diff --git a/SXElectricityInformationAcquisition/Assets/3rdParty/ModularFirstPersonController/FirstPersonController/FirstPersonController.cs b/SXElectricityInformationAcquisition/Assets/3rdParty/ModularFirstPersonController/FirstPersonController/FirstPersonController.cs index e6a96630..ea5e7b4d 100644 --- a/SXElectricityInformationAcquisition/Assets/3rdParty/ModularFirstPersonController/FirstPersonController/FirstPersonController.cs +++ b/SXElectricityInformationAcquisition/Assets/3rdParty/ModularFirstPersonController/FirstPersonController/FirstPersonController.cs @@ -16,6 +16,7 @@ using UnityEngine.UI; public class FirstPersonController : MonoBehaviour { + public static FirstPersonController instance; private Rigidbody rb; #region Camera Movement Variables @@ -138,6 +139,7 @@ public class FirstPersonController : MonoBehaviour private void Awake() { + instance=this; rb = GetComponent(); crosshairObject = GetComponentInChildren(true); diff --git a/SXElectricityInformationAcquisition/Assets/Ladder.cs b/SXElectricityInformationAcquisition/Assets/Ladder.cs new file mode 100644 index 00000000..f436693c --- /dev/null +++ b/SXElectricityInformationAcquisition/Assets/Ladder.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Ladder : MonoBehaviour +{ + SkinnedMeshRenderer smr; + float weight; + bool show = false; + public void Init() + { + smr = transform.GetComponent(); + show = true; + } + void Update() + { + if (show == false) + return; + if (weight < 100f) + { + weight += 1.8f; + smr.SetBlendShapeWeight(0, weight); + } + } +} diff --git a/SXElectricityInformationAcquisition/Assets/Ladder.cs.meta b/SXElectricityInformationAcquisition/Assets/Ladder.cs.meta new file mode 100644 index 00000000..ae1bade6 --- /dev/null +++ b/SXElectricityInformationAcquisition/Assets/Ladder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 61fae9872391f7948bed452fec0a5823 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GameObject LadderObj; + void Start() + { + //上梯子按钮 + UpladderBtn.onClick.AddListener(() => + { + CameraPlayer.GetComponent().useGravity = false; + CameraPlayer.gameObject.transform.position = UptheladderPos.transform.position; + DownladderBtn.gameObject.SetActive(true); + UpladderBtn.gameObject.SetActive(false); + TakeBackBtn.gameObject.SetActive(false); + RoleMove.instance.MouseScrollWheel(); + RoleMove.instance.isup = true; + }); + DownladderBtn.onClick.AddListener(() => + { + RoleMove.instance.isup = false; + FirstPersonController.instance.playerCanMove = true; + CameraPlayer.transform.position = new Vector3(303.5654f, 1.559f, 163.5107f); + UpladderBtn.gameObject.SetActive(true); + DownladderBtn.gameObject.SetActive(false); + TakeBackBtn.gameObject.SetActive(true); + CameraPlayer.GetComponent().useGravity = true; + + }); + TakeBackBtn.onClick.AddListener(() => + { + UpladderBtn.gameObject.SetActive(false); + Destroy(LadderObj); + }); + } + + private void OnTriggerEnter(Collider other) + { + if (other.gameObject.tag == "Player") + { + UpladderBtn.gameObject.SetActive(true); + TakeBackBtn.gameObject.SetActive(true); + //FirstPersonController.instance.playerCanMove = false; + Debug.Log(other.name); + //ladder.OnPersonClose(); + } + } + private void OnTriggerExit(Collider other) + { + if (other.gameObject.tag == "Player") + { + UpladderBtn.gameObject.SetActive(false); + TakeBackBtn.gameObject.SetActive(false); + Debug.Log(other.name); + //ladder.OnPersonAway(); + } + } +} diff --git a/SXElectricityInformationAcquisition/Assets/LadderTrigger.cs.meta b/SXElectricityInformationAcquisition/Assets/LadderTrigger.cs.meta new file mode 100644 index 00000000..eac9618c --- /dev/null +++ b/SXElectricityInformationAcquisition/Assets/LadderTrigger.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a4ba0316f87159648bafc08256019a8a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + 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是否选取/在手上 + /// + bool inhand; + + void Start() + { + //PliersAni.Play("线钳"); + } + + void Update() + { + if (!inhand) + { + if (Input.GetMouseButtonDown(0)) + {//Camera.transform.forward + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + bool raycast = Physics.Raycast(ray, out hit); + if (raycast) + { + if (hit.collider.gameObject.name == "柜门_封印") + { + StartCoroutine(PliersIE()); + Debug.Log(hit.collider.gameObject.name); + } + } + } + } + if (Input.GetKeyDown(KeyCode.E)) + { + PliersAni.Play("钳线"); + } + } + + /// + /// 剥线钳动画 + /// + /// + IEnumerator PliersIE() + { + PliersObj.gameObject.transform.DOLocalMove(new Vector3(303.0849f, 2.7143f, 163.5919f),1f); + yield return new WaitForSeconds(2f); + PliersAni.Play("钳线"); + yield return new WaitForSeconds(1); + StartCoroutine(OpenLock()); + } + + /// + /// 打开封印动画 + /// + /// + IEnumerator OpenLock() + { + for (int i = 0; i < 100; i++) + { + yield return new WaitForSeconds(0.01f); + 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/// - /// 梯子点位 - /// - public Transform LadderPos; + ///// + ///// 梯子点位 + ///// + //public Transform LadderPos; - /// - /// 变电箱门锁 - /// - public Transform Doorlock; + ///// + ///// 变电箱门锁 + ///// + //public Transform Doorlock; - /// - /// 变电箱左门 - /// - public Transform DoorOfCabinet; + ///// + ///// 变电箱左门 + ///// + //public Transform DoorOfCabinet; /// /// 打开封印 @@ -55,66 +49,53 @@ public class Fieldobservation : MonoBehaviour bool isOpenLock; void Start() { - UpladderBtn.onClick.AddListener(() => - { - Camera.gameObject.transform.position = UptheladderPos.transform.position; - DownladderBtn.gameObject.SetActive(true); - UpladderBtn.gameObject.SetActive(false); - }); - - DownladderBtn.onClick.AddListener(() => - { - Camera.gameObject.transform.position = new Vector3(303.5654f, 1.200012f, 163.5107f); - DownladderBtn.gameObject.SetActive(false); - UpladderBtn.gameObject.SetActive(true); - }); + } void Update() { - if (Input.GetMouseButtonDown(0)) - {//Camera.transform.forward - Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); - RaycastHit hit; - bool raycast = Physics.Raycast(ray, out hit); - if (raycast) - { - if (hit.collider.gameObject.name == "柜门_封印") - { - //播放动画 - StartCoroutine(OpenLock()); + //if (Input.GetMouseButtonDown(0)) + //{ + // Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + // RaycastHit hit; + // bool raycast = Physics.Raycast(ray, out hit); + // if (raycast) + // { + // if (hit.collider.gameObject.name == "柜门_封印") + // { + // //播放动画 + // StartCoroutine(OpenLock()); - Debug.Log(hit.collider.gameObject.name); - //SkinnedMeshRenderer.SetBlendShapeWeight(100, 3); + // Debug.Log(hit.collider.gameObject.name); - } - } - } - } - /// - /// 打开封印动画 - /// - /// - IEnumerator OpenLock() - { - for (int i = 0; i < 100; i++) - { - yield return new WaitForSeconds(0.01f); - SkinnedMeshRenderer.SetBlendShapeWeight(0, i); - } - yield return new WaitForSeconds(2f); - SkinnedMeshRenderer.gameObject.transform.DOLocalMove(new Vector3(0.637f, 0.12f, -0.015f),1f); - yield return new WaitForSeconds(3f); - Destroy(SkinnedMeshRenderer); - StartCoroutine(OpenDoor()); - } - IEnumerator OpenDoor() - { - yield return new WaitForSeconds(1f); - Doorlock.transform.DOLocalRotate(new Vector3(160, 0, 0), 2f); - yield return new WaitForSeconds(3f); - DoorOfCabinet.transform.DOLocalRotate(new Vector3(-90, 160, 0), 2f); + // } + // } + //} } + ///// + ///// 打开封印动画 + ///// + ///// + //IEnumerator OpenLock() + //{ + // for (int i = 0; i < 100; i++) + // { + // yield return new WaitForSeconds(0.01f); + // SkinnedMeshRenderer.SetBlendShapeWeight(0, i); + // } + // yield return new WaitForSeconds(1f); + // SkinnedMeshRenderer.gameObject.transform.DOLocalMove(new Vector3(0.637f, 0.12f, -0.015f),0.5f); + // yield return new WaitForSeconds(2f); + // Destroy(SkinnedMeshRenderer); + // StartCoroutine(OpenDoor()); + //} + //IEnumerator OpenDoor() + //{ + // yield return new WaitForSeconds(1f); + // Doorlock.transform.DOLocalRotate(new Vector3(160, 0, 0), 2f); + // yield return new WaitForSeconds(3f); + // DoorOfCabinet.transform.DOLocalRotate(new Vector3(-90, 160, 0), 2f); + //} /// /// 柜门先后动画 @@ -127,17 +108,17 @@ public class Fieldobservation : MonoBehaviour // LeftDoor.DOLocalRotate(new Vector3(150, 0, 0), 2f); //} - /// - /// 用户触发 - /// - /// - private void OnTriggerEnter(Collider other) - { - if (other.name == "LadderPos") - { - UpladderBtn.gameObject.SetActive(true); - } - } + ///// + ///// 用户触发 + ///// + ///// + //private void OnTriggerEnter(Collider other) + //{ + // if (other.name == "LadderPos") + // { + // UpladderBtn.gameObject.SetActive(true); + // } + //} /// /// 用户离开npc警告按钮消失 @@ -149,10 +130,10 @@ public class Fieldobservation : MonoBehaviour { ExclamationPointBtn.gameObject.SetActive(false); } - if (other.name == "LadderPos") - { - UpladderBtn.gameObject.SetActive(false); - } + //if (other.name == "LadderPos") + //{ + // UpladderBtn.gameObject.SetActive(false); + //} } } diff --git a/SXElectricityInformationAcquisition/Assets/taoruiqi/Script/NPC Dialogue.cs b/SXElectricityInformationAcquisition/Assets/taoruiqi/Script/NPC Dialogue.cs index 5da1d0ed..50223af8 100644 --- a/SXElectricityInformationAcquisition/Assets/taoruiqi/Script/NPC Dialogue.cs +++ b/SXElectricityInformationAcquisition/Assets/taoruiqi/Script/NPC Dialogue.cs @@ -70,6 +70,7 @@ public class NPCDialogue : MonoBehaviour } void Update() { + } /// diff --git a/SXElectricityInformationAcquisition/Assets/taoruiqi/Script/RoleMove.cs b/SXElectricityInformationAcquisition/Assets/taoruiqi/Script/RoleMove.cs index 443e0636..e7ff2963 100644 --- a/SXElectricityInformationAcquisition/Assets/taoruiqi/Script/RoleMove.cs +++ b/SXElectricityInformationAcquisition/Assets/taoruiqi/Script/RoleMove.cs @@ -4,72 +4,47 @@ using UnityEngine; public class RoleMove : MonoBehaviour { - public float horizontalinput;//水平参数 - public float Verticalinput;//垂直参数 - float speed = 10.0f;//声明一个参数,没有规定 - public float sensitivityHor = 3f; + public static RoleMove instance; + public bool isup; - // 垂直视角移动的敏感度 - - public float sensitivityVer = 3f; - - // 视角向上移动的角度范围,该值越小范围越大 - - public float upVer = -40; - - // 视角向下移动的角度范围,该值越大范围越大 - - public float downVer = 45; - - // 垂直旋转角度 - - private float rotVer; - - void Start() - { - rotVer = transform.eulerAngles.x; - } - //在update中书写 + //上梯子后停止移动 + //private void Start() + //{ + // FirstPersonController.instance.playerCanMove = false; + //} void Update() { + instance = this; + MouseScrollWheel(); + } - horizontalinput = Input.GetAxis("Horizontal"); - //AD方向控制 - Verticalinput = Input.GetAxis("Vertical"); - - if (horizontalinput != 0 && Verticalinput != 0) + /// + /// 上梯子后才能使用鼠标滑轮控制视角 + /// + public void MouseScrollWheel() + { + if (isup) { - horizontalinput = horizontalinput * 0.6f; - Verticalinput = Verticalinput * 0.6f; + FirstPersonController.instance.playerCanMove = false; + + //通过鼠标滚轮放大和缩放视角 + //放大视角 往前滑 + if (Input.GetAxis("Mouse ScrollWheel") < 0) + { + if (Camera.main.fieldOfView <= 70) //小于一个放大范围后就不继续放大了 + { + Camera.main.fieldOfView += 5; + } + } + //减小视角 往后滑 + if (Input.GetAxis("Mouse ScrollWheel") > 0) + { + if (Camera.main.fieldOfView >= 30) + { + Camera.main.fieldOfView -= 5; + } + } } - //WS方向控制 - this.transform.Translate(Vector3.right * horizontalinput * Time.deltaTime * speed); - //控制该物体向侧方移动 - this.transform.Translate(Vector3.forward * Verticalinput * Time.deltaTime * speed); - - // 获取鼠标上下的移动位置 - - float mouseVer = Input.GetAxis("Mouse Y"); - - // 获取鼠标左右的移动位置 - - float mouseHor = Input.GetAxis("Mouse X"); - - // 鼠标往上移动,视角其实是往下移,所以要想达到视角也往上移的话,就要减去它 - - rotVer -= mouseVer * sensitivityVer; - - // 限定上下移动的视角范围,即垂直方向不能360度旋转 - - rotVer = Mathf.Clamp(rotVer, upVer, downVer); - - // 水平移动 - - float rotHor = transform.localEulerAngles.y + mouseHor * sensitivityHor; - - // 设置视角的移动值 - - transform.localEulerAngles = new Vector3(rotVer, rotHor, 0); - } } + diff --git a/SXElectricityInformationAcquisition/Assets/taoruiqi/WorkPermit.cs b/SXElectricityInformationAcquisition/Assets/taoruiqi/WorkPermit.cs new file mode 100644 index 00000000..c1ce7a15 --- /dev/null +++ b/SXElectricityInformationAcquisition/Assets/taoruiqi/WorkPermit.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using Unity.VisualScripting; +using UnityEngine; +using UnityEngine.UI; + + +/// +/// 工作牌 +/// +public class WorkPermit : MonoBehaviour +{ + /// + /// 工作证 + /// + public GameObject WorkPermitObj; + + /// + /// 对话框 + /// + public Image Dialogbox; + + /// + /// 对话框的text + /// + public Text DialogboxText; + + /// + /// 下一步按钮 + /// + public Button ContinueBtn; + + /// + /// 下一句话按钮 + /// + public Button NextlBtn; + // Start is called before the first frame update + void Start() + { + NextlBtn.gameObject.SetActive(false); + DialogboxText.text = null; + ContinueBtn.onClick.AddListener(() => + { + Dialogbox.gameObject.SetActive(true); + DialogboxText.text = null; + Destroy(WorkPermitObj); + }); + } + + // Update is called once per frame + void Update() + { + + } + + /// + /// 背包工牌按钮点击后调这个 + /// + void WorkPermitvoid () + { + WorkPermitObj.gameObject.SetActive(true); + Dialogbox.gameObject.SetActive(true); + DialogboxText.text = "我是xx供电公司工作人员,这是我的工作证,现在我们要对贵户进行现场检查。"; + } +} diff --git a/SXElectricityInformationAcquisition/Assets/taoruiqi/WorkPermit.cs.meta b/SXElectricityInformationAcquisition/Assets/taoruiqi/WorkPermit.cs.meta new file mode 100644 index 00000000..33560f0c --- /dev/null +++ b/SXElectricityInformationAcquisition/Assets/taoruiqi/WorkPermit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1015e2cb59f7be445b2d0404ebae648e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: