右上角游戏

This commit is contained in:
2025-08-11 19:34:53 +08:00
parent f1aeeb6bf3
commit d2210e5387
33 changed files with 7220 additions and 4332 deletions
+2
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@@ -97,3 +97,5 @@ fmod_editor.log
# 排除Sim的自动保存
.history/*
**/.history/*
.fake
+1
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@@ -1,6 +1,7 @@
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+630
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using UnityEngine;
namespace AibisDream.FixSystem
{
public class CheckGameHandler : MonoBehaviour
{
[SerializeField] private Transform questionPart;
[SerializeField] private SpriteRenderer resultPart;
private CheckRule _curRule;
private PipelineProduct _curProduct;
public void LoadRules(CheckRule checkRule)
{
_curRule = checkRule;
// 展示规则
}
public void Handle(PipelineProduct product)
{
// 展示该物体
resultPart.sprite = product.CheckData.sprite;
_curProduct = product;
}
public void OnCheck(bool isPass)
{
var matchRes = _curRule.Match(_curProduct.CheckData);
Debug.Log(matchRes == isPass ? "判断正确" : "判断错误");
_curProduct.CheckPass();
}
}
[CreateAssetMenu(fileName = "CheckData", menuName = "Level Data/CheckData")]
public class CheckData : ScriptableObject
{
// 目前想到的就是色彩,边数,圆角和直角
public Color color;
public int borderCount;
public bool isRound;
public Sprite sprite;
}
[CreateAssetMenu(fileName = "CheckRule", menuName = "Level Data/CheckRule")]
public class CheckRule : ScriptableObject
{
public bool isColorLimited;
public Color color;
public CompareSign borderCountSign;
public int borderCount;
public CompareSign roundSign;
public bool isRound;
public bool Match(CheckData data)
{
// 色彩
if (isColorLimited == true)
{
if (color != data.color)
{
return false;
}
}
// 圆角和直角
if (roundSign == CompareSign.Equal)
{
if (isRound != data.isRound)
{
return false;
}
}
else if (roundSign == CompareSign.NotEqual)
{
if (isRound == data.isRound)
{
return false;
}
}
// 边数
return borderCountSign switch
{
CompareSign.Ignore => true,
CompareSign.Equal => borderCount == data.borderCount,
CompareSign.NotEqual => borderCount != data.borderCount,
CompareSign.GreaterThan => data.borderCount > borderCount,
CompareSign.LessThan => data.borderCount < borderCount,
CompareSign.GreaterThanOrEqual => data.borderCount >= borderCount,
CompareSign.LessThanOrEqual => data.borderCount <= borderCount,
_ => true,
};
}
}
public enum CompareSign
{
Ignore,
Equal,
NotEqual,
GreaterThan,
LessThan,
GreaterThanOrEqual,
LessThanOrEqual
}
}
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using System;
using AibisDream.Framework;
using UnityEngine;
using UnityEngine.EventSystems;
namespace AibisDream.FixSystem
{
public class PipelineProduct : MonoBehaviour, IInteraction
{
private static readonly int AddColorFade = Shader.PropertyToID("_AddColorFade");
private EventTriggerEx _trigger;
private SpriteRenderer _renderer;
private Material _material;
private PipelineSystem _pipelineSystem;
private float _speed = 0.1f;
private Transform[] _wayPoints;
private int _curIndex;
public CheckData CheckData { get; private set; }
private void Awake()
{
_trigger = GetComponent<EventTriggerEx>();
_renderer = GetComponent<SpriteRenderer>();
_material = _renderer.material;
_trigger.Register(EventTriggerType.PointerEnter, OnPointerEnter);
_trigger.Register(EventTriggerType.PointerExit, OnPointerExit);
_trigger.Register(EventTriggerType.PointerDown, OnPointerDown);
}
public void Init(Transform[] wayPoints, CheckData checkData, PipelineSystem pipelineSystem)
{
_pipelineSystem = pipelineSystem;
transform.position = wayPoints[0].position;
_wayPoints = wayPoints;
CheckData = checkData;
}
private void Update()
{
Move();
}
private void Move()
{
// 判断是否到达当前目标点
if (Vector3.Distance(transform.localPosition, _wayPoints[_curIndex].localPosition) < 0.05f)
{
_curIndex++;
if (_curIndex >= _wayPoints.Length)
{
// 自我销毁并计数
_pipelineSystem.OnProductEnd(this, false);
Destroy(gameObject);
return;
}
}
// 移动到当前目标点
transform.localPosition = Vector3.MoveTowards(transform.localPosition, _wayPoints[_curIndex].localPosition, Time.deltaTime * _speed);
}
public void CheckPass()
{
_pipelineSystem.OnProductEnd(this, true);
Destroy(gameObject);
}
private void OnPointerEnter(BaseEventData eventData)
{
// TODO 增加悬浮效果
transform.localScale = Vector3.one * 1.1f;
}
private void OnPointerExit(BaseEventData eventData)
{
// TODO 消除悬浮效果
transform.localScale = Vector3.one;
}
private void OnPointerDown(BaseEventData eventData)
{
// TODO 增加点击效果
_pipelineSystem.Selected(this);
_material.SetFloat(AddColorFade, 1);
}
public void Deselect()
{
_material.SetFloat(AddColorFade, 0);
}
#region
public bool IsActive => true;
public bool IsAvailable => gameObject.activeInHierarchy;
public GameObject GetGameObject()
{
return gameObject;
}
#endregion
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a9dc4a66f69b47dd8e387453e705fcf7
timeCreated: 1754640376
@@ -0,0 +1,74 @@
using System;
using UnityEngine;
namespace AibisDream.FixSystem
{
public class PipelineSystem : MonoBehaviour
{
#region
[SerializeField] private Transform pipeline;
[SerializeField] private Transform checkScreen;
[SerializeField] private Transform[] wayPoints;
[SerializeField] private PipelineProduct productPrefab;
public event Action<PipelineProduct> OnSelected;
#endregion
#region
private PipelineProduct _selectedProduct;
#endregion
private void Awake()
{
productPrefab.Init(wayPoints, new CheckData(), this);
}
public void Selected(PipelineProduct product)
{
if (_selectedProduct != null && _selectedProduct != product)
{
_selectedProduct.Deselect();
}
if (_selectedProduct != product)
{
_selectedProduct = product;
OnSelected?.Invoke(product);
}
}
public void OnProductEnd(PipelineProduct product, bool isSuccess)
{
// TODO
if (isSuccess)
{
// TODO 成功
}
else
{
// TODO 失败
}
}
private void OnDrawGizmos()
{
DrawPipeline();
}
private void DrawPipeline()
{
if (wayPoints == null || wayPoints.Length < 2)
return;
for (int i = 0; i < wayPoints.Length - 1; i++)
{
Gizmos.color = Color.red;
Gizmos.DrawLine(wayPoints[i].position, wayPoints[i + 1].position);
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7a769af114bf48fda65f1b7ea3d4b6ab
timeCreated: 1754635572
@@ -0,0 +1,28 @@
using System;
using UnityEngine;
using UnityEngine.EventSystems;
namespace AibisDream.FixSystem
{
[RequireComponent(typeof(Collider2D))]
public class SpriteButton : MonoBehaviour, IPointerDownHandler, IPointerEnterHandler, IPointerExitHandler
{
public event Action OnClicked;
public void OnPointerDown(PointerEventData eventData)
{
throw new System.NotImplementedException();
}
public void OnPointerEnter(PointerEventData eventData)
{
throw new System.NotImplementedException();
}
public void OnPointerExit(PointerEventData eventData)
{
throw new System.NotImplementedException();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0caec2f6e4b64e3abf6adeabedf41da1
timeCreated: 1754910166
@@ -1,4 +1,6 @@
using System;
using AibisDream.Kit;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
@@ -17,19 +19,17 @@ namespace AibisDream.FixSystem
[SerializeField] private Image target;
[SerializeField] private Image slot;
[SerializeField] private SliderEx slider;
[SerializeField] private TMP_Text infoText;
#endregion
private float _normalizePosX;
public event Action<bool> OnVerificationEnd;
private void Start()
{
StartVerification();
}
public void StartVerification()
{
infoText.text = "请将图片拖动至对应位置";
gameObject.SetActive(true);
_normalizePosX = Random.Range(0.4f, 0.9f);
// 随机生成数据,包括Slot位置,有资源之后增加背景图
var slotWidth = target.rectTransform.rect.width;
@@ -56,11 +56,13 @@ namespace AibisDream.FixSystem
// 如果失败就再来一次
if (!isSuccess)
{
StartVerification();
infoText.text = "失败";
ActionKit.Delay(1f, StartVerification).Start(this);
}
else
{
gameObject.SetActive(false);
infoText.text = "成功";
ActionKit.Delay(0.5f, () => gameObject.SetActive(false)).Start(this);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7d7c5e6cdc444e9ca684a7c85459c082
timeCreated: 1754908027
@@ -1,69 +0,0 @@
using System;
using UnityEngine;
namespace AibisDream
{
public class SpriteButton
{
private GameObject _self;
private bool _isHold;
public bool isButtonActive;
public event Action OnButtonDown;
public event Action OnButtonUp;
public event Action OnButtonHold;
public SpriteButton(GameObject gameObject, bool initActive = true)
{
_self = gameObject;
isButtonActive = initActive;
}
/// <summary>
/// 检查按钮
/// </summary>
public void CheckButtonClick()
{
if (!isButtonActive)
{
_isHold = false;
return;
}
// 发射射线
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction);
// 检查射线是否与当前按钮接触
if (Input.GetMouseButton(0) && hit.collider && hit.collider.gameObject == _self)
{
// 按下
if (!_isHold)
{
OnButtonDown?.Invoke();
}
OnButtonHold?.Invoke();
_isHold = true;
}
else
{
if (_isHold)
{
OnButtonUp?.Invoke();
}
_isHold = false;
}
}
public void SetActive(bool isActive)
{
isButtonActive = isActive;
}
public Transform GetTransform()
{
return _self.transform;
}
}
}