美术合入以及bug修复

This commit is contained in:
2025-03-11 18:19:35 +08:00
parent ebbec8383a
commit 7e318b9467
30 changed files with 1916 additions and 35 deletions
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@@ -5,15 +5,18 @@ using UnityEngine;
public class BackgroundMoveableCharacter : MovableObject
{
public bool defaultFacingRight = true; // 该角色默认朝向是否向右
protected override void Initialize()
protected override void Initialize()
{
AdjustFacingDirection();
}
private void AdjustFacingDirection()
{
// 如果默认朝右,但方向是左,则翻转;如果默认朝左,但方向是右,也翻转
bool shouldFlip = (defaultFacingRight && direction.x < 0) || (!defaultFacingRight && direction.x > 0);
// 如果生成在左边,朝向右;如果生成在右边,朝向左
bool movingRight = transform.position.x < 0;
bool shouldFlip = (defaultFacingRight && !movingRight) || (!defaultFacingRight && movingRight);
transform.localScale = new Vector3(shouldFlip ? -1 : 1, 1, 1);
direction = movingRight ? Vector2.right : Vector2.left;
}
}
@@ -4,17 +4,22 @@ using UnityEngine;
public class MoveableVehicle : MovableObject
{
public bool shouldStop;
public bool shouldStop;
public float stopTime;
private bool isStopped = false;
public bool defaultFacingRight = true; // 车辆默认朝向是否向右
public Vector3 positionOffset = Vector3.zero; // 位置偏移量
protected override void Initialize()
{
shouldStop = Random.value > 0.5f; // 50% 概率停留
stopTime = Random.Range(1f, 3f);
AdjustFacingDirection();
SetWheelRotation();
ApplyPositionOffset();
}
protected override void Update()
{
if (!isStopped)
@@ -37,4 +42,45 @@ public bool shouldStop;
StartCoroutine(StopCoroutine());
}
}
private void AdjustFacingDirection()
{
// 如果生成在左边,朝向右;如果生成在右边,朝向左
bool movingRight = transform.position.x < 0;
bool shouldFlip = (defaultFacingRight && !movingRight) || (!defaultFacingRight && movingRight);
transform.localScale = new Vector3(shouldFlip ? -1 : 1, 1, 1);
direction = movingRight ? Vector2.right : Vector2.left;
}
private void SetWheelRotation()
{
// 从 Resources 加载材质
Material wheelMaterial = Resources.Load<Material>("Materials/BigCarRoation");
if (wheelMaterial == null)
{
Debug.LogError("Material 'BigCarRoation' not found in Resources/Material.");
return;
}
float rotationSpeed = direction.x > 0 ? 1f : -1f; // 右为正,左为负
foreach (Transform child in transform)
{
Renderer renderer = child.GetComponent<Renderer>();
if (renderer != null)
{
foreach (var material in renderer.materials)
{
// 应用加载的材质
material.CopyPropertiesFromMaterial(wheelMaterial);
material.SetFloat("_UVRotateSpeed", rotationSpeed);
}
}
}
}
private void ApplyPositionOffset()
{
// 应用位置偏移量
transform.position += positionOffset;
}
}
+1 -1
View File
@@ -37,7 +37,7 @@ public class Spawner : MonoBehaviour
private void SpawnObject()
{
Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)];
GameObject obj = Instantiate(prefab, spawnPoint.position, Quaternion.identity);
GameObject obj = Instantiate(prefab, spawnPoint.position, Quaternion.identity,this.transform);
StartCoroutine(DestoryObject(obj));
@@ -0,0 +1,99 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VehicleSpawner : MonoBehaviour
{
public List<GameObject> vehiclePrefabs; // 所有可用的车辆预制体
public Transform[] spawnPoints; // 生成点
public Vector2 IntervalBetweenWave = new Vector2(6f, 10f); // 生成间隔
public int minSpawnCount = 1; // 最少生成车辆数
public int maxSpawnCount = 3; // 最多生成车辆数
public Vector2 IntervalBetweenVehicle = new Vector2(1f, 3f); // 车辆生成间隔
public float destroyAfterSeconds = 10f; // 生成多少秒后销毁
void Start()
{
StartCoroutine(SpawnCoroutine()); // 进入循环
}
private IEnumerator SpawnCoroutine()
{
while (true)
{
int spawnCount = Random.Range(minSpawnCount, maxSpawnCount + 1); // 确保包含 maxSpawnCount
List<GameObject> selectedVehicles = PickUpVehiclesToSpawn(spawnCount); // 选定本轮要生成的车辆
foreach (GameObject vehiclePrefab in selectedVehicles)
{
SpawnVehicle(vehiclePrefab);
yield return new WaitForSeconds(Random.Range(IntervalBetweenVehicle.x, IntervalBetweenVehicle.y)); // 车辆生成间隔
}
yield return new WaitForSeconds(Random.Range(IntervalBetweenWave.x, IntervalBetweenWave.y)); // 等待下一轮生成
}
}
private void SpawnVehicle(GameObject vehiclePrefab)
{
Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)]; // 随机选择生成点
GameObject obj = Instantiate(vehiclePrefab, spawnPoint.position, Quaternion.identity, this.transform);
// 添加按时间销毁组件
obj.AddComponent<DestroyByTime>().Initialize(destroyAfterSeconds);
}
private List<GameObject> PickUpVehiclesToSpawn(int num)
{
List<GameObject> availableVehicles = GetAvailableVehicles(); // 获取当前可用的车辆
List<GameObject> selectedVehicles = new List<GameObject>();
if (availableVehicles.Count == 0) return selectedVehicles; // 如果没有可用车辆,直接返回空列表
int spawnCount = Mathf.Min(num, availableVehicles.Count); // 确保不会超过可用车辆数
for (int i = 0; i < spawnCount; i++)
{
int randomIndex = Random.Range(0, availableVehicles.Count);
selectedVehicles.Add(availableVehicles[randomIndex]);
// ✅ 立即从列表中移除,确保不会重复选择
availableVehicles.RemoveAt(randomIndex);
}
return selectedVehicles;
}
private List<GameObject> GetAvailableVehicles()
{
List<GameObject> available = new List<GameObject>(vehiclePrefabs); // 复制所有车辆
GameObject[] existingVehicles = GameObject.FindGameObjectsWithTag("Vehicle"); // 获取当前场景中的车辆
// 遍历场景中已经存在的车辆
foreach (GameObject existing in existingVehicles)
{
string existingName = existing.name.Replace("(Clone)", "").Trim();
available.RemoveAll(c => c.name == existingName);
}
return available;
}
}
public class DestroyByTime : MonoBehaviour
{
private float lifetime;
public void Initialize(float seconds)
{
lifetime = seconds;
StartCoroutine(DestroyAfterTime());
}
private IEnumerator DestroyAfterTime()
{
yield return new WaitForSeconds(lifetime);
Destroy(gameObject);
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 003157d5fef9b80429f7401aa8a64b6b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+1
View File
@@ -11,6 +11,7 @@ TagManager:
- Dragable
- DialogueObject
- MoveableCharacter
- Vehicle
layers:
- Default
- TransparentFX