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UI的GameObject public GameObject iamgePointer; // ClueBoard UI的GameObject [SerializeField] private Button toggleButton; // 开启/关闭ClueBoard的按钮 - //[SerializeField] private Button submitButton; // 提交按钮 - // [SerializeField] private TMP_Text conclue; // 提交按钮 - //[SerializeField] private ClueSlotBase initialClueSlotPrefab; // 初始的ClueSlot预制体 - // [SerializeField] private Transform clueSlotContainer; // ClueSlot的容器 - private RectTransform clueBoardRectTransform; // ClueBoard的RectTransform private List clueSlots = new List(); // 当前存在的所有ClueSlot private int currentStep = 0; // 当前步骤编号 @@ -30,8 +27,8 @@ public class ClueBoardManager : MonoBehaviour public event Action OnClueBoardOpen; public event Action OnClueBoardClose; - [YarnCommand("wait_for_ClueBoard_close")] + [YarnCommand("wait_for_ClueBoard_close")] public IEnumerator WaitForClose() { // 这里等待关闭按钮点击事件 @@ -40,30 +37,29 @@ public class ClueBoardManager : MonoBehaviour yield return null; // 每帧检查一次 } } + + private void Awake() + { + if (Instance != null && Instance != this) + { + Destroy(gameObject); // 确保单例唯一性 + return; + } + Instance = this; + //DontDestroyOnLoad(gameObject); // 如果需要跨场景保留 + } + private void Start() { - clueBoardRectTransform = clueBoardUI.transform.GetComponent(); - - // 定义ClueBoard UI的位置 - // hiddenPosition = new Vector2(-Screen.width, clueBoardRectTransform.anchoredPosition.y); // 屏幕右侧 - // visiblePosition = new Vector2(0, clueBoardRectTransform.anchoredPosition.y); // 屏幕内 - - // // 设置初始位置和状态 - // clueBoardRectTransform.anchoredPosition = hiddenPosition; - clueBoardUI.enabled=false; - iamgePointer.GetComponent().enabled=false; + clueBoardRectTransform = clueBoardUI.transform.GetComponent(); + clueBoardUI.enabled = false; + iamgePointer.GetComponent().enabled = false; toggleButton.onClick.AddListener(ToggleClueBoard); // 绑定按钮事件 - //submitButton.onClick.AddListener(CheckCurrentSlot); // 绑定提交事件 - - //conclue.text="待分析症状"; - - // 初始化第一个ClueSlot - //AddNewClueSlot(); } // 开启或关闭 ClueBoard - private void ToggleClueBoard() + private void ToggleClueBoard() { Debug.Log("触发打开关闭诊疗面板"); if (isBoardOpen) @@ -75,119 +71,30 @@ public class ClueBoardManager : MonoBehaviour OpenClueBoard(); } } + [YarnCommand("OpenClueBoard")] public void OpenClueBoard() { - clueBoardUI.enabled=true; - iamgePointer.GetComponent().enabled=true; + clueBoardUI.enabled = true; + iamgePointer.GetComponent().enabled = true; isBoardOpen = true; OnClueBoardOpen?.Invoke(); MouseCursorManager.Instance.ClueBoardIn(); - - // 用DOTween从右侧移动到可见区域 - // clueBoardRectTransform.DOAnchorPos(visiblePosition, 0.5f); } + [YarnCommand("CloseClueBoard")] public void CloseClueBoard() { isBoardOpen = false; - // 用DOTween移动回右侧屏幕外 - // clueBoardRectTransform.DOAnchorPos(hiddenPosition, 0.5f).OnComplete(() => - // { - // clueBoardUI.SetActive(false); // 移动完成后隐藏UI - // }); - clueBoardUI.enabled=false; - iamgePointer.GetComponent().enabled=false; + clueBoardUI.enabled = false; + iamgePointer.GetComponent().enabled = false; OnClueBoardClose?.Invoke(); MouseCursorManager.Instance.ClueBoardOut(); - } + [YarnCommand("SkipClueBoard")] public void SkipClueBoard() { DialogController.Instance.StartDialogNode("SkipClueBoard"); - } - - // 添加新的 ClueSlot -// [YarnCommand("AddNewClueSlot")] -// public void AddNewClueSlot() -// { -// ClueSlotBase newSlot = Instantiate(initialClueSlotPrefab, clueSlotContainer); -// newSlot.ReleaseSlot(); -// clueSlots.Add(newSlot); -// } -// [YarnCommand("SetSlotCorrect")] -// public void SetSlotCorrect() -// { -// clueSlots[currentStep].SetSlotCorrect(); -// currentStep++; -// } - -// private void CheckCurrentSlot() -// { -// if (currentStep >= clueSlots.Count) return; - -// ClueSlotBase currentSlot = clueSlots[currentStep]; -// Clue currentClue = currentSlot.GetComponentInChildren()?.GetClueData(); - -// if (currentClue == null) -// { -// TriggerDialogue("", "", "", currentStep); -// return; -// } - -// // Trigger Yarn to handle the current clue, name, and step -// TriggerDialogue(currentClue.Category, currentClue.MatchCode, currentClue.ClueName, currentStep); -// } -// private void TriggerDialogue(string clueCategory, string matchCode, string clueName, int step) -// { -// if (DialogController.Instance.CheckIfNodeExistInCurrentYarnProject("ClueBoard")) -// { -// // Set Yarn variables -// DialogController.Instance.SetVariable("$clueBoardStep", step); -// DialogController.Instance.SetVariable("$clueCategory", clueCategory); -// DialogController.Instance.SetVariable("$clueMatchCode", matchCode); -// DialogController.Instance.SetVariable("$clueName", clueName); - -// // Set the previous MatchCode for comparison in Yarn -// if (step > 0) -// { -// Clue previousClue = clueSlots[step - 1].GetComponentInChildren()?.GetClueData(); -// if (previousClue != null) -// { -// DialogController.Instance.SetVariable("$previousMatchCode", previousClue.MatchCode); -// } -// } - -// // Start the Yarn dialog node -// DialogController.Instance.StartDialogNode("ClueBoard"); -// } -// } - - // 根据步骤判定当前 Clue 是否符合条件 - // private bool IsValidClueForStep(int step, Clue clue) - // { - // switch (step) - // { - // case 0: - // return clue.Category == "UFView"; // 第一关要求Clue的Category为"UF" - // case 1: - // Clue previousClue = clueSlots[step - 1].GetComponentInChildren()?.GetClueData(); - // return clue.Category == "MemoryView" && clue.MatchCode == previousClue?.MatchCode; // 第二关要求Category为"Memory"且匹配MatchCode - // // 可以根据需要继续添加更多步骤和判定规则 - // case 2: - // Clue previousClue2 = clueSlots[step - 1].GetComponentInChildren()?.GetClueData(); - // return clue.Category == "EyeView" && clue.MatchCode == previousClue2?.MatchCode; // 第二关要求Category为"EyeView"且匹配MatchCode - // // 可以根据需要继续添加更多步骤和判定规则 - // default: - // return false; - // } - // } - - // // 检查是否包含下一步 - // private bool HasNextStep() - // { - // return currentStep < 3; - // } } diff --git a/Assets/Scripts/Dialog System/DialogController.cs b/Assets/Scripts/Dialog System/DialogController.cs index c7d79b1e7..5811750d5 100644 --- a/Assets/Scripts/Dialog System/DialogController.cs +++ b/Assets/Scripts/Dialog System/DialogController.cs @@ -305,6 +305,11 @@ namespace AibisDream { AudioManager.PlayAmb1Audio("amb_room"); } + // if(sceneName=="SubWay") + // { + // ClueBoardManager.Instance.CloseClueBoard(); + // // AudioManager.PlayAmb1Audio("subway"); + // } else { AudioManager.PlayAmb1Audio("amb_main"); diff --git a/Assets/Scripts/SubWay/ConditionalFieldAttribute.cs b/Assets/Scripts/SubWay/ConditionalFieldAttribute.cs new file mode 100644 index 000000000..185468523 --- /dev/null +++ b/Assets/Scripts/SubWay/ConditionalFieldAttribute.cs @@ -0,0 +1,11 @@ +using UnityEngine; + +public class ConditionalFieldAttribute : PropertyAttribute +{ + public string conditionField; // 条件字段名 + + public ConditionalFieldAttribute(string conditionField) + { + this.conditionField = conditionField; + } +} diff --git a/Assets/Scripts/SubWay/ConditionalFieldAttribute.cs.meta b/Assets/Scripts/SubWay/ConditionalFieldAttribute.cs.meta new file mode 100644 index 000000000..3c65feb39 --- /dev/null +++ b/Assets/Scripts/SubWay/ConditionalFieldAttribute.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5e47de83fb9b8ff4d808a534554b8a40 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SubWay/ConditionalFieldDrawer.cs b/Assets/Scripts/SubWay/ConditionalFieldDrawer.cs new file mode 100644 index 000000000..032741755 --- /dev/null +++ b/Assets/Scripts/SubWay/ConditionalFieldDrawer.cs @@ -0,0 +1,31 @@ +using UnityEditor; +using UnityEngine; + +[CustomPropertyDrawer(typeof(ConditionalFieldAttribute))] +public class ConditionalFieldDrawer : PropertyDrawer +{ + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) +{ + ConditionalFieldAttribute conditional = (ConditionalFieldAttribute)attribute; + SerializedProperty conditionProperty = property.serializedObject.FindProperty(conditional.conditionField); + + if (conditionProperty != null && conditionProperty.boolValue) + { + EditorGUI.PropertyField(position, property, label, true); + } +} + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + ConditionalFieldAttribute conditional = (ConditionalFieldAttribute)attribute; + SerializedProperty conditionProperty = property.serializedObject.FindProperty(conditional.conditionField); + + if (conditionProperty != null && conditionProperty.boolValue) + { + return EditorGUI.GetPropertyHeight(property, label, true); + } + + return 0f; // 隐藏字段时的高度 + } +} diff --git a/Assets/Scripts/SubWay/ConditionalFieldDrawer.cs.meta b/Assets/Scripts/SubWay/ConditionalFieldDrawer.cs.meta new file mode 100644 index 000000000..0be411a65 --- /dev/null +++ b/Assets/Scripts/SubWay/ConditionalFieldDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c68a0dc5fa65b484b9440cefc2e07a37 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SubWay/DynamicParallaxManager.cs b/Assets/Scripts/SubWay/DynamicParallaxManager.cs new file mode 100644 index 000000000..61417ea39 --- /dev/null +++ b/Assets/Scripts/SubWay/DynamicParallaxManager.cs @@ -0,0 +1,86 @@ +// using System.Collections; +// using System.Collections.Generic; +// using UnityEngine; + +// public class DynamicParallaxManager : MonoBehaviour +// { +// public ParallaxObjectConfig[] objectConfigs; // 配置数组 +// private Dictionary> objectPools = new Dictionary>(); + +// void Start() +// { +// // 初始化对象池并激活第一个物体 +// foreach (var config in objectConfigs) +// { +// var pool = new List(); +// // 创建对象池 +// for (int i = 0; i < config.poolSize; i++) +// { +// GameObject obj = Instantiate(config.prefab, transform.position, Quaternion.identity); +// obj.SetActive(false); // 初始状态为禁用 +// pool.Add(obj); +// } + +// // 激活第一个物体并开始移动 +// GameObject firstObject = pool[0]; // 获取池中的第一个物体 +// firstObject.transform.position = config.prefab.transform.position; // 使用编辑器中设置的位置 +// firstObject.SetActive(true); // 激活第一个物体 +// StartCoroutine(MoveObject(firstObject, config, config.maxSpeed)); // 启动移动协程 + +// objectPools[config] = pool; + +// // 启动生成其他物体的协程 +// StartCoroutine(ManageObjectGeneration(config)); +// } +// } + +// private IEnumerator ManageObjectGeneration(ParallaxObjectConfig config) +// { +// // 获取池中的对象 +// var pool = objectPools[config]; +// GameObject lastObject = pool[0]; // 最后一个激活的物体 + +// // 初始位置检查,第一个物体直接开始 +// while (true) +// { +// // 检查最后一个激活的物体的 x 坐标 +// if (lastObject.transform.position.x < -config.xGenerationThreshold) +// { +// // 找到一个未激活的物体并生成 +// GameObject obj = pool.Find(o => !o.activeInHierarchy); +// if (obj != null) +// { +// obj.SetActive(true); // 激活对象 +// float xStart = config.xSpawnRange; +// float yStart = config.prefab.transform.position.y; +// obj.transform.position = new Vector3(xStart, yStart, obj.transform.position.z); + +// // 设置物体的移动速度 +// float speed = Random.Range(config.minSpeed, config.maxSpeed); +// StartCoroutine(MoveObject(obj, config, speed)); // 启动移动协程 + +// lastObject = obj; // 更新最后一个激活物体为新生成的物体 +// } +// } + +// yield return null; // 等待下一帧 +// } +// } + +// private IEnumerator MoveObject(GameObject obj, ParallaxObjectConfig config, float speed) +// { +// while (obj.activeInHierarchy) +// { +// // 物体沿X轴向左移动 +// obj.transform.Translate(Vector3.left * speed * Time.deltaTime); + +// // 如果对象超出屏幕范围则禁用 +// if (obj.transform.position.x < -config.xSpawnRange) +// { +// obj.SetActive(false); // 禁用对象 +// } + +// yield return null; +// } +// } +// } diff --git a/Assets/Scripts/SubWay/DynamicParallaxManager.cs.meta b/Assets/Scripts/SubWay/DynamicParallaxManager.cs.meta new file mode 100644 index 000000000..9ec9e7aca --- /dev/null +++ b/Assets/Scripts/SubWay/DynamicParallaxManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b17e776259951544d9a95e39f64dd95a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SubWay/ParallaxManager.cs b/Assets/Scripts/SubWay/ParallaxManager.cs index fe93b4125..deddd9791 100644 --- a/Assets/Scripts/SubWay/ParallaxManager.cs +++ b/Assets/Scripts/SubWay/ParallaxManager.cs @@ -1,33 +1,392 @@ +using System.Collections; +using System.Collections.Generic; using UnityEngine; +using DG.Tweening; +using Yarn.Unity; + [System.Serializable] public class ParallaxLayerConfig { public GameObject layer; // 背景层的游戏对象 - public float scrollSpeed; // 每层的滚动速度 - - public float scrollOffset; + [SerializeField, Range(0.01f, 1f)]public float scrollSpeed; // 每层的滚动速度 + public float scrollOffset; // 每层的滚动偏移量 } public class ParallaxManager : MonoBehaviour { + public float speedMultiplier = 1; // 加速系数 public ParallaxLayerConfig[] layerConfigs; // 背景层配置数组 - //public float scrollOffset = 39.69f; // 背景循环的偏移量 - + public ParallaxObjectCategoryConfig[] categoryConfigs; // 多种物体配置类别 + + public GameObject tunnelSprite; // 隧道的 Sprite 对象 + + public SpriteRenderer sisterSpriteRender; // 隧道的 Sprite 对象 + public Vector3 tunnelEnterPosition; // 隧道进入位置 + public Vector3 tunnelExitPosition; // 隧道退出位置 + + public Vector3 tunnelKeepPosition; // 隧道退出位置 + public float tunnelDuration = 2f; // 隧道移动的时间 + + private bool isInTunnel = false; // 是否在隧道状态 + + private Dictionary> objectPools = new Dictionary>(); // 物体池 + private float previousSpeedMultiplier; // 用于记录上一次的值 + + [YarnCommand("EnterTunnel")] + public void EnterTunnel() + { + if (tunnelSprite != null && !isInTunnel) + { + tunnelSprite.transform.position=tunnelEnterPosition; + isInTunnel = true; + // 使用 DOTween 播放隧道进入动画 + sisterSpriteRender.DOFade(1,tunnelDuration); + tunnelSprite.transform.DOMove(tunnelKeepPosition, tunnelDuration) + .SetEase(Ease.Linear) + .OnStart(() => Debug.Log("开始进入隧道")) + .OnKill(() => { + Debug.Log("已完成进入隧道"); + ToggleCategoryVisibility("隧洞灯",true); + + }); + } + } + [YarnCommand("ExitTunnel")] + public void ExitTunnel() + { + if (tunnelSprite != null && isInTunnel) + { + isInTunnel = false; + ToggleCategoryVisibility("隧洞灯",false); + sisterSpriteRender.DOFade(0,tunnelDuration); + // 使用 DOTween 播放隧道退出动画 + tunnelSprite.transform.DOMove(tunnelExitPosition, tunnelDuration) + .SetEase(Ease.Linear) + .OnStart(() => Debug.Log("开始退出隧道")) + .OnKill(() => { + Debug.Log("已完成退出隧道"); + ToggleCategoryVisibility("隧洞灯",false); + tunnelSprite.transform.position=tunnelEnterPosition; + }); + } + } void Update() { - foreach (var config in layerConfigs) + // 检测 speedMultiplier 是否被修改 + if (!Mathf.Approximately(speedMultiplier, previousSpeedMultiplier)) { - // 根据配置的速度滚动背景 - float parallax = config.scrollSpeed * Time.deltaTime; - config.layer.transform.position += new Vector3(-parallax, 0, 0); - - // 如果背景移出视野范围,则将其重新放到另一边 - if (config.layer.transform.position.x <= -config.scrollOffset) + DOTween.timeScale = speedMultiplier; // 更新 DOTween 的全局时间缩放 + previousSpeedMultiplier = speedMultiplier; // 记录当前值 + Debug.Log($"运行时修改 DOTween.timeScale 为 {speedMultiplier}"); + } + if(Input.GetKeyDown(KeyCode.E)) + { + if(isInTunnel) { - config.layer.transform.position = new Vector3(config.layer.transform.position.x + 2 * config.scrollOffset, config.layer.transform.position.y, config.layer.transform.position.z); + ExitTunnel(); } + else + { + EnterTunnel(); + } + } } + private void OnValidate() + { + // 当新速度值变化时,实时更新背景层和物体的速度 + foreach (var config in layerConfigs) + { + StartLayerScroll(config); // 重新启动背景层滚动 + } + + foreach (var category in categoryConfigs) + { + // 使用 TryGetValue 来安全地访问 objectPools 字典 + if (objectPools.TryGetValue(category.categoryName, out var pool)) + { + ToggleCategoryVisibility(category.categoryName, category.isEnabled); + // foreach (var obj in pool) + // { + // if (obj.activeInHierarchy) + // { + // StartObjectMoveAnimation(obj, category); // 重新启动物体移动动画 + // } + // } + } + + } + } + + + void Start() + { + // 初始化记录的值 + Color color = sisterSpriteRender.color; + color.a = 0; + sisterSpriteRender.color = color; + previousSpeedMultiplier = speedMultiplier; + DOTween.timeScale = speedMultiplier; // 确保启动时同步 + Debug.Log($"初始化 DOTween.timeScale 为 {speedMultiplier}"); + + // 初始化背景层滚动 + foreach (var config in layerConfigs) + { + StartLayerScroll(config); + } + + // 初始化物体池并启动物体生成逻辑 + foreach (var category in categoryConfigs) + { + InitializeObjectPool(category); + if (category.useIntervalGeneration) + { + StartCoroutine(ManageObjectGeneration(category)); + } + else + { + // 按照距离生成 + StartCoroutine(ManageObjectGenerationByDistance(category)); + } + } + } + + // 初始化物体池 + private void InitializeObjectPool(ParallaxObjectCategoryConfig categoryConfig) + { + List pool = new List(); + for (int i = 0; i < categoryConfig.objects.Length; i++) + { + GameObject prefab = categoryConfig.objects[i]; + GameObject obj = Instantiate(prefab, prefab.transform.position, Quaternion.identity, transform); + pool.Add(obj); + obj.SetActive(false); // 初始时禁用物体 + } + objectPools[categoryConfig.categoryName] = pool; + + Debug.Log($"为分类 {categoryConfig.categoryName} 初始化池子,池中物体数:{pool.Count}"); + } + + // 开始背景层滚动 + private void StartLayerScroll(ParallaxLayerConfig config) + { + Vector3 startPosition = config.layer.transform.position; + float endPositionX = - config.scrollOffset; + + // 计算需要的时间,基于速度和距离 + float distance = Mathf.Abs(endPositionX - startPosition.x); + float duration = distance / config.scrollSpeed; // 使用速度来计算时间 + + // 背景层滚动时不受 speedMultiplier 影响 + config.layer.transform.DOLocalMoveX(endPositionX, duration) + .SetEase(Ease.Linear) + .OnKill(() => ResetLayerPosition(config)); + } + + // 重置背景层位置 + private void ResetLayerPosition(ParallaxLayerConfig config) + { + Vector3 currentPosition = config.layer.transform.position; + config.layer.transform.position = new Vector3(config.scrollOffset * 2, currentPosition.y, currentPosition.z); + + StartLayerScroll(config); + } + +// 管理物体生成:按时间间隔生成 +public IEnumerator ManageObjectGeneration(ParallaxObjectCategoryConfig categoryConfig) +{ + if (!objectPools.ContainsKey(categoryConfig.categoryName)) + { + Debug.LogError($"没有为分类 {categoryConfig.categoryName} 初始化对象池!"); + yield break; + } + + var pool = objectPools[categoryConfig.categoryName]; + int batchSize = categoryConfig.batchSize; // 每次生成的物体数量 + float batchInterval = categoryConfig.batchInterval; // 每个物体之间的生成间隔 + float delayAfterBatch = categoryConfig.delayAfterBatch; // 每组生成后的等待时间 + + // 启动首个物体 + GameObject firstObject = pool[0]; + if (!firstObject.activeInHierarchy) + { + + firstObject.transform.position = firstObject.transform.position; // 保持编辑器中的初始位置 + firstObject.SetActive(true); // 启用物体 + StartObjectMoveAnimation(firstObject, categoryConfig); + Debug.Log($"初始化并激活首个物体: {firstObject.name}, 位置: {firstObject.transform.position}"); + ToggleCategoryVisibility(categoryConfig.categoryName,categoryConfig.isEnabled); + + // 根据 categoryConfig.isEnabled 控制 firstObject 的显示状态 + // if (categoryConfig.isEnabled) + // { + // firstObject.GetComponent().enabled=true; + // } + // else + // { + // firstObject.GetComponent().enabled=false; + // } + } + + while (true) + { + // 连续生成多个物体 + for (int i = 0; i < batchSize; i++) + { + GameObject obj = GetInactiveObjectFromPool(categoryConfig.categoryName); + if (obj != null) + { + SpawnObject(obj, categoryConfig); + Debug.Log($"生成物体: {obj.name}, 当前池大小: {pool.Count}"); + } + else + { + Debug.LogWarning($"对象池 {categoryConfig.categoryName} 中没有可用物体!可能需要增加池中物体数量。"); + } + + // 每个物体之间的间隔 + yield return new WaitForSeconds(batchInterval / speedMultiplier); // 使用 speedMultiplier 来控制生成速率 + } + + // 等待一段时间后再开始下一组生成 + yield return new WaitForSeconds(delayAfterBatch / speedMultiplier); // 使用 speedMultiplier 来控制生成间隔 + } +} + +// 管理物体生成(基于距离) +public IEnumerator ManageObjectGenerationByDistance(ParallaxObjectCategoryConfig categoryConfig) +{ + var pool = objectPools[categoryConfig.categoryName]; + GameObject firstObject = pool[0]; + if (!firstObject.activeInHierarchy) + { + firstObject.transform.position = categoryConfig.objects[0].transform.position; + firstObject.SetActive(true); // 启用物体 + StartObjectMoveAnimation(firstObject, categoryConfig); + ToggleCategoryVisibility(categoryConfig.categoryName,categoryConfig.isEnabled); + Debug.Log($"生成了第一个物体: {firstObject.name}, 位置: {firstObject.transform.position}"); + + } + GameObject lastObject = firstObject; + while (true) + { + // 检查是否需要生成新物体 + if (lastObject == null || lastObject.transform.position.x < -categoryConfig.generationThreshold) + { + GameObject obj = GetInactiveObjectFromPool(categoryConfig.categoryName); + if (obj != null) + { + SpawnObject(obj, categoryConfig); + lastObject = obj; + } + } + yield return null; + } +} + + // 获取池中未激活的物体 + private GameObject GetInactiveObjectFromPool(string categoryName) + { + if (objectPools.TryGetValue(categoryName, out var pool)) + { + // 筛选出所有未激活的对象 + var inactiveObjects = pool.FindAll(o => !o.activeInHierarchy); + + if (inactiveObjects.Count > 0) + { + // 从未激活的对象中随机选择一个 + return inactiveObjects[Random.Range(0, inactiveObjects.Count)]; + } + } + return null; // 如果没有未激活的对象 + } + + // 生成物体逻辑 + private void SpawnObject(GameObject obj, ParallaxObjectCategoryConfig categoryConfig) + { + + float xStart = categoryConfig.xSpawnRange; + obj.transform.localPosition = new Vector3(xStart, obj.transform.localPosition.y, obj.transform.localPosition.z); + obj.SetActive(true); + ToggleCategoryVisibility(categoryConfig.categoryName,categoryConfig.isEnabled); + StartObjectMoveAnimation(obj, categoryConfig); + + Debug.Log($"生成物体 {obj.name} 并开始移动, 初始位置: {obj.transform.position}"); + + } + + // 启动物体移动动画 + private void StartObjectMoveAnimation(GameObject obj, ParallaxObjectCategoryConfig categoryConfig) + { + // 计算目标位置 + Vector3 targetPosition = new Vector3(-categoryConfig.xSpawnRange, obj.transform.position.y, obj.transform.position.z); + + // 计算当前位置与目标位置的水平距离 + float distance = Mathf.Abs(obj.transform.position.x - targetPosition.x); + + // 计算动画的持续时间:距离 / 速度 + float duration = distance / categoryConfig.speed; + + // 执行动画 + obj.transform.DOMoveX(targetPosition.x, duration).SetEase(Ease.Linear) + .OnKill(() => HandleObjectCompletion(obj, categoryConfig)); + } + + // 物体移动完成后处理 + private void HandleObjectCompletion(GameObject obj, ParallaxObjectCategoryConfig categoryConfig) + { + obj.SetActive(false); // 隐藏物体 + Debug.Log($"物体 {obj.name} 移动完成,回收到池中"); + } + + // 控制分类的显示与隐藏 + public void ToggleCategoryVisibility(string categoryName, bool isEnabled) +{ + var category = System.Array.Find(categoryConfigs, config => config.categoryName == categoryName); + if (category != null) + { + category.isEnabled = isEnabled; + + // 遍历该分类的所有物体,并根据 isEnabled 控制它们的显示状态 + foreach (var obj in objectPools[categoryName]) + { + // 检查父物体是否有 SpriteRenderer + var renderer = obj.GetComponent(); + + // 如果父物体没有 SpriteRenderer,检查所有子物体 + if (renderer == null) + { + var childRenderers = obj.GetComponentsInChildren(); + if (childRenderers.Length > 0) + { + // 如果找到子物体的 SpriteRenderer,修改它们的显示状态 + foreach (var childRenderer in childRenderers) + { + childRenderer.enabled = isEnabled; + } + } + else + { + // 如果父物体和子物体都没有 SpriteRenderer,输出警告 + Debug.LogWarning($"物体 {obj.name} 及其子物体均未找到 SpriteRenderer"); + } + } + else + { + // 如果父物体有 SpriteRenderer,直接修改父物体的显示状态 + renderer.enabled = isEnabled; + } + } + + Debug.Log($"分类 {categoryName} 已{(isEnabled ? "启用" : "禁用")}"); + } + else + { + Debug.LogWarning($"未找到名为 {categoryName} 的分类"); + } +} + + } diff --git a/Assets/Scripts/SubWay/ParallaxObjectConfig1.cs b/Assets/Scripts/SubWay/ParallaxObjectConfig1.cs new file mode 100644 index 000000000..a5de73907 --- /dev/null +++ b/Assets/Scripts/SubWay/ParallaxObjectConfig1.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class ParallaxObjectCategoryConfig +{ + public string categoryName; // 分类名称 + public bool isEnabled = true; // 当前层是否启用 + public GameObject[] objects; // 物体预制体 + public float speed; // 移动速度 + [Tooltip("生成位置,负数即为隐藏位置")] + public float xSpawnRange; // X轴生成范围 + + [Tooltip("基于距离生成的触发阈值,如果勾选了useIntervalGeneration则无需关注")] + public float generationThreshold; + + [Tooltip("是否按时间间隔生成,如果不是那么按照距离生成,不勾选则下方参数无需关注")] + public bool useIntervalGeneration; // 是否按时间间隔生成 + + [Tooltip("按时间间隔生成的时间间隔")] // 显示时的提示 + public float spawnInterval; + + [Tooltip("每组生成的物体数量")] + public int batchSize = 3; + + [Tooltip("每个物体之间的生成间隔")] + public float batchInterval = 0.2f; + + [Tooltip("每组生成后的等待时间")] + public float delayAfterBatch = 2f; + +} + + + + diff --git a/Assets/Scripts/SubWay/ParallaxObjectConfig1.cs.meta b/Assets/Scripts/SubWay/ParallaxObjectConfig1.cs.meta new file mode 100644 index 000000000..8c696c9ce --- /dev/null +++ b/Assets/Scripts/SubWay/ParallaxObjectConfig1.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e77f0924838c6344d9796d0cff023f2d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 49550c5fe..99d646a22 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -44,6 +44,9 @@ TagManager: - - m_SortingLayers: + - name: Subway + uniqueID: 1560193523 + locked: 0 - name: Default uniqueID: 0 locked: 0