From 64b41329feed32996e150e4fa85b845a4c4c2050 Mon Sep 17 00:00:00 2001 From: yuan <123@aaa21> Date: Tue, 24 Apr 2018 15:17:54 +0800 Subject: [PATCH] update frozen Character state when touch --- .../Assets/Frozen/FrozenTwo.unity | 941 ++++++++++++++++-- .../Frozen/Script/CharacterBehaviour.cs | 103 +- .../Script/FrozenCharacterController.cs | 20 - .../Frozen/Shader/UnlitColorAlpha.shader | 2 + 4 files changed, 938 insertions(+), 128 deletions(-) diff --git a/Unity_2018_Frozen/Assets/Frozen/FrozenTwo.unity b/Unity_2018_Frozen/Assets/Frozen/FrozenTwo.unity index afaab3d..546060b 100644 --- a/Unity_2018_Frozen/Assets/Frozen/FrozenTwo.unity +++ b/Unity_2018_Frozen/Assets/Frozen/FrozenTwo.unity @@ -113,6 +113,108 @@ NavMeshSettings: debug: m_Flags: 0 m_NavMeshData: {fileID: 0} +--- !u!1 &79428530 +GameObject: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + serializedVersion: 5 + m_Component: + - component: {fileID: 79428531} + - component: {fileID: 79428535} + - 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public float wallDistance = 0; - + public float bottomHeight = 0.1f; + public float minHeight = 0; + public float MaxHeight = 0.5f; [SerializeField] private RectTransform m_recttrans; @@ -24,6 +29,9 @@ public class CharacterBehaviour : MonoBehaviour { private MeshRenderer m_meshRender; public Color color; private bool isSleep; + + public float VideoStopTime = 1.5f; + private void Awake() { m_meshRender = GetComponent(); @@ -79,7 +87,7 @@ public class CharacterBehaviour : MonoBehaviour { mat.mainTextureOffset = new Vector2(0,-1); StartCoroutine(PlayOnStart()); InitialTouchButton(); - RandomAppearWall(); + StartCoroutine(RandomPosNoTriggerOther()); } IEnumerator PlayOnStart() @@ -89,6 +97,7 @@ public class CharacterBehaviour : MonoBehaviour { while (!player.IsPlaying) { player.Play(); + mat.mainTexture = player.Texture; yield return null; } } @@ -97,9 +106,14 @@ public class CharacterBehaviour : MonoBehaviour { void Update () { if (Input.GetKeyDown(KeyCode.R)) - RandomAppearWall(); - - if(!isSleep) + { + if(!isTriggerCollider) + StartCoroutine(RandomPosNoTriggerOther()); + } + + UpdateMaterial(); + + if (!isSleep) { if (!standby) CheckPlayFinished(); @@ -127,17 +141,17 @@ public class CharacterBehaviour : MonoBehaviour { Quaternion q = new Quaternion(); if (area == Area.LeftWall) { - newPos.x = -FrozenScreenToWorldSpace.Instance.length / 2 + wallDistance; + newPos.x = -FrozenScreenToWorldSpace.Instance.length / 2; q.SetLookRotation(Vector3.left); } if (area == Area.RightWall) { - newPos.x = FrozenScreenToWorldSpace.Instance.length / 2 - wallDistance; + newPos.x = FrozenScreenToWorldSpace.Instance.length / 2; q.SetLookRotation(Vector3.right); } if (area == Area.TopWall) { - newPos.z = FrozenScreenToWorldSpace.Instance.width / 2 - wallDistance; + newPos.z = FrozenScreenToWorldSpace.Instance.width / 2; q.SetLookRotation(Vector3.forward); } transform.rotation = q; @@ -168,7 +182,7 @@ public class CharacterBehaviour : MonoBehaviour { else WallROI.x = Random.Range(minX, FrozenScreenToWorldSpace.Instance.width - minX) / FrozenScreenToWorldSpace.Instance.width; - WallROI.y = Random.Range(0.5f, FrozenCharacterController.Instance.Maxheight) / (float)FrozenScreenToWorldSpace.Instance.height; + WallROI.y = Random.Range((transform.localScale.y/2) - transform.localScale.y * bottomHeight + minHeight, MaxHeight) / (float)FrozenScreenToWorldSpace.Instance.height; UpdatePos(); SetButtonPos(); } @@ -199,17 +213,10 @@ public class CharacterBehaviour : MonoBehaviour { IEnumerator Sleep() { isSleep = true; - currentPlayer.Pause(); - currentPlayer.Frame = 0; - yield return StartCoroutine(Fade(0)); - m_meshRender.enabled = false; - yield return new WaitForSeconds(FrozenCharacterController.Instance.GetDisAppear()); - RandomAppearWall(); - standby = true; - currentPlayer.Play(); - mat.mainTexture = currentPlayer.Texture; - m_meshRender.enabled = true; - yield return StartCoroutine(Fade(1)); + yield return StartCoroutine(WaitVideoStopTimeFadeOut()); + yield return new WaitForSeconds(GetDisAppear()); + yield return StartCoroutine(RandomPosNoTriggerOther()); + yield return StartCoroutine(WaitVideoStandbyFadeIn()); isSleep = false; Idle(); } @@ -224,6 +231,60 @@ public class CharacterBehaviour : MonoBehaviour { color.a = Mathf.Lerp(origin, targetA, value); yield return null; } + color.a = targetA; + } + + IEnumerator WaitVideoStandbyFadeIn() + { + standby = true; + currentPlayer.Play(); + mat.mainTexture = currentPlayer.Texture; + yield return StartCoroutine(Fade(1)); + } + + IEnumerator WaitVideoStopTimeFadeOut() + { + yield return new WaitForSeconds(VideoStopTime); + yield return StartCoroutine(Fade(0)); + currentPlayer.Pause(); + currentPlayer.Frame = 0; + } + + + public bool isTriggerCollider; + + private void OnTriggerExit(Collider other) + { + isTriggerCollider = false; } + void OnTriggerStay(Collider other) + { + isTriggerCollider = true; + } + + private void OnTriggerEnter(Collider other) + { + isTriggerCollider = true; + } + + + public float GetDisAppear() + { + float distime = DisAppearTime - Random.Range(0, DisAppearTime / 2); + distime = DisAppearTime * distime - distime * distime + 0.5f * distime; + return distime; + } + + IEnumerator RandomPosNoTriggerOther() + { + RandomAppearWall(); + yield return null; + yield return new WaitForSeconds(0.1f); + while (isTriggerCollider) + { + RandomAppearWall(); + yield return null; + } + } } diff --git a/Unity_2018_Frozen/Assets/Frozen/Script/FrozenCharacterController.cs b/Unity_2018_Frozen/Assets/Frozen/Script/FrozenCharacterController.cs index 707dc2c..1a96e56 100644 --- a/Unity_2018_Frozen/Assets/Frozen/Script/FrozenCharacterController.cs +++ b/Unity_2018_Frozen/Assets/Frozen/Script/FrozenCharacterController.cs @@ -8,32 +8,12 @@ public class FrozenCharacterController : MonoBehaviour { public static FrozenCharacterController Instance { get { return instance; } } private static FrozenCharacterController instance; - [Range(3,15)] - public float DisAppearTime; - public float Maxheight = 0.65f; private void Awake() { instance = this; } - 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