V3.4.1 整理script位置

This commit is contained in:
2023-10-15 02:16:43 +09:00
parent eabbb656cb
commit 86d6b41ed7
77 changed files with 43272 additions and 302 deletions
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using System.Collections.Generic;
using UnityEngine;
public class MouseInMap : MonoBehaviour
{
public float targetDistanceThreshold = 6f;
public float enemyDistanceThreshold = 1f;
public Camera playCamera;
public GameObject AgentObj;
public GameObject environmentObj;
public GameObject mousePreviewObj;
public GameObject enemyContainerObj;
public GameObject sceneBlockContainerObj;
public GameObject targetControllerObj;
public GameObject parameterContainerObj;
public GameObject HUDObj;
private Vector3 nowHitPosition = Vector3.zero;
private Vector3 nowHitPositionRelative = Vector3.zero;
private LayerMask groundMask;
private int blockNum;
private ParameterContainer paramCon;
private GameObject previewModel;
private TargetController targetCon;
private MousePreview mousePreviewCon;
private EnemyContainer enemyCon;
private SceneBlockContainer sceneBlockCon;
private MessageBoxController messageCon;
private TargetUIController targetUICon;
private const string ErrorMessageColor = "#800000ff";
private const string LevelTooHighError = "[Error]MouseInMap:ChangeBlockLevelTo:";
private const string AttackLevelErrorMsg = "Attack Level is too high!";
private const string GotoLevelErrorMsg = "Goto Level is too high!";
public enum MouseMode
{
Default,
AttackSet,
GotoSet,
EnemySet
}
public MouseMode mouseMode = MouseMode.Default;
public int blockLevel = 0;
private void Start()
{
paramCon = parameterContainerObj.GetComponent<ParameterContainer>();
groundMask = LayerMask.GetMask("Ground");
targetCon = targetControllerObj.GetComponent<TargetController>();
mousePreviewCon = mousePreviewObj.GetComponent<MousePreview>();
enemyCon = enemyContainerObj.GetComponent<EnemyContainer>();
sceneBlockCon = sceneBlockContainerObj.GetComponent<SceneBlockContainer>();
targetUICon = HUDObj.GetComponent<TargetUIController>();
messageCon = HUDObj.GetComponent<MessageBoxController>();
}
private void Update()
{
nowHitPosition = GetMouseOnMapPosition();
nowHitPositionRelative = nowHitPosition - environmentObj.transform.position;
// if mouse position in area, update mouseInMapPosition as nowHitPosition
if (nowHitPositionRelative.x < targetCon.maxAgentAreaX && nowHitPositionRelative.x > targetCon.minAgentAreaX && nowHitPositionRelative.z < targetCon.maxEnemyAreaZ && nowHitPositionRelative.z > targetCon.minAgentAreaZ)
{
mousePreviewCon.UpdatePreviewPosition(nowHitPosition);
// Mouse button R pressed
if (Input.GetMouseButtonDown(1))
{
switch (mouseMode)
{
case MouseMode.AttackSet:
if (IsAgentorEnemyWithinDistance(targetDistanceThreshold))
{
// if agent or enemy is nearby, do not create new block
messageCon.PushMessage(new List<string> { "Agent or Enemy is too close!" },
new List<string> { messageCon.errorColor });
}
else
{
// if agent or enemy is not nearby, create new block
sceneBlockCon.CreateNewBlock(Targets.Attack, blockLevel, blockNum, nowHitPositionRelative);
sceneBlockCon.InitializeBlock(environmentObj);
targetCon.AttackModeChange(nowHitPositionRelative);
ChangeMouseMode(MouseMode.Default);
}
break;
case MouseMode.GotoSet:
if (IsAgentorEnemyWithinDistance(targetDistanceThreshold))
{
// if agent or enemy is nearby, do not create new block
messageCon.PushMessage(new List<string> { "Agent or Enemy is too close!" },
new List<string> { messageCon.errorColor });
}
else
{
// if agent or enemy is not nearby, create new block
sceneBlockCon.CreateNewBlock(Targets.Go, blockLevel, blockNum, nowHitPositionRelative);
sceneBlockCon.InitializeBlock(environmentObj);
targetCon.GotoModeChange(nowHitPositionRelative);
ChangeMouseMode(MouseMode.Default);
}
break;
case MouseMode.EnemySet:
if (IsAgentorEnemyWithinDistance(enemyDistanceThreshold))
{
messageCon.PushMessage(new List<string> { "Agent or Enemy is too close!" },
new List<string> { messageCon.errorColor });
}
else
{
enemyCon.InitEnemyAtHere(new Vector3(nowHitPositionRelative.x, 1, nowHitPositionRelative.z));
}
break;
default:
break;
}
}
}
}
// change mouse mode, level and PreviewModel
public void ChangeMouseMode(MouseMode mouseMode, int level = -1, int blockNum = -1)
{
this.mouseMode = mouseMode;
Targets nowTargetType;
switch (mouseMode)
{
case MouseMode.AttackSet:
case MouseMode.GotoSet:
// set target type
nowTargetType = GetTargetTypeByMouseMode(mouseMode);
// set blockLevel or send error message
if (level < 0)
{
// while blockLevel is not set, send error message
messageCon.PushMessage(new List<string> { "[ERROR]MouseInMap:ChangeMouseMode:", "Level not set!", "mouseMode=", mouseMode.ToString() },
new List<string> { messageCon.errorColor });
blockLevel = paramCon.scenePrefabSet.GetLevelNumber(nowTargetType);
}
else
{
// while blockLevel is set
blockLevel = level;
}
blockLevel = level;
// set blockNum or random choose attack scene block type
if (blockNum < 0)
{
// while blockNum is not set, random choose block type
this.blockNum = Random.Range(0, paramCon.scenePrefabSet.GetBlockNumber(blockLevel, nowTargetType));
}
else
{
// while blockNum is set
this.blockNum = blockNum;
}
// set previewModel
previewModel = paramCon.scenePrefabSet.GetPrefab(blockLevel, this.blockNum, nowTargetType);
mousePreviewCon.ChangePreviewTo(previewModel);
break;
case MouseMode.EnemySet:
// set enemy as preview
previewModel = enemyCon.enemyPrefab;
mousePreviewCon.ChangePreviewTo(previewModel, true);
break;
default:
// default mode, delete all preview model
mousePreviewCon.DeleteAllPreviewModele();
break;
}
}
// get mouse position on map, return an absolute Vector3 coordinate
public Vector3 GetMouseOnMapPosition()
{
// shoot raycast from mainCamera center to mousepositon
RaycastHit nowHit;
Ray ray = playCamera.ScreenPointToRay(Input.mousePosition);
// if raycast hit gameobject
if (Physics.Raycast(ray, out nowHit, Mathf.Infinity, groundMask))
{
//draw raycast
Debug.DrawRay(ray.origin, ray.direction * 100, Color.red);
return nowHit.point;
}
else
{
return Vector3.zero;
}
}
// check if agent or enemy is too close to nowHitPosition
private bool IsAgentorEnemyWithinDistance(float distance)
{
// check all child object in enemyContainerObj
// if any child object is near by nowHitPosition in 10, return true
Vector3 playerPosition = Vector3.zero;
for (int i = 0; i < enemyContainerObj.transform.childCount; i++)
{
//set enemy Position's y as 0
playerPosition = enemyContainerObj.transform.GetChild(i).position;
playerPosition.y = 0;
// check if enemy near by nowHitPositionRelative in distance, return true
if (Vector3.Distance(playerPosition, nowHitPosition) < distance)
{
return true;
}
}
// set agentObj position's y as 0
playerPosition = AgentObj.transform.position;
playerPosition.y = 0;
// check if agentObj near by nowHitPositionRelative in distance, return true
if (Vector3.Distance(playerPosition, nowHitPosition) < distance)
{
return true;
}
// if no enemy or agent near by, return false
return false;
}
// change to TargetType from MouseMode
private Targets GetTargetTypeByMouseMode(MouseMode mode)
{
switch (mode)
{
case MouseMode.AttackSet:
return Targets.Attack;
case MouseMode.GotoSet:
return Targets.Go;
default:
messageCon.PushMessage(new List<string> { "[Error]MouseInMap:GetTargetTypeByMouseMode:", "Mouse Mode not found!", "mode=", mode.ToString() },
new List<string> { messageCon.errorColor });
return Targets.Num;
}
}
}
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using UnityEngine;
public class MousePreview : MonoBehaviour
{
private GameObject nowMousePreviewObj;
// show mousePreviewObj in mouse position
public void ChangePreviewTo(GameObject mousePreviewObj, bool disableCollider = false)
{
// change mouse preview object to mousePreviewObj
// delete all child object
DeleteAllPreviewModele();
// create new mouse preview object
nowMousePreviewObj = Instantiate(mousePreviewObj, transform.position, Quaternion.identity, this.transform);
if (disableCollider)
{
// disable mousePreviewObj collider
nowMousePreviewObj.GetComponent<Collider>().enabled = false;
}
}
public void UpdatePreviewPosition(Vector3 previewPos)
{
// move this gameobject to previewPos
transform.position = previewPos;
}
public void DeleteAllPreviewModele()
{
// delete all child object
foreach (Transform childObj in this.transform)
{
// destroy child
Destroy(childObj.gameObject);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCamera : MonoBehaviour
{
public float normalSpeed = 0.0035f;
public float shiftSpeed = 0.06f;
public float zoomSpeed = -10.0f;
public float rotateSpeed = 0.1f;
public float maxHeight = 40f;
public float minHeight = 6f;
public Vector2 startMouseP;
public Vector2 dragMouseP;
private float speed;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
// shift to speed UP
if (Input.GetKey(KeyCode.LeftShift))
{
speed = shiftSpeed;
zoomSpeed = 20.0f;
}
else
{
speed = normalSpeed;
zoomSpeed = 10.0f;
}
float hsp = transform.position.y * speed * Input.GetAxis("Horizontal"); // horizontal movement speed
float vsp = transform.position.y * speed * Input.GetAxis("Vertical"); // vertical movement speed
float scrollSp = Mathf.Log(transform.position.y) * -zoomSpeed * Input.GetAxis("Mouse ScrollWheel"); // scroll speed
// camera height limit
if (transform.position.y + scrollSp > maxHeight)
{
scrollSp = maxHeight - transform.position.y;
}
else if (transform.position.y + scrollSp < minHeight)
{
scrollSp = minHeight - transform.position.y;
}
Vector3 verticalMove = new Vector3(0,scrollSp,0); // vertical movement
Vector3 lateralMove = hsp * transform.right; // lateral movement in global world ignore camera facing
Vector3 fowardMove = transform.forward; // forward movement in global world ignore camera facing
fowardMove.y = 0; // ignore y axis
fowardMove = vsp * fowardMove.normalized; // normalize the vector
Vector3 move = verticalMove + lateralMove + fowardMove; // total movement
transform.position += move; // move the camera
CameraRotation();
}
void CameraRotation()
{
// camera rotation while press middle mousebutton
if(Input.GetMouseButtonDown(2))
{
startMouseP = Input.mousePosition;
}
if (Input.GetMouseButton(2))
{
dragMouseP = Input.mousePosition;
float dx = (dragMouseP - startMouseP).x * rotateSpeed;
float dy = (dragMouseP - startMouseP).y * rotateSpeed;
transform.rotation *= Quaternion.Euler(new Vector3(0, dx, 0));
transform.GetChild(0).rotation *= Quaternion.Euler(new Vector3(-dy, 0, 0));
startMouseP = dragMouseP;
}
}
}
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