范川铭

1.蛇得修改

Showing 73 changed files with 4261 additions and 142 deletions
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resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
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crunchedCompression: 0
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androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
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sprites: []
outline: []
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
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weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
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... ... @@ -277,7 +277,7 @@ RectTransform:
m_GameObject: {fileID: 530022570}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1.01, y: 1, z: 1}
m_LocalScale: {x: 1.0001, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 1415790598}
... ... @@ -308,7 +308,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: 21300000, guid: a6e67d943132d554aa8fea08d9b4e45b, type: 3}
m_Sprite: {fileID: 21300000, guid: ad7859dc674758e478d49594622fe3f4, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
... ... @@ -447,6 +447,7 @@ MonoBehaviour:
bg: {fileID: 632272795}
snake: {fileID: 1828240127}
angleReader: {fileID: 566939897}
speed: 1
--- !u!114 &566939897
MonoBehaviour:
m_ObjectHideFlags: 0
... ... @@ -502,7 +503,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: 0}
m_AnchoredPosition: {x: 44, y: 0}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &632272795
... ... @@ -517,14 +518,16 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: dccc1ff0ad2299f41849493e2bcc652e, type: 3}
m_Name:
m_EditorClassIdentifier:
bgScrollSpeed: 500
bgScrollSpeed: 200
speedScale: 0
FoodList:
- {fileID: 21300000, guid: 08bf39169d9d57c4c94382db47e463cf, type: 3}
- {fileID: 21300000, guid: b9bd81febb3740843be21399c47f64c0, type: 3}
- {fileID: 21300000, guid: 131decbf638a14543b9e97ff54dcddd4, type: 3}
- {fileID: 21300000, guid: d6eef9d5f5557264aae7b4f342be60ab, type: 3}
eatPoint: {fileID: 1788315764}
snake: {fileID: 1828240127}
isCanMoveBg: 0
isCanMoveBg: 1
--- !u!1 &714033704
GameObject:
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... ... @@ -695,7 +698,7 @@ RectTransform:
m_GameObject: {fileID: 959486176}
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m_LocalScale: {x: 1.0001, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 16974356}
... ... @@ -882,7 +885,7 @@ RectTransform:
m_GameObject: {fileID: 1510453806}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1.01, y: 1, z: 1}
m_LocalScale: {x: 1.0001, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 2135436598}
... ... @@ -913,7 +916,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: 21300000, guid: a6e67d943132d554aa8fea08d9b4e45b, type: 3}
m_Sprite: {fileID: 21300000, guid: ad7859dc674758e478d49594622fe3f4, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
... ... @@ -1129,8 +1132,9 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: fbeb917f107454a47823fbab96e6e66d, type: 3}
m_Name:
m_EditorClassIdentifier:
bg: {fileID: 632272795}
runPlaySpeed: 10
eatPlaySpeed: 24
eatPlaySpeed: 15
eatFoodId: 0
--- !u!1 &2135436597
GameObject:
... ...
... ... @@ -8,6 +8,7 @@ using UnityEngine.UI;
public class BackGroundSroll : MonoBehaviour
{
[SerializeField] public float bgScrollSpeed = 500f;
[Tooltip("速度的缩放倍率")] public float speedScale = 0.0f;
[Tooltip("食物得列表")] [SerializeField] private Sprite[] FoodList;
private float backgroundWidth;
private Transform[] backgrounds;
... ... @@ -19,10 +20,11 @@ public class BackGroundSroll : MonoBehaviour
[SerializeField] private SnakeControl snake;
private int zeroCount = 0; // 连续出现0的次数
private float IncrementalProbability = 0.2f; // 递增概率
private float IncrementalProbability = 0.015f; // 递增概率
public bool isCanMoveBg = false;
private bool isTouchFood = false;
void Start()
{
backgroundWidth = transform.GetChild(0).GetComponent<RectTransform>().sizeDelta.x;
... ... @@ -36,56 +38,25 @@ public class BackGroundSroll : MonoBehaviour
void Update()
{
snake.SetSnakePlayState(isCanMoveBg);
if (!isCanMoveBg)
{
return;
}
// // 移动所有背景
// foreach (Transform bg in backgrounds)
// {
// bg.Translate(Vector3.right * bgScrollSpeed * Time.deltaTime);
// }
//
// // 检查是否需要重置位置
// for (int i = 0; i < backgrounds.Length; i++)
// {
// if (backgrounds[i].position.x >= backgroundWidth * 2)
// {
// // 将最左边的背景移动到最右边
// Vector3 newPos = backgrounds[i].position;
// newPos.x -= backgroundWidth * 3;
// backgrounds[i].position = newPos;
// ShowFood(backgrounds[i]);
// }
// }
//
// // 检查食物是否被吃到
// if (isHaveFood)
// {
// if (eatPoint != null)
// {
// if (curFood.transform.position.x < eatPoint.transform.position.x)
// {
// float dis = Vector3.Distance(eatPoint.transform.position, curFood.transform.position);
// if (dis <= 10)
// {
// FoodScaleTween();
// }
// }
// }
// }
moveBg();
}
public void moveBg(float angle)
public void moveBg()
{
// 移动所有背景
foreach (Transform bg in backgrounds)
{
bg.Translate(Vector3.right * angle * bgScrollSpeed * Time.deltaTime);
bg.Translate(Vector3.right * bgScrollSpeed * speedScale * Time.deltaTime);
//bg.Translate(Vector3.right * bgScrollSpeed * Time.deltaTime);
Debug.Log("速度倍率: " + speedScale);
}
snake.SetSnakePlayState(speedScale <= 0);
// 检查是否需要重置位置
for (int i = 0; i < backgrounds.Length; i++)
{
... ... @@ -107,7 +78,7 @@ public class BackGroundSroll : MonoBehaviour
if (curFood.transform.position.x < eatPoint.transform.position.x)
{
float dis = Vector3.Distance(eatPoint.transform.position, curFood.transform.position);
if (dis <= 10)
if (dis <= eatPoint.transform.GetComponent<RectTransform>().sizeDelta.x / 2)
{
FoodScaleTween();
}
... ... @@ -126,6 +97,11 @@ public class BackGroundSroll : MonoBehaviour
isTouchFood = true;
snake.EatSomething(FoodId);
FoodTween();
}
private void FoodTween()
{
curFood.transform.DOScale(new Vector3(0.1f, 0.1f, 0.1f), 0.2f)
.OnComplete(() =>
{
... ... @@ -133,12 +109,16 @@ public class BackGroundSroll : MonoBehaviour
curFood.color = new Color(255, 255, 255, 0);
curFood.sprite = null;
curFood = null;
isHaveFood = false;
FoodId = -1;
isTouchFood = false;
});
}
public void EatAniPlayEnd()
{
isHaveFood = false;
FoodId = -1;
isTouchFood = false;
}
/// <summary>
/// 随机生成食物
/// </summary>
... ...
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
... ... @@ -10,6 +11,10 @@ public class GameControl : MonoBehaviour
[SerializeField] private AngleReader angleReader;
private float beforeAngle = 0;
private float beforeTime = 0;
public float speed = 1f;
private float smoothVelocity;
void Start()
{
... ... @@ -17,37 +22,61 @@ public class GameControl : MonoBehaviour
{
// 先获取一下 触发器的初始角度
beforeAngle = angleReader.GetAngle();
beforeTime = DateTime.Now.Millisecond;
}
}
void Update()
{
// float curAngle = angleReader.GetAngle();
// Debug.Log("curAngle: " + curAngle);
float curAngle;
if (angleReader != null)
{
float curAngle = angleReader.GetAngle();
float moveAngle;
// 如果当前角度小于 之前的角度 代表转了一圈
if (curAngle < beforeAngle)
{
// 总角度 360 - 上一帧的角度 + 当前角度
moveAngle = 360 - beforeAngle + curAngle;
}
else
{
moveAngle = curAngle - beforeAngle;
}
// 只采样 移动的角度 大于 1度的
if (moveAngle >= 1)
{
Debug.Log("moveAngle: " + moveAngle);
}
curAngle = angleReader.GetAngle();
Debug.Log("当前角度: " + curAngle);
float angleDelta = GetAngleDelta(beforeAngle, curAngle);
Debug.Log("转动角度: " + angleDelta);
float targetSpeed = CalculateTargetSpeed(angleDelta);
targetSpeed = Mathf.SmoothDamp(
bg.speedScale,
targetSpeed,
ref smoothVelocity,
0.1f // 平滑时间(秒)
);
beforeAngle = curAngle;
bg.moveBg(moveAngle);
bg.speedScale = targetSpeed;
}
}
/// <summary>
/// 处理360°跳变的角度差值计算
/// </summary>
float GetAngleDelta(float oldAngle, float newAngle)
{
// 处理跨越360°到0°的情况
float delta = newAngle - oldAngle;
if (delta > 180f) delta -= 360f; // 正向跳变修正
else if (delta < -180f) delta += 360f; // 反向跳变修正
return delta;
}
/// <summary>
/// 根据角度变化计算目标速度
/// </summary>
float CalculateTargetSpeed(float angleDelta)
{
// 当角度不在转动 速度倍率为0
if (Mathf.Abs(angleDelta) <= 0.0001f)
{
return 0;
}
float inputRatio;
if (Mathf.Abs(angleDelta) > 0.01f)
{
inputRatio = Mathf.Clamp(Mathf.Abs(angleDelta) / 90f, 0.1f, 1f);
return 1f + inputRatio * 99f * 2;
}
return 2;
}
}
\ No newline at end of file
... ...
using System.Collections;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
... ... @@ -6,23 +6,22 @@ using UnityEngine.UI;
public class SnakeControl : MonoBehaviour
{
public BackGroundSroll bg;
private Image img_Snake;
[Tooltip("走路得播放速度")] public float runPlaySpeed = 10.0f;
[Tooltip("吃饭团得播放速度")] public float eatPlaySpeed = 10.0f;
// 添加这两个变量来控制速度
private float originalRunSpeed;
private float originalEatSpeed;
private List<Sprite> Run_Sprites;
private List<Sprite> EatRise_Sprites;
private List<Sprite> EatGrape_Sprites;
private List<Sprite> EatApple_Sprites;
private List<Sprite> EatBanana_Sprites;
private string RunSpriteLoader = "Run";
private string EatRiseLoader = "EatFood/Rise";
private string EatGrapeLoader = "EatFood/Grape";
private string EatAppleLoader = "EatFood/Apple";
private string EatBananaLoader = "EatFood/Banana";
/// <summary>
/// 是否正在吃食物
... ... @@ -38,6 +37,26 @@ public class SnakeControl : MonoBehaviour
private bool isPaused = true;
// 动画状态控制变量
private enum AnimationState
{
Running,
Eating
}
private AnimationState currentState = AnimationState.Running;
// 跑步动画相关变量
private float runTimer = 0f;
private int currentRunFrame = 0;
private bool isRunReversing = false;
// 吃食物动画相关变量
private float eatTimer = 0f;
private int currentEatFrame = 0;
private List<Sprite> currentEatSprites;
void Start()
{
img_Snake = transform.GetComponent<Image>();
... ... @@ -45,10 +64,24 @@ public class SnakeControl : MonoBehaviour
EatRise_Sprites = new List<Sprite>(Resources.LoadAll<Sprite>(EatRiseLoader));
EatGrape_Sprites = new List<Sprite>(Resources.LoadAll<Sprite>(EatGrapeLoader));
EatApple_Sprites = new List<Sprite>(Resources.LoadAll<Sprite>(EatAppleLoader));
curPlayAni = StartCoroutine(PlayRunAnimation());
// 保存原始速度
originalRunSpeed = runPlaySpeed;
originalEatSpeed = eatPlaySpeed;
EatBanana_Sprites = new List<Sprite>(Resources.LoadAll<Sprite>(EatBananaLoader));
// 开始跑步动画
currentState = AnimationState.Running;
}
private void Update()
{
if (isPaused || img_Snake == null) return;
// 简易状态机切换
switch (currentState)
{
case AnimationState.Running:
UpdateRunAnimation();
break;
case AnimationState.Eating:
UpdateEatAnimation();
break;
}
}
/// <summary>
... ... @@ -57,20 +90,7 @@ public class SnakeControl : MonoBehaviour
/// <param name="isPlay"></param>
public void SetSnakePlayState(bool pause)
{
// if (isPaused == pause) return; // 避免重复设置
// isPaused = pause;
// if (!pause)
// {
// // 暂停时设置速度为接近0的小值
// runPlaySpeed = 0.00001f;
// eatPlaySpeed = 0.00001f;
// }
// else
// {
// // 恢复时还原原始速度
// runPlaySpeed = originalRunSpeed;
// eatPlaySpeed = originalEatSpeed;
// }
isPaused = pause;
}
/// <summary>
... ... @@ -84,72 +104,85 @@ public class SnakeControl : MonoBehaviour
}
eatFoodId = id;
// 吃到食物时 先暂停 走路得动画播放 切换对应得食物动画
StopCoroutine(curPlayAni);
StartCoroutine(PlayEatFoodSprite());
}
#region 吃到食物得状态
public IEnumerator PlayEatFoodSprite()
{
currentState = AnimationState.Eating;
IsEat = true;
List<Sprite> sprites = new List<Sprite>();
currentEatFrame = 0;
eatTimer = 0f;
switch (eatFoodId)
{
case 0: // 饭团
sprites = EatRise_Sprites;
currentEatSprites = EatRise_Sprites;
break;
case 1: // 葡萄
sprites = EatGrape_Sprites;
currentEatSprites = EatGrape_Sprites;
break;
case 2: // 葡萄
sprites = EatApple_Sprites;
case 2: // 苹果
currentEatSprites = EatApple_Sprites;
break;
case 3: // 香蕉
currentEatSprites = EatBanana_Sprites;
break;
}
for (int i = 0; i < sprites.Count; i++)
{
if (img_Snake != null)
{
img_Snake.sprite = sprites[i];
yield return new WaitForSeconds(1f / eatPlaySpeed);
}
}
IsEat = false;
curPlayAni = StartCoroutine(PlayRunAnimation());
}
#endregion
#region 正常走路得状态
IEnumerator PlayRunAnimation()
private void UpdateRunAnimation()
{
while (true)
runTimer += Time.deltaTime;
float frameDuration = 1f / runPlaySpeed;
if (runTimer >= frameDuration)
{
// 正向播放
for (int i = 0; i < Run_Sprites.Count; i++)
runTimer = 0f;
if (!isRunReversing)
{
if (img_Snake != null)
// 正向播放
currentRunFrame++;
if (currentRunFrame >= Run_Sprites.Count)
{
img_Snake.sprite = Run_Sprites[i];
yield return new WaitForSeconds(1f / runPlaySpeed);
currentRunFrame = Run_Sprites.Count - 2;
isRunReversing = true;
}
}
// 反向播放
for (int i = Run_Sprites.Count - 2; i >= 0; i--)
else
{
if (img_Snake != null)
// 反向播放
currentRunFrame--;
if (currentRunFrame < 0)
{
img_Snake.sprite = Run_Sprites[i];
yield return new WaitForSeconds(1f / runPlaySpeed);
currentRunFrame = 1;
isRunReversing = false;
}
}
img_Snake.sprite = Run_Sprites[currentRunFrame];
}
}
#endregion
private void UpdateEatAnimation()
{
eatTimer += Time.deltaTime;
float frameDuration = 1f / eatPlaySpeed;
if (eatTimer >= frameDuration)
{
eatTimer = 0f;
currentEatFrame++;
if (currentEatFrame < currentEatSprites.Count)
{
img_Snake.sprite = currentEatSprites[currentEatFrame];
}
else
{
IsEat = false;
currentState = AnimationState.Running;
runTimer = 0f;
currentRunFrame = 0;
isRunReversing = false;
bg.EatAniPlayEnd();
}
}
}
}
\ No newline at end of file
... ...
... ... @@ -4,7 +4,7 @@
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m_ObjectHideFlags: 0
serializedVersion: 1
m_Enabled: 0
m_Enabled: 1
m_TestMode: 0
m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
... ...
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... ...