1.基本完成了句子系统
2.合理化了场景物体分层结构
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@ -19,13 +19,13 @@ public class Father : NormalInvestableItems
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public override void OnCall()
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{
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Debug.Log("我触发了和父亲的对话");
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//Debug.Log("我触发了和父亲的对话");
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Flowchart.BroadcastFungusMessage("与父亲对话");
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}
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public void OnTalkToSonEnd()
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{
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Debug.Log("对话结束,打开电报机页面");
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//Debug.Log("对话结束,打开电报机页面");
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m_interface.SetActive(true);
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M_Player player = FindObjectOfType<M_Player>();
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player.catched = m_interface.GetComponent<Machine>();
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@ -38,7 +38,8 @@ public class IndexRecoder : MonoBehaviour
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{
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GameObject.DontDestroyOnLoad(gameObject);
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//开发者捷径
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codeBook.Add("..--.","123");
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codeBook.Add("..--.","864246511");
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codeBook.Add("--..-","02948");
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//
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codeBook.Add(".----","1");
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codeBook.Add("..---","2");
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@ -5,18 +5,18 @@ using UnityEngine.UI;
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public class Machine : Interactive
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{
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// Start is called before the first frame update
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private Text codeTextView;//电码TextView,显示目前打了打码
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private IndexRecoder indexRecoder;//策划数值接口
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private AllLinesInfo linesChecker;//路线信息
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[Tooltip("把这台机器需要打的句子拖进来,在:抽象的东西->句子们。没有就自己建一个,创建新物体,加上Sentence组件")]
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public Sentence[] sentences;//这台机器需要的句子们
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private string code;//目前记录中已打的电码
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private string tempTranslateResult;//临时翻译结果,一般是数字序列
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[Tooltip("机器电码打完后的事件,由于不同的机器打完后触发的东西不一样,所以用事件像拼图一样把这个函数写在外面")]
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public Event m_Event;//机器电码打完后的事件,由于不同的机器打完后触发的东西不一样,所以用事件像拼图一样把这个函数写在外面
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[Tooltip("界面展示需要打的句子的TextView数组,请把对应的显示句子的TextView们拖进来。就算后面两行不够,也直接加就行。但是要记得和sentencs数组的长度相同!")]
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public Text[] sentencesTextView;//界面展示需要打的句子的TextView数组
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void Start()
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{
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codeTextView = m_interface.GetComponentInChildren<Text>();
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@ -24,17 +24,14 @@ public class Machine : Interactive
|
||||
linesChecker = FindObjectOfType<AllLinesInfo>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//电报机界面被打开的时候调用
|
||||
public override void OnCall()
|
||||
{
|
||||
if(LinesCheck())//如果线路全通
|
||||
{
|
||||
m_interface.SetActive(true);
|
||||
m_interface.SetActive(true);//把这个交互对象的界面打开,这里是电报机界面
|
||||
ShwoTheSentencesInfo();//初始化展示电报机界面的需要打的句子
|
||||
UpdateTheSentencesTextViewStates();//更新一下显示句子TextView的颜色状态
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -42,6 +39,31 @@ public class Machine : Interactive
|
||||
}
|
||||
}
|
||||
|
||||
//更新界面句子们的颜色信息的函数,黄色代表该句正在打,绿色代表该句已经完成,红色代表该句等待打
|
||||
private void UpdateTheSentencesTextViewStates()
|
||||
{
|
||||
bool firstFlag = true;//设立一个首次标记,因为首次碰到没打完的标记为黄色,表示正在打此句
|
||||
for(int i = 0; i < sentences.Length; i++)//便利每一个句子
|
||||
{
|
||||
if(sentences[i].IsThisFinished()) sentencesTextView[i].color = Color.green;//如果打完了,标记为绿色
|
||||
else if(firstFlag){sentencesTextView[i].color = Color.yellow;firstFlag = false;}//如果第一次碰到没打完的,标记为黄色,表示在打
|
||||
else sentencesTextView[i].color = Color.red;//此外代表没打的,标记为红色
|
||||
}
|
||||
}
|
||||
|
||||
//初始化展示电报机界面的需要打的句子的函数,一般只在电报机界面启动的时候调用一次
|
||||
private void ShwoTheSentencesInfo()
|
||||
{
|
||||
for(int i = 0; i < sentences.Length; i++)//便利每一个句子,把句子的内容放到对应的TextView里面
|
||||
{
|
||||
sentencesTextView[i].text = //把对应textView的内容设置为
|
||||
sentences[i].content +//句子的中文加上
|
||||
"\n" +//换一行加上
|
||||
sentences[i].num;//句子对应的数字序列
|
||||
//粗鲁的写法,但是后期这个会更新,仅作debug使用
|
||||
}
|
||||
}
|
||||
|
||||
//用来检查电话线的函数,如果电话线全通,返回true,否则返回false
|
||||
private bool LinesCheck()
|
||||
{
|
||||
@ -49,7 +71,6 @@ public class Machine : Interactive
|
||||
else return false;
|
||||
}
|
||||
|
||||
|
||||
//从Player类发消息来调用这个函数,temp为接受到的字符,可能是. || -。
|
||||
public override void Coding(string temp)
|
||||
{
|
||||
@ -67,11 +88,13 @@ public class Machine : Interactive
|
||||
private void CompleteChecker()
|
||||
{
|
||||
Sentence temp = null;//目前在打的句子
|
||||
foreach(Sentence i in sentences) if(!i.IsThisFinished()) temp = i;//找到最近的那个没有完成的句子,也就是目前在打的句子
|
||||
foreach(Sentence i in sentences) if(!i.IsThisFinished()) {temp = i;break;}//找到最近的那个没有完成的句子,也就是目前在打的句子
|
||||
try{
|
||||
if(temp.num.Equals(tempTranslateResult))//如果这个句子的数字序列等于目前翻译出来的数字序列
|
||||
{
|
||||
temp.CompleteTheSentence();//说明这个句子完成了,修改它的标记
|
||||
UpdateTheSentencesTextViewStates();//有句子打完了,更新一下句子的颜色状态
|
||||
ClearTheInputAndTempResult();//有句子打完后,清除输入框和临时翻译结果
|
||||
if(AllSentenceClearChecker()) OnAllSentenceClear();//当所有句子都打完了,触发此函数
|
||||
}
|
||||
}
|
||||
@ -122,10 +145,12 @@ public class Machine : Interactive
|
||||
if(hasClearer != -1)
|
||||
{
|
||||
Debug.Log("检查到特殊码,清除所有输入内容");
|
||||
tempTranslateResult = "";
|
||||
this.code = "";
|
||||
// tempTranslateResult = "";
|
||||
// this.code = "";
|
||||
ClearTheInputAndTempResult();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//清除目前输入框的内容、记录中的电码和临时翻译结果。在检查到清除特殊码和打完一句的时候调用
|
||||
private void ClearTheInputAndTempResult(){tempTranslateResult = "";code = "";}
|
||||
}
|
||||
|
@ -338,3 +338,33 @@ C# parse time : 204ms
|
||||
candidates check time : 65ms
|
||||
console write time : 0ms
|
||||
|
||||
[api-updater (non-obsolete-error-filter)] 2021/7/19 23:13:14 : Starting D:/unity3.7/Unity/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
|
||||
[api-updater (non-obsolete-error-filter)]
|
||||
----------------------------------
|
||||
jit/startup time : 702.1926ms
|
||||
moved types parse time: 52ms
|
||||
candidates parse time : 1ms
|
||||
C# parse time : 519ms
|
||||
candidates check time : 32ms
|
||||
console write time : 0ms
|
||||
|
||||
[api-updater (non-obsolete-error-filter)] 2021/7/19 23:14:58 : Starting D:/unity3.7/Unity/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
|
||||
[api-updater (non-obsolete-error-filter)]
|
||||
----------------------------------
|
||||
jit/startup time : 67.8192ms
|
||||
moved types parse time: 48ms
|
||||
candidates parse time : 1ms
|
||||
C# parse time : 183ms
|
||||
candidates check time : 31ms
|
||||
console write time : 0ms
|
||||
|
||||
[api-updater (non-obsolete-error-filter)] 2021/7/19 23:16:15 : Starting D:/unity3.7/Unity/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
|
||||
[api-updater (non-obsolete-error-filter)]
|
||||
----------------------------------
|
||||
jit/startup time : 66.7961ms
|
||||
moved types parse time: 49ms
|
||||
candidates parse time : 1ms
|
||||
C# parse time : 185ms
|
||||
candidates check time : 43ms
|
||||
console write time : 0ms
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user