384 lines
14 KiB
C#
384 lines
14 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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[System.Serializable]
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public class ParallaxLayerConfig
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{
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public GameObject layer; // 背景层的游戏对象
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[SerializeField, Range(0.01f, 1f)] public float scrollSpeed; // 每层的滚动速度
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public float scrollOffset; // 每层的滚动偏移量
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}
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public class ParallaxManager : MonoBehaviour
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{
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public float speedMultiplier = 1; // 加速系数
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public ParallaxLayerConfig[] layerConfigs; // 背景层配置数组
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public ParallaxObjectCategoryConfig[] categoryConfigs; // 多种物体配置类别
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public GameObject tunnelSprite; // 隧道的 Sprite 对象
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public SpriteRenderer sisterSpriteRender; // 隧道的 Sprite 对象
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public Vector3 tunnelEnterPosition; // 隧道进入位置
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public Vector3 tunnelExitPosition; // 隧道退出位置
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public Vector3 tunnelKeepPosition; // 隧道退出位置
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public float tunnelDuration = 2f; // 隧道移动的时间
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private bool isInTunnel = false; // 是否在隧道状态
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private Dictionary<string, List<GameObject>> objectPools = new Dictionary<string, List<GameObject>>(); // 物体池
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private float previousSpeedMultiplier; // 用于记录上一次的值
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public void EnterTunnel()
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{
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if (tunnelSprite != null && !isInTunnel)
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{
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tunnelSprite.transform.position = tunnelEnterPosition;
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isInTunnel = true;
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// 使用 DOTween 播放隧道进入动画
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sisterSpriteRender.DOFade(0.4f, tunnelDuration);
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tunnelSprite.transform.DOMove(tunnelKeepPosition, tunnelDuration)
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.SetEase(Ease.Linear)
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.OnStart(() => Debug.Log("开始进入隧道"))
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.OnKill(() =>
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{
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Debug.Log("已完成进入隧道");
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ToggleCategoryVisibility("隧洞灯", true);
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});
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}
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}
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public void ExitTunnel()
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{
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if (tunnelSprite != null && isInTunnel)
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{
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isInTunnel = false;
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ToggleCategoryVisibility("隧洞灯", false);
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sisterSpriteRender.DOFade(0, tunnelDuration);
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// 使用 DOTween 播放隧道退出动画
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tunnelSprite.transform.DOMove(tunnelExitPosition, tunnelDuration)
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.SetEase(Ease.Linear)
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.OnStart(() => Debug.Log("开始退出隧道"))
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.OnKill(() =>
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{
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Debug.Log("已完成退出隧道");
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ToggleCategoryVisibility("隧洞灯", false);
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tunnelSprite.transform.position = tunnelEnterPosition;
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});
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}
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}
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void Update()
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{
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// 检测 speedMultiplier 是否被修改
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if (!Mathf.Approximately(speedMultiplier, previousSpeedMultiplier))
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{
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DOTween.timeScale = speedMultiplier; // 更新 DOTween 的全局时间缩放
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previousSpeedMultiplier = speedMultiplier; // 记录当前值
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Debug.Log($"运行时修改 DOTween.timeScale 为 {speedMultiplier}");
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}
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if (Input.GetKeyDown(KeyCode.E))
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{
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if (isInTunnel)
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{
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ExitTunnel();
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}
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else
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{
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EnterTunnel();
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}
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}
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}
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private void OnValidate()
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{
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// 当新速度值变化时,实时更新背景层和物体的速度
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foreach (var config in layerConfigs)
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{
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StartLayerScroll(config); // 重新启动背景层滚动
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}
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foreach (var category in categoryConfigs)
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{
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// 使用 TryGetValue 来安全地访问 objectPools 字典
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if (objectPools.TryGetValue(category.categoryName, out var pool))
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{
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ToggleCategoryVisibility(category.categoryName, category.isEnabled);
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// foreach (var obj in pool)
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// {
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// if (obj.activeInHierarchy)
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// {
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// StartObjectMoveAnimation(obj, category); // 重新启动物体移动动画
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// }
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// }
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}
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}
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}
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void Start()
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{
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// 初始化记录的值
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Color color = sisterSpriteRender.color;
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color.a = 0;
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sisterSpriteRender.color = color;
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previousSpeedMultiplier = speedMultiplier;
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DOTween.timeScale = speedMultiplier; // 确保启动时同步
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Debug.Log($"初始化 DOTween.timeScale 为 {speedMultiplier}");
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// 初始化背景层滚动
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foreach (var config in layerConfigs)
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{
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StartLayerScroll(config);
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}
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// 初始化物体池并启动物体生成逻辑
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foreach (var category in categoryConfigs)
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{
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InitializeObjectPool(category);
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if (category.useIntervalGeneration)
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{
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StartCoroutine(ManageObjectGeneration(category));
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}
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else
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{
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// 按照距离生成
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StartCoroutine(ManageObjectGenerationByDistance(category));
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}
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}
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}
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// 初始化物体池
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private void InitializeObjectPool(ParallaxObjectCategoryConfig categoryConfig)
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{
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List<GameObject> pool = new List<GameObject>();
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for (int i = 0; i < categoryConfig.objects.Length; i++)
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{
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GameObject prefab = categoryConfig.objects[i];
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GameObject obj = Instantiate(prefab, prefab.transform.position, Quaternion.identity, transform);
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pool.Add(obj);
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obj.SetActive(false); // 初始时禁用物体
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}
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objectPools[categoryConfig.categoryName] = pool;
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Debug.Log($"为分类 {categoryConfig.categoryName} 初始化池子,池中物体数:{pool.Count}");
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}
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// 开始背景层滚动
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private void StartLayerScroll(ParallaxLayerConfig config)
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{
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Vector3 startPosition = config.layer.transform.position;
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float endPositionX = -config.scrollOffset;
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// 计算需要的时间,基于速度和距离
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float distance = Mathf.Abs(endPositionX - startPosition.x);
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float duration = distance / config.scrollSpeed; // 使用速度来计算时间
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// 背景层滚动时不受 speedMultiplier 影响
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config.layer.transform.DOLocalMoveX(endPositionX, duration)
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.SetEase(Ease.Linear)
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.OnKill(() => ResetLayerPosition(config));
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}
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// 重置背景层位置
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private void ResetLayerPosition(ParallaxLayerConfig config)
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{
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Vector3 currentPosition = config.layer.transform.position;
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config.layer.transform.position = new Vector3(config.scrollOffset * 2, currentPosition.y, currentPosition.z);
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StartLayerScroll(config);
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}
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// 管理物体生成:按时间间隔生成
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public IEnumerator ManageObjectGeneration(ParallaxObjectCategoryConfig categoryConfig)
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{
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if (!objectPools.ContainsKey(categoryConfig.categoryName))
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{
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Debug.LogError($"没有为分类 {categoryConfig.categoryName} 初始化对象池!");
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yield break;
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}
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var pool = objectPools[categoryConfig.categoryName];
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int batchSize = categoryConfig.batchSize; // 每次生成的物体数量
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float batchInterval = categoryConfig.batchInterval; // 每个物体之间的生成间隔
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float delayAfterBatch = categoryConfig.delayAfterBatch; // 每组生成后的等待时间
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// 启动首个物体
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GameObject firstObject = pool[0];
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if (!firstObject.activeInHierarchy)
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{
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firstObject.transform.position = firstObject.transform.position; // 保持编辑器中的初始位置
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firstObject.SetActive(true); // 启用物体
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StartObjectMoveAnimation(firstObject, categoryConfig);
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Debug.Log($"初始化并激活首个物体: {firstObject.name}, 位置: {firstObject.transform.position}");
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ToggleCategoryVisibility(categoryConfig.categoryName, categoryConfig.isEnabled);
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}
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while (true)
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{
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// 连续生成多个物体
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for (int i = 0; i < batchSize; i++)
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{
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GameObject obj = GetInactiveObjectFromPool(categoryConfig.categoryName);
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if (obj != null)
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{
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SpawnObject(obj, categoryConfig);
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Debug.Log($"生成物体: {obj.name}, 当前池大小: {pool.Count}");
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}
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else
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{
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Debug.LogWarning($"对象池 {categoryConfig.categoryName} 中没有可用物体!可能需要增加池中物体数量。");
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}
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// 每个物体之间的间隔
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yield return
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new WaitForSeconds(Random.Range(batchInterval - 1f, batchInterval + 1f) /
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speedMultiplier); // 使用 speedMultiplier 来控制生成速率
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}
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// 等待一段时间后再开始下一组生成
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yield return new WaitForSeconds(
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Random.Range(delayAfterBatch - 1f, delayAfterBatch + 1.5f) /
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speedMultiplier); // 使用 speedMultiplier 来控制生成间隔
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}
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}
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// 管理物体生成(基于距离)
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public IEnumerator ManageObjectGenerationByDistance(ParallaxObjectCategoryConfig categoryConfig)
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{
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var pool = objectPools[categoryConfig.categoryName];
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GameObject firstObject = pool[0];
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if (!firstObject.activeInHierarchy)
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{
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firstObject.transform.position = categoryConfig.objects[0].transform.position;
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firstObject.SetActive(true); // 启用物体
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StartObjectMoveAnimation(firstObject, categoryConfig);
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ToggleCategoryVisibility(categoryConfig.categoryName, categoryConfig.isEnabled);
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Debug.Log($"生成了第一个物体: {firstObject.name}, 位置: {firstObject.transform.position}");
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}
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GameObject lastObject = firstObject;
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while (true)
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{
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// 检查是否需要生成新物体
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if (lastObject == null || lastObject.transform.position.x < -categoryConfig.generationThreshold)
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{
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GameObject obj = GetInactiveObjectFromPool(categoryConfig.categoryName);
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if (obj != null)
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{
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SpawnObject(obj, categoryConfig);
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lastObject = obj;
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}
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}
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yield return null;
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}
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}
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// 获取池中未激活的物体
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private GameObject GetInactiveObjectFromPool(string categoryName)
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{
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if (objectPools.TryGetValue(categoryName, out var pool))
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{
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// 筛选出所有未激活的对象
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var inactiveObjects = pool.FindAll(o => !o.activeInHierarchy);
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if (inactiveObjects.Count > 0)
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{
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// 从未激活的对象中随机选择一个
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return inactiveObjects[Random.Range(0, inactiveObjects.Count)];
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}
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}
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return null; // 如果没有未激活的对象
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}
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// 生成物体逻辑
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private void SpawnObject(GameObject obj, ParallaxObjectCategoryConfig categoryConfig)
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{
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float xStart = categoryConfig.xSpawnRange;
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obj.transform.localPosition = new Vector3(xStart, obj.transform.localPosition.y, obj.transform.localPosition.z);
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obj.SetActive(true);
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ToggleCategoryVisibility(categoryConfig.categoryName, categoryConfig.isEnabled);
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StartObjectMoveAnimation(obj, categoryConfig);
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Debug.Log($"生成物体 {obj.name} 并开始移动, 初始位置: {obj.transform.position}");
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}
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// 启动物体移动动画
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private void StartObjectMoveAnimation(GameObject obj, ParallaxObjectCategoryConfig categoryConfig)
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{
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// 计算目标位置
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Vector3 targetPosition =
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new Vector3(-categoryConfig.xSpawnRange, obj.transform.position.y, obj.transform.position.z);
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// 计算当前位置与目标位置的水平距离
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float distance = Mathf.Abs(obj.transform.position.x - targetPosition.x);
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// 计算动画的持续时间:距离 / 速度
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float duration = distance / categoryConfig.speed;
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// 执行动画
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obj.transform.DOMoveX(targetPosition.x, duration).SetEase(Ease.Linear)
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.OnKill(() => HandleObjectCompletion(obj, categoryConfig));
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}
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// 物体移动完成后处理
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private void HandleObjectCompletion(GameObject obj, ParallaxObjectCategoryConfig categoryConfig)
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{
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obj.SetActive(false); // 隐藏物体
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Debug.Log($"物体 {obj.name} 移动完成,回收到池中");
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}
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// 控制分类的显示与隐藏
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public void ToggleCategoryVisibility(string categoryName, bool isEnabled)
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{
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var category = System.Array.Find(categoryConfigs, config => config.categoryName == categoryName);
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if (category != null)
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{
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category.isEnabled = isEnabled;
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// 遍历该分类的所有物体,并根据 isEnabled 控制它们的显示状态
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foreach (var obj in objectPools[categoryName])
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{
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// 检查父物体是否有 SpriteRenderer
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var renderer = obj.GetComponent<SpriteRenderer>();
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// 如果父物体没有 SpriteRenderer,检查所有子物体
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if (renderer == null)
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{
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var childRenderers = obj.GetComponentsInChildren<SpriteRenderer>();
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if (childRenderers.Length > 0)
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{
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// 如果找到子物体的 SpriteRenderer,修改它们的显示状态
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foreach (var childRenderer in childRenderers)
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{
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childRenderer.enabled = isEnabled;
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}
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}
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else
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{
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// 如果父物体和子物体都没有 SpriteRenderer,输出警告
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Debug.LogWarning($"物体 {obj.name} 及其子物体均未找到 SpriteRenderer");
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}
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}
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else
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{
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// 如果父物体有 SpriteRenderer,直接修改父物体的显示状态
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renderer.enabled = isEnabled;
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}
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}
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Debug.Log($"分类 {categoryName} 已{(isEnabled ? "启用" : "禁用")}");
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}
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else
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{
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Debug.LogWarning($"未找到名为 {categoryName} 的分类");
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}
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}
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} |