232 lines
5.4 KiB
C#
232 lines
5.4 KiB
C#
using System;
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using UnityEngine;
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public class CraneController : MonoBehaviour
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{
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public static CraneController Instance;
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[Header("物体")]
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public Transform bridge; // 横杆
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public Transform hook; // 滑轮
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public SkinnedMeshRenderer hookRenderer;//吊钩
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[Header("移动速度")]
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[Range(1, 10)]
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public float bridgeSpeed = 5f; // 横杆移动速度
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[Range(1, 10)]
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public float hookSpeed = 5f; // 滑轮移动速度
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public float blendShapeSpeed = 30f;
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[Header("移动范围限制 (Z轴)")]
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[Range(-1, -20)]
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public float bridgeMinZ = -5f;
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[Range(1, 20)]
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public float bridgeMaxZ = 5f;
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[Range(-1, 5)]
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public float hookMinZ = -3f;
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[Range(1, 5)]
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public float hookMaxZ = 3f;
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[Header("BlendShape设置")]
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public int hookBlendShapeIndex = 0; // BlendShape索引(通常是0)
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public float minBlendShapeValue = 0f; // 吊钩收起
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public float maxBlendShapeValue = 100f; // 吊钩放下
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private float currentBlendValue = 0f;
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private float baseColliderZ;
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private float Max = 0f;
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private float Min = 0f;
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public BoxCollider hookCollider; //钩子的碰撞
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[Header("ui控制器")]
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public GameObject UIController;
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// 按钮控制标志
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private bool isBridgeForward = false;
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private bool isBridgeBackward = false;
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private bool isHookLeft = false; // 对应 J 键 (input=1, 向 -x 移动)
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private bool isHookRight = false; // 对应 L 键 (input=-1, 向 +x 移动)
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private bool isHookUp = false; // 对应 U 键 (上升)
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private bool isHookDown = false; // 对应 O 键 (下降)
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private void Awake()
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{
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Instance = this;
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}
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public void Start()
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{
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Max = -(2.49513f - 0.5113189f) / 100;
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Min = (6.295807f - 0.3099952f) / 100;
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}
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// Update is called once per frame
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void Update()
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{
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HandleBridgeMovement();
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HandleHookMovement();
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HandleHookLift();
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hookSize();
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}
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private void OnMouseDown()
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{
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UIController.SetActive(true);
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}
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void HandleBridgeMovement()
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{
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// I/K 或按钮控制横杆前后
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float input = 0f;
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// 键盘输入
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if (Input.GetKey(KeyCode.I))
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input += 1f;
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if (Input.GetKey(KeyCode.K))
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input -= 1f;
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// 按钮输入
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if (isBridgeForward)
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input += 1f;
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if (isBridgeBackward)
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input -= 1f;
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// 限制输入范围,避免超速
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input = Mathf.Clamp(input, -1f, 1f);
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Vector3 newPos = bridge.position + Vector3.forward * input * bridgeSpeed * Time.deltaTime;
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newPos.z = Mathf.Clamp(newPos.z, bridgeMinZ, bridgeMaxZ);
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bridge.position = newPos;
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}
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void HandleHookMovement()
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{
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// J/L 或按钮控制滑轮前后
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float input = 0f;
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// 键盘输入
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if (Input.GetKey(KeyCode.J))
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input += 1f; // input=1,向 -x 移动
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if (Input.GetKey(KeyCode.L))
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input -= 1f; // input=-1,向 +x 移动
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// 按钮输入
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if (isHookLeft)
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input += 1f;
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if (isHookRight)
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input -= 1f;
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// 限制输入范围,避免超速
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input = Mathf.Clamp(input, -1f, 1f);
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Vector3 newPos = hook.position + Vector3.left * input * hookSpeed * Time.deltaTime;
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newPos.x = Mathf.Clamp(newPos.x, hookMinZ, hookMaxZ);
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hook.position = newPos;
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}
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void HandleHookLift()
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{
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if (hookRenderer == null)
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return;
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float input = 0f;
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// 键盘输入
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if (Input.GetKey(KeyCode.U))
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input += 1f; // 上升
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if (Input.GetKey(KeyCode.O))
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input -= 1f; // 下降
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// 按钮输入
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if (isHookUp)
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input += 1f;
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if (isHookDown)
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input -= 1f;
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// 限制输入范围,避免超速
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input = Mathf.Clamp(input, -1f, 1f);
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currentBlendValue += input * blendShapeSpeed * Time.deltaTime;
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currentBlendValue = Mathf.Clamp(currentBlendValue, minBlendShapeValue, maxBlendShapeValue);
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hookRenderer.SetBlendShapeWeight(hookBlendShapeIndex, currentBlendValue);
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}
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public void hookSize()
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{
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if (hookCollider != null)
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{
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hookCollider.center = new Vector3(-0.1262663f, -0.01883008f, -0.5113189f + currentBlendValue * Max);
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hookCollider.size = new Vector3(0.1096101f, 0.2627291f, 0.3099952f + currentBlendValue * Min);
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}
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}
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// ========== 按钮控制公共方法 ==========
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// 桥前进 (对应 I 键)
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public void StartBridgeForward()
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{
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isBridgeForward = true;
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}
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public void StopBridgeForward()
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{
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isBridgeForward = false;
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}
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// 桥后退 (对应 K 键)
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public void StartBridgeBackward()
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{
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isBridgeBackward = true;
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}
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public void StopBridgeBackward()
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{
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isBridgeBackward = false;
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}
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// 钩子左移 (对应 J 键,向 -x)
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public void StartHookLeft()
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{
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isHookLeft = true;
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}
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public void StopHookLeft()
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{
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isHookLeft = false;
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}
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// 钩子右移 (对应 L 键,向 +x)
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public void StartHookRight()
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{
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isHookRight = true;
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}
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public void StopHookRight()
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{
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isHookRight = false;
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}
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// 钩子上? (对应 U 键)
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public void StartHookUp()
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{
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isHookUp = true;
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}
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public void StopHookUp()
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{
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isHookUp = false;
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}
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// 钩子下降 (对应 O 键)
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public void StartHookDown()
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{
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isHookDown = true;
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}
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public void StopHookDown()
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{
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isHookDown = false;
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}
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} |