右上角游戏
This commit is contained in:
@@ -97,3 +97,5 @@ fmod_editor.log
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# 排除Sim的自动保存
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.history/*
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**/.history/*
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.fake
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Vendored
+1
@@ -1,6 +1,7 @@
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"version": "0.2.0",
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{
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"name": "Attach to Unity",
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@@ -0,0 +1,630 @@
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+1794
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+1045
-955
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Load Diff
+1860
-1652
File diff suppressed because it is too large
Load Diff
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|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
public class CheckGameHandler : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Transform questionPart;
|
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[SerializeField] private SpriteRenderer resultPart;
|
||||
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private CheckRule _curRule;
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private PipelineProduct _curProduct;
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public void LoadRules(CheckRule checkRule)
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{
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_curRule = checkRule;
|
||||
// 展示规则
|
||||
}
|
||||
|
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public void Handle(PipelineProduct product)
|
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{
|
||||
// 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;
|
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}
|
||||
|
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[CreateAssetMenu(fileName = "CheckRule", menuName = "Level Data/CheckRule")]
|
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public class CheckRule : ScriptableObject
|
||||
{
|
||||
public bool isColorLimited;
|
||||
public Color color;
|
||||
|
||||
public CompareSign borderCountSign;
|
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public int borderCount;
|
||||
|
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public CompareSign roundSign;
|
||||
public bool isRound;
|
||||
|
||||
public bool Match(CheckData data)
|
||||
{
|
||||
// 色彩
|
||||
if (isColorLimited == true)
|
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{
|
||||
if (color != data.color)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
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|
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// 圆角和直角
|
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if (roundSign == CompareSign.Equal)
|
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{
|
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if (isRound != data.isRound)
|
||||
{
|
||||
return false;
|
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}
|
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}
|
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else if (roundSign == CompareSign.NotEqual)
|
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{
|
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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
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4c75c40ce1dc3f94f9a6e8785b4a56df
|
||||
guid: fcd3dc7251597204ab3c8d2a35c43ffb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -0,0 +1,108 @@
|
||||
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 交互接口
|
||||
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 组件
|
||||
|
||||
[SerializeField] private Transform pipeline;
|
||||
[SerializeField] private Transform checkScreen;
|
||||
[SerializeField] private Transform[] wayPoints;
|
||||
[SerializeField] private PipelineProduct productPrefab;
|
||||
|
||||
public event Action<PipelineProduct> OnSelected;
|
||||
|
||||
#endregion
|
||||
|
||||
#region 运行时数据
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user