旧资源清理
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me: 坚持住。 #line:0352590
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<<complete_task TaskManager "切除记忆模块">>
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<<complete_task "line:014f73d">>
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gotash?: 呃呃呃呃呃呃呃呃#auto_next #line:0cf6d36
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<<switch_fix_system_to "BodyModule" "Head">>
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me:应该结束了。现在应该… #line:0c23843
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@@ -283,7 +283,7 @@ group:插线检查
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position: 907,-2702
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---
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// <<complete_task TaskManager "检查情绪模块">>
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<<wait 0.1>>
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<<task_moveOut TaskManager>>
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@@ -299,7 +299,6 @@ Error: 当前溃解扩散状态:扩散中… #line:02662fa
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me: 已经在发生溃解了,<waitfor=0.2>必须尽快<waitfor=0.1>切除。 #line:01f32fe
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<<set $gameStage = 3>>
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->结束 #line:0c8cdb8
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// <<close_screen>>
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<<clear_screen>>
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<<jump 主维修界面_头部>>
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m_Father: {fileID: 1929645612}
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@@ -1,22 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BackgroundMoveableCharacter : MovableObject
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{
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public bool defaultFacingRight = true; // 该角色默认朝向是否向右
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protected override void Initialize()
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{
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AdjustFacingDirection();
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}
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private void AdjustFacingDirection()
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{
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// 如果生成在左边,朝向右;如果生成在右边,朝向左
|
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bool movingRight = transform.position.x < 0;
|
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bool shouldFlip = (defaultFacingRight && !movingRight) || (!defaultFacingRight && movingRight);
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transform.localScale = new Vector3(shouldFlip ? -1 : 1, 1, 1);
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direction = movingRight ? Vector2.right : Vector2.left;
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}
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}
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userData:
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assetBundleVariant:
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@@ -1,27 +0,0 @@
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using UnityEngine;
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public class BoundaryDestroy : MonoBehaviour
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{
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private float targetBoundary; // 目标边界
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private bool movingRight; // 角色是否向右移动
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public void SetBoundary(float boundary, bool isMovingRight)
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{
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targetBoundary = boundary;
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movingRight = isMovingRight;
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}
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void Update()
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{
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// 向右移动时,超出右边界销毁
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if (movingRight && transform.position.x > targetBoundary)
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{
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Destroy(gameObject);
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}
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// 向左移动时,超出左边界销毁
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else if (!movingRight && transform.position.x < targetBoundary)
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{
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Destroy(gameObject);
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CharacterSpawner : MonoBehaviour
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{
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public List<GameObject> characterPrefabs; // 所有可用的角色预制体
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public Transform[] spawnPoints; // 生成点
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public Vector2 IntervalBetweenWave = new Vector2(6f, 10f); // 生成间隔
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public int minSpawnCount = 1; // 最少生成角色数
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public int maxSpawnCount = 3; // 最多生成角色数
|
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|
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public Vector2 IntervalBetweenCharacter = new Vector2(1f, 3f); // 角色生成间隔
|
||||
|
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void Start()
|
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{
|
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StartCoroutine(SpawnCoroutine()); // 进入循环
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}
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private IEnumerator SpawnCoroutine()
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{
|
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while (true)
|
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{
|
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int spawnCount = Random.Range(minSpawnCount, maxSpawnCount + 1); // 确保包含 maxSpawnCount
|
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List<GameObject> selectedCharacters = PickUpCharacterToSpawn(spawnCount); // 选定本轮要生成的角色
|
||||
|
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foreach (GameObject characterPrefab in selectedCharacters)
|
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{
|
||||
SpawnCharacter(characterPrefab);
|
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yield return new WaitForSeconds(Random.Range(IntervalBetweenCharacter.x, IntervalBetweenCharacter.y)); // 角色生成间隔
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}
|
||||
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yield return new WaitForSeconds(Random.Range(IntervalBetweenWave.x, IntervalBetweenWave.y)); // 等待下一轮生成
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}
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}
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private void SpawnCharacter(GameObject characterPrefab)
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{
|
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Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)]; // 随机选择生成点
|
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GameObject obj = Instantiate(characterPrefab, spawnPoint.position, Quaternion.identity,this.transform);
|
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BackgroundMoveableCharacter character = obj.GetComponent<BackgroundMoveableCharacter>();
|
||||
|
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// 计算方向:左边出生向右走,右边出生向左走
|
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bool isFacingRight = character.defaultFacingRight;
|
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bool movingRight = spawnPoint.position.x < 0; // 左边生成则向右,右边生成则向左
|
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character.direction = movingRight ? Vector2.right : Vector2.left;
|
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// 设定目标边界(取决于方向)
|
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float leftBoundary = isFacingRight ? -15f : -4f;
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float rightBoundary = isFacingRight ? 15f : 6f;
|
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float targetBoundary = movingRight ? rightBoundary : leftBoundary;
|
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|
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// 绑定边界检测脚本
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BoundaryDestroy boundaryDestroy = obj.AddComponent<BoundaryDestroy>();
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boundaryDestroy.SetBoundary(targetBoundary, movingRight);
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}
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private List<GameObject> PickUpCharacterToSpawn(int num)
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{
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List<GameObject> availableCharacters = GetAvailableCharacters(); // 获取当前可用的角色
|
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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
|
||||
|
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int spawnCount = Mathf.Min(num, availableCharacters.Count); // 确保不会超过可用角色数
|
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|
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for (int i = 0; i < spawnCount; i++)
|
||||
{
|
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int randomIndex = Random.Range(0, availableCharacters.Count);
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selectedCharacters.Add(availableCharacters[randomIndex]);
|
||||
|
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// ✅ 立即从列表中移除,确保不会重复选择
|
||||
availableCharacters.RemoveAt(randomIndex);
|
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}
|
||||
|
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return selectedCharacters;
|
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}
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|
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|
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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
|
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foreach (GameObject existing in existingCharacters)
|
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{
|
||||
BackgroundMoveableCharacter character = existing.GetComponent<BackgroundMoveableCharacter>();
|
||||
if (character != null)
|
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{
|
||||
string existingName = existing.name.Replace("(Clone)", "").Trim();
|
||||
available.RemoveAll(c => c.name == existingName);
|
||||
}
|
||||
}
|
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|
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return available;
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}
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}
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@@ -1,11 +0,0 @@
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@@ -1,25 +0,0 @@
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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();
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}
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@@ -1,60 +0,0 @@
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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;
|
||||
}
|
||||
}
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@@ -1,11 +0,0 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,44 +0,0 @@
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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 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5edd1c1000c276e4f926cd084fff3fc7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 003157d5fef9b80429f7401aa8a64b6b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user