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{x: 1920, y: 1080} m_ScreenMatchMode: 0 m_MatchWidthOrHeight: 0 m_PhysicalUnit: 3 diff --git a/Assets/Scripts/AnimationManage/BackgroundMoveableCharacter.cs b/Assets/Scripts/AnimationManage/BackgroundMoveableCharacter.cs index 0ca8704b3..9d76fd005 100644 --- a/Assets/Scripts/AnimationManage/BackgroundMoveableCharacter.cs +++ b/Assets/Scripts/AnimationManage/BackgroundMoveableCharacter.cs @@ -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; } } diff --git a/Assets/Scripts/AnimationManage/MoveableVehicle.cs b/Assets/Scripts/AnimationManage/MoveableVehicle.cs index c5deae862..6393bf91d 100644 --- a/Assets/Scripts/AnimationManage/MoveableVehicle.cs +++ b/Assets/Scripts/AnimationManage/MoveableVehicle.cs @@ -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("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(); + 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; + } } diff --git a/Assets/Scripts/AnimationManage/Spawner.cs b/Assets/Scripts/AnimationManage/Spawner.cs index 805924183..a0d151a94 100644 --- a/Assets/Scripts/AnimationManage/Spawner.cs +++ b/Assets/Scripts/AnimationManage/Spawner.cs @@ -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)); diff --git a/Assets/Scripts/AnimationManage/VehicleSpawner.cs b/Assets/Scripts/AnimationManage/VehicleSpawner.cs new file mode 100644 index 000000000..fa50fe198 --- /dev/null +++ b/Assets/Scripts/AnimationManage/VehicleSpawner.cs @@ -0,0 +1,99 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class VehicleSpawner : MonoBehaviour +{ + public List 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 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().Initialize(destroyAfterSeconds); + } + + private List PickUpVehiclesToSpawn(int num) + { + List availableVehicles = GetAvailableVehicles(); // 获取当前可用的车辆 + List selectedVehicles = new List(); + + 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 GetAvailableVehicles() + { + List available = new List(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); + } +} \ No newline at end of file diff --git a/Assets/Scripts/AnimationManage/VehicleSpawner.cs.meta b/Assets/Scripts/AnimationManage/VehicleSpawner.cs.meta new file mode 100644 index 000000000..523aa075a --- /dev/null +++ b/Assets/Scripts/AnimationManage/VehicleSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 003157d5fef9b80429f7401aa8a64b6b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 9a0f64915..9aebe0930 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -11,6 +11,7 @@ TagManager: - Dragable - DialogueObject - MoveableCharacter + - Vehicle layers: - Default - TransparentFX