Commit 7529ed06 authored by yzy's avatar yzy

更新

parent 13067aed
...@@ -689,7 +689,7 @@ ...@@ -689,7 +689,7 @@
{ {
"name": "", "name": "",
"id": "4929aac1-a2ac-4a7a-9280-9d5603223f34", "id": "4929aac1-a2ac-4a7a-9280-9d5603223f34",
"path": "<XRController>{LeftHand}/menu", "path": "<XRController>{LeftHand}/secondaryButton",
"interactions": "", "interactions": "",
"processors": "", "processors": "",
"groups": "", "groups": "",
...@@ -1505,7 +1505,7 @@ ...@@ -1505,7 +1505,7 @@
{ {
"name": "", "name": "",
"id": "0d9a4288-0d70-463e-a6a0-7781ea1b82cb", "id": "0d9a4288-0d70-463e-a6a0-7781ea1b82cb",
"path": "<XRController>{RightHand}/menu", "path": "<XRController>{RightHand}/secondaryButton",
"interactions": "", "interactions": "",
"processors": "", "processors": "",
"groups": "", "groups": "",
......
...@@ -519,5 +519,5 @@ MonoBehaviour: ...@@ -519,5 +519,5 @@ MonoBehaviour:
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Subproject commit 24bf63921fcde0c26a8b5b50e1748dd5e12e6898 Subproject commit 8c774b1c0ada1fb854a499eb1afe3f32730f0c28
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using UnityEngine;
public class ResetTransform : MonoBehaviour
{
private Vector3 initialPosition;
private Quaternion initialRotation;
void Start()
{
// 记录物体初始位置和旋转
initialPosition = transform.position;
initialRotation = transform.rotation;
}
public void ResetPosition()
{
// 恢复物体初始位置和旋转
transform.position = initialPosition;
transform.rotation = initialRotation;
}
}
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...@@ -7,7 +7,7 @@ using TMPro; ...@@ -7,7 +7,7 @@ using TMPro;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.XR.Interaction.Toolkit; using UnityEngine.XR.Interaction.Toolkit;
public class GameSystem : SingletonBase<GameSystem> public class GameSystem : MonoBehaviour
{ {
[SerializeField] private float totalTime = 60f; // 倒计时总时间 [SerializeField] private float totalTime = 60f; // 倒计时总时间
[Tooltip("时间文本")] [Tooltip("时间文本")]
...@@ -47,9 +47,10 @@ public class GameSystem : SingletonBase<GameSystem> ...@@ -47,9 +47,10 @@ public class GameSystem : SingletonBase<GameSystem>
} }
currentTime = totalTime; currentTime = totalTime;
StartGame(); StartGame();
StartCoroutine(SwitchBackgroundMusicSpeed()); //StartCoroutine(SwitchBackgroundMusicSpeed());
} }
private void Update() private void Update()
{ {
UpdateTimeText(); UpdateTimeText();
...@@ -100,7 +101,10 @@ public class GameSystem : SingletonBase<GameSystem> ...@@ -100,7 +101,10 @@ public class GameSystem : SingletonBase<GameSystem>
Time.timeScale = 0f; Time.timeScale = 0f;
currentTime = 0; currentTime = 0;
isPauseGame = false; isPauseGame = false;
if (onGameEndUI != null)
{
onGameEndUI.SetActive(true); onGameEndUI.SetActive(true);
}
onGameEnd.Invoke(); onGameEnd.Invoke();
} }
} }
...@@ -147,8 +151,11 @@ public class GameSystem : SingletonBase<GameSystem> ...@@ -147,8 +151,11 @@ public class GameSystem : SingletonBase<GameSystem>
} }
private IEnumerator PauseGameCoroutine() private IEnumerator PauseGameCoroutine()
{
if (PausePostProcessing != null)
{ {
PausePostProcessing.SetActive(true); PausePostProcessing.SetActive(true);
}
yield return new WaitForSeconds(1f); yield return new WaitForSeconds(1f);
Time.timeScale = 0f; Time.timeScale = 0f;
isPauseGame = true; isPauseGame = true;
...@@ -159,8 +166,11 @@ public class GameSystem : SingletonBase<GameSystem> ...@@ -159,8 +166,11 @@ public class GameSystem : SingletonBase<GameSystem>
/// 恢复游戏 /// 恢复游戏
/// </summary> /// </summary>
public void ResumeGame() public void ResumeGame()
{
if(PausePostProcessing != null)
{ {
PausePostProcessing.SetActive(false); PausePostProcessing.SetActive(false);
}
Time.timeScale = 1f; Time.timeScale = 1f;
isPauseGame = false; isPauseGame = false;
PauseUI.SetActive(false); PauseUI.SetActive(false);
......
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m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: m_Children:
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...@@ -60,6 +61,7 @@ Transform: ...@@ -60,6 +61,7 @@ Transform:
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m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
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m_Father: {fileID: 483478} m_Father: {fileID: 483478}
m_RootOrder: 1 m_RootOrder: 1
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m_ReceiveShadows: 1 m_ReceiveShadows: 1
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m_RayTraceProcedural: 0
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