystick;
|
||||
|
||||
[Tooltip("是否按摄像机朝向移动(关掉则按世界坐标轴移动)")]
|
||||
[SerializeField] private bool cameraRelative = true;
|
||||
|
||||
[Tooltip("朝向参考的摄像机,留空用 Camera.main")]
|
||||
[SerializeField] private Transform cameraTransform;
|
||||
|
||||
[Header("移动")]
|
||||
[Tooltip("满杆时的移动速度(单位/秒)")]
|
||||
[SerializeField] private float speed = 5f;
|
||||
|
||||
[Tooltip("转向平滑速度,越大转得越快")]
|
||||
[SerializeField] private float turnSpeed = 12f;
|
||||
|
||||
[Tooltip("输入平滑时间(0 = 立刻响应)")]
|
||||
[SerializeField] private float inputSmoothing = 0.05f;
|
||||
|
||||
private CharacterController _controller;
|
||||
private Vector2 _smoothedInput;
|
||||
private Vector2 _smoothingVelocity;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_controller = GetComponent<CharacterController>();
|
||||
|
||||
if (joystick == null)
|
||||
Debug.LogError("[PlayerMoveController] 没有指定移动轮盘(joystick),请在 Inspector / 预制体里拖入。", this);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Vector2 input = joystick != null ? joystick.Value : Vector2.zero;
|
||||
|
||||
if (inputSmoothing > 0f)
|
||||
input = Vector2.SmoothDamp(_smoothedInput, input, ref _smoothingVelocity, inputSmoothing);
|
||||
_smoothedInput = input;
|
||||
|
||||
if (input.sqrMagnitude <= 0.0001f)
|
||||
return;
|
||||
|
||||
Vector3 direction = ToWorldDirection(input);
|
||||
if (direction.sqrMagnitude <= 0.0001f)
|
||||
return;
|
||||
|
||||
_controller.Move(direction * (speed * input.magnitude * Time.deltaTime));
|
||||
|
||||
transform.rotation = Quaternion.Slerp(
|
||||
transform.rotation,
|
||||
Quaternion.LookRotation(direction),
|
||||
Time.deltaTime * turnSpeed);
|
||||
}
|
||||
|
||||
/// <summary>把摇杆的二维输入换算成世界方向(水平面内,已归一化)。</summary>
|
||||
private Vector3 ToWorldDirection(Vector2 input)
|
||||
{
|
||||
Vector3 forward = Vector3.forward;
|
||||
Vector3 right = Vector3.right;
|
||||
|
||||
if (cameraRelative)
|
||||
{
|
||||
Transform cam = cameraTransform != null
|
||||
? cameraTransform
|
||||
: (Camera.main != null ? Camera.main.transform : null);
|
||||
|
||||
if (cam != null)
|
||||
{
|
||||
forward = cam.forward;
|
||||
forward.y = 0f;
|
||||
right = cam.right;
|
||||
right.y = 0f;
|
||||
|
||||
if (forward.sqrMagnitude > 0.0001f) forward.Normalize();
|
||||
else forward = Vector3.forward;
|
||||
|
||||
if (right.sqrMagnitude > 0.0001f) right.Normalize();
|
||||
else right = Vector3.right;
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 dir = right * input.x + forward * input.y;
|
||||
if (dir.sqrMagnitude > 1f)
|
||||
dir.Normalize();
|
||||
return dir;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 331899a01a8f041c88567596518061b4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,74 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 每隔 x 秒,在自身半径 n 米的范围内随机生成一个预制体,并把追踪目标递给它。
|
||||
///
|
||||
/// 用法:挂在场景里任意物体上,把要生成的预制体拖到 prefab 字段,把玩家根节点拖到 target 字段,
|
||||
/// 再填间隔和半径。
|
||||
/// 生成位置在以自身为圆心、半径 n 米的**水平圆面**内(Y 跟自身一致),不会掉到地下或飘到天上。
|
||||
/// 生成的物体放在场景根节点下,朝向用 Identity。
|
||||
///
|
||||
/// 目标传递:生成出来的敌人拿不到场景里的玩家引用(预制体资产存不下场景对象),
|
||||
/// 所以在 Instantiate 之后把 target 赋给它身上的 EnemyChaseController。
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class PrefabSpawner : MonoBehaviour
|
||||
{
|
||||
[Header("敌人引用(必须在 Inspector / 预制体里指定)")]
|
||||
[Tooltip("要生成的预制体,根节点上必须有 EnemyChaseController")]
|
||||
[SerializeField] private GameObject prefab;
|
||||
|
||||
[Tooltip("生成后赋给敌人的追踪目标,拖玩家根节点进来")]
|
||||
[SerializeField] private Transform target;
|
||||
|
||||
[Header("生成")]
|
||||
[Tooltip("生成间隔(秒),必须大于 0")]
|
||||
[SerializeField] private float interval = 1f;
|
||||
|
||||
[Tooltip("随机范围半径(米),以自身位置为圆心")]
|
||||
[SerializeField] private float radius = 5f;
|
||||
|
||||
private float _timer;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogError("[PrefabSpawner] 没有指定要生成的预制体(prefab),请在 Inspector 里拖入。", this);
|
||||
return;
|
||||
}
|
||||
|
||||
if (target == null)
|
||||
Debug.LogError("[PrefabSpawner] 没有指定目标(target),生成出来的敌人不会有追踪目标。", this);
|
||||
|
||||
if (prefab.GetComponent<EnemyChaseController>() == null)
|
||||
Debug.LogError("[PrefabSpawner] 这个预制体上没有 EnemyChaseController,目标传不进去。", this);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (prefab == null)
|
||||
return; // Awake 已经报过错
|
||||
|
||||
_timer += Time.deltaTime;
|
||||
if (_timer < interval)
|
||||
return;
|
||||
|
||||
_timer -= interval;
|
||||
Spawn();
|
||||
}
|
||||
|
||||
/// <summary>在自身半径 radius 米的水平圆面内随机取一点,生成预制体。</summary>
|
||||
private void Spawn()
|
||||
{
|
||||
Vector2 offset = Random.insideUnitCircle * radius;
|
||||
Vector3 position = transform.position + new Vector3(offset.x, 0f, offset.y);
|
||||
|
||||
GameObject instance = Instantiate(prefab, position, Quaternion.identity);
|
||||
|
||||
// 实例拿不到场景里的玩家引用,这里递进去
|
||||
EnemyChaseController enemy = instance.GetComponent<EnemyChaseController>();
|
||||
if (enemy != null)
|
||||
enemy.SetTarget(target);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2aef3dd8d016749eba828b4711807579
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe3dfc27f716b41f2b9a78dfe5a88a52
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,69 @@
|
||||
using Cinemachine;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 按屏幕方向切换虚拟相机的跟随距离。
|
||||
///
|
||||
/// 挂在 Canvas 或任意「拉伸铺满」的 UI 节点上(这类节点的尺寸会随屏幕变化,Unity 才会回调),
|
||||
/// 再把要改的虚拟相机拖到 virtualCamera 字段。该虚拟相机的 Body 必须是 Framing Transposer
|
||||
/// (Camera Distance 是 Body 上的字段,不在虚拟相机组件本身)。
|
||||
///
|
||||
/// 触发时机:Unity 只在 RectTransform 尺寸变化时调用 OnRectTransformDimensionsChange,
|
||||
/// 所以这里没有 Update、不轮询、初始化时不写值;只有屏幕方向真的翻转那一次才写一次距离。
|
||||
/// (尺寸变了但方向没变——比如布局调整——也不会写。)
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class CameraDistanceByOrientation : MonoBehaviour
|
||||
{
|
||||
[Header("引用(必须在 Inspector / 预制体里指定)")]
|
||||
[Tooltip("要改跟随距离的虚拟相机;它的 Body 必须是 Framing Transposer")]
|
||||
[SerializeField] private CinemachineVirtualCamera virtualCamera;
|
||||
|
||||
[Header("相机距离")]
|
||||
[Tooltip("横屏时的 Camera Distance")]
|
||||
[SerializeField] private float landscapeDistance = 13f;
|
||||
|
||||
[Tooltip("竖屏时的 Camera Distance")]
|
||||
[SerializeField] private float portraitDistance = 30f;
|
||||
|
||||
private CinemachineFramingTransposer _framingTransposer;
|
||||
private bool _isPortrait;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (GetComponent<RectTransform>() == null)
|
||||
Debug.LogError("[CameraDistanceByOrientation] 这个物体没有 RectTransform,收不到尺寸变化回调;" +
|
||||
"请挂到 Canvas 或任意拉伸铺满的 UI 节点上。", this);
|
||||
|
||||
if (virtualCamera == null)
|
||||
{
|
||||
Debug.LogError("[CameraDistanceByOrientation] 没有指定 virtualCamera,请在 Inspector 里拖入。", this);
|
||||
return;
|
||||
}
|
||||
|
||||
_framingTransposer = virtualCamera.GetCinemachineComponent<CinemachineFramingTransposer>();
|
||||
if (_framingTransposer == null)
|
||||
Debug.LogError("[CameraDistanceByOrientation] 虚拟相机的 Body 不是 Framing Transposer,改不了 Camera Distance。", this);
|
||||
|
||||
// 只记下开局方向,不写相机
|
||||
_isPortrait = IsPortrait();
|
||||
}
|
||||
|
||||
/// <summary>RectTransform 尺寸变化时由 Unity 调用(屏幕旋转、分辨率变化都会触发)。</summary>
|
||||
private void OnRectTransformDimensionsChange()
|
||||
{
|
||||
bool portrait = IsPortrait();
|
||||
if (portrait == _isPortrait)
|
||||
return; // 尺寸变了但方向没变,不动相机
|
||||
|
||||
_isPortrait = portrait; // 只在翻转的这一次写值
|
||||
|
||||
if (_framingTransposer == null)
|
||||
return; // Awake 已经报过错
|
||||
|
||||
_framingTransposer.m_CameraDistance = portrait ? portraitDistance : landscapeDistance;
|
||||
}
|
||||
|
||||
/// <summary>屏幕高度大于宽度算竖屏。编辑器里拖动 Game 视图尺寸也能触发,方便验证。</summary>
|
||||
private static bool IsPortrait() => Screen.height > Screen.width;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 508bb4f2c6ebb49ffbe7c3cb6ee43239
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 37f070e1d3e614155bab7fdef24e781f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,75 @@
|
||||
using System.Globalization;
|
||||
using System.Text;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(TextMeshProUGUI))]
|
||||
public class digits_sheet_auto : MonoBehaviour
|
||||
{
|
||||
[SerializeField, Tooltip("要显示的数字,支持小数和负数")]
|
||||
private double value;
|
||||
|
||||
[SerializeField, Tooltip("是否显示千分位逗号")]
|
||||
private bool showComma = true;
|
||||
|
||||
[SerializeField, Tooltip("最多保留几位小数,尾数为 0 时不显示")]
|
||||
private int decimalPlaces = 3;
|
||||
|
||||
private TextMeshProUGUI label;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
label = GetComponent<TextMeshProUGUI>();
|
||||
if (label == null)
|
||||
label = gameObject.AddComponent<TextMeshProUGUI>();
|
||||
|
||||
label.richText = true;
|
||||
Refresh();
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
label = GetComponent<TextMeshProUGUI>();
|
||||
if (label != null)
|
||||
Refresh();
|
||||
}
|
||||
|
||||
public void SetValue(double newValue)
|
||||
{
|
||||
value = newValue;
|
||||
Refresh();
|
||||
}
|
||||
|
||||
private void Refresh()
|
||||
{
|
||||
if (label == null)
|
||||
return;
|
||||
|
||||
int places = Mathf.Clamp(decimalPlaces, 0, 15);
|
||||
string format = showComma ? "#,##0" : "0";
|
||||
if (places > 0)
|
||||
format += "." + new string('#', places);
|
||||
|
||||
string number = value.ToString(format, CultureInfo.InvariantCulture);
|
||||
label.text = ToSpriteTags(number);
|
||||
}
|
||||
|
||||
private static string ToSpriteTags(string number)
|
||||
{
|
||||
var sb = new StringBuilder(number.Length * 24);
|
||||
|
||||
foreach (char c in number)
|
||||
{
|
||||
if (c >= '0' && c <= '9')
|
||||
sb.Append("<sprite name=\"").Append(c).Append("\">");
|
||||
else if (c == ',')
|
||||
sb.Append("<sprite name=\"comma\">");
|
||||
else if (c == '.')
|
||||
sb.Append("<sprite name=\"dot\">");
|
||||
else
|
||||
sb.Append(c); // 图集里没有负号,负号退回普通字体
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aff4690ca9bc94b8b84c2ee53b298588
|
||||
@@ -0,0 +1,30 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomEditor(typeof(digits_sheet_auto))]
|
||||
public class digits_sheet_autoEditor : Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
serializedObject.Update();
|
||||
|
||||
SerializedProperty prop = serializedObject.GetIterator();
|
||||
bool enterChildren = true;
|
||||
|
||||
while (prop.NextVisible(enterChildren))
|
||||
{
|
||||
enterChildren = false;
|
||||
if (prop.name == "m_Script")
|
||||
continue;
|
||||
|
||||
if (prop.name == "showComma")
|
||||
EditorGUILayout.PropertyField(prop, new GUIContent("显示逗号‘,’"));
|
||||
else if (prop.name == "decimalPlaces")
|
||||
EditorGUILayout.PropertyField(prop, new GUIContent("保留小数点位数"));
|
||||
else
|
||||
EditorGUILayout.PropertyField(prop, true);
|
||||
}
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48f5d0673cac847c3b3da256f68eeb4e
|
||||
@@ -0,0 +1,45 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 把实时帧率写进 target 指定的文本,用来在真机上直接看性能。
|
||||
/// 节点引用一律在 Inspector / 预制体里指定,代码里不按名字查找节点。
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class FpsDisplay : MonoBehaviour
|
||||
{
|
||||
[Tooltip("显示帧率的文本,必须在 Inspector 里指定")]
|
||||
[SerializeField] private TMP_Text target;
|
||||
|
||||
[Tooltip("刷新间隔(秒)。0.25 = 每秒刷 4 次,数字不会跳得太厉害")]
|
||||
[SerializeField] private float updateInterval = 0.25f;
|
||||
|
||||
[Tooltip("文本格式,{0} 是帧率数值。例:FPS:{0:0}f/s")]
|
||||
[SerializeField] private string format = "FPS:{0:0}f/s";
|
||||
|
||||
private float _accumulatedTime;
|
||||
private int _frames;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (target == null)
|
||||
Debug.LogError("[FpsDisplay] 没有指定显示帧率的文本(target),请在 Inspector 里拖入。", this);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (target == null)
|
||||
return;
|
||||
|
||||
_accumulatedTime += Time.unscaledDeltaTime;
|
||||
_frames++;
|
||||
|
||||
if (_accumulatedTime < updateInterval)
|
||||
return;
|
||||
|
||||
target.text = string.Format(format, _frames / _accumulatedTime);
|
||||
|
||||
_accumulatedTime = 0f;
|
||||
_frames = 0;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5cd887902ce124147b00d8e0173c77f1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,54 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/// <summary>
|
||||
/// Main 启动页。
|
||||
/// 点击事件在 Button 的 On Click() 里接线(Inspector 配置),代码里不查找节点。
|
||||
/// </summary>
|
||||
public class MainMenu : MonoBehaviour
|
||||
{
|
||||
[Tooltip("点「启动」后要加载的场景名,必须已经加进 Build Settings")]
|
||||
[SerializeField] private string startSceneName = "Start";
|
||||
|
||||
private bool _loading;
|
||||
|
||||
/// <summary>启动:加载目标场景,加载完成后卸载 Main 场景自己。</summary>
|
||||
public void OnStartClicked()
|
||||
{
|
||||
if (_loading) return; // 防连点,避免同时加载出两份
|
||||
_loading = true;
|
||||
StartCoroutine(LoadThenUnloadSelf());
|
||||
}
|
||||
|
||||
/// <summary>退出游戏。</summary>
|
||||
public void OnExitClicked()
|
||||
{
|
||||
Application.Quit();
|
||||
#if UNITY_EDITOR
|
||||
// 编辑器里 Application.Quit 不生效,方便本地测试
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
private IEnumerator LoadThenUnloadSelf()
|
||||
{
|
||||
Scene mainScene = gameObject.scene;
|
||||
|
||||
AsyncOperation load = SceneManager.LoadSceneAsync(startSceneName, LoadSceneMode.Additive);
|
||||
if (load == null)
|
||||
{
|
||||
Debug.LogError("[MainMenu] 场景 \"" + startSceneName + "\" 加载失败,确认它已加入 Build Settings。", this);
|
||||
_loading = false;
|
||||
yield break;
|
||||
}
|
||||
|
||||
yield return load; // 等目标场景加载完成
|
||||
|
||||
Scene loaded = SceneManager.GetSceneByName(startSceneName);
|
||||
if (loaded.IsValid())
|
||||
SceneManager.SetActiveScene(loaded);
|
||||
|
||||
SceneManager.UnloadSceneAsync(mainScene); // 加载完成后卸载 Main
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c630a6a725d34ce393e88e4152a280c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,34 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 暂停按钮。点击后在指定父节点下实例化暂停菜单预制体。
|
||||
/// 菜单预制体、父节点都在 Inspector 里指定,代码不查找节点。
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class PauseButton : MonoBehaviour
|
||||
{
|
||||
[Tooltip("点击后要显示的暂停菜单预制体")]
|
||||
[SerializeField] private GameObject pauseMenuPrefab;
|
||||
|
||||
[Tooltip("菜单生成到哪个父节点下;留空则用本按钮的父节点(一般是 Canvas)")]
|
||||
[SerializeField] private Transform menuParent;
|
||||
|
||||
private GameObject _instance;
|
||||
|
||||
public void OnPauseClicked()
|
||||
{
|
||||
if (pauseMenuPrefab == null)
|
||||
{
|
||||
Debug.LogError("[PauseButton] 没有指定暂停菜单预制体(pauseMenuPrefab)。", this);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_instance != null) // 菜单已经开着,不重复生成
|
||||
return;
|
||||
|
||||
Transform parent = menuParent != null ? menuParent : transform.parent;
|
||||
_instance = Instantiate(pauseMenuPrefab, parent);
|
||||
|
||||
Time.timeScale = 0f; // 暂停游戏;不需要真暂停就删掉这一行
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 96966a3c5c8764fc4bedfd83928fce19
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userData:
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assetBundleVariant:
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@@ -0,0 +1,53 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/// <summary>
|
||||
/// 暂停菜单:继续游戏 / 回到 Main 场景。
|
||||
/// 按钮点击在各自 Button 的 On Click() 里接线(Inspector 配置)。
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class PauseMenu : MonoBehaviour
|
||||
{
|
||||
[Tooltip("「回到Main」要加载的场景名,必须已经加进 Build Settings")]
|
||||
[SerializeField] private string mainSceneName = "Main";
|
||||
|
||||
private bool _leaving;
|
||||
|
||||
/// <summary>继续游戏:恢复时间,关掉自己。</summary>
|
||||
public void OnContinueClicked()
|
||||
{
|
||||
Time.timeScale = 1f;
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
/// <summary>回到 Main:加载 Main 场景,加载完成后卸载当前场景。</summary>
|
||||
public void OnBackToMainClicked()
|
||||
{
|
||||
if (_leaving) return;
|
||||
_leaving = true;
|
||||
Time.timeScale = 1f;
|
||||
StartCoroutine(LoadMainThenUnloadCurrent());
|
||||
}
|
||||
|
||||
private IEnumerator LoadMainThenUnloadCurrent()
|
||||
{
|
||||
Scene currentScene = gameObject.scene;
|
||||
|
||||
AsyncOperation load = SceneManager.LoadSceneAsync(mainSceneName, LoadSceneMode.Additive);
|
||||
if (load == null)
|
||||
{
|
||||
Debug.LogError("[PauseMenu] 场景 \"" + mainSceneName + "\" 加载失败,确认它已加入 Build Settings。", this);
|
||||
_leaving = false;
|
||||
yield break;
|
||||
}
|
||||
|
||||
yield return load; // 等 Main 加载完成
|
||||
|
||||
Scene loaded = SceneManager.GetSceneByName(mainSceneName);
|
||||
if (loaded.IsValid())
|
||||
SceneManager.SetActiveScene(loaded);
|
||||
|
||||
SceneManager.UnloadSceneAsync(currentScene); // 卸载当前场景
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
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||||
guid: e23dc01f92265409eb1d1cfafc1ad5dc
|
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userData:
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@@ -0,0 +1,127 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// 屏幕虚拟摇杆(移动轮盘)。挂在预制体根节点上,底盘和摇杆头两个引用
|
||||
/// (background / handle)在 Inspector / 预制体里接好,代码里不按名字查找节点。
|
||||
///
|
||||
/// 鼠标按住拖拽或手指触摸都可以操作,对外输出归一化方向 <see cref="Value"/>:
|
||||
/// x = 左右(右为正),y = 前后(上为正),模长 0~1 表示推杆幅度。
|
||||
/// 松手后方向归零。
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class VirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
|
||||
{
|
||||
[Header("引用(必须在 Inspector / 预制体里指定)")]
|
||||
[Tooltip("摇杆底盘(RectTransform)。拖拽位置以它的轴心为圆心换算,必须是捕获点击的那个节点")]
|
||||
[SerializeField] private RectTransform background;
|
||||
|
||||
[Tooltip("摇杆头(RectTransform),跟着拖拽移动")]
|
||||
[SerializeField] private RectTransform handle;
|
||||
|
||||
[Header("手感(距离单位是 UI 像素,以底盘轴心为圆心)")]
|
||||
[Tooltip("摇杆头允许离开中心的最大距离。拖到这个距离就是满值输入(Value 模长 = 1),再往外拖摇杆头也不动。" +
|
||||
"底盘 280、摇杆头 120 时,80 ≈ 摇杆头刚好贴到底盘边缘。")]
|
||||
[SerializeField] private float maxDragRadius = 80f;
|
||||
|
||||
[Tooltip("死区:拖动距离小于「最大半径 × 该比例」时不输出,避免手抖")]
|
||||
[Range(0f, 0.9f)]
|
||||
[SerializeField] private float deadZone = 0.12f;
|
||||
|
||||
[Tooltip("松手后摇杆头是否弹回中心")]
|
||||
[SerializeField] private bool returnToCenter = true;
|
||||
|
||||
[Tooltip("松手后是否隐藏整个轮盘(移动端常用)")]
|
||||
[SerializeField] private bool hideOnRelease = false;
|
||||
|
||||
/// <summary>归一化输入方向,x = 左右,y = 前后,模长 0~1。</summary>
|
||||
public Vector2 Value { get; private set; }
|
||||
|
||||
/// <summary>当前是否按住了轮盘。</summary>
|
||||
public bool IsPressed { get; private set; }
|
||||
|
||||
private Canvas _canvas;
|
||||
private Vector2 _handleHomePosition;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (background == null)
|
||||
Debug.LogError("[VirtualJoystick] 没有指定摇杆底盘(background),请在 Inspector / 预制体里拖入。", this);
|
||||
if (handle == null)
|
||||
Debug.LogError("[VirtualJoystick] 没有指定摇杆头(handle),请在 Inspector / 预制体里拖入。", this);
|
||||
|
||||
_canvas = GetComponentInParent<Canvas>();
|
||||
if (handle != null)
|
||||
_handleHomePosition = handle.anchoredPosition;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
ResetInput();
|
||||
}
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
IsPressed = true;
|
||||
gameObject.SetActive(true);
|
||||
UpdateFromPointer(eventData);
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
IsPressed = true;
|
||||
UpdateFromPointer(eventData);
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
IsPressed = false;
|
||||
|
||||
if (returnToCenter)
|
||||
ResetInput();
|
||||
|
||||
if (hideOnRelease)
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
/// <summary>把摇杆归零,手柄回到初始位置。</summary>
|
||||
public void ResetInput()
|
||||
{
|
||||
Value = Vector2.zero;
|
||||
if (handle != null)
|
||||
handle.anchoredPosition = _handleHomePosition;
|
||||
}
|
||||
|
||||
private void UpdateFromPointer(PointerEventData eventData)
|
||||
{
|
||||
if (background == null) return;
|
||||
|
||||
Camera cam = _canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay
|
||||
? null
|
||||
: (eventData.pressEventCamera != null ? eventData.pressEventCamera : (_canvas != null ? _canvas.worldCamera : null));
|
||||
|
||||
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(background, eventData.position, cam, out Vector2 local))
|
||||
return;
|
||||
|
||||
// local 是相对底盘轴心的像素偏移,直接按「最大拖动半径」归一化
|
||||
float radius = Mathf.Max(1f, maxDragRadius);
|
||||
float distance = local.magnitude;
|
||||
Vector2 direction = distance > 0.0001f ? local / distance : Vector2.zero;
|
||||
float magnitude = Mathf.Clamp01(distance / radius);
|
||||
|
||||
if (magnitude < deadZone)
|
||||
{
|
||||
Value = Vector2.zero;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 死区外的部分重新映射到 0~1,避免刚出死区就一大跳
|
||||
float remapped = Mathf.InverseLerp(deadZone, 1f, magnitude);
|
||||
Value = direction * Mathf.Clamp01(remapped);
|
||||
}
|
||||
|
||||
if (handle != null)
|
||||
handle.anchoredPosition = _handleHomePosition + direction * (magnitude * radius);
|
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}
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}
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m_PrefilterSSAOSampleCountLow: 1
|
||||
m_PrefilterSSAOSampleCountMedium: 1
|
||||
m_PrefilterSSAOSampleCountHigh: 1
|
||||
m_PrefilterDBufferMRT1: 1
|
||||
m_PrefilterDBufferMRT2: 1
|
||||
m_PrefilterDBufferMRT3: 1
|
||||
m_PrefilterSoftShadowsQualityLow: 1
|
||||
m_PrefilterSoftShadowsQualityMedium: 1
|
||||
m_PrefilterSoftShadowsQualityHigh: 1
|
||||
m_PrefilterSoftShadows: 0
|
||||
m_PrefilterScreenCoord: 1
|
||||
m_PrefilterScreenSpaceIrradiance: 1
|
||||
m_PrefilterNativeRenderPass: 1
|
||||
m_PrefilterUseLegacyLightmaps: 0
|
||||
m_PrefilterBicubicLightmapSampling: 1
|
||||
m_PrefilterReflectionProbeRotation: 1
|
||||
m_PrefilterReflectionProbeBlending: 1
|
||||
m_PrefilterReflectionProbeBoxProjection: 1
|
||||
m_PrefilterReflectionProbeAtlas: 1
|
||||
m_ShaderVariantLogLevel: 0
|
||||
m_ShadowCascades: 0
|
||||
m_Textures:
|
||||
blueNoise64LTex: {fileID: 2800000, guid: e3d24661c1e055f45a7560c033dbb837, type: 3}
|
||||
bayerMatrixTex: {fileID: 2800000, guid: f9ee4ed84c1d10c49aabb9b210b0fc44, type: 3}
|
||||
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Reference in new issue
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