Commit 6c4eae35 authored by 杨泽宇's avatar 杨泽宇

更新

parent 3e38e4c5
......@@ -12,5 +12,5 @@ MonoBehaviour:
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
/// <summary>
/// 玩家来到指定区域,触发事件
/// </summary>
public class AreaTrigger : MonoBehaviour
{
[Tooltip("进入触发器,触发事件")]
public UnityEvent onTriggerCollisionTriggering;
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
onTriggerCollisionTriggering.Invoke();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using TMPro;
public class GameSystem : MonoBehaviour
{
[SerializeField] private float totalTime = 60f; // 倒计时总时间
[Tooltip("时间文本")]
public TMP_Text text_Time;
[Tooltip("暂停UI")]
public GameObject PauseUI;
[Tooltip("当前剩余时间")]
private float currentTime;
[Tooltip("是否正在倒计时")]
private bool isPauseGame = false;
[Tooltip("游戏开始时的事件")]
public UnityEvent onGameStart;
[Tooltip("游戏结束时的事件")]
public UnityEvent onGameEnd;
private void Start()
{
currentTime = totalTime;
StartGame();
}
private void Update()
{
if (!isPauseGame)
{
currentTime -= Time.deltaTime;
EndGame();
}
if (Input.GetKeyDown(KeyCode.Escape))
{
if (isPauseGame)
{
ResumeGame();
}
else
{
PauseGame();
}
}
}
// 开始倒计时
public void StartGame()
{
if (!isPauseGame)
{
onGameStart.Invoke();
}
}
public void EndGame()
{
if (currentTime <= 0)
{
currentTime = 0;
isPauseGame = false;
onGameEnd.Invoke();
}
}
// 获取当前剩余时间
public float GetCurrentTime()
{
return currentTime;
}
/// <summary>
/// 更新时间文本
/// </summary>
private void UpdateTimeText()
{
if (text_Time != null)
{
text_Time.text = "倒计时:" + Mathf.CeilToInt(currentTime).ToString();
}
}
/// <summary>
/// 暂停游戏
/// </summary>
public void PauseGame()
{
Time.timeScale = 0f;
isPauseGame = true;
PauseUI.SetActive(true);
}
/// <summary>
/// 恢复游戏
/// </summary>
public void ResumeGame()
{
Time.timeScale = 1f;
isPauseGame = false;
PauseUI.SetActive(false);
}
}
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......@@ -24,6 +24,13 @@ public class MINIMAPController : MonoBehaviour
private void ToggleMenu(InputAction.CallbackContext context)
{
canvas.enabled = !canvas.enabled;
if (canvas.enabled)
{
canvas.enabled = false;
}
else
{
canvas.enabled = true;
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 小地图中的摄像机跟随
/// </summary>
public class MapCameraControl : MonoBehaviour
{
public Transform followObject;
Vector3 vector;
void Start()
{
vector = this.transform.position - followObject.position;
}
private void LateUpdate()
{
ToFollow();
}
void ToFollow()
{
this.transform.position = followObject.position + vector;
}
}
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......@@ -6,8 +6,35 @@ using UnityEngine.SceneManagement;
/// </summary>
public class SceneLoader : MonoBehaviour
{
/// <summary>
/// 加载场景
/// </summary>
/// <param name="sceneName"></param>
public void LoadScene(string sceneName)
{
SceneManager.LoadScene(sceneName);
}
/// <summary>
/// 重新加载当前场景
/// </summary>
public void ReloadScene()
{
int currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
SceneManager.LoadScene(currentSceneIndex);
Time.timeScale = 1f;
}
/// <summary>
/// 退出程序
/// </summary>
public void Quit()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false; // 在编辑器中停止播放
#else
Application.Quit(); // 在构建版本中退出应用程序
#endif
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Video;
/// <summary>
/// 控制视频
/// </summary>
public class VideoController : MonoBehaviour
{
[Tooltip("视频")]
public VideoPlayer videoPlayer;
[Tooltip("播放完毕后的重新播放按钮")]
public GameObject VideoUI;
// Start is called before the first frame update
void Start()
{
if (videoPlayer == null)
{
Debug.LogError("缺少VideoPlayer!请分配VideoPlayer组件。");
return;
}
videoPlayer.loopPointReached += OnVideoCompletion;
}
private void OnVideoCompletion(VideoPlayer vp)
{
if (VideoUI == null)
{
Debug.LogError("没有添加VideoUI");
return;
}
VideoUI.SetActive(true);
}
/// <summary>
/// 暂停视频
/// </summary>
public void PauseVideo()
{
if (videoPlayer.isPlaying)
{
videoPlayer.Pause();
}
}
/// <summary>
/// 继续播放视频
/// </summary>
public void ResumeVideo()
{
if (!videoPlayer.isPlaying)
{
videoPlayer.Play();
}
}
/// <summary>
/// 重新播放视频
/// </summary>
public void RelayVideo()
{
videoPlayer.Stop();
videoPlayer.Play();
}
}
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......@@ -14,6 +14,9 @@ EditorBuildSettings:
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......
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