更新认知模块
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@ -1,4 +1,5 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class ZhanShiCameraMove : MonoBehaviour
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{
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@ -27,7 +28,8 @@ public class ZhanShiCameraMove : MonoBehaviour
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instance = this;
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// transform.LookAt(target);
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isAutoRotate = false;
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if (isAutoRotate) {
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if (isAutoRotate)
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{
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Invoke("SetBool", 2f);
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@ -47,20 +49,20 @@ public class ZhanShiCameraMove : MonoBehaviour
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}
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/// <summary>
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/// <summary>
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/// 更新一下参数
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <param name="distance"></param>
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public void SetData(float x,float y,float distance)
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{
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public void SetData(float x, float y, float distance)
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{
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isAutoRotate = false;
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//目标物体旋转置空
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target.transform.rotation=new Quaternion( 0,0,0,0);
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target.transform.rotation = new Quaternion(0, 0, 0, 0);
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//相机参数设置
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this.x = x;
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@ -69,16 +71,16 @@ public class ZhanShiCameraMove : MonoBehaviour
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//根绝X,Y移动量计算旋转量
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this.y = Mathf.Clamp( this.y, minYangle,maxYangle);
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Quaternion rot = Quaternion.Euler( this.y, this.x, 0);
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this.y = Mathf.Clamp(this.y, minYangle, maxYangle);
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Quaternion rot = Quaternion.Euler(this.y, this.x, 0);
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transform.rotation = rot;
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//对距离进行区间运算,保证距离在最大和最小之间
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this.distance = Mathf.Clamp( this.distance, distanceMin, distanceMax);
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this.distance = Mathf.Clamp(this.distance, distanceMin, distanceMax);
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//根据距离值计算摄像机的位置
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Vector3 pos = rot * new Vector3(0, 0, - this.distance) + target.position;
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Vector3 pos = rot * new Vector3(0, 0, -this.distance) + target.position;
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//更改摄像机位置为计算的值
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@ -87,7 +89,7 @@ public class ZhanShiCameraMove : MonoBehaviour
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//延时旋转2秒后
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target.transform.localEulerAngles = Vector3.zero;
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Invoke("SetBool",2f);
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Invoke("SetBool", 2f);
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}
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@ -95,8 +97,8 @@ public class ZhanShiCameraMove : MonoBehaviour
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// Update is called once per frame
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private void Update()
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{ if (isAutoRotate && !Input.GetMouseButton(1))
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{
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if (isAutoRotate && !Input.GetMouseButton(1))
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{
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// Debug.Log("测试到鼠标左键没按下");
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@ -132,17 +134,15 @@ public class ZhanShiCameraMove : MonoBehaviour
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//更改摄像机位置为计算的值
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transform.position = pos;
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}
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void RotateModelContinuously()
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{
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if (!isAutoRotatePivot)
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target.transform.Rotate(autoRotateDirection, autoRotationSpeed * Time.deltaTime*speed, Space.World);
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target.transform.Rotate(autoRotateDirection, autoRotationSpeed * Time.deltaTime * speed, Space.World);
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else
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{
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var rotateEuler = autoRotateDirection * autoRotationSpeed * Time.deltaTime*speed;
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var rotateEuler = autoRotateDirection * autoRotationSpeed * Time.deltaTime * speed;
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// 根据模型当前朝向构造一个围绕轴旋转的四元数
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Quaternion deltaRotation = Quaternion.Euler(rotateEuler);
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// 将新的旋转应用到模型
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@ -174,7 +174,7 @@ public class ZhanShiCameraMove : MonoBehaviour
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}
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//根绝X,Y移动量计算旋转量
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y = Mathf.Clamp(y, minYangle,maxYangle);
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y = Mathf.Clamp(y, minYangle, maxYangle);
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Quaternion rot = Quaternion.Euler(y, x, 0);
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//根据计算的旋转量旋转计算机
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@ -204,14 +204,19 @@ public class ZhanShiCameraMove : MonoBehaviour
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transform.position = pos;
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}
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[SerializeField][Header("是否自动旋转")]
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[SerializeField]
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[Header("是否自动旋转")]
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private bool isAutoRotate;
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[SerializeField] [Header("是否按照自身坐标系轴自动旋转")]
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[SerializeField]
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[Header("是否按照自身坐标系轴自动旋转")]
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private bool isAutoRotatePivot;
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[SerializeField][Header("自动旋转方向,例如(0,1,0)按照Y轴旋转")]
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[SerializeField]
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[Header("自动旋转方向,例如(0,1,0)按照Y轴旋转")]
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private Vector3 autoRotateDirection;
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[SerializeField][Header("自动旋转速度")]
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[SerializeField]
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[Header("自动旋转速度")]
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private float autoRotationSpeed = 5;
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[SerializeField][Header("速度")]
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private float speed=5f;
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}
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[SerializeField]
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[Header("速度")]
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private float speed = 5f;
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}
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File diff suppressed because it is too large
Load Diff
@ -107,14 +107,14 @@ namespace QFramework.Example
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btns.Add(btn);
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btn.onClick.AddListener(() =>
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{
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subContent.SetActive(!subContent.activeSelf);
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if (op.freeStep)
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{
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if (highIcon.color != highColor)
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{
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TypeEventSystem.Global.Send<StepExecute>(new StepExecute() { index = int.Parse(btn.name) });
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}
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}
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//subContent.SetActive(!subContent.activeSelf);
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//if (op.freeStep)
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//{
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// if (highIcon.color != highColor)
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// {
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// TypeEventSystem.Global.Send<StepExecute>(new StepExecute() { index = int.Parse(btn.name) });
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// }
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//}
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});
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foreach (var sub in item.SubSteps)
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{
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@ -139,11 +139,11 @@ namespace QFramework.Example
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btns.Add(subBtn);
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subBtn.onClick.AddListener(() =>
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{
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if (op.freeStep)
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{
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subBtn.transform.parent.gameObject.SetActive(true);
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TypeEventSystem.Global.Send<StepExecute>(new StepExecute() { index = int.Parse(subBtn.name) });
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}
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//if (op.freeStep)
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//{
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// subBtn.transform.parent.gameObject.SetActive(true);
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// TypeEventSystem.Global.Send<StepExecute>(new StepExecute() { index = int.Parse(subBtn.name) });
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//}
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});
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}
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@ -1,21 +1,13 @@
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<示例>
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<!--顺序执行完毕-->
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<Action type="Sequence">
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<Action type="Log" value="进入初始状态"></Action>
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<Action type="Log" value="进入初始状态"></Action>
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</Action>
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<!--同时执行完毕-->
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<Action type="Parallel">
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<Action type="Log" value="1"></Action>
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<Action type="Log" value="2"></Action>
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</Action>
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<!--只要任意满足就结束这个动作组-->
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<Action type="Any"></Action>
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