4.2上午提交
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private void OnMouseEnter()
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using DG.Tweening;
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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 CameraManager : MonoBehaviour
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public static CameraManager instance;
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public Camera Camera;
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/// <summary>
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/// 所有的种子
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/// </summary>
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public GameObject[] seed_Obj;
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public Transform[] StepTrans;
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public GameObject SeedWater_Obj;
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||||
|
||||
public GameObject water_Obj;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
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.tag.Equals("CompleteSeeds"))
|
||||
{
|
||||
Debug.Log("被点击物体的标签是" + hit.collider.gameObject.tag);
|
||||
hit.collider.gameObject.SetActive(false);
|
||||
|
||||
bool allSeedsHidden = true;
|
||||
for (int i = 0; i < seed_Obj.Length; i++)
|
||||
{
|
||||
if (seed_Obj[i].activeInHierarchy)
|
||||
{
|
||||
allSeedsHidden = false;
|
||||
Debug.Log("还有种子没有点到");
|
||||
break; // 只要有一个种子没隐藏,就退出循环
|
||||
}
|
||||
}
|
||||
|
||||
// 检查是否所有种子都被隐藏(放在循环外)
|
||||
if (allSeedsHidden)
|
||||
{
|
||||
Debug.Log("所有种子都被隐藏");
|
||||
Camera.fieldOfView = 60;
|
||||
StartCoroutine(SeedIsFalse());
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
public IEnumerator SeedIsFalse()
|
||||
{
|
||||
Camera.transform.SetPositionAndRotation
|
||||
(StepTrans[2].transform.position, StepTrans[1].transform.rotation);
|
||||
yield return new WaitForSeconds(1f);
|
||||
SeedWater_Obj.transform.DOMoveY(0, 1f);
|
||||
yield return new WaitForSeconds(2.1f);
|
||||
water_Obj.transform.DOMoveY(0.1f, 1.5f);
|
||||
yield return new WaitForSeconds(2.5f);
|
||||
UI_FadePanel.Instance.Init();
|
||||
yield return new WaitForSeconds(5f);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -56,6 +56,9 @@ public class UIManager
|
|||
private TipItem tipItemPrefab;
|
||||
public TipItem tipItem;
|
||||
|
||||
private UI_FadePanel _FadePanelPrefab;
|
||||
public UI_FadePanel fadePanel;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 构造函数
|
||||
|
@ -67,6 +70,9 @@ public class UIManager
|
|||
tipItemPrefab = ResourcesManager.Load<TipItem>("UI/UI_Item/TipItem/TipItem");
|
||||
tipItem = GameObject.Instantiate(tipItemPrefab, canvas);
|
||||
tipItem.HideTips();
|
||||
_FadePanelPrefab = ResourcesManager.Load<UI_FadePanel>("UI/UI_Item/UI_FadePanel/UI_FadePanel");
|
||||
fadePanel = GameObject.Instantiate(_FadePanelPrefab, canvas);
|
||||
fadePanel.HidePanel();
|
||||
layers = new Transform[]
|
||||
{
|
||||
canvas.transform.Find("Bot"),
|
||||
|
|
|
@ -82,6 +82,7 @@ public class UI_StepsPanel : BasePanel
|
|||
break;
|
||||
case "育苗前种子处理":
|
||||
Debug.Log("育苗前种子处理");
|
||||
CameraManager.instance.Camera.fieldOfView = 25;
|
||||
CameraManager.instance.Camera.transform.SetPositionAndRotation
|
||||
(CameraManager.instance.StepTrans[0].transform.position, CameraManager.instance.StepTrans[0].transform.rotation);
|
||||
break;
|
||||
|
@ -91,6 +92,7 @@ public class UI_StepsPanel : BasePanel
|
|||
break;
|
||||
case "精细整地要求":
|
||||
Debug.Log("精细整地要求");
|
||||
CameraManager.instance.Camera.fieldOfView = 60;
|
||||
CameraManager.instance.Camera.transform.SetPositionAndRotation
|
||||
(CameraManager.instance.StepTrans[1].transform.position, CameraManager.instance.StepTrans[1].transform.rotation);
|
||||
Bootstrap.Instance.eventCenter.EventTrigger(Enum_EventType.拖车, true);
|
||||
|
|
|
@ -0,0 +1,47 @@
|
|||
using DG.Tweening;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class UI_FadePanel : MonoBehaviour
|
||||
{
|
||||
public static UI_FadePanel Instance;
|
||||
public string FadeString;
|
||||
|
||||
public Image FadeBg;
|
||||
/// <summary>
|
||||
/// Îı¾
|
||||
/// </summary>
|
||||
public TextMeshProUGUI FadetextMeshProUGUI;
|
||||
public float typeTime;
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
public void Init()
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
FadeBg.DOFade(1,0.1f);
|
||||
StartCoroutine(Typing(FadetextMeshProUGUI, FadeString));
|
||||
|
||||
}
|
||||
|
||||
public void HidePanel()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
public IEnumerator Typing(TextMeshProUGUI text ,string a)
|
||||
{
|
||||
text.text = string.Empty;
|
||||
string strTemp = string.Empty;
|
||||
for (int i = 0; i < a.Length; i++)
|
||||
{
|
||||
yield return new WaitForSeconds(typeTime);
|
||||
strTemp += a[i];
|
||||
text.text = strTemp;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 94deccb254fae3542ae09bf91e3fdba9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue