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5 Commits
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3593a9f0e8
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8
Assets/Editor.meta
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8
Assets/Editor.meta
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fileFormatVersion: 2
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guid: ba8cd76dea417264a9aaa351a2836e28
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47
Assets/Editor/StartFromCore.cs
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47
Assets/Editor/StartFromCore.cs
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// 文件路径:Assets/Editor/StartFromCore.cs
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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namespace Editor
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{
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public static class StartFromCore
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{
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// 菜单路径:Tools/Start From Core 快捷键:Ctrl+Shift+C
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[MenuItem("Tools/Start From Core %#c", false, 0)]
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private static void StartFromCoreScene()
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||||||
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{
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if (EditorApplication.isPlaying)
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||||||
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{
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Debug.Log("已在 Play 模式,忽略重复操作。");
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return;
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}
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||||||
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||||||
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string coreScenePath = "Assets/Scenes/Core.unity";
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var coreScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(coreScenePath);
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||||||
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if (coreScene == null)
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||||||
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{
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EditorUtility.DisplayDialog(
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"找不到 Core 场景",
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$"请在 {coreScenePath} 放置名为 Core 的场景文件。",
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"确定");
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return;
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}
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// 保存当前场景(可选)
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if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
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{
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// 把 Core 场景设置成“唯一”启动场景
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EditorSceneManager.playModeStartScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(coreScenePath);
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// 进入 Play 模式
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EditorApplication.EnterPlaymode();
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}
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}
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// 当正在播放时禁用菜单
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[MenuItem("Tools/Start From Core", true)]
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private static bool ValidateStartFromCoreScene() => !EditorApplication.isPlaying;
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}
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}
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11
Assets/Editor/StartFromCore.cs.meta
Normal file
11
Assets/Editor/StartFromCore.cs.meta
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176
Assets/Prefab/Gameplay/BaseCube.prefab
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176
Assets/Prefab/Gameplay/BaseCube.prefab
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7
Assets/Prefab/Gameplay/BaseCube.prefab.meta
Normal file
7
Assets/Prefab/Gameplay/BaseCube.prefab.meta
Normal file
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150
Assets/Prefab/Gameplay/Button.prefab
Normal file
150
Assets/Prefab/Gameplay/Button.prefab
Normal file
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m_FillAmount: 1
|
||||||
|
m_FillClockwise: 1
|
||||||
|
m_FillOrigin: 0
|
||||||
|
m_UseSpriteMesh: 0
|
||||||
|
m_PixelsPerUnitMultiplier: 1
|
||||||
|
--- !u!222 &1558051562
|
||||||
|
CanvasRenderer:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 1558051557}
|
||||||
|
m_CullTransparentMesh: 1
|
||||||
--- !u!1 &2116337628
|
--- !u!1 &2116337628
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
1285
Assets/Scenes/Test.unity
Normal file
1285
Assets/Scenes/Test.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/Test.unity.meta
Normal file
7
Assets/Scenes/Test.unity.meta
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ba1c179ea1c89634a8d86462a3f693e2
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
111
Assets/Script/Gameplay/Facility/ButtonInteractController.cs
Normal file
111
Assets/Script/Gameplay/Facility/ButtonInteractController.cs
Normal file
@@ -0,0 +1,111 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
using Script.Gameplay.Interface;
|
||||||
|
using Script.Gameplay.Connect;
|
||||||
|
|
||||||
|
namespace Script.Gameplay.Facility
|
||||||
|
{
|
||||||
|
public class ButtonInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
|
||||||
|
{
|
||||||
|
#region Interactable
|
||||||
|
|
||||||
|
public bool Interactable = true;
|
||||||
|
[SerializeField] private float signalDuration = 1.0f; // 信号持续时间(秒)
|
||||||
|
|
||||||
|
public string GetInteractPrompt()
|
||||||
|
{
|
||||||
|
return "按F按下按钮";
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Interact(GameObject interactor)
|
||||||
|
{
|
||||||
|
if (!Interactable) return;
|
||||||
|
StartCoroutine(SendSignalCoroutine(interactor));
|
||||||
|
Debug.Log("Button pressed");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnGazeEnter(GameObject editor)
|
||||||
|
{
|
||||||
|
// 可选:高亮按钮等
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnGazeExit(GameObject editor)
|
||||||
|
{
|
||||||
|
// 可选:取消高亮
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator SendSignalCoroutine(GameObject sender)
|
||||||
|
{
|
||||||
|
SendSignal(true, sender);
|
||||||
|
// 按钮压下的动画或效果可以在这里添加
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(signalDuration);
|
||||||
|
|
||||||
|
SendSignal(false, sender);
|
||||||
|
// 按钮弹起的动画或效果可以在这里添加
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region EditableComponent
|
||||||
|
|
||||||
|
[SerializeField] private bool isActive = true;
|
||||||
|
|
||||||
|
public bool IsActive
|
||||||
|
{
|
||||||
|
get => isActive;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
isActive = value;
|
||||||
|
Interactable = isActive;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public string ComponentName { get; set; } = "Button";
|
||||||
|
public LockLevel LockLevel => LockLevel.Red;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Connectable
|
||||||
|
|
||||||
|
public void OnGazeEnter()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnGazeExit()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public Vector3 GetPosition()
|
||||||
|
{
|
||||||
|
return transform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
public string GetConnectableName()
|
||||||
|
{
|
||||||
|
return gameObject.name;
|
||||||
|
}
|
||||||
|
|
||||||
|
public ConnectionLine OutputConnectionLine { get; set; }
|
||||||
|
public ConnectionLine InputConnectionLine { get; set; }
|
||||||
|
|
||||||
|
public bool IsConnectedOutput { get; set; }
|
||||||
|
public bool IsConnectedInput { get; set; }
|
||||||
|
|
||||||
|
public void ReceiveSignal(bool active, GameObject sender)
|
||||||
|
{
|
||||||
|
// 按钮通常不响应输入信号,可留空或自定义逻辑
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SendSignal(bool active, GameObject sender)
|
||||||
|
{
|
||||||
|
if (OutputConnectionLine != null)
|
||||||
|
{
|
||||||
|
OutputConnectionLine.ReceiveSignal(active);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7f5359facd804a0cb94d416c9c54a167
|
||||||
|
timeCreated: 1760923022
|
86
Assets/Script/Gameplay/Facility/LeverInteractController.cs
Normal file
86
Assets/Script/Gameplay/Facility/LeverInteractController.cs
Normal file
@@ -0,0 +1,86 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using Script.Gameplay.Interface;
|
||||||
|
using Script.Gameplay.Connect;
|
||||||
|
|
||||||
|
namespace Script.Gameplay.Facility
|
||||||
|
{
|
||||||
|
public class LeverInteractController : MonoBehaviour, IInteractable, IEditableComponent, IConnectable
|
||||||
|
{
|
||||||
|
#region Interactable
|
||||||
|
|
||||||
|
public bool Interactable = true;
|
||||||
|
private bool isPulled = false;
|
||||||
|
|
||||||
|
public string GetInteractPrompt()
|
||||||
|
{
|
||||||
|
return "按F拉动拉杆";
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Interact(GameObject interactor)
|
||||||
|
{
|
||||||
|
if (!Interactable) return;
|
||||||
|
isPulled = !isPulled;
|
||||||
|
SendSignal(isPulled, interactor);
|
||||||
|
// 可选:拉杆动画
|
||||||
|
Debug.Log(isPulled ? "Lever pulled down" : "Lever reset");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnGazeEnter(GameObject editor)
|
||||||
|
{
|
||||||
|
// 可选:高亮拉杆
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnGazeExit(GameObject editor)
|
||||||
|
{
|
||||||
|
// 可选:取消高亮
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region EditableComponent
|
||||||
|
|
||||||
|
[SerializeField] private bool isActive = true;
|
||||||
|
|
||||||
|
public bool IsActive
|
||||||
|
{
|
||||||
|
get => isActive;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
isActive = value;
|
||||||
|
Interactable = isActive;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public string ComponentName { get; set; } = "Lever";
|
||||||
|
public LockLevel LockLevel => LockLevel.Red;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Connectable
|
||||||
|
|
||||||
|
public void OnGazeEnter() { }
|
||||||
|
public void OnGazeExit() { }
|
||||||
|
public Vector3 GetPosition() => transform.position;
|
||||||
|
public string GetConnectableName() => gameObject.name;
|
||||||
|
public ConnectionLine OutputConnectionLine { get; set; }
|
||||||
|
public ConnectionLine InputConnectionLine { get; set; }
|
||||||
|
public bool IsConnectedOutput { get; set; }
|
||||||
|
public bool IsConnectedInput { get; set; }
|
||||||
|
|
||||||
|
public void ReceiveSignal(bool active, GameObject sender)
|
||||||
|
{
|
||||||
|
// 拉杆通常不响应输入信号
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SendSignal(bool active, GameObject sender)
|
||||||
|
{
|
||||||
|
if (OutputConnectionLine != null)
|
||||||
|
{
|
||||||
|
OutputConnectionLine.ReceiveSignal(active);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6b9b9a895b0d40edb9a6d7213afbb256
|
||||||
|
timeCreated: 1760925436
|
75
Assets/Script/Gameplay/Facility/PressurePlateController.cs
Normal file
75
Assets/Script/Gameplay/Facility/PressurePlateController.cs
Normal file
@@ -0,0 +1,75 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using Script.Gameplay.Interface;
|
||||||
|
using Script.Gameplay.Connect;
|
||||||
|
|
||||||
|
namespace Script.Gameplay.Facility
|
||||||
|
{
|
||||||
|
public class PressurePlateController : MonoBehaviour, IEditableComponent, IConnectable
|
||||||
|
{
|
||||||
|
[SerializeField] private bool isActive = true;
|
||||||
|
[SerializeField] private LayerMask detectLayer = ~0; // 检测所有层,可在Inspector中指定
|
||||||
|
[SerializeField] private Vector3 plateSize = new Vector3(1, 0.2f, 1);
|
||||||
|
[SerializeField] private Vector3 plateOffset = Vector3.up * 0.1f;
|
||||||
|
|
||||||
|
private bool lastState = false;
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (!isActive) return;
|
||||||
|
bool hasObject = Physics.CheckBox(transform.position + plateOffset, plateSize * 0.5f, Quaternion.identity, detectLayer);
|
||||||
|
if (hasObject != lastState)
|
||||||
|
{
|
||||||
|
SendSignal(hasObject, gameObject);
|
||||||
|
lastState = hasObject;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#region EditableComponent
|
||||||
|
|
||||||
|
public bool IsActive
|
||||||
|
{
|
||||||
|
get => isActive;
|
||||||
|
set => isActive = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
public string ComponentName { get; set; } = "PressurePlate";
|
||||||
|
public LockLevel LockLevel => LockLevel.Red;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Connectable
|
||||||
|
|
||||||
|
public void OnGazeEnter() { }
|
||||||
|
public void OnGazeExit() { }
|
||||||
|
public Vector3 GetPosition() => transform.position;
|
||||||
|
public string GetConnectableName() => gameObject.name;
|
||||||
|
public ConnectionLine OutputConnectionLine { get; set; }
|
||||||
|
public ConnectionLine InputConnectionLine { get; set; }
|
||||||
|
public bool IsConnectedOutput { get; set; }
|
||||||
|
public bool IsConnectedInput { get; set; }
|
||||||
|
|
||||||
|
public void ReceiveSignal(bool active, GameObject sender)
|
||||||
|
{
|
||||||
|
// 压力板不响应输入信号
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SendSignal(bool active, GameObject sender)
|
||||||
|
{
|
||||||
|
if (OutputConnectionLine != null)
|
||||||
|
{
|
||||||
|
OutputConnectionLine.ReceiveSignal(active);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
private void OnDrawGizmosSelected()
|
||||||
|
{
|
||||||
|
Gizmos.color = Color.yellow;
|
||||||
|
Gizmos.DrawWireCube(transform.position + plateOffset, plateSize);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2557c7d42f7a4d8896712ab2ae980b6f
|
||||||
|
timeCreated: 1760924285
|
@@ -15,7 +15,7 @@ namespace Script.Gameplay.Facility
|
|||||||
{
|
{
|
||||||
isActive = value;
|
isActive = value;
|
||||||
//具体被编辑的逻辑
|
//具体被编辑的逻辑
|
||||||
_rigidbody.isKinematic = isActive;
|
_rigidbody.isKinematic = !isActive;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -27,7 +27,7 @@ namespace Script.Gameplay.Facility
|
|||||||
{
|
{
|
||||||
_rigidbody = GetComponent<Rigidbody>();
|
_rigidbody = GetComponent<Rigidbody>();
|
||||||
//应用序列化的初始状态
|
//应用序列化的初始状态
|
||||||
_rigidbody.isKinematic = isActive;
|
_rigidbody.isKinematic = !isActive;
|
||||||
}
|
}
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
@@ -36,7 +36,7 @@ namespace Script.Gameplay.Facility
|
|||||||
//在编辑器中即时生效
|
//在编辑器中即时生效
|
||||||
_rigidbody = _rigidbody == null ? GetComponent<Rigidbody>() : _rigidbody;
|
_rigidbody = _rigidbody == null ? GetComponent<Rigidbody>() : _rigidbody;
|
||||||
if (_rigidbody != null)
|
if (_rigidbody != null)
|
||||||
_rigidbody.isKinematic = isActive;
|
_rigidbody.isKinematic = !isActive;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
@@ -7,26 +7,31 @@ namespace Script.Gameplay.Global
|
|||||||
{
|
{
|
||||||
public enum GameState
|
public enum GameState
|
||||||
{
|
{
|
||||||
Boot, // 初始化
|
Boot, // 初始化
|
||||||
MainMenu, // 主菜单
|
MainMenu, // 主菜单
|
||||||
Playing, // 游戏中
|
Playing, // 游戏中
|
||||||
Paused, // 暂停
|
Paused, // 暂停
|
||||||
GameOver, // 游戏结束
|
GameOver, // 游戏结束
|
||||||
Victory // 胜利
|
Victory // 胜利
|
||||||
}
|
}
|
||||||
|
|
||||||
public class GameFlowManager : MonoSingleton<GameFlowManager>
|
public class GameFlowManager : MonoSingleton<GameFlowManager>
|
||||||
{
|
{
|
||||||
|
public bool IsOpenRestartGameOnCountdownFinish = true;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
GameCountdownManager.Instance.StartLevelTimer();
|
GameCountdownManager.Instance.StartLevelTimer();
|
||||||
GameCountdownManager.Instance.OnFinish.AddListener(RestartGame);
|
GameCountdownManager.Instance.OnFinish.AddListener(() =>
|
||||||
|
{
|
||||||
|
if (IsOpenRestartGameOnCountdownFinish) RestartGame();
|
||||||
|
}
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RestartGame()
|
public void RestartGame()
|
||||||
{
|
{
|
||||||
GameManager.Instance.ReStartGame();
|
GameManager.Instance.ReStartGame();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -103,6 +103,8 @@ namespace Gameplay.Player
|
|||||||
if (outTarget != null && inputTarget != null && outTarget != inputTarget)
|
if (outTarget != null && inputTarget != null && outTarget != inputTarget)
|
||||||
{
|
{
|
||||||
ConnectionLine connectionLine = ConnectionLineManager.Instance.GenerateConnectionLine(outTarget, inputTarget);
|
ConnectionLine connectionLine = ConnectionLineManager.Instance.GenerateConnectionLine(outTarget, inputTarget);
|
||||||
|
outTarget.OutputConnectionLine = connectionLine;
|
||||||
|
inputTarget.InputConnectionLine = connectionLine;
|
||||||
// 重置信号目标
|
// 重置信号目标
|
||||||
outTarget = null;
|
outTarget = null;
|
||||||
inputTarget = null;
|
inputTarget = null;
|
||||||
|
@@ -4,9 +4,10 @@ namespace UI
|
|||||||
{
|
{
|
||||||
public class StartGameButton : UIBase
|
public class StartGameButton : UIBase
|
||||||
{
|
{
|
||||||
|
public string levelName = "Level1";
|
||||||
public void StartGame()
|
public void StartGame()
|
||||||
{
|
{
|
||||||
ScenesManager.Instance.LoadGameplay("Level1");
|
ScenesManager.Instance.LoadGameplay(levelName);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -17,4 +17,7 @@ EditorBuildSettings:
|
|||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/Scenes/Level1.unity
|
path: Assets/Scenes/Level1.unity
|
||||||
guid: 99c9720ab356a0642a771bea13969a05
|
guid: 99c9720ab356a0642a771bea13969a05
|
||||||
|
- enabled: 1
|
||||||
|
path: Assets/Scenes/Test.unity
|
||||||
|
guid: ba1c179ea1c89634a8d86462a3f693e2
|
||||||
m_configObjects: {}
|
m_configObjects: {}
|
||||||
|
Reference in New Issue
Block a user