Observation多处修复
Observation显示UI修正对应新的Rotation 修正targetState长度错误,优化TargetController的Play模式 修改TargetPosition坐标从TargetBlock坐标为Firebases坐标 修改45s超时动作从加载train scene为退出游戏
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@@ -190,8 +190,6 @@ public class EnvironmentUIControl : MonoBehaviour
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stateBuilder.Append(targetStates[3]);
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stateBuilder.Append("\r\nTargetDiameter:");
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stateBuilder.Append(targetStates[4]);
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stateBuilder.Append("\r\nTargetBelongRatio:");
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stateBuilder.Append(targetStates[5]);
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stateBuilder.Append("\r\nInArea:");
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stateBuilder.Append(inAreaState);
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stateBuilder.Append("\r\nRemainTime:");
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@@ -199,9 +197,10 @@ public class EnvironmentUIControl : MonoBehaviour
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stateBuilder.Append("\r\nGunReady:");
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stateBuilder.Append(gunReadyToggle);
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stateBuilder.Append("\r\nMyPosition:");
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stateBuilder.Append(myObserve[0]).Append(myObserve[1]).Append(myObserve[2]);
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stateBuilder.Append(myObserve[0]+"_").Append(myObserve[1]+"_").Append(myObserve[2]);
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stateBuilder.Append("\r\nMyRotation:");
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stateBuilder.Append(myObserve[3]);
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stateBuilder.Append(myObserve[3]+"_").Append(myObserve[4]);
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stateText.text = stateBuilder.ToString();
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}
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@@ -35,8 +35,12 @@ public class StartUIManager : MonoBehaviour
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waitTimeTextObj.text = ((int)Math.Round(leftTime)).ToString();
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if (leftTime <= 1)
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{
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// if time limit is over, load Train Scene
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sceneLoader.LoadGameScene(SceneLoader.SceneType.Train);
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// if time limit is over, end game
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# if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#else
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StopGame();
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#endif
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}
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}
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@@ -95,4 +99,11 @@ public class StartUIManager : MonoBehaviour
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}
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}
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}
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private void StopGame()
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{
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// stop game,end program
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Debug.Log("Game End");
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Application.Quit();
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}
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}
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@@ -22,7 +22,6 @@ public class TargetUIController : MonoBehaviour
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[SerializeField] private Button setGotoButton;
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[SerializeField] private Button setFreeButton;
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[SerializeField] private Button setStayButton;
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[SerializeField] private int primaryButtonNumber = 6;
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[Header("LevelPanel")]
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[SerializeField] private GameObject gotoLevelPanel;
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@@ -92,7 +91,7 @@ public class TargetUIController : MonoBehaviour
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public void ClearGamePressed()
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{
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// Clear all enemies and targets. set gamemode to Stay mode
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targetCon.StayModeChange();
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targetCon.PlayTargetChange(Targets.Stay);
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mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
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// disable setStayButton and enable other buttons
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buttonColorChanger.ChangeInteractableColor(clearGameButton, true);
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@@ -101,14 +100,14 @@ public class TargetUIController : MonoBehaviour
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buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
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buttonColorChanger.ChangeInteractableColor(setFreeButton, true);
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buttonColorChanger.ChangeInteractableColor(setStayButton, false);
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targetCon.PlayInitialize();
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targetCon.PlayModeInitialize();
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}
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// Set Free Button Pressed, change Target mode to free mode
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public void SetFreePressed()
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{
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mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
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targetCon.FreeModeChange();
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targetCon.PlayTargetChange(Targets.Free);
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buttonColorChanger.ChangeInteractableColor(setStayButton, true);
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buttonColorChanger.ChangeInteractableColor(setAttackButton, true);
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buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
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@@ -119,7 +118,7 @@ public class TargetUIController : MonoBehaviour
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public void SetStayPressed()
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{
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mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
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targetCon.StayModeChange();
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targetCon.PlayTargetChange(Targets.Stay);
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buttonColorChanger.ChangeInteractableColor(setStayButton, false);
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buttonColorChanger.ChangeInteractableColor(setAttackButton, true);
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buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
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