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
This commit is contained in:
2024-01-05 03:46:52 +09:00
parent 481794dcc3
commit 173aff5137
17 changed files with 529 additions and 683 deletions
+3 -4
View File
@@ -190,8 +190,6 @@ public class EnvironmentUIControl : MonoBehaviour
stateBuilder.Append(targetStates[3]);
stateBuilder.Append("\r\nTargetDiameter:");
stateBuilder.Append(targetStates[4]);
stateBuilder.Append("\r\nTargetBelongRatio:");
stateBuilder.Append(targetStates[5]);
stateBuilder.Append("\r\nInArea:");
stateBuilder.Append(inAreaState);
stateBuilder.Append("\r\nRemainTime:");
@@ -199,9 +197,10 @@ public class EnvironmentUIControl : MonoBehaviour
stateBuilder.Append("\r\nGunReady:");
stateBuilder.Append(gunReadyToggle);
stateBuilder.Append("\r\nMyPosition:");
stateBuilder.Append(myObserve[0]).Append(myObserve[1]).Append(myObserve[2]);
stateBuilder.Append(myObserve[0]+"_").Append(myObserve[1]+"_").Append(myObserve[2]);
stateBuilder.Append("\r\nMyRotation:");
stateBuilder.Append(myObserve[3]);
stateBuilder.Append(myObserve[3]+"_").Append(myObserve[4]);
stateText.text = stateBuilder.ToString();
}
+13 -2
View File
@@ -35,8 +35,12 @@ public class StartUIManager : MonoBehaviour
waitTimeTextObj.text = ((int)Math.Round(leftTime)).ToString();
if (leftTime <= 1)
{
// if time limit is over, load Train Scene
sceneLoader.LoadGameScene(SceneLoader.SceneType.Train);
// if time limit is over, end game
# if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
StopGame();
#endif
}
}
@@ -95,4 +99,11 @@ public class StartUIManager : MonoBehaviour
}
}
}
private void StopGame()
{
// stop game,end program
Debug.Log("Game End");
Application.Quit();
}
}
+4 -5
View File
@@ -22,7 +22,6 @@ public class TargetUIController : MonoBehaviour
[SerializeField] private Button setGotoButton;
[SerializeField] private Button setFreeButton;
[SerializeField] private Button setStayButton;
[SerializeField] private int primaryButtonNumber = 6;
[Header("LevelPanel")]
[SerializeField] private GameObject gotoLevelPanel;
@@ -92,7 +91,7 @@ public class TargetUIController : MonoBehaviour
public void ClearGamePressed()
{
// Clear all enemies and targets. set gamemode to Stay mode
targetCon.StayModeChange();
targetCon.PlayTargetChange(Targets.Stay);
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
// disable setStayButton and enable other buttons
buttonColorChanger.ChangeInteractableColor(clearGameButton, true);
@@ -101,14 +100,14 @@ public class TargetUIController : MonoBehaviour
buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
buttonColorChanger.ChangeInteractableColor(setFreeButton, true);
buttonColorChanger.ChangeInteractableColor(setStayButton, false);
targetCon.PlayInitialize();
targetCon.PlayModeInitialize();
}
// Set Free Button Pressed, change Target mode to free mode
public void SetFreePressed()
{
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
targetCon.FreeModeChange();
targetCon.PlayTargetChange(Targets.Free);
buttonColorChanger.ChangeInteractableColor(setStayButton, true);
buttonColorChanger.ChangeInteractableColor(setAttackButton, true);
buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
@@ -119,7 +118,7 @@ public class TargetUIController : MonoBehaviour
public void SetStayPressed()
{
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
targetCon.StayModeChange();
targetCon.PlayTargetChange(Targets.Stay);
buttonColorChanger.ChangeInteractableColor(setStayButton, false);
buttonColorChanger.ChangeInteractableColor(setAttackButton, true);
buttonColorChanger.ChangeInteractableColor(setGotoButton, true);