一、框架视图
二、关键代码
Aniaml
Anim_Manager
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Anim_Manager : MonoBehaviour {
//动画状态机的储存
public Animator V_Ani;
//储存恐龙物体
public GameObject V_Obj;
//获取水平和垂直 的Vaule;
private float translationFB;
private float translationRL;
//低头闻的声音文件
public AudioClip Smell_Clip;
void Start () {
}
void Update () {
//控制吃的函数
Eat();
// 控制闻的函数
Smell();
//当满足正在播放恐龙的移动动画时才执行以下内容
if (V_Ani.GetCurrentAnimatorStateInfo(0).IsName("Blend Tree")) //参数1:动画层 参数2:动画名称
{
// 控制尖叫的函数
Bark();
//这个就处理了当恐龙尖叫时处理了bug
}
//当满足正在播放恐龙的移动动画时才执行以下内容
if (V_Ani.GetCurrentAnimatorStateInfo(0).IsName("Blend Tree")) //参数1:动画层 参数2:动画名称
{
//控制位移的函数;
Translate_Ctrl();
//这个就处理了当恐龙吃东西时 按ASDW不会有反应 处理了bug
}
//控制行走动画的函数
Move_Anim();
//控制向左旋转;
Ro_Left();
//控制向右旋转
Ro_Right();
}
/// <summary>
///控制位移的函数;
/// </summary>
void Translate_Ctrl() {
translationFB = Input.GetAxis("Vertical") * 0.08f; //垂直
translationRL = Input.GetAxis("Horizontal") * 0.08f; //水平
//恐龙的位移;
V_Obj.transform.Translate(translationRL, 0, translationFB);
}
/// <summary>
/// 控制行走动画的函数
/// </summary>
void Move_Anim() {
//动画已经融合,通过水平和垂直来控制前后左右移动 融合树
V_Ani.SetFloat("FW", Input.GetAxis("Vertical")); //垂直 参数1:设置条件名称 参数2:设置值
V_Ani.SetFloat("LR", Input.GetAxis("Horizontal")); //水平 参数1:设置条件名称 参数2:设置值
}
/// <summary>
/// 控制吃的函数
/// </summary>
void Eat()
{
//按下C键,激活触发器 吃的动作
//if (Input.GetKey(KeyCode.C)) //键盘操作改成手柄按键
if (Input.GetKey(KeyCode.C)&&Input.GetButtonDown("Fire1")) //手柄 开火键
{
V_Ani.SetTrigger("Eat"); //设置触发的关键语句
}
}
/// <summary>
/// 控制闻的函数
/// </summary>
void Smell() {
//按下X键,激活闻 动作;
//if (Input.GetKey(KeyCode.X)) //键盘操作改成手柄操作
if (Input.GetKey(KeyCode.X)&&Input.GetButtonDown("Jump")) //手柄 跳跃键
{
V_Ani.SetTrigger("Smell");
//播放闻的声音文件
//获取声音组件
gameObject.GetComponent<AudioSource>().clip = Smell_Clip;
//获取声音播放组件的速度为1.5倍
gameObject.GetComponent<AudioSource>().pitch = 1.5f;
//播放
gameObject.GetComponent<AudioSource>().Play();
}
}
/// <summary>
/// 控制尖叫的函数
/// </summary>
void Bark()
{
//按下R键,激活Bark动作
if (Input.GetKey(KeyCode.R))
{
V_Ani.SetTrigger("Bark");
}
}
/// <summary>
/// 向左旋转
/// </summary>
void Ro_Left() {
if (Input.GetKey(KeyCode.Q))
{
transform.Rotate(0, -25 * Time.deltaTime, 0, Space.Self);
}
}
/// <summary>
/// 向右旋转
/// </summary>
void Ro_Right() {
if (Input.GetKey(KeyCode.E))
{
transform.Rotate(0,25*Time.deltaTime,0,Space.Self);
}
}
}
Animal_Auto
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Animal_Auto : MonoBehaviour {
public PathNode m_currentNode=null;
public float speed = 5.0f;
//储存走路时间
public Animal_Auto inst;
public Animator V_Ani;
public bool Move_Bl = true;
//控制恐龙是否行走
//低头闻的声音文件
// public AudioClip Smell_Clip;
//定义销毁时间
//private float destoryTime;
//判断销毁时间
public bool isDestory=false;
// Use this for initialization
void Start () {
inst = this;
m_currentNode = GameObject.Find("P_01").GetComponent<PathNode>();
//Invoke("isBarking", 3.8f); //函数的调用
//让恐龙经过1.8秒后吃东西
//Invoke("Moving", 4f); //函数调用
//让恐龙经过8.8秒(吃东西动作播放完)后继续走路
//Invoke("Attacking", 7.8f);
//Invoke("isMoving", 4.5f);
// Invoke("Smelling", 7.8f);
//Invoke("isEating", 6.8f);
//Invoke("isMovingNext", 12.8f);
//给动画状态机赋值
//V_Ani = gameObject.GetComponent<Animator>();
//奔跑消失的声效;开启协程
StartCoroutine(AudioHide());
}
// Update is called once per frame
void Update () {
//if (Move_Bl) {
RotateTo();
MoveTo();
//}
}
//让恐龙执行吃东西动画的函数
public void isBarking()
{
Move_Bl = false;
V_Ani.SetTrigger("Barking");
}
public void isAttacking()
{
Move_Bl = false;
V_Ani.SetTrigger("Attacking");
}
public void isSmelling()
{
Move_Bl = false;
V_Ani.SetTrigger("Smelling");
//gameObject.GetComponent<AudioSource>().clip = Smell_Clip;
//获取声音播放组件的速度为1.5倍
gameObject.GetComponent<AudioSource>().pitch = 1.5f;
gameObject.GetComponent<AudioSource>().volume = 2f;
//播放
gameObject.GetComponent<AudioSource>().Play();
}
public void isEating() {
V_Ani.SetTrigger("Eating");
//执行协程函数
StartCoroutine("isEat");
}
public void isMoving() {
Move_Bl = true;
V_Ani.SetTrigger("Moving");
;
}
public void isMovingNext()
{
V_Ani.SetTrigger("Moving");
//执行协程函数
StartCoroutine("isMove");
}
public void RotateTo() {
float current = transform.eulerAngles.y;
this.transform.LookAt(m_currentNode.transform);
Vector3 target = this.transform.eulerAngles;
float next = Mathf.MoveTowardsAngle(current,target.y,20*Time.deltaTime);
this.transform.eulerAngles = new Vector3(0,next,0);
}
public void MoveTo() {
Vector3 pos1 = transform.position;
Vector3 pos2 = m_currentNode.transform.position;
float dist = Vector2.Distance(new Vector2(pos1.x,pos1.z),new Vector2(pos2.x,pos2.z));
if (dist<2f) { //数值越大,消失时间越长 具体测试才知道
if (m_currentNode.P_Next == null)
{
Destroy(this.gameObject);
}
else {
m_currentNode = m_currentNode.P_Next;
}
}
transform.Translate(new Vector3(0, 0, speed * Time.deltaTime));
//判断时间
Destroy(gameObject, 45f);
}
//延迟函数 协程
IEnumerator isEat() {
yield return new WaitForSeconds(1.5f);
Move_Bl = false;
}
IEnumerator isMove()
{
yield return new WaitForSeconds(1.5f);
Move_Bl = true;
}
//声音消失的时间
IEnumerator AudioHide()
{
yield return new WaitForSeconds(20f);
gameObject.transform.GetComponent<AudioSource>().enabled = false;
}
}
Animal_Auto_Butterfly
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Animal_Auto_Butterfly : MonoBehaviour {
public PathNode m_currentNode=null;
public float speed = 5.0f;
//储存走路速度
//随机角度
// private float index;
public Animal_Auto_Butterfly inst;
// public Animator V_Ani;
//public AudioSource[] m_AudioSource;
// Use this for initialization
void Start () {
inst = this;
m_currentNode = GameObject.Find("P_01").GetComponent<PathNode>();
//给动画状态机赋值
//V_Ani = gameObject.GetComponent<Animator>();
//播放走路的声音
//m_AudioSource[0].Play();
//m_AudioSource[0].pitch = 0.8f;
//m_AudioSource[0].loop = true;
//index = Random.Range(0, 1);
//奔跑消失的声效;开启协程
StartCoroutine(AudioHide());
}
// Update is called once per frame
void Update () {
RotateTo();
MoveTo();
}
public void RotateTo() {
float current = transform.eulerAngles.y;
this.transform.LookAt(m_currentNode.transform);
Vector3 target = this.transform.eulerAngles*0.4f;
//Vector3 target = this.transform.eulerAngles * index;
float next = Mathf.MoveTowardsAngle(current,target.y,20*Time.deltaTime);
this.transform.eulerAngles = new Vector3(0,next,0);
}
public void MoveTo() {
Vector3 pos1 = transform.position;
Vector3 pos2 = m_currentNode.transform.position;
float dist = Vector2.Distance(new Vector2(pos1.x,pos1.z),new Vector2(pos2.x,pos2.z));
if (dist<2f) { //数值越大,消失时间越长 具体测试才知道
if (m_currentNode.P_Next == null)
{
Destroy(this.gameObject);
}
else {
m_currentNode = m_currentNode.P_Next;
}
}
transform.Translate(new Vector3(0, 0, speed * Time.deltaTime));
//transform.Translate(-(new Vector3(speed * Time.deltaTime,0, 0)));
//销毁对象
Destroy(gameObject,18f);
}
//声音消失的时间
IEnumerator AudioHide()
{
yield return new WaitForSeconds(18f);
gameObject.transform.GetComponent<AudioSource>().enabled = false;
}
}
Animal_Auto_Din
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Animal_Auto_Din : MonoBehaviour {
public PathNode m_currentNode=null;
public float speed = 5.0f;
//储存走路速度
public Animal_Auto_Din inst;
//public Animator V_Ani;
public bool Move_Bl = true;
//控制恐龙是否行走
//低头闻的声音文件
// public AudioClip Smell_Clip;
public AudioSource[] m_AudioSource;
// Use this for initialization
void Start () {
inst = this;
m_currentNode = GameObject.Find("P_01").GetComponent<PathNode>();
//播放走路的声音
m_AudioSource[0].Play();
m_AudioSource[0].pitch = 0.5f;
m_AudioSource[0].loop = true;
//调用恐龙动画
Invoke("isAllosaurus_IdleBellow", 5.8f);
Invoke("isAllosaurus_Walk", 9.8f);
//奔跑消失的声效;开启协程
StartCoroutine(AudioHide());
}
// Update is called once per frame
void Update () {
if (Move_Bl) {
//RotateTo();
MoveTo();
}
}
public void isAllosaurus_IdleBellow()
{
Move_Bl = false;
gameObject.transform.GetComponent<Animation>().Play("Allosaurus_IdleBellow");
//transform.animation.Play("Allosaurus_IdleBellow");
//gameObject.GetComponent<AudioSource>().clip = Smell_Clip;
//获取声音播放组件的速度为1.5倍
//gameObject.GetComponent<AudioSource>().pitch = 1.5f;
//gameObject.GetComponent<AudioSource>().volume = 2f;
//播放
//gameObject.GetComponent<AudioSource>().Play();
m_AudioSource[0].Stop();
m_AudioSource[1].Play();
}
public void isAllosaurus_Walk() {
Move_Bl = true;
gameObject.transform.GetComponent<Animation>().Play("Allosaurus_Walk");
//执行协程函数
//StartCoroutine("isEat");
//播放恐龙的走路声音
m_AudioSource[0].Play();
}
public void RotateTo() {
float current = transform.eulerAngles.y;
this.transform.LookAt(m_currentNode.transform);
Vector3 target = -this.transform.eulerAngles;
float next = Mathf.MoveTowardsAngle(current,target.y,20*Time.deltaTime);
this.transform.eulerAngles = new Vector3(0,next,0);
}
public void MoveTo() {
Vector3 pos1 = transform.position;
Vector3 pos2 = m_currentNode.transform.position;
float dist = Vector2.Distance(new Vector2(pos1.x,pos1.z),new Vector2(pos2.x,pos2.z));
if (dist<2f) { //数值越大,消失时间越长 具体测试才知道
if (m_currentNode.P_Next == null)
{
Destroy(this.gameObject);
}
else {
m_currentNode = m_currentNode.P_Next;
}
}
transform.Translate(-(new Vector3(0, 0, speed * Time.deltaTime)));
//transform.Translate(-(new Vector3(speed * Time.deltaTime,0, 0)));
//销毁对象
Destroy(gameObject,41f);
}
//延迟函数 协程
IEnumerator isEat() {
yield return new WaitForSeconds(1.5f);
Move_Bl = false;
}
IEnumerator isMove()
{
yield return new WaitForSeconds(1.5f);
Move_Bl = true;
}
//声音消失的时间
IEnumerator AudioHide()
{
yield return new WaitForSeconds(6.5f);
gameObject.transform.GetComponent<AudioSource>().enabled = false;
}
}
Animal_Auto_Din_G
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Animal_Auto_Din_G : MonoBehaviour {
public PathNode m_currentNode=null;
public float speed = 10f;
//储存走路时间
public Animal_Auto_Din_G inst;
//public AudioSource m_AudioSource;
//低头闻的声音文件
// public AudioClip Smell_Clip;
//private bool isDestory=false;
//private float destoryTime;
// Use this for initialization
void Start () {
inst = this;
m_currentNode = GameObject.Find("P_01").GetComponent<PathNode>();
//m_AudioSource.Play();
//奔跑消失的声效;开启协程
StartCoroutine(AudioHide());
}
// Update is called once per frame
void Update () {
MoveTo();
//if (Input.GetMouseButtonDown(0))
//{
// destoryTime = 12f;
//}
//else
//{
// destoryTime = 4f;
//}
//Destroy(gameObject,destoryTime);
}
public void RotateTo() {
float current = transform.eulerAngles.y;
this.transform.LookAt(m_currentNode.transform);
Vector3 target = -this.transform.eulerAngles;
float next = Mathf.MoveTowardsAngle(current,target.y,20*Time.deltaTime);
this.transform.eulerAngles = new Vector3(0,next,0);
}
public void MoveTo() {
Vector3 pos1 = transform.position;
Vector3 pos2 = m_currentNode.transform.position;
float dist = Vector2.Distance(new Vector2(pos1.x,pos1.z),new Vector2(pos2.x,pos2.z));
if (dist<2f) { //数值越大,消失时间越长 具体测试才知道
if (m_currentNode.P_Next == null)
{
Destroy(this.gameObject);
}
else {
m_currentNode = m_currentNode.P_Next;
}
}
transform.Translate(-(new Vector3(0, 0, speed * Time.deltaTime)));
//transform.Translate(-(new Vector3(speed * Time.deltaTime,0, 0)));
//销毁对象
Destroy(gameObject,25.5f);
}
//声音消失的时间
IEnumerator AudioHide()
{
yield return new WaitForSeconds(6.5f);
gameObject.transform.GetComponent<AudioSource>().enabled = false;
}
void OnBecameVisible()
{
Debug.Log(gameObject.name + "这个物体出现在屏幕里面了");
}
//物体离开屏幕
void OnBecameInvisible()
{
Debug.Log(gameObject.name + "这个物体离开屏幕里面了");
}
}
Animal_Auto_ElePhant
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Animal_Auto_ElePhant : MonoBehaviour {
public PathNode m_currentNode=null;
public float speed = 5.0f;
//储存走路速度
public Animal_Auto_ElePhant inst;
public Animator V_Ani;
//public bool Move_Bl = true;
//控制大象是否行走
//低头闻的声音文件
// public AudioClip Smell_Clip;
//public AudioSource[] m_AudioSource;
// Use this for initialization
void Start () {
inst = this;
m_currentNode = GameObject.Find("P_01").GetComponent<PathNode>();
//给动画状态机赋值
V_Ani = gameObject.GetComponent<Animator>();
//播放走路的声音
//m_AudioSource[0].Play();
//m_AudioSource[0].pitch = 0.8f;
//m_AudioSource[0].loop = true;
//奔跑消失的声效;开启协程
StartCoroutine(AudioHide());
}
// Update is called once per frame
void Update () {
//RotateTo();
MoveTo();
}
public void RotateTo() {
float current = transform.eulerAngles.y;
this.transform.LookAt(m_currentNode.transform);
Vector3 target = -this.transform.eulerAngles;
float next = Mathf.MoveTowardsAngle(current,target.y,20*Time.deltaTime);
this.transform.eulerAngles = new Vector3(0,next,0);
}
public void MoveTo() {
Vector3 pos1 = transform.position;
Vector3 pos2 = m_currentNode.transform.position;
float dist = Vector2.Distance(new Vector2(pos1.x,pos1.z),new Vector2(pos2.x,pos2.z));
if (dist<2f) { //数值越大,消失时间越长 具体测试才知道
if (m_currentNode.P_Next == null)
{
Destroy(this.gameObject);
}
else {
m_currentNode = m_currentNode.P_Next;
}
}
transform.Translate(new Vector3(0, 0, speed * Time.deltaTime));
//transform.Translate(-(new Vector3(speed * Time.deltaTime,0, 0)));
//销毁对象
Destroy(gameObject,33f);
}
//声音消失的时间
IEnumerator AudioHide()
{
yield return new WaitForSeconds(12f);
gameObject.transform.GetComponent<AudioSource>().enabled = false;
}
}
Animal_Auto_Horse
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 马行走的函数
/// </summary>
public class Animal_Auto_Horse : MonoBehaviour {
public PathNode m_currentNode=null;
public float speed = 5.0f;
//储存走路时间
public Animal_Auto_Horse inst;
public Animator V_Ani;
public bool Move_Bl = true;
//控制马是否行走 马要吃东西的时候 要停下来
public AudioSource[] m_AudioSource;
// Use this for initialization
void Start () {
inst = this;
m_currentNode = GameObject.Find("P_01").GetComponent<PathNode>();
//Invoke("isEating", 6.8f);
//Invoke("isMovingNext", 12.8f);
//给动画状态机赋值
V_Ani = gameObject.GetComponent<Animator>();
//播放行走的声音
m_AudioSource[0].Play();
StartCoroutine("PlayAudio");
//奔跑消失的声效;开启协程
StartCoroutine(AudioHide());
}
// Update is called once per frame
void Update () {
//if (Move_Bl) {
// RotateTo();
MoveTo();
//}
}
public void RotateTo() {
float current = transform.eulerAngles.y;
this.transform.LookAt(m_currentNode.transform);
Vector3 target = this.transform.eulerAngles;
float next = Mathf.MoveTowardsAngle(current,target.y,20*Time.deltaTime);
this.transform.eulerAngles = new Vector3(0,next,0);
}
public void MoveTo() {
Vector3 pos1 = transform.position;
Vector3 pos2 = m_currentNode.transform.position;
float dist = Vector2.Distance(new Vector2(pos1.x,pos1.z),new Vector2(pos2.x,pos2.z));
if (dist<2f) { //数值越大,消失时间越长 具体测试才知道
if (m_currentNode.P_Next == null)
{
Destroy(this.gameObject);
}
else {
m_currentNode = m_currentNode.P_Next;
}
}
transform.Translate(new Vector3(0, 0, speed * Time.deltaTime));
Destroy(gameObject,22.5f);
}
//协程延迟函数
IEnumerator PlayAudio() {
yield return new WaitForSeconds(3.1f);
speed = 10f;
m_AudioSource[0].Stop();
m_AudioSource[1].Play();
yield return new WaitForSeconds(3f);
m_AudioSource[1].Stop();
m_AudioSource[0].Play();
speed = 5f;
}
//声音消失的时间
IEnumerator AudioHide()
{
yield return new WaitForSeconds(8.5f);
gameObject.transform.GetComponent<AudioSource>().enabled = false;
}
}
Animal_Auto_Tiger
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Animal_Auto_Tiger : MonoBehaviour {
public PathNode m_currentNode=null;
public float speed = 5.0f;
//储存走路速度
public Animal_Auto_Tiger inst;
public Animator V_Ani;
public bool Move_Bl = true;
//控制恐龙是否行走
public AudioSource[] m_AudioSource;
// Use this for initialization
void Start () {
inst = this;
m_currentNode = GameObject.Find("P_01").GetComponent<PathNode>();
//给动画状态机赋值
V_Ani = gameObject.GetComponent<Animator>();
//播放老虎的声音
m_AudioSource[0].Play();
m_AudioSource[0].loop = true;
Invoke("isHitting", 3f);
Invoke("isRunning", 6f);
//不销毁,隐藏起来
StartCoroutine("isActive");
//奔跑消失的声效;开启协程
StartCoroutine(AudioHide());
}
// Update is called once per frame
void Update () {
if (Move_Bl) {
//RotateTo();
MoveTo();
}
}
//让恐龙执行吃东西动画的函数
public void isHitting()
{
Move_Bl = false;
V_Ani.SetTrigger("hitting");
//播放老虎咆哮的声音
m_AudioSource[1].Play();
m_AudioSource[0].Stop();
}
public void isRunning() {
V_Ani.SetTrigger("running");
speed = 10.0f;
//播放老虎跑步的声音
m_AudioSource[2].Play();
m_AudioSource[2].loop = true;
//执行协程函数
if (gameObject.active)
{
StartCoroutine("isRun");
}
}
public void RotateTo() {
float current = transform.eulerAngles.y;
this.transform.LookAt(m_currentNode.transform);
Vector3 target = this.transform.eulerAngles;
float next = Mathf.MoveTowardsAngle(current,target.y,20*Time.deltaTime);
this.transform.eulerAngles = new Vector3(0,next,0);
}
public void MoveTo() {
Vector3 pos1 = transform.position;
Vector3 pos2 = m_currentNode.transform.position;
float dist = Vector2.Distance(new Vector2(pos1.x,pos1.z),new Vector2(pos2.x,pos2.z));
if (dist<2f) { //数值越大,消失时间越长 具体测试才知道
if (m_currentNode.P_Next == null)
{
Destroy(this.gameObject);
}
else {
m_currentNode = m_currentNode.P_Next;
}
}
transform.Translate(new Vector3(0, 0, speed * Time.deltaTime));
//不销毁,隐藏
//Destroy(gameObject,12f);
}
//延迟函数 协程
IEnumerator isRun() {
yield return new WaitForSeconds(0.5f);
Move_Bl = true;
}
//延迟函数
IEnumerator isActive() {
yield return new WaitForSeconds(12f);
//GameObject.Find("tiger_idle").SetActive(false);
gameObject.SetActive(false);
}
//声音消失的时间
IEnumerator AudioHide()
{
yield return new WaitForSeconds(12f);
gameObject.transform.GetComponent<AudioSource>().enabled = false;
}
}
Audio_Ctrl
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Audio_Ctrl : MonoBehaviour {
void Start() {
}
//加入事件函数;
//尖叫声音片段
public AudioClip Bark_Clip;
//吃 声音片段
public AudioClip Eat_Clip;
//走路 声音片段
public AudioClip Walk_Clip;
//尖叫声音的方法
public void Au_Bark() {
//获取声音片段 速度 播放;
gameObject.GetComponent<AudioSource>().clip = Bark_Clip;
gameObject.GetComponent<AudioSource>().pitch = 2f;
gameObject.GetComponent<AudioSource>().volume = 0.1f;
gameObject.GetComponent<AudioSource>().Play();
}
/// <summary>
/// 吃 的事件函数
/// </summary>
public void Au_Eat()
{
//获取声音片段 速度 播放;
gameObject.GetComponent<AudioSource>().clip = Eat_Clip;
gameObject.GetComponent<AudioSource>().pitch = 0.8f;
gameObject.GetComponent<AudioSource>().volume = 1f;
gameObject.GetComponent<AudioSource>().Play();
}
/// <summary>
/// 恐龙走路的事件函数
/// </summary>
public void Au_Walk() {
//获取声音片段 循环 速度 播放;
gameObject.GetComponent<AudioSource>().clip = Walk_Clip;
//gameObject.GetComponent<AudioSource>().loop = true;
gameObject.GetComponent<AudioSource>().pitch = 1f;
gameObject.GetComponent<AudioSource>().volume = 1f;
gameObject.GetComponent<AudioSource>().Play();
}
}
AudioPlayManager
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudioPlayManager : MonoBehaviour {
//定义一个 射线 类型
private Ray ray;
//定义射线储存信息
private RaycastHit hit;
//定义声效播放数组
public AudioSource[] mAudioSource;
//定义标签 每个动物子物体加上标签
int indexTag;
//储存点击的物体
private GameObject go;
void Start () {
}
void Update () {
//执行射线的方法
AudioSendRay();
}
/// <summary>
/// z执行射线播放音乐的方法
/// </summary>
void AudioSendRay() {
if (Input.GetMouseButtonDown(0)) //点击屏幕
{
//点击的位置
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
//获取射线的碰撞信息
if (Physics.Raycast(ray,out hit))
{
//独立判断鱼群
if (hit.transform.tag == "Fish")
{
hit.transform.GetComponent<Animal_Auto>().enabled = false;
mAudioSource[1].Play();
Debug.Log("y鱼群实现了。。。。。。。。。。。。");
}
//转化便签为整型
indexTag = int.Parse(hit.transform.tag);
// Debug.Log(indexTag+"点击事件的碰撞器的字=标签------------------------");
Debug.Log(hit.transform.tag);
//遍历所有声效
for (int i = 0; i < mAudioSource.Length; i++)
{
//判断射线的信息标签不是对应的下标并且i不等于现在下标的 就停止播放声效
if (mAudioSource[i].isPlaying&&i!=indexTag)
{
mAudioSource[i].Stop();
}
else
{
//否则就播放对应下标的声效
mAudioSource[indexTag].Play();
//判断获取相关脚本 是移动方法失效
switch (indexTag)
{
case 0:
go = hit.transform.parent.gameObject;
//Debug.Log(go.name+"这是标签的名字····。。。。。。。。");
go.GetComponent<Din_Auto>().enabled = false;
break;
//case 1:
//go = hit.transform.parent.gameObject;
//Debug.Log(go.name+"这是标签的名字····。。。。。。。。");
//获取鱼类下的所有小鱼们
//foreach (Transform ss in go.transform)//找到UIRoot下面的所有子物体,将他们设置为隐藏状态;
//{
//ss.gameObject.GetComponent<SardineCharacter>().enabled=false;
//}
//go.GetComponent<Animal_Auto>().enabled = false;
//break;
case 2:
go = hit.transform.parent.gameObject;
//Debug.Log(go.name+"这是标签的名字····。。。。。。。。");
go.GetComponent<Animal_Auto_Horse>().enabled = false;
break;
case 3:
go = hit.transform.parent.gameObject;
//Debug.Log(go.name+"这是标签的名字····。。。。。。。。");
go.GetComponent<Animal_Auto_Tiger>().enabled = false;
break;
case 4:
go = hit.transform.parent.gameObject;
//Debug.Log(go.name+"这是标签的名字····。。。。。。。。");
go.GetComponent<Animal_Auto_Din_G>().enabled = false;
break;
case 5:
go = hit.transform.parent.gameObject;
//Debug.Log(go.name+"这是标签的名字····。。。。。。。。");
go.GetComponent<Animal_Auto_Din>().enabled = false;
break;
case 6:
go = hit.transform.parent.gameObject;
//Debug.Log(go.name+"这是标签的名字····。。。。。。。。");
go.GetComponent<Animal_Auto_ElePhant>().enabled = false;
break;
case 7:
go = hit.transform.parent.gameObject.transform.parent.gameObject;
//Debug.Log(go.name+"这是标签的名字····。。。。。。。。");
go.GetComponent<Animal_Auto_Butterfly>().enabled = false;
break;
default:
break;
}
}
}
}
}
}
}
Din_Auto
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Din_Auto : MonoBehaviour {
public PathNode m_currentNode=null;
public float speed = 20.0f;
//储存走路时间
public Din_Auto inst;
public Animator V_Ani;
public bool Move_Bl = true;
//控制恐龙是否行走
//低头闻的声音文件
public AudioClip Smell_Clip;
// Use this for initialization
void Start () {
inst = this;
m_currentNode = GameObject.Find("P_01").GetComponent<PathNode>();
Invoke("isBarking", 3.8f); //函数的调用
//让恐龙经过1.8秒后吃东西
//Invoke("Moving", 4f); //函数调用
//让恐龙经过8.8秒(吃东西动作播放完)后继续走路
//Invoke("Attacking", 7.8f);
Invoke("isMoving", 4.5f);
// Invoke("Smelling", 7.8f);
Invoke("isEating", 6.8f);
Invoke("isMovingNext", 12.8f);
//给动画状态机赋值
V_Ani = gameObject.GetComponent<Animator>();
//奔跑消失的声效;开启协程
StartCoroutine(AudioHide());
}
// Update is called once per frame
void Update () {
if (Move_Bl) {
RotateTo();
MoveTo();
}
}
//让恐龙执行吃东西动画的函数
public void isBarking()
{
Move_Bl = false;
V_Ani.SetTrigger("Barking");
}
public void isAttacking()
{
Move_Bl = false;
V_Ani.SetTrigger("Attacking");
}
public void isSmelling()
{
Move_Bl = false;
V_Ani.SetTrigger("Smelling");
gameObject.GetComponent<AudioSource>().clip = Smell_Clip;
//获取声音播放组件的速度为1.5倍
gameObject.GetComponent<AudioSource>().pitch = 1.5f;
gameObject.GetComponent<AudioSource>().volume = 2f;
//播放
gameObject.GetComponent<AudioSource>().Play();
}
public void isEating() {
V_Ani.SetTrigger("Eating");
//执行协程函数
StartCoroutine("isEat");
}
public void isMoving() {
Move_Bl = true;
V_Ani.SetTrigger("Moving");
;
}
public void isMovingNext()
{
V_Ani.SetTrigger("Moving");
//执行协程函数
StartCoroutine("isMove");
}
public void RotateTo() {
float current = transform.eulerAngles.y;
this.transform.LookAt(m_currentNode.transform);
Vector3 target = this.transform.eulerAngles;
float next = Mathf.MoveTowardsAngle(current,target.y,20*Time.deltaTime);
this.transform.eulerAngles = new Vector3(0,next,0);
}
public void MoveTo() {
Vector3 pos1 = transform.position;
Vector3 pos2 = m_currentNode.transform.position;
float dist = Vector2.Distance(new Vector2(pos1.x,pos1.z),new Vector2(pos2.x,pos2.z));
if (dist<2f) { //数值越大,消失时间越长 具体测试才知道
if (m_currentNode.P_Next == null)
{
Destroy(this.gameObject);
}
else {
m_currentNode = m_currentNode.P_Next;
}
}
transform.Translate(new Vector3(0, 0, speed * Time.deltaTime));
Destroy(gameObject, 39f);
}
//延迟函数 协程
IEnumerator isEat() {
yield return new WaitForSeconds(1.5f);
Move_Bl = false;
}
IEnumerator isMove()
{
yield return new WaitForSeconds(1.5f);
Move_Bl = true;
}
//声音消失的时间
IEnumerator AudioHide()
{
yield return new WaitForSeconds(15f);
gameObject.transform.GetComponent<AudioSource>().enabled = false;
}
}
Ins_Din
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ins_Din : MonoBehaviour {
//储存预制体
//public GameObject Din_Pre;
//储存预制体的数组
public GameObject[] Amimal_Pre;
//计算时间
private int Frame_Count;
//实例化的物体
GameObject go;
//创建集合 把实例化动物存贮起来
public List<GameObject[]> AnimalList = new List<GameObject[]>();
// Use this for initialization
void Start() {
}
// Update is called once per frame
void Update() {
}
void FixedUpdate() {
Frame_Count++;
if (Frame_Count>500) { //控制恐龙的生成的时间 越大时间越长
Ins();
Frame_Count = 0;
}
}
/// <summary>
/// 实例化 恐龙的方法
/// </summary>
void Ins() {
//随机下标
int index = Random.Range(0,Amimal_Pre.Length);
//实例化
go= Instantiate(Amimal_Pre[index], gameObject.transform.position, gameObject.transform.rotation) as GameObject;
if (go.transform.tag=="Din")
{
go.transform.eulerAngles = new Vector3(0,-90,0);
go.transform.position = new Vector3(-30,0,6);
Destroy(go, 25.5f);
}
if (go.transform.tag == "BigDin")
{
go.transform.eulerAngles = new Vector3(0, -90, 0);
go.transform.position = new Vector3(-30, 0, -6);
Destroy(go, 41f);
}
//if (go.transform.tag == "horse")
//{
// go.transform.eulerAngles = new Vector3(0, -90, 0);
// go.transform.position = new Vector3(-30, 0, -3);
//}
//Instantiate(Din_Pre, gameObject.transform.position, gameObject.transform.rotation);
//控制鱼的高度
//if (go.transform.name=="Fish")
//{
// go.transform.position = new Vector3(0,0,0);
//}
//15秒后 销毁物体
if (go.transform.tag=="Fish")
{
go.transform.eulerAngles = new Vector3(0, 0, 0);
Destroy(go,45f);
}
if (go.transform.tag == "Tiger")
{
//go.transform.eulerAngles = new Vector3(0, 0, 0);
Destroy(go, 40f);
}
}
//物体出现在屏幕 //编辑器看不到效果
void OnBecameVisible()
{
Debug.Log(this.name.ToString() + "这个物体出现在屏幕里面了");
}
//物体离开屏幕
void OnBecameInvisible()
{
Debug.Log(this.name.ToString() + "这个物体离开屏幕里面了");
//物体离开屏幕后备销毁
if (go!=null)
{
Destroy(go);
}
}
//隐藏所有物体
public void HideAnimals() {
//把物体添加到集合中
GameObject[] goes= GameObject.FindGameObjectsWithTag("Fish");
AnimalList.Add(goes);
goes = GameObject.FindGameObjectsWithTag("BigDin");
AnimalList.Add(goes);
goes = GameObject.FindGameObjectsWithTag("Din");
AnimalList.Add(goes);
goes = GameObject.FindGameObjectsWithTag("horse");
AnimalList.Add(goes);
goes = GameObject.FindGameObjectsWithTag("OtherDin");
AnimalList.Add(goes);
goes = GameObject.FindGameObjectsWithTag("Tiger");
AnimalList.Add(goes);
goes = GameObject.FindGameObjectsWithTag("Ele");
AnimalList.Add(goes);
goes = GameObject.FindGameObjectsWithTag("fly");
AnimalList.Add(goes);
//for (int i = 0; i < AnimalList.Count; i++)
//{
// //Debug.Log(AnimalList[i].name + "集合---------------------------");
//}
for (int i = 0; i < AnimalList.Count; i++)
{
if (AnimalList[i]!=null)
{
for (int j = 0; j < AnimalList[i].Length; j++)
{
//Debug.Log(AnimalList[i][j].name + "集合---------------------------");
if (AnimalList[i][j]!=null)
{
//if (AnimalList[i][j].name== "tiger_idle")
//{
// AnimalList[i][j].transform.position = new Vector3(-25,0,0);
// AnimalList[i][j].GetComponent<Animal_Auto_Tiger>().Move_Bl = true;
// //AnimalList[i][j].transform.rotation=new
//}
AnimalList[i][j].SetActive(false);
Debug.Log("------------隐藏" + j);
}
}
//销毁物体
//Destroy(AnimalList[i]);
}
}
}
}
PathNode
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 设置行走路径的脚本 位置点
/// </summary>
public class PathNode : MonoBehaviour {
//父类位置点
public PathNode P_Paretn;
//下一个 位置点
public PathNode P_Next;
//判断位置点 如果下个节点不为空 设置父类位置为空 设置相关 父类和子类的位置点信息
public void SetNext(PathNode node) {
if (P_Next != null) {
P_Next.P_Paretn = null;
P_Next = node;
node.P_Paretn = this;
}
}
//特定文件夹显示位置点的图片格式 在Giamos文件夹寻找指定图片文件
void OnDrawGizmos() {
Gizmos.DrawIcon(this.transform.position,"Point.png");
}
}
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