旧资源清理

This commit is contained in:
2025-06-11 16:07:49 +08:00
parent 8ebcfb5188
commit fb0a3565cc
108 changed files with 2214 additions and 5102 deletions
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@@ -155,6 +155,10 @@ MonoBehaviour:
m_Key: pp
m_Metadata:
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m_Key: gotash?
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m_Localized: Peipei
m_Metadata:
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m_Localized: ???
m_Metadata:
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@@ -146,6 +146,10 @@ MonoBehaviour:
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m_Metadata:
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File diff suppressed because it is too large Load Diff
@@ -151,7 +151,7 @@ MonoBehaviour:
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m_Localized: "gotash?: \u533B\u751F\u2026"
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@@ -183,7 +183,7 @@ MonoBehaviour:
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m_Localized: "gotash?: <shake>\u554A\u2026<waitfor=0.2>\u554A\uFF01</shake>"
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<<hide_dialog>>
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Task: 切除逻辑模块 #line:0b94b47
me: 不要乱动。 #line:04b0c1b
<<hide_dialog>>
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gotash?: 呃…啊… #line:0e795e0
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<<complete_task "line:0b94b47" >>
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// 【背景中更多蓝色液体流出】 #line:095103b
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Task: 切除记忆模块 #line:014f73d
me: 坚持住。 #line:0352590
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===
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gotash?: 呃呃呃呃呃呃呃呃#auto_next #line:0cf6d36
<<switch_fix_system_to "BodyModule" "Head">>
me:应该结束了。现在应该… #line:0c23843
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// <<open_screen Emo>>
<<task_moveOut TaskManager>>
@@ -299,7 +299,6 @@ Error: 当前溃解扩散状态:扩散中… #line:02662fa
me: 已经在发生溃解了,<waitfor=0.2>必须尽快<waitfor=0.1>切除。 #line:01f32fe
<<set $gameStage = 3>>
->结束 #line:0c8cdb8
// <<close_screen>>
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<<jump 主维修界面_头部>>
===
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using System.Collections;
using System.Collections.Generic;
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()
{
AdjustFacingDirection();
}
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;
}
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using UnityEngine;
public class BoundaryDestroy : MonoBehaviour
{
private float targetBoundary; // 目标边界
private bool movingRight; // 角色是否向右移动
public void SetBoundary(float boundary, bool isMovingRight)
{
targetBoundary = boundary;
movingRight = isMovingRight;
}
void Update()
{
// 向右移动时,超出右边界销毁
if (movingRight && transform.position.x > targetBoundary)
{
Destroy(gameObject);
}
// 向左移动时,超出左边界销毁
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}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterSpawner : MonoBehaviour
{
public List<GameObject> characterPrefabs; // 所有可用的角色预制体
public Transform[] spawnPoints; // 生成点
public Vector2 IntervalBetweenWave = new Vector2(6f, 10f); // 生成间隔
public int minSpawnCount = 1; // 最少生成角色数
public int maxSpawnCount = 3; // 最多生成角色数
public Vector2 IntervalBetweenCharacter = new Vector2(1f, 3f); // 角色生成间隔
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> selectedCharacters = PickUpCharacterToSpawn(spawnCount); // 选定本轮要生成的角色
foreach (GameObject characterPrefab in selectedCharacters)
{
SpawnCharacter(characterPrefab);
yield return new WaitForSeconds(Random.Range(IntervalBetweenCharacter.x, IntervalBetweenCharacter.y)); // 角色生成间隔
}
yield return new WaitForSeconds(Random.Range(IntervalBetweenWave.x, IntervalBetweenWave.y)); // 等待下一轮生成
}
}
private void SpawnCharacter(GameObject characterPrefab)
{
Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)]; // 随机选择生成点
GameObject obj = Instantiate(characterPrefab, spawnPoint.position, Quaternion.identity,this.transform);
BackgroundMoveableCharacter character = obj.GetComponent<BackgroundMoveableCharacter>();
// 计算方向:左边出生向右走,右边出生向左走
bool isFacingRight = character.defaultFacingRight;
bool movingRight = spawnPoint.position.x < 0; // 左边生成则向右,右边生成则向左
character.direction = movingRight ? Vector2.right : Vector2.left;
// 设定目标边界(取决于方向)
float leftBoundary = isFacingRight ? -15f : -4f;
float rightBoundary = isFacingRight ? 15f : 6f;
float targetBoundary = movingRight ? rightBoundary : leftBoundary;
// 绑定边界检测脚本
BoundaryDestroy boundaryDestroy = obj.AddComponent<BoundaryDestroy>();
boundaryDestroy.SetBoundary(targetBoundary, movingRight);
}
private List<GameObject> PickUpCharacterToSpawn(int num)
{
List<GameObject> availableCharacters = GetAvailableCharacters(); // 获取当前可用的角色
List<GameObject> selectedCharacters = new List<GameObject>();
if (availableCharacters.Count == 0) return selectedCharacters; // 如果没有可用角色,直接返回空列表
int spawnCount = Mathf.Min(num, availableCharacters.Count); // 确保不会超过可用角色数
for (int i = 0; i < spawnCount; i++)
{
int randomIndex = Random.Range(0, availableCharacters.Count);
selectedCharacters.Add(availableCharacters[randomIndex]);
// ✅ 立即从列表中移除,确保不会重复选择
availableCharacters.RemoveAt(randomIndex);
}
return selectedCharacters;
}
private List<GameObject> GetAvailableCharacters()
{
List<GameObject> available = new List<GameObject>(characterPrefabs); // 复制所有角色
GameObject[] existingCharacters = GameObject.FindGameObjectsWithTag("MoveableCharacter"); // 获取当前场景中的角色
// 遍历场景中已经存在的角色
foreach (GameObject existing in existingCharacters)
{
BackgroundMoveableCharacter character = existing.GetComponent<BackgroundMoveableCharacter>();
if (character != null)
{
string existingName = existing.name.Replace("(Clone)", "").Trim();
available.RemoveAll(c => c.name == existingName);
}
}
return available;
}
}
@@ -1,11 +0,0 @@
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@@ -1,25 +0,0 @@
using UnityEngine;
public abstract class MovableObject : MonoBehaviour
{
public Vector2 direction;
public float speed;
protected virtual void Start()
{
Initialize();
}
protected virtual void Update()
{
Move();
}
protected void Move()
{
transform.Translate(direction * speed * Time.deltaTime);
}
// 让子类实现自己的初始化逻辑
protected abstract void Initialize();
}
@@ -1,11 +0,0 @@
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@@ -1,60 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveableVehicle : MovableObject
{
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)
{
Move();
}
}
private IEnumerator StopCoroutine()
{
isStopped = true;
yield return new WaitForSeconds(stopTime);
isStopped = false;
}
public void StopAndWait()
{
if (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 ApplyPositionOffset()
{
// 应用位置偏移量
transform.position += positionOffset;
}
}
@@ -1,11 +0,0 @@
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-44
View File
@@ -1,44 +0,0 @@
using System.Collections;
using UnityEngine;
public class Spawner : MonoBehaviour
{
public GameObject prefab; // 需要生成的物体(Vehicle 或 Character
public Transform[] spawnPoints; // 生成点
public float spawnInterval = 3f; // 生成间隔
public int spawnCount = 1;
public float destoryTime = 5f;
void Start()
{
StartCoroutine(SpawnCoroutine());
}
private IEnumerator SpawnCoroutine()
{
while (true)
{
for (int i = 0; i < spawnCount; i++)
{
SpawnObject();
yield return new WaitForSeconds(Random.Range(0.5f, 1f)); // 生成间隔
}
yield return new WaitForSeconds(spawnInterval);
}
}
private IEnumerator DestoryObject(GameObject gameObject)
{
yield return new WaitForSeconds(destoryTime);
Destroy(gameObject);
}
private void SpawnObject()
{
Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)];
GameObject obj = Instantiate(prefab, spawnPoint.position, Quaternion.identity, this.transform);
StartCoroutine(DestoryObject(obj));
}
}
@@ -1,11 +0,0 @@
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@@ -1,99 +0,0 @@
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);
}
}
@@ -1,11 +0,0 @@
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@@ -1,86 +0,0 @@
// 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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