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m_Name: pb_Mesh36636 serializedVersion: 10 m_SubMeshes: - serializedVersion: 2 diff --git a/Assets/Script/InGame/AgentController.cs b/Assets/Script/InGame/AgentController.cs index 4d47099..43d94de 100644 --- a/Assets/Script/InGame/AgentController.cs +++ b/Assets/Script/InGame/AgentController.cs @@ -12,7 +12,7 @@ public class AgentController : MonoBehaviour public GameObject environmentUIControlObj; public GameObject targetControllerObj; public GameObject HUDObj; - public Camera nowCam; + public Camera fpsCam; [Header("GetAxis() Simulate")] public float moveSpeed = 9.0f; @@ -182,7 +182,7 @@ public void CameraControl(float Mouse_X, float Mouse_Y) //相机在上下旋转移动时,相机方向不会随着移动,类似于低头和抬头,左右移动时,相机方向会随着向左向右移动,类似于向左向右看 //所以在控制相机向左向右旋转时,要保证和父物体一起转动 - nowCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0); + fpsCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0); //this.transform指这个CameraRotation的位置,localRotation指的是旋转轴 //transform.localRotation = Quaternion.Eular(x,y,z)控制旋转的时候,按照X-Y-Z轴的旋转顺规 //即以围绕X轴旋转x度,围绕Y轴旋转y度,围绕Z轴旋转z度 @@ -196,8 +196,8 @@ public void CameraControl(float Mouse_X, float Mouse_Y) // ballistic 射击弹道处理,并返回获得reward private float Ballistic(int shootState) { - Vector3 point = new Vector3(nowCam.pixelWidth / 2, nowCam.pixelHeight / 2, 0);//发射位置 - Ray ray = nowCam.ScreenPointToRay(point); + Vector3 point = new Vector3(fpsCam.pixelWidth / 2, fpsCam.pixelHeight / 2, 0);//发射位置 + Ray ray = fpsCam.ScreenPointToRay(point); RaycastHit hit; // Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue); //按下鼠标左键 @@ -252,7 +252,7 @@ private float FacingReward() float nowReward = 0; bool isFacingtoEnemy = false; float enemyFacingDistance = 0f; - Ray ray = nowCam.ScreenPointToRay(new Vector3(nowCam.pixelWidth / 2, nowCam.pixelHeight / 2, 0)); + Ray ray = fpsCam.ScreenPointToRay(new Vector3(fpsCam.pixelWidth / 2, fpsCam.pixelHeight / 2, 0)); if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Free) { //free mode diff --git a/Assets/Script/InGame/TargetController.cs b/Assets/Script/InGame/TargetController.cs index c2b4443..6d272a9 100644 --- a/Assets/Script/InGame/TargetController.cs +++ b/Assets/Script/InGame/TargetController.cs @@ -43,6 +43,8 @@ public class TargetController : MonoBehaviour [SerializeField, Range(0f, 1f)] public float defenceProb = 0.2f; [System.NonSerialized] public int targetTypeInt; + [System.NonSerialized] public int gotoLevelNum; + [System.NonSerialized] public int attackLevelNum; public float[] targetState = new float[6]; public enum EndType @@ -103,6 +105,8 @@ private void Start() freeProb = 1 - attackProb - gotoProb - defenceProb; targetNum = (int)SceneBlockContainer.Targets.Num; + gotoLevelNum = sceneBlockCon.scenePrefabSet.GetLevelNumber(SceneBlockContainer.Targets.Go); + attackLevelNum = sceneBlockCon.scenePrefabSet.GetLevelNumber(SceneBlockContainer.Targets.Attack); if (freeProb < 0) { Debug.LogError("TargetController.Start: target percentage wrong"); diff --git a/Assets/Script/LevelButton.cs b/Assets/Script/LevelButton.cs index 9295d68..f284a6f 100644 --- a/Assets/Script/LevelButton.cs +++ b/Assets/Script/LevelButton.cs @@ -1,12 +1,15 @@ using System.Collections; using System.Collections.Generic; +using TMPro; using UnityEngine; public class LevelButton : MonoBehaviour { public int level; + public TextMeshProUGUI levelText; public void Initialization(int level) { this.level = level; + levelText.text = "Level " + level.ToString(); } } diff --git a/Assets/Script/LevelPanel.cs b/Assets/Script/LevelPanel.cs index fb40160..ae52bfc 100644 --- a/Assets/Script/LevelPanel.cs +++ b/Assets/Script/LevelPanel.cs @@ -1,23 +1,96 @@ -using System.Collections; +using DG.Tweening; using System.Collections.Generic; +using System.Collections.ObjectModel; using UnityEngine; +using UnityEngine.UI; public class LevelPanel : MonoBehaviour { - public int levelNum = 6; - public float buttonHeight = 31; + private int levelNum = 0; + private float buttonHeight = 30; + public TargetUIController.PrimaryButtonType primaryButtonType; + public GameObject levelButtonPrefab; + public GameObject hudObj; + private TargetUIController targetUIController; + public Vector2 defaultPosition = Vector2.zero; + public Vector2 targetPosition = Vector2.zero; + public Vector2 defaultSize = Vector2.zero; + public Vector2 targetSize = Vector2.zero; + public bool isFolding = false; + public bool isExpanding = false; - public void Initialization(int levelNum,float buttonHeight = 31) + private List