commit f8ee849c7e32e02555f989c3fd5de244746c28ac Author: huadexuan <491009149@qq.com> Date: Sun Aug 9 23:42:37 2026 +0800 初始化 diff --git a/.codelyignore b/.codelyignore new file mode 100644 index 0000000..e24f2f9 --- /dev/null +++ b/.codelyignore @@ -0,0 +1,3 @@ +# Unity / Codely +# Add patterns to ignore files from Codely context (e.g. large binary or generated assets). +# See https://codely.tuanjie.cn for more. diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..78b839f --- /dev/null +++ b/.gitignore @@ -0,0 +1,61 @@ +# Unity / Tuanjie generated folders +[Ll]ibrary/ +[Tt]emp/ +[Oo]bj/ +[Bb]uild/ +[Bb]uilds/ +[Ll]ogs/ +[Uu]ser[Ss]ettings/ +[Mm]emoryCaptures/ + +# Unity generated files +*.csproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +# Unity crash reports +sysinfo.txt + +# Unity Addressables +[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* + +# Autogenerated lightmap data 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+ private Animator animator; + private CharacterController controller; + + void Start() + { + animator = GetComponent(); + controller = GetComponent(); + } + + void Update() + { + + // 获取点击输入 + if (Input.GetMouseButton(0)) + { + // 获取点击位置 + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + + // 检测点击位置是否有物体 + if (Physics.Raycast(ray, out hit)) + { + // 获取点击位置的坐标 + Vector3 targetPosition = hit.point; + + // 计算移动方向 + Vector3 movement = targetPosition - transform.position; + movement.y = 0; // 确保只在水平面上旋转 + + //改变角色朝向 + transform.rotation = Quaternion.LookRotation(movement, Vector3.up); + + //改变动画控制器的参数 + animator.SetInteger("speed", 1); + + //角色像点击处移动 + //获取movement向量 + Vector3 move = movement.normalized; + controller.Move(move * moveSpeed * Time.deltaTime); + + } + } + else + { + animator.SetInteger("speed", 0); + } + } +} diff --git a/Assets/Script/AnimatedCharacterMovement.cs.meta b/Assets/Script/AnimatedCharacterMovement.cs.meta new file mode 100644 index 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Vector3.Lerp(transform.position, desiredPosition, smoothSpeed); + // transform.position = smoothedPosition; + + // // 让摄像机始终看向角色 + // transform.LookAt(target); + } +} diff --git a/Assets/Script/CameraFollow.cs.meta b/Assets/Script/CameraFollow.cs.meta new file mode 100644 index 0000000..abaac82 --- /dev/null +++ b/Assets/Script/CameraFollow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: Bn0Ys3+tV3KnrXgFeVgvdVu6+Wt4AIUfkDqKj2dk/x6RqQPUii6D7+A= +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/EnemyBaseMove.cs b/Assets/Script/EnemyBaseMove.cs new file mode 100644 index 0000000..e6e2bf0 --- /dev/null +++ b/Assets/Script/EnemyBaseMove.cs @@ -0,0 +1,161 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class NewBehaviourScript : MonoBehaviour +{ + + //移动速度 + public float speed = 5f; + + //活动范围 + public float range = 500f; + + //侦查范围 + public float detectRange = 200f; + + //攻击范围 + public float attackRange = 5f; + + //角色状态 + private State state = State.Alert; + + //攻击目标 + public GameObject target; + + //当前目标点 + private Vector3 targetPos; + + //初始位置坐标 + private Vector3 startPos; + + //动画控制器 + private Animator animator; + + // 角色控制器 + private CharacterController controller; + + //状态枚举 + public enum State + { + //警戒巡逻 + Alert, + + //追踪状态 + Track, + + //攻击状态 + Attack + } + + + + + + // Start is called before the first frame update + void Start() + { + //初始化 + animator = GetComponent(); + controller = GetComponent(); + //记录初始坐标 + startPos = transform.position; + randomTargetPos(); + } + + + + // Update is called once per frame + void Update() + { + //攻击状态直接返回 + if (state == State.Attack) + { + return; + } + + //角色在攻击状态则返回 + if (state == State.Alert) + { + //移动 + move(targetPos - transform.position); + //到达目标点时候随机目标点 + if (Vector3.Distance(transform.position, targetPos) < 0.1f) + { + randomTargetPos(); + } + } + + //获取侦查范围内除自己以外的Player层的单位 + var players = Physics.OverlapSphere(transform.position, detectRange, LayerMask.GetMask("Player")); + //如果存在单位 + if (players.Length > 0) + { + //找出标签是Friend的,并且不是自己 + foreach (var player in players) + { + if (player.tag == "Friend" && player != gameObject) + { + //进入追逐状态 + state = State.Track; + float dis = Vector3.Distance(transform.position, player.transform.position); + //和目标的距离在攻击范围外则朝目标移动 + if (dis > attackRange) + { + move(player.transform.position - transform.position); + //打印动画speed的值 + Debug.Log(animator.GetInteger("speed")); + } + else + { + attack(player); + } + } + } + } + + + } + + //攻击 + private void attack(Collider player) + { + //转向攻击目标 + transform.rotation = Quaternion.LookRotation(player.transform.position - transform.position, Vector3.up); + //攻击动画动作 + animator.SetTrigger("attack"); + state = State.Attack; + } + + + // 在 Animator 的 Attack 动画结束时调用此方法 + public void OnAttackAnimationEnd() + { + //打印 + 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= "ReadmeEditor.showedReadme"; + + static string s_ReadmeSourceDirectory = "Assets/TutorialInfo"; + + const float k_Space = 16f; + + static ReadmeEditor() + { + EditorApplication.delayCall += SelectReadmeAutomatically; + } + + static void RemoveTutorial() + { + if (EditorUtility.DisplayDialog("Remove Readme Assets", + + $"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?", + "Proceed", + "Cancel")) + { + if (Directory.Exists(s_ReadmeSourceDirectory)) + { + FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory); + FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta"); + } + else + { + Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}"); + } + + var readmeAsset = SelectReadme(); + if (readmeAsset != null) + { + var path = AssetDatabase.GetAssetPath(readmeAsset); + FileUtil.DeleteFileOrDirectory(path + ".meta"); + FileUtil.DeleteFileOrDirectory(path); + } + + AssetDatabase.Refresh(); + } + } + + static void SelectReadmeAutomatically() + { + if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false)) + { + var readme = SelectReadme(); + SessionState.SetBool(s_ShowedReadmeSessionStateName, true); + + if (readme && !readme.loadedLayout) + { + LoadLayout(); + readme.loadedLayout = true; + } + } + } + + static void LoadLayout() + { + var assembly = typeof(EditorApplication).Assembly; + var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); + var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); + method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false }); + } + + static Readme SelectReadme() + { + var ids = AssetDatabase.FindAssets("Readme t:Readme"); + if (ids.Length == 1) + { + var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); + + Selection.objects = new UnityEngine.Object[] { readmeObject }; + + return (Readme)readmeObject; + } + else + { + Debug.Log("Couldn't find a readme"); + return null; + } + } + + protected override void OnHeaderGUI() + { + var readme = (Readme)target; + Init(); + + var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f); + + GUILayout.BeginHorizontal("In BigTitle"); + { + if (readme.icon != null) + { + GUILayout.Space(k_Space); + GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); + } + GUILayout.Space(k_Space); + GUILayout.BeginVertical(); + { + + GUILayout.FlexibleSpace(); + GUILayout.Label(readme.title, TitleStyle); + GUILayout.FlexibleSpace(); + } + GUILayout.EndVertical(); + GUILayout.FlexibleSpace(); + } + GUILayout.EndHorizontal(); + } + + public override void OnInspectorGUI() + { + var readme = (Readme)target; + Init(); + + foreach (var section in readme.sections) + { + if (!string.IsNullOrEmpty(section.heading)) + { + GUILayout.Label(section.heading, HeadingStyle); + } + + if (!string.IsNullOrEmpty(section.text)) + { + GUILayout.Label(section.text, BodyStyle); + } + + if (!string.IsNullOrEmpty(section.linkText)) + { + if (LinkLabel(new GUIContent(section.linkText))) + { + Application.OpenURL(section.url); + } + } + + GUILayout.Space(k_Space); + } + + if (GUILayout.Button("Remove Readme Assets", ButtonStyle)) + { + RemoveTutorial(); + } + } + + bool m_Initialized; + + GUIStyle LinkStyle + { + get { return m_LinkStyle; } + } + + [SerializeField] + GUIStyle m_LinkStyle; + + GUIStyle TitleStyle + { + get { return m_TitleStyle; } + } + + [SerializeField] + GUIStyle m_TitleStyle; + + GUIStyle HeadingStyle + { + get { return m_HeadingStyle; } + } + + [SerializeField] + GUIStyle m_HeadingStyle; + + GUIStyle BodyStyle + { + get { return m_BodyStyle; } + } + + [SerializeField] + GUIStyle m_BodyStyle; + + GUIStyle ButtonStyle + { + get { return m_ButtonStyle; } + } + + [SerializeField] + GUIStyle m_ButtonStyle; + + void Init() + { + if (m_Initialized) + return; + m_BodyStyle = new GUIStyle(EditorStyles.label); 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