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传送门出现前预警UI提示

LAPTOP-OM1V99U2\永远de小亡灵 il y a 1 an
Parent
commit
d5cec28cf0

+ 5 - 1
ActionTowerDefense/Assets/Resources/Prefab/Portal/Portals.prefab

@@ -238,15 +238,18 @@ MonoBehaviour:
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   enemyCreater: {fileID: 0}
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-  UI:
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   show:
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+ 635 - 0
ActionTowerDefense/Assets/Resources/Prefab/Portal/PortalsCountDown.prefab

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+ 123 - 0
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ActionTowerDefense/Assets/Scenes/SampleScene.unity

@@ -17807,6 +17807,42 @@ Transform:
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@@ -17997,7 +18033,8 @@ MonoBehaviour:
   created: 
   portals:
   - {fileID: 6883027222482212224}
-  portalsCreateTime: 0
+  portalsCreateTime: 10
+  portalUIParent: {fileID: 1512487595}
 --- !u!1 &1729202001
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@@ -29762,6 +29799,7 @@ RectTransform:
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+  - {fileID: 1512487595}
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+ 4 - 2
ActionTowerDefense/Assets/Scripts/EnemyCreater.cs

@@ -14,8 +14,9 @@ public class EnemyCreater : MonoBehaviour
     public Dictionary<int, List<Enemy>> enemyDic;
 
     [Header("传送门")]
-    public List<GameObject> portals;    //能召唤怪物的传送门
-    public float portalsCreateTime;           //传送门提前出现时间
+    public List<GameObject> portals;               //能召唤怪物的传送门
+    public float portalsCreateTime = 10;           //传送门提前出现时间
+    public Transform portalUIParent;               //传送门出现提示UI的父物体
 
     private void Awake()
     {
@@ -69,6 +70,7 @@ public class EnemyCreater : MonoBehaviour
                     portals.Add(portalsCreater.transform.GetChild(0).gameObject);
                     portalsCreater.id = cfgCreateEnemy[i].PortalsID;
                     portalsCreater.enemyCreater = this;
+                    portalsCreater.portalUIParent = portalUIParent;
                     portalsCreater.Init(
                         (int)(cfgEnemy.HP * cfgCreateEnemy[i].HPRatio),
                         cfgCreateEnemy[i].PortalsPosition,

+ 54 - 0
ActionTowerDefense/Assets/Scripts/Portal/PortalsCountDownUI.cs

@@ -0,0 +1,54 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using TMPro;
+
+public class PortalsCountDownUI : MonoBehaviour
+{
+    public Vector3 portalPos;       //传送门位置
+    public TextMeshProUGUI[] text;  //倒计时数字
+    public GameObject[] effect;     //UI指示器
+    public Vector2 parentRect;      //父物体Rect Transform的长宽的一半
+    public float hypotenuse;        //父物体Rect Transform斜边的长度
+    public float myRect;            //自己的边长的一半
+    
+
+    private void Start()
+    {
+        hypotenuse = parentRect.magnitude;
+    }
+
+    private void Update()
+    {
+        Vector3 pos = PlayersInput.instance[0].transform.position;
+        float angle = Mathf.Atan2(portalPos.y - pos.y, portalPos.x - pos.x) * Mathf.Rad2Deg - 90;
+        effect[0].transform.rotation = Quaternion.Euler(Vector3.forward * angle);
+        effect[1].transform.rotation = Quaternion.Euler(Vector3.forward * angle);
+
+        //计算指示箭头的位置
+        Vector3 target = new Vector3(portalPos.x - pos.x, portalPos.y - pos.y, 0);
+        Vector3 viewportPoint = Camera.main.WorldToViewportPoint(portalPos);
+        if (viewportPoint.x >= 0 && viewportPoint.y >= 0 && viewportPoint.x <= 1 && viewportPoint.y <= 1 
+            && viewportPoint.z > Camera.main.nearClipPlane)
+        {
+            if (effect[0].transform.parent.gameObject.activeSelf)
+            {
+                effect[0].transform.parent.gameObject.SetActive(false);
+                effect[1].transform.parent.gameObject.SetActive(false);
+            }
+        }
+        else
+        {
+            if (!effect[0].transform.parent.gameObject.activeSelf)
+            {
+                effect[0].transform.parent.gameObject.SetActive(true);
+                effect[1].transform.parent.gameObject.SetActive(true);
+            }
+            target = target.normalized * hypotenuse;
+            target.x = Mathf.Clamp(target.x, -parentRect.x + myRect, parentRect.x - myRect);
+            target.y = Mathf.Clamp(target.y, -parentRect.y + myRect, parentRect.y - myRect);
+            effect[0].transform.parent.localPosition = target;
+            effect[1].transform.parent.transform.localPosition = target;
+        }
+    }
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/Portal/PortalsCountDownUI.cs.meta

@@ -0,0 +1,11 @@
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+ 23 - 11
ActionTowerDefense/Assets/Scripts/Portal/PortalsCreater.cs

@@ -9,10 +9,13 @@ public class PortalsCreater : MonoBehaviour
     public CoreCharacter coreCharacter;
     [HideInInspector]
     public EnemyCreater enemyCreater;
-    
+    public PortalsCountDownUI portalsDownUI;
+
     public TextMeshProUGUI[] countDowns;        //倒计时
     public GameObject[] portal;
-    public GameObject[] UI;                     //Portal下的UI
+    public GameObject[] portalUI;               //Portal下的UI
+    public GameObject countDownUI;              //玩家屏幕上的UI
+    public GameObject countDownUIPrefeb;        //UI预制体
     public GameObject[] show;                   //核心出现
     public float enemyNumber = -1;              //剩余敌人数量
     public TextMeshProUGUI enemyNumberText;     //剩余敌人数量UI
@@ -20,16 +23,25 @@ public class PortalsCreater : MonoBehaviour
     public float createTimeCountDown;           //传送门出生时间
     public float totalCreateTimeCountDown;      //传送门动画总时间
     public Animator ani;                        //传送门动画
-
+    public Transform portalUIParent;               //传送门出现提示UI的父物体
 
     private void Update()
     {
         if (createTimeCountDown > 0)
         {
             createTimeCountDown -= Time.deltaTime;
-            foreach(TextMeshProUGUI text in countDowns)
+            string s = ((int)(createTimeCountDown + 1)).ToString();
+            for (int i = 0; i < 2; i++)
+            {
+                countDowns[i].text = s;
+                portalsDownUI.text[i].text = s;
+            }
+        }
+        else
+        {
+            if (portalsDownUI.gameObject.activeSelf)
             {
-                text.text = ((int)(createTimeCountDown + 1)).ToString();
+                portalsDownUI.gameObject.SetActive(false);
             }
         }
     }
@@ -43,8 +55,7 @@ public class PortalsCreater : MonoBehaviour
             Vector3 localScale = portal[i].transform.localScale;
             localScale.x *= scale[i];
             portal[i].transform.localScale = localScale;
-            UI[i].transform.localScale = localScale / 100;
-
+            portalUI[i].transform.localScale = localScale / 100;
         }
         if (scale[0] != scale[1])
         {
@@ -61,11 +72,12 @@ public class PortalsCreater : MonoBehaviour
                 enemyNumber += enemyCreater.cfgCreateEnemy[i].Count;
             }
         }
-        //enemyNumberText.text = enemyNumber.ToString();
-        createTimeCountDown = createTime;
-
+        enemyNumberText.text = enemyNumber.ToString();
         ani.speed = totalCreateTimeCountDown/createTime;
-        print(ani.speed);
         ani.Play("Create", 0, 0);
+        countDownUI = Instantiate(countDownUIPrefeb, portalUIParent);
+        portalsDownUI = countDownUI.GetComponent<PortalsCountDownUI>();
+        portalsDownUI.portalPos = portal[0].transform.position; 
+        createTimeCountDown = createTime;
     }
 }

Fichier diff supprimé car celui-ci est trop grand
+ 0 - 0
ActionTowerDefense/Assets/TextMesh Pro/Resources/Fonts & Materials/Game Over SDF.asset


Certains fichiers n'ont pas été affichés car il y a eu trop de fichiers modifiés dans ce diff