地铁功能初步

This commit is contained in:
2024-11-28 14:20:06 +08:00
parent 41943add67
commit 5ea68a092d
19 changed files with 2121 additions and 900 deletions
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title: Start
tags:
---
<<indoor>>
<<fade_in 1>>
<<load_scene SubWay>>
<<fade_out 1>>
me:风景真美啊
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// using System.Collections;
// using System.Collections.Generic;
// using UnityEngine;
// public class DynamicParallaxManager : MonoBehaviour
// {
// public ParallaxObjectConfig[] objectConfigs; // 配置数组
// private Dictionary<ParallaxObjectConfig, List<GameObject>> objectPools = new Dictionary<ParallaxObjectConfig, List<GameObject>>();
// 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<GameObject>();
// // 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;
// }
// }
// }
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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:
+3
View File
@@ -44,6 +44,9 @@ TagManager:
-
-
m_SortingLayers:
- name: Subway
uniqueID: 1560193523
locked: 0
- name: Default
uniqueID: 0
locked: 0