地铁功能初步
This commit is contained in:
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|
||||
// // 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;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b17e776259951544d9a95e39f64dd95a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,33 +1,201 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
|
||||
[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;
|
||||
public float scrollOffset; // 每层的滚动偏移量
|
||||
}
|
||||
|
||||
|
||||
public class ParallaxManager : MonoBehaviour
|
||||
{
|
||||
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 float speedMultiplier = 1; // 加速系数
|
||||
|
||||
void Update()
|
||||
private Dictionary<string, List<GameObject>> objectPools = new Dictionary<string, List<GameObject>>(); // 物体池
|
||||
|
||||
void Start()
|
||||
{
|
||||
// 初始化背景层滚动
|
||||
foreach (var config in layerConfigs)
|
||||
{
|
||||
// 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);
|
||||
StartLayerScroll(config);
|
||||
}
|
||||
|
||||
// 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)
|
||||
// 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)
|
||||
{
|
||||
config.layer.transform.position = new Vector3(config.layer.transform.position.x + 2 * config.scrollOffset, config.layer.transform.position.y, config.layer.transform.position.z);
|
||||
StartCoroutine(ManageObjectGeneration(category));
|
||||
}
|
||||
else
|
||||
{
|
||||
// 按照距离生成
|
||||
StartCoroutine(ManageObjectGenerationByDistance(category));
|
||||
}
|
||||
// category.SpawnObjects(this); // 启动物体生成
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化物体池
|
||||
private void InitializeObjectPool(ParallaxObjectCategoryConfig categoryConfig)
|
||||
{
|
||||
List<GameObject> pool = new List<GameObject>();
|
||||
for (int i = 0; i < categoryConfig.objects.Length; i++)
|
||||
{
|
||||
GameObject prefab = categoryConfig.objects[i];
|
||||
GameObject obj = Instantiate(prefab, prefab.transform.position, Quaternion.identity, transform);
|
||||
obj.SetActive(false);
|
||||
pool.Add(obj);
|
||||
}
|
||||
objectPools[categoryConfig.categoryName] = pool;
|
||||
|
||||
Debug.Log($"为分类 {categoryConfig.categoryName} 初始化池子,池中物体数:{pool.Count}");
|
||||
}
|
||||
|
||||
// 开始背景层滚动
|
||||
private void StartLayerScroll(ParallaxLayerConfig config)
|
||||
{
|
||||
Vector3 startPosition = config.layer.transform.position;
|
||||
float endPositionX = startPosition.x - config.scrollOffset;
|
||||
|
||||
config.layer.transform.DOLocalMoveX(endPositionX, config.scrollSpeed * speedMultiplier)
|
||||
.SetEase(Ease.Linear)
|
||||
.OnKill(() => ResetLayerPosition(config));
|
||||
}
|
||||
|
||||
// 重置背景层位置
|
||||
private void ResetLayerPosition(ParallaxLayerConfig config)
|
||||
{
|
||||
Vector3 currentPosition = config.layer.transform.position;
|
||||
config.layer.transform.position = new Vector3(currentPosition.x + config.scrollOffset * 2, currentPosition.y, currentPosition.z);
|
||||
|
||||
StartLayerScroll(config);
|
||||
}
|
||||
|
||||
// 管理物体生成(基于距离)
|
||||
public IEnumerator ManageObjectGenerationByDistance(ParallaxObjectCategoryConfig categoryConfig)
|
||||
{
|
||||
var pool = objectPools[categoryConfig.categoryName];
|
||||
GameObject firstObject = pool[0];
|
||||
if (!firstObject.activeInHierarchy)
|
||||
{
|
||||
firstObject.transform.position = categoryConfig.objects[0].transform.position;
|
||||
firstObject.SetActive(true);
|
||||
StartObjectMoveAnimation(firstObject, categoryConfig);
|
||||
Debug.Log($"生成了第一个物体: {firstObject.name}, 位置: {firstObject.transform.position}");
|
||||
}
|
||||
GameObject lastObject = firstObject;
|
||||
//GameObject lastObject = null;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
// 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($"没有为分类 {categoryConfig.categoryName} 初始化对象池!");
|
||||
yield break;
|
||||
}
|
||||
|
||||
var pool = objectPools[categoryConfig.categoryName];
|
||||
|
||||
// // 初始化生成第一个物体
|
||||
// GameObject firstObject = pool.Find(o => !o.activeInHierarchy);
|
||||
// if (firstObject != null)
|
||||
// {
|
||||
// firstObject.SetActive(true);
|
||||
// StartObjectMoveAnimation(firstObject, categoryConfig);
|
||||
// //SpawnObject(firstObject, categoryConfig);
|
||||
// Debug.Log($"初始生成物体: {firstObject.name}, 位置: {firstObject.transform.position}");
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// Debug.LogWarning($"对象池 {categoryConfig.categoryName} 没有可用的初始物体!");
|
||||
// }
|
||||
|
||||
// 持续生成物体
|
||||
while (true)
|
||||
{
|
||||
|
||||
yield return new WaitForSeconds(categoryConfig.spawnInterval);
|
||||
// 从池中查找未激活的对象
|
||||
// GameObject obj = pool.Find(o => !o.activeInHierarchy);
|
||||
GameObject obj = GetInactiveObjectFromPool(categoryConfig.categoryName);
|
||||
if (obj != null)
|
||||
{
|
||||
SpawnObject(obj, categoryConfig);
|
||||
Debug.Log($"生成物体: {obj.name}, 当前池大小: {pool.Count}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"对象池 {categoryConfig.categoryName} 中没有可用物体!可能需要增加池中物体数量。");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// 获取池中未激活的物体
|
||||
private GameObject GetInactiveObjectFromPool(string categoryName)
|
||||
{
|
||||
if (objectPools.TryGetValue(categoryName, out var pool))
|
||||
{
|
||||
// 筛选出所有未激活的对象
|
||||
var inactiveObjects = pool.FindAll(o => !o.activeInHierarchy);
|
||||
|
||||
if (inactiveObjects.Count > 0)
|
||||
{
|
||||
// 从未激活的对象中随机选择一个
|
||||
return inactiveObjects[Random.Range(0, inactiveObjects.Count)];
|
||||
}
|
||||
}
|
||||
return null; // 如果没有未激活的对象
|
||||
}
|
||||
|
||||
|
||||
// 生成物体逻辑
|
||||
private void SpawnObject(GameObject obj, ParallaxObjectCategoryConfig categoryConfig)
|
||||
{
|
||||
float xStart = categoryConfig.xSpawnRange;
|
||||
//float yStart = obj.objects; // 可配置的随机高度范围
|
||||
obj.transform.position = new Vector3(xStart, obj.transform.position.y, obj.transform.position.z);
|
||||
obj.SetActive(true);
|
||||
|
||||
StartObjectMoveAnimation(obj, categoryConfig);
|
||||
}
|
||||
|
||||
// 启动物体移动动画
|
||||
private void StartObjectMoveAnimation(GameObject obj, ParallaxObjectCategoryConfig config)
|
||||
{
|
||||
float endX = -config.xSpawnRange;
|
||||
obj.transform.DOMoveX(endX, config.speed * speedMultiplier)
|
||||
.SetEase(Ease.Linear)
|
||||
.OnKill(() =>
|
||||
{
|
||||
obj.SetActive(false);
|
||||
Debug.Log($"物体 {obj.name} 动画结束,回收到池中");
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class ParallaxObjectCategoryConfig
|
||||
{
|
||||
public string categoryName; // 物体类别名称(例如:云、房子等)
|
||||
public GameObject[] objects; // 配置数组,包含该类别下的所有物体预制体
|
||||
|
||||
//public int initialPoolSize;
|
||||
public float generationThreshold; // 按照这个阈值来决定是否生成新物体
|
||||
public bool useIntervalGeneration; // 是否使用时间间隔来生成
|
||||
public float spawnInterval; // 时间间隔生成物体的时间间隔(如果使用此方式)
|
||||
public float speed; // 最大滚动速度
|
||||
public float xSpawnRange; // X轴生成范围
|
||||
|
||||
// 自定义生成逻辑:按距离生成或按时间生成
|
||||
// public void SpawnObjects(ParallaxManager manager)
|
||||
// {
|
||||
// foreach (var prefab in objects)
|
||||
// {
|
||||
// if (useIntervalGeneration)
|
||||
// {
|
||||
// manager.StartCoroutine(manager.ManageObjectGeneration(this));
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// // 按照距离生成
|
||||
// manager.StartCoroutine(manager.ManageObjectGenerationByDistance(this));
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e77f0924838c6344d9796d0cff023f2d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -44,6 +44,9 @@ TagManager:
|
||||
-
|
||||
-
|
||||
m_SortingLayers:
|
||||
- name: Subway
|
||||
uniqueID: 1560193523
|
||||
locked: 0
|
||||
- name: Default
|
||||
uniqueID: 0
|
||||
locked: 0
|
||||
|
||||
Reference in New Issue
Block a user