视频路书编辑器完善
This commit is contained in:
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@ -14,6 +14,11 @@ public class MyBuildPostprocessor
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//System.IO.File.AppendAllText("D:\\test.txt",pathToBuiltProject);
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//System.IO.File.AppendAllText("D:\\test.txt",pathToBuiltProject);
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#if !(UNITY_IOS || UNITY_ANDROID)
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#if !(UNITY_IOS || UNITY_ANDROID)
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var dir = Path.GetDirectoryName(pathToBuiltProject);
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var dir = Path.GetDirectoryName(pathToBuiltProject);
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var managedPath = dir + "\\PowerFun_Data\\Managed";
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if (!Directory.Exists(managedPath))
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{
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Directory.CreateDirectory(managedPath);
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}
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File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\ANT_WrappedLib.dll", dir + "\\PowerFun_Data\\Managed\\ANT_WrappedLib.dll");
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File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\ANT_WrappedLib.dll", dir + "\\PowerFun_Data\\Managed\\ANT_WrappedLib.dll");
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File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\DSI_CP210xManufacturing_3_1.dll", dir + "\\PowerFun_Data\\Managed\\DSI_CP210xManufacturing_3_1.dll");
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File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\DSI_CP210xManufacturing_3_1.dll", dir + "\\PowerFun_Data\\Managed\\DSI_CP210xManufacturing_3_1.dll");
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File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\DSI_SiUSBXp_3_1.dll", dir + "\\PowerFun_Data\\Managed\\DSI_SiUSBXp_3_1.dll");
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File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\DSI_SiUSBXp_3_1.dll", dir + "\\PowerFun_Data\\Managed\\DSI_SiUSBXp_3_1.dll");
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@ -3692,7 +3692,7 @@ Transform:
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m_GameObject: {fileID: 1535700487792324436}
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m_GameObject: {fileID: 1535700487792324436}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: -1, z: 3}
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m_LocalPosition: {x: 0, y: -1, z: 3}
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m_LocalScale: {x: 0.75, y: 0.75, z: 0.75}
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m_LocalScale: {x: 0.65, y: 0.65, z: 0.65}
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m_Children:
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m_Children:
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- {fileID: 5510178270068819320}
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- {fileID: 5510178270068819320}
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- {fileID: 3524312104137692172}
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- {fileID: 3524312104137692172}
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@ -1,33 +1,37 @@
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243~592:-15,15,0
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10:10,-5,0,-,-,-
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750~908:5,-5,0
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243:-15,10,0,-,-,-
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908~1055:15,-15,0
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750:5,-5,1,-,-,-
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1055~1100:15,-15,0
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849:30,-10,2,-,-,-
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1100~1220:10,0,0
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1055:15,-15,1,-,-,-
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1220~1310:10,5,0
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1100:10,0,0,-,-,-
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1330~1695:-5,10,0
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1220:10,5,0,-,-,-
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1899~1925:5,-5,1
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1330:-10,5,0,-,-,-
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1925~2340:10,-5,1
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1899:5,-5,1,-,-,-
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2524~2790:-5,5,1
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1925:10,-5,1,-,-,-
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2960~3120:10,-5,1
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2524:-5,5,1,-,-,-
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3120~3300:15,-5,0
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2960:10,-5,1,-,-,-
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3300~3555:10,5,0
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3120:15,-5,0,-,-,-
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3555~3755:-15,5,0
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3300:5,5,0,-,-,-
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3967~4336:-5,5,0
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3555:-10,5,0,-,-,-
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4483~4590:10,-5,0
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3967:-10,5,1,-,-,-
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4590~4781:15,-5,0
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4483:10,-5,1,-,-,-
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4817~5129:-5,0,0
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4590:15,-5,1,-,-,-
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5191~5279:5,0,0
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4817:-5,0,1,-,-,-
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5279~5509:10,0,0
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5191:5,0,1,-,-,-
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5630~5900:-10,0,0
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5279:10,0,1,-,-,-
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6578~7641:5,-5,0
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5630:-10,0,0,-,-,-
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7838~7919:5,-5,0
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6578:5,-5,0,-,-,-
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7919~8050:15,0,0
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7838:5,-5,1,-,-,-
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8471~8985:5,0,0
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7919:15,0,1,-,-,-
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9536~9605:-5,0,0
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8471:10,0,1,-,-,-
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9605~9709:-10,0,0
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9536:-5,0,0,-,-,-
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10123~10515:5,0,0
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9605:-10,0,0,-,-,-
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10500~10700:-5,0,0
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10123:5,0,0,-,-,-
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10807~10834:5,0,0
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10500:-5,0,0,-,-,-
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10834~11670:10,-5,0
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10807:5,0,0,-,-,-
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11734~11870:-5,0,0
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10834:15,-5,1,-,-,-
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12170~12320:-15,0,0
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11033:5,-5,1,-,-,-
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11400:5,-5,1,-,-,-
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11528:5,0,1,-,-,-
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11734:-5,0,0,-,-,-
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12170:-25,5,0,-,-,-
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File diff suppressed because it is too large
Load Diff
@ -71,12 +71,51 @@ namespace Assets.Scripts.Scenes.VideoRide
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bone_bottle_2 = transform.Find("bone_cable_20");
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bone_bottle_2 = transform.Find("bone_cable_20");
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}
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}
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//人物状态
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public const int HERO_UP = 0;
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public const int HERO_RIGHT = 1;
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public const int HERO_DOWN = 2;
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public const int HERO_LEFT = 3;
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//人物当前行走的方向状态
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public int state = 0;
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//人物移动速度
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public int moveSpeed = 2;
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void setHeroState(int newState)
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{
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//根据当前人物方向与上一次备份的方向计算出模型旋转的角度
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Vector3 transformValue = new Vector3();
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//模型移动的位置数值
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switch (newState)
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{
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case HERO_UP:
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transformValue = Vector3.forward * Time.deltaTime;
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break;
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case HERO_DOWN:
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transformValue = (-Vector3.forward) * Time.deltaTime;
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break;
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case HERO_LEFT:
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transformValue = Vector3.left * Time.deltaTime;
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break;
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case HERO_RIGHT:
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transformValue = (-Vector3.left) * Time.deltaTime;
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break;
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}
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//移动人物
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transform.Translate(transformValue * moveSpeed, Space.World);
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state = newState;
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}
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protected virtual void Update()
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protected virtual void Update()
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{
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{
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#if UNITY_EDITOR
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#endif
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timer -= Time.deltaTime;
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timer -= Time.deltaTime;
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CreateHeadImage();
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CreateHeadImage();
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CharacterControl();
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Turn();
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while (timer <= 0)
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while (timer <= 0)
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{
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{
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try
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try
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@ -90,7 +129,6 @@ namespace Assets.Scripts.Scenes.VideoRide
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ComputeRecord();
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ComputeRecord();
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ComputeVideo();
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ComputeVideo();
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RayCastHit();
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RayCastHit();
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Turn();
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}
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}
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ComputeAnimator();//控制动画
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ComputeAnimator();//控制动画
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timer += 1f;
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timer += 1f;
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@ -104,6 +142,52 @@ namespace Assets.Scripts.Scenes.VideoRide
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}
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}
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}
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}
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private Vector3 rotation = Vector3.zero;
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private void CharacterControl()
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{
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float KeyVertical = Input.GetAxis("Vertical");
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float KeyHorizontal = Input.GetAxis("Horizontal");
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var delta = 0.2f;
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var zdelta = 0.1f;
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//控制人物左右倾斜
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if (Input.GetKey(KeyCode.Q))
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{
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rotation.y -= delta;
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rotation.z += zdelta;
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transform.DORotate(rotation, 0);
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}
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if (Input.GetKey(KeyCode.E))
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{
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rotation.y += delta;
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rotation.z -= zdelta;
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transform.DORotate(rotation, 0);
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}
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//空格键记录当前人物数据
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if (Input.GetKey(KeyCode.Space))
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{
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Debug.Log($"{manager.GetCurrentFrame()}:{transform.rotation.y},{transform.rotation.z},{transform.position.x}");
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}
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//人物前后左右
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if (KeyVertical == -1)
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{
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setHeroState(HERO_DOWN); //下
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}
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else if (KeyVertical == 1)
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{
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setHeroState(HERO_UP); //上
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}
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if (KeyHorizontal == 1)
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{
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setHeroState(HERO_RIGHT); //右
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}
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else if (KeyHorizontal == -1)
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{
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setHeroState(HERO_LEFT); //左
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}
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}
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//人物碰撞
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//人物碰撞
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void OnCollisionEnter(Collision collision)
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void OnCollisionEnter(Collision collision)
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@ -132,104 +216,56 @@ namespace Assets.Scripts.Scenes.VideoRide
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animator.SetFloat("speed", (float)speed);
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animator.SetFloat("speed", (float)speed);
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animator.SetFloat("grade", (float)currentSlope);
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animator.SetFloat("grade", (float)currentSlope);
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animator.SetFloat("power", (float)power);
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animator.SetFloat("power", (float)power);
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animator.SetFloat("bearing", bearing);
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//播放喝水和回头的动画
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var headBack = ticks % 60 == 0 && speed > 0;
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var drink = ticks % 125 == 0 && speed > 0;
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animator.SetBool("headBack", headBack);
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animator.SetBool("drinking", drink);
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}
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}
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}
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}
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protected virtual int GetCurrentFrame()
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protected virtual int GetCurrentFrame()
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{
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{
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return manager.GetCurrentFrame();
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return manager.GetCurrentFrame();
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}
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}
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private bool animated = false;
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private float offset = 0;
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private CustomRange pre;
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private Vector3 rotation = Vector3.zero;
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private CustomRange next;
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protected CustomRange currentRange { get; set; }
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//控制角色进行向左或向右
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protected virtual void Turn()
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protected virtual void Turn()
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{
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{
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//控制人物的转向
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var currentFrame = GetCurrentFrame();
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var currentFrame = GetCurrentFrame();
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currentRange = manager.mockDirection.Where(c => c.Start < currentFrame && c.End > currentFrame).FirstOrDefault();
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var config = manager.mockDirection;
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if (currentRange != null)
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{
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bearing = currentRange.RotationY;
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rotation.y = currentRange.RotationY;
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rotation.z = currentRange.RotationZ;
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}
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else
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{
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rotation.y = 0;
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rotation.z = 0;
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bearing = 0;
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}
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var headBack = ticks % 60 == 0 && speed > 0 && bearing == 0;
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pre = config[0];
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var drink = ticks % 125 == 0 && speed > 0 && bearing == 0;
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next = config[0];
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animator.SetFloat("bearing", bearing);
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for (int i = 0; i < config.Count; i++)
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animator.SetBool("headBack", headBack);
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animator.SetBool("drinking", drink);
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var waiting = ratio == 0 ? 1 : 1 / ratio;
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//直角拐弯
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if (Math.Abs(bearing) > 30)
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{
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{
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if (!animated)
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if (config[i].KeyFrame >= currentFrame)
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{
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{
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animated = true;
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pre = i > 0 ? config[i - 1] : config[i];
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var tween = transform.DORotate(new Vector3(0, bearing, -bearing/5), waiting);
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next = config[i];
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tween.onComplete += () =>
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break;
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{
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var zoffset = bearing / 10.5f;
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var doMoveX = transform.DOMoveX(transform.position.x + zoffset, waiting);
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doMoveX.onComplete += () =>
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{
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offset = -zoffset;
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};
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};
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tween.SetEase(Ease.InOutSine).SetLoops(2, LoopType.Incremental);
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}
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}
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}
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}
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else
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{
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var p = new Vector3(0, pre.RotationY, pre.RotationZ);
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//直角拐弯回正
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var q = new Vector3(0, next.RotationY, next.RotationZ);
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if (offset != 0)
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var t = (float)(currentFrame - pre.KeyFrame) / (float)(next.KeyFrame - pre.KeyFrame);
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{
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var rt = Vector3.Slerp(p, q, t);
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var cpoffset = offset;
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transform.DORotate(new Vector3(0, bearing, 0), 1.2f * waiting).onComplete += () =>
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transform.DORotate(rt, 0, RotateMode.Fast);
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{
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transform.DOMoveX(transform.position.x + cpoffset, 1.2f * waiting).onComplete += () =>
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//控制人物的前后左右
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{
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animated = false;
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var l = new Vector3(pre.PositionX, pre.PositionY, pre.PositionZ);
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};
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var s = new Vector3(next.PositionX, next.PositionY, next.PositionZ);
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};
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var pos = Vector3.Slerp(l,s, t);
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offset = 0;
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transform.DOMove(pos,0);
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}
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//正常拐弯
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//TODO:控制光线
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else
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{
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transform.DORotate(rotation, 0.6f);
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}
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}
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}
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Vector3 current;
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Vector3 forward;
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//0-90 右转弯 -90-0左转弯
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protected virtual void TurnAround()
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{
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StartCoroutine(MoveTo());
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}
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}
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protected virtual IEnumerator MoveTo()
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{
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float t = 0;
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while (t < 1)
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{
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t += Time.deltaTime;
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Vector3 v = Vector3.Lerp(current, forward, t);
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current = v;
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transform.DORotate(v, 0);
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yield return new WaitForEndOfFrame();
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}
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}
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//计算人物当前属性
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//计算人物当前属性
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protected virtual void ComputePlayer()
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protected virtual void ComputePlayer()
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{
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{
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@ -252,7 +288,9 @@ namespace Assets.Scripts.Scenes.VideoRide
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}
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}
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}
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}
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}
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}
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Vector3 current { get; set; }
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Vector3 forward { get; set; }
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//计算当前人物的经纬度
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protected virtual void Forward()
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protected virtual void Forward()
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{
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{
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try
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try
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@ -260,30 +298,13 @@ namespace Assets.Scripts.Scenes.VideoRide
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if (mapData == null)
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if (mapData == null)
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mapData = manager.GetMapData();
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mapData = manager.GetMapData();
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currentlatLon = manager.Along(totalDistance % mapData.TotalDistance);
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currentlatLon = manager.Along(totalDistance % mapData.TotalDistance);
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////根据人物速度设置人物距离摄像头远近
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//if (speed > 20 && speed < 30)
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//{
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// transform.DOMoveZ(3, 1f);
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//}
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//else if (speed > 30 && speed < 40)
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//{
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// transform.DOMoveZ(3.5f, 1f);
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//}
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//else if (speed > 40)
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//{
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// transform.DOMoveZ(4, 1f);
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//}
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//else
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//{
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// transform.DOMoveZ(3, 1f);
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//}
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
|
{
|
||||||
Debug.LogError(e);
|
Debug.LogError(e);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
protected float ratio = 1;
|
protected float ratio = 1;//视频播放速率
|
||||||
|
|
||||||
protected virtual void ComputeVideo()
|
protected virtual void ComputeVideo()
|
||||||
{
|
{
|
||||||
@ -369,7 +390,7 @@ namespace Assets.Scripts.Scenes.VideoRide
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
//显示人物海拔图的头像
|
||||||
public void CreateHeadImage()
|
public void CreateHeadImage()
|
||||||
{
|
{
|
||||||
if (head == null)
|
if (head == null)
|
||||||
|
|||||||
@ -24,28 +24,38 @@ namespace Assets.Scripts.Scenes.VideoRide
|
|||||||
{
|
{
|
||||||
public class CustomRange
|
public class CustomRange
|
||||||
{
|
{
|
||||||
|
public int KeyFrame { get; set; }//帧数
|
||||||
public int Start { get; set; }//起始帧
|
public int Start { get; set; }//起始帧
|
||||||
public int End { get; set; }//结束帧
|
public int End { get; set; }//结束帧
|
||||||
public int PositionX { get; set; }
|
public float PositionX { get; set; }
|
||||||
public int PositionY { get; set; }
|
public float PositionY { get; set; }
|
||||||
public int PositionZ { get; set; }
|
public float PositionZ { get; set; }
|
||||||
public int RotationY { get; set; }
|
public float RotationY { get; set; }
|
||||||
public int RotationZ { get; set; }
|
public float RotationZ { get; set; }
|
||||||
public int ShadowDirection { get; set; }
|
public float LightY { get; set; }
|
||||||
|
|
||||||
|
private const float defaultRotationY = 0;
|
||||||
|
private const float defaultRotationZ = 0;
|
||||||
|
private const float defaultPositionX = 0;
|
||||||
|
private const float defaultPositionY = -1;
|
||||||
|
private const float defaultPositionZ = 3;
|
||||||
|
private const float defaultLightY = 0;
|
||||||
|
|
||||||
public static CustomRange Read(string s)
|
public static CustomRange Read(string s)
|
||||||
{
|
{
|
||||||
//243~573:-15,13,12
|
// - 代表默认值
|
||||||
|
//KeyFrame:RotationY,RotationZ,PositionX,PositionY,PositionZ,LightY
|
||||||
var result = s.Split(':');
|
var result = s.Split(':');
|
||||||
var range = result[0].Split('~');
|
|
||||||
var v = result[1].Split(',');
|
var v = result[1].Split(',');
|
||||||
CustomRange r = new CustomRange()
|
CustomRange r = new CustomRange()
|
||||||
{
|
{
|
||||||
Start = Convert.ToInt32(range[0]),
|
KeyFrame = Convert.ToInt32(result[0]),
|
||||||
End = Convert.ToInt32(range[1]),
|
RotationY = v[0].Equals("-") ? defaultRotationY : (float)Convert.ToDouble(v[0]),
|
||||||
RotationY = Convert.ToInt32(v[0]),
|
RotationZ = v[1].Equals("-") ? defaultRotationZ : (float)Convert.ToDouble(v[1]),
|
||||||
RotationZ = Convert.ToInt32(v[1]),
|
PositionX = v[2].Equals("-") ? defaultPositionX : (float)Convert.ToDouble(v[2]),
|
||||||
PositionX = Convert.ToInt32(v[2]),
|
PositionY = v[3].Equals("-") ? defaultPositionY : (float)Convert.ToDouble(v[3]),
|
||||||
|
PositionZ = v[4].Equals("-") ? defaultPositionZ : (float)Convert.ToDouble(v[4]),
|
||||||
|
LightY = v[5].Equals("-") ? defaultLightY : (float)Convert.ToDouble(v[5]),
|
||||||
};
|
};
|
||||||
return r;
|
return r;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -48,14 +48,6 @@ namespace Assets.Scripts.Scenes.VideoRide
|
|||||||
protected override void Turn()
|
protected override void Turn()
|
||||||
{
|
{
|
||||||
base.Turn();
|
base.Turn();
|
||||||
if (currentRange != null)
|
|
||||||
{
|
|
||||||
transform.DOMoveX(currentRange.PositionX, 0.8f);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
transform.DOMoveX(1, 0.8f);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
protected override void ComputePlayer()
|
protected override void ComputePlayer()
|
||||||
{
|
{
|
||||||
|
|||||||
@ -19,9 +19,9 @@ public class MultiTips:PFUIText
|
|||||||
if (result.result)
|
if (result.result)
|
||||||
{
|
{
|
||||||
tips = result.data.ToArray();
|
tips = result.data.ToArray();
|
||||||
|
random = new System.Random();
|
||||||
|
currentIndex = random.Next(0, tips.Length);
|
||||||
}
|
}
|
||||||
random = new System.Random();
|
|
||||||
currentIndex = random.Next(0, tips.Length);
|
|
||||||
SetText();
|
SetText();
|
||||||
}
|
}
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
|
|||||||
488
Assets/TestVideoController.cs
Normal file
488
Assets/TestVideoController.cs
Normal file
@ -0,0 +1,488 @@
|
|||||||
|
using DG.Tweening;
|
||||||
|
using RenderHeads.Media.AVProVideo;
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Text;
|
||||||
|
using System.Linq;
|
||||||
|
using UnityEngine;
|
||||||
|
using System.IO;
|
||||||
|
using Assets.Scripts.Scenes.VideoRide;
|
||||||
|
using System.Reflection;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using Assets.Scripts;
|
||||||
|
|
||||||
|
public class TestVideoController : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public Transform Player;
|
||||||
|
|
||||||
|
public GameObject QuitBtn;
|
||||||
|
|
||||||
|
public GameObject PauseBtn;
|
||||||
|
|
||||||
|
public GameObject CancelBtn;
|
||||||
|
|
||||||
|
public Transform Light;
|
||||||
|
|
||||||
|
public Transform FrameContent;
|
||||||
|
|
||||||
|
public GameObject FrameBtnPrefab;
|
||||||
|
|
||||||
|
public GameObject PreviewBtn;
|
||||||
|
|
||||||
|
public GameObject SaveBtn;
|
||||||
|
|
||||||
|
public GameObject ResetBtn;
|
||||||
|
|
||||||
|
public GameObject DeleteBtn;
|
||||||
|
|
||||||
|
public MediaPlayer mediaPlayer;
|
||||||
|
|
||||||
|
public Text Frametext;
|
||||||
|
|
||||||
|
private Dictionary<int, string> list = new Dictionary<int, string>();
|
||||||
|
Vector3 originPos = new Vector3(0, -1, 3);
|
||||||
|
Vector3 originRotation = Vector3.zero;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
lightRotation = new Vector3(50f,-45,0);
|
||||||
|
InitConfig();
|
||||||
|
UIManager.AddEvent(QuitBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
|
||||||
|
{
|
||||||
|
Application.Quit();
|
||||||
|
});
|
||||||
|
UIManager.AddEvent(PauseBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
|
||||||
|
{
|
||||||
|
PlayOrPause();
|
||||||
|
});
|
||||||
|
UIManager.AddEvent(PreviewBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
|
||||||
|
{
|
||||||
|
BuildList();
|
||||||
|
isPlay = true;
|
||||||
|
mediaPlayer.Control.SeekFast(0);
|
||||||
|
mediaPlayer.Play();
|
||||||
|
});
|
||||||
|
UIManager.AddEvent(slider.gameObject, UnityEngine.EventSystems.EventTriggerType.Drag, (e) =>
|
||||||
|
{
|
||||||
|
OnTimeSliderDrag();
|
||||||
|
});
|
||||||
|
UIManager.AddEvent(SaveBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
|
||||||
|
{
|
||||||
|
DoRecord();
|
||||||
|
});
|
||||||
|
UIManager.AddEvent(ResetBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
|
||||||
|
{
|
||||||
|
Player.DOMove(originPos,0);
|
||||||
|
Player.DORotate(originRotation, 0);
|
||||||
|
});
|
||||||
|
UIManager.AddEvent(CancelBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
|
||||||
|
{
|
||||||
|
var k = mockRange.Where(c => c.KeyFrame == currentFrame).FirstOrDefault();
|
||||||
|
if (k != null)
|
||||||
|
{
|
||||||
|
Player.DOMove(new Vector3(k.PositionX, k.PositionY, k.PositionZ), 0);
|
||||||
|
Player.DORotate(new Vector3(0, k.RotationY, k.RotationZ), 0);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
UIManager.AddEvent(DeleteBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
|
||||||
|
{
|
||||||
|
DeleteFrame(currentFrame);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
public Text PlayBtnText;
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
Frametext.text = $"当前视频帧数:{GetCurrentFrame()}";
|
||||||
|
//视频播放时间
|
||||||
|
TimeRange timelineRange = GetTimelineRange();
|
||||||
|
double time = mediaPlayer.Control.GetCurrentTime();
|
||||||
|
sliderText.text = $"{ Assets.Scenes.Ride.Scripts.Helper.FormatTicks((int)Math.Floor(time))}/{Assets.Scenes.Ride.Scripts.Helper.FormatTicks((int)Math.Floor(timelineRange.duration))}";
|
||||||
|
if (timelineRange.duration != 0)
|
||||||
|
{
|
||||||
|
slider.value = (float)(time / timelineRange.duration);
|
||||||
|
}
|
||||||
|
//键盘输入
|
||||||
|
CharacterControl();
|
||||||
|
//计算当前帧数在哪个区段
|
||||||
|
ComputeCurrentFrame();
|
||||||
|
//人物控制
|
||||||
|
if (isPlay)
|
||||||
|
{
|
||||||
|
Turn();
|
||||||
|
}
|
||||||
|
//暂停或播放
|
||||||
|
var isPause = mediaPlayer.Control.IsPaused();
|
||||||
|
ResetBtn.SetActive(isPause);
|
||||||
|
if (!isPause)
|
||||||
|
{
|
||||||
|
CancelBtn.SetActive(false);
|
||||||
|
DeleteBtn.SetActive(false);
|
||||||
|
}
|
||||||
|
PlayBtnText.text = isPause ? "播放" : "暂停";
|
||||||
|
}
|
||||||
|
|
||||||
|
public int currentFrame { get; set; }
|
||||||
|
|
||||||
|
public void PlayToFrame(int frame)
|
||||||
|
{
|
||||||
|
var config = mockRange.Where(c => c.KeyFrame == frame).FirstOrDefault();
|
||||||
|
if (config != null)
|
||||||
|
{
|
||||||
|
CancelBtn.SetActive(true);
|
||||||
|
DeleteBtn.SetActive(true);
|
||||||
|
currentFrame = frame;
|
||||||
|
SeekToFrame(frame);
|
||||||
|
mediaPlayer.Pause();
|
||||||
|
isPlay = false;
|
||||||
|
var rotation = new Vector3(0, config.RotationY, config.RotationZ);
|
||||||
|
Player.DORotate(rotation, 0);
|
||||||
|
var pos = new Vector3(config.PositionX, config.PositionY, config.PositionZ);
|
||||||
|
Player.DOMove(pos, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private string ConfigPath = Application.streamingAssetsPath + "/newdirection.txt";
|
||||||
|
//初始化配置
|
||||||
|
private void InitConfig()
|
||||||
|
{
|
||||||
|
var text = File.ReadAllText(ConfigPath);
|
||||||
|
var arr = text.Replace("\r\n", " ").Split(' ');
|
||||||
|
foreach (var item in arr)
|
||||||
|
{
|
||||||
|
if (!string.IsNullOrEmpty(item))
|
||||||
|
{
|
||||||
|
int key = Convert.ToInt32(item.Split(':')[0]);
|
||||||
|
list.Add(key, item);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
BuildList();
|
||||||
|
if (mockRange.Count > 0)
|
||||||
|
{
|
||||||
|
pre = mockRange[0];
|
||||||
|
next = mockRange[0];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void DeleteFrame(int frame)
|
||||||
|
{
|
||||||
|
//删除当前帧数
|
||||||
|
var s = mockRange.Where(c => c.KeyFrame == frame).FirstOrDefault();
|
||||||
|
if (s != null)
|
||||||
|
{
|
||||||
|
mockRange.Remove(s);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (list.ContainsKey(frame))
|
||||||
|
{
|
||||||
|
list.Remove(frame);
|
||||||
|
}
|
||||||
|
|
||||||
|
//回到上一帧
|
||||||
|
var l = mockRange.OrderBy(c => c.KeyFrame).ToList();
|
||||||
|
var btnList = FindObjectsOfType<TestVideoFrameButton>();
|
||||||
|
|
||||||
|
var needRemove = btnList.Where(c => c.Frame == frame).FirstOrDefault();
|
||||||
|
if (needRemove != null)
|
||||||
|
{
|
||||||
|
needRemove.Destroy();
|
||||||
|
}
|
||||||
|
|
||||||
|
var nextFrame = 0;
|
||||||
|
foreach (var item in l)
|
||||||
|
{
|
||||||
|
if (item.KeyFrame < frame)
|
||||||
|
{
|
||||||
|
nextFrame = item.KeyFrame;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var btn = btnList.Where(c => c.Frame == nextFrame).FirstOrDefault();
|
||||||
|
if (btn != null)
|
||||||
|
{
|
||||||
|
btn.SelectFrame(nextFrame);
|
||||||
|
}
|
||||||
|
//同步到txt
|
||||||
|
Save();
|
||||||
|
}
|
||||||
|
private void BuildList()
|
||||||
|
{
|
||||||
|
var l = list.OrderBy(c => c.Key);
|
||||||
|
mockRange.Clear();
|
||||||
|
Utils.DestroyChildren(FrameContent);
|
||||||
|
foreach (var item in l)
|
||||||
|
{
|
||||||
|
mockRange.Add(CustomRange.Read(item.Value));
|
||||||
|
var btn = Instantiate<GameObject>(FrameBtnPrefab, FrameContent);
|
||||||
|
btn.SetActive(true);
|
||||||
|
btn.GetComponent<TestVideoFrameButton>().SetInfo(item.Key);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool isPlay { get; set; } = true;
|
||||||
|
private List<CustomRange> mockRange = new List<CustomRange>();
|
||||||
|
|
||||||
|
private CustomRange pre;
|
||||||
|
private CustomRange next;
|
||||||
|
private void ComputeCurrentFrame()
|
||||||
|
{
|
||||||
|
var currentFrame = GetCurrentFrame();
|
||||||
|
var config = mockRange;
|
||||||
|
if (config.Count == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
for (int i = 0; i < config.Count; i++)
|
||||||
|
{
|
||||||
|
if (config[i].KeyFrame >= currentFrame)
|
||||||
|
{
|
||||||
|
pre = i > 0 ? config[i - 1] : config[i];
|
||||||
|
next = config[i];
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void Turn()
|
||||||
|
{
|
||||||
|
var currentFrame = GetCurrentFrame();
|
||||||
|
//控制人物的转向
|
||||||
|
var p = new Vector3(0, pre.RotationY, pre.RotationZ);
|
||||||
|
var q = new Vector3(0, next.RotationY, next.RotationZ);
|
||||||
|
var t = next.KeyFrame - pre.KeyFrame == 0? 1 : (float)(currentFrame - pre.KeyFrame) / (float)(next.KeyFrame - pre.KeyFrame);
|
||||||
|
var rt = Vector3.Lerp(p, q, t);
|
||||||
|
Player.DORotate(rt, 0, RotateMode.Fast);
|
||||||
|
//控制人物的前后左右
|
||||||
|
var l = new Vector3(pre.PositionX, pre.PositionY, pre.PositionZ);
|
||||||
|
var s = new Vector3(next.PositionX, next.PositionY, next.PositionZ);
|
||||||
|
var pos = Vector3.Lerp(l, s, t);
|
||||||
|
Player.DOMove(pos, 0);
|
||||||
|
//控制光线
|
||||||
|
var z = new Vector3(50, pre.LightY, 0);
|
||||||
|
var c = new Vector3(50, next.LightY, 0);
|
||||||
|
var zc = Vector3.Lerp(z, c, t);
|
||||||
|
Light.DORotate(zc, 0);
|
||||||
|
}
|
||||||
|
public Slider slider;
|
||||||
|
public Text sliderText;
|
||||||
|
private void OnTimeSliderDrag()
|
||||||
|
{
|
||||||
|
if (mediaPlayer && mediaPlayer.Control != null)
|
||||||
|
{
|
||||||
|
TimeRange timelineRange = GetTimelineRange();
|
||||||
|
double time = timelineRange.startTime + ( slider.value*timelineRange.duration);
|
||||||
|
mediaPlayer.Control.Seek(time);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private TimeRange GetTimelineRange()
|
||||||
|
{
|
||||||
|
if (mediaPlayer.Info != null)
|
||||||
|
{
|
||||||
|
return Helper.GetTimelineRange(mediaPlayer.Info.GetDuration(), mediaPlayer.Control.GetSeekableTimes());
|
||||||
|
}
|
||||||
|
return new TimeRange();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SeekToFrame(int frame)
|
||||||
|
{
|
||||||
|
mediaPlayer.Control.SeekToFrame(frame);
|
||||||
|
}
|
||||||
|
private int GetCurrentFrame()
|
||||||
|
{
|
||||||
|
return mediaPlayer.Control.GetCurrentTimeFrames();
|
||||||
|
}
|
||||||
|
|
||||||
|
private int GetPreFrame(int frame)
|
||||||
|
{
|
||||||
|
return mediaPlayer.Control.GetCurrentTimeFrames();
|
||||||
|
}
|
||||||
|
private Vector3 rotation = Vector3.zero;
|
||||||
|
private Vector3 lightRotation;
|
||||||
|
private void CharacterControl()
|
||||||
|
{
|
||||||
|
var delta = 0.2f;
|
||||||
|
var zdelta = 0.1f;
|
||||||
|
//控制太阳
|
||||||
|
if (Input.GetKey(KeyCode.Z))
|
||||||
|
{
|
||||||
|
//lightRotation.x -= delta;
|
||||||
|
lightRotation.y += zdelta;
|
||||||
|
Light.DORotate(lightRotation, 0);
|
||||||
|
isPlay = false;
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.C))
|
||||||
|
{
|
||||||
|
// lightRotation.x += delta;
|
||||||
|
lightRotation.y -= zdelta;
|
||||||
|
Light.DORotate(lightRotation, 0);
|
||||||
|
isPlay = false;
|
||||||
|
}
|
||||||
|
//控制人物方向
|
||||||
|
if (Input.GetKey(KeyCode.Q))
|
||||||
|
{
|
||||||
|
rotation.y -= delta;
|
||||||
|
Player.DORotate(rotation, 0);
|
||||||
|
isPlay = false;
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.E))
|
||||||
|
{
|
||||||
|
rotation.y += delta;
|
||||||
|
Player.DORotate(rotation, 0);
|
||||||
|
isPlay = false;
|
||||||
|
}
|
||||||
|
//控制人物左右倾斜
|
||||||
|
if (Input.GetKey(KeyCode.J))
|
||||||
|
{
|
||||||
|
rotation.z += zdelta;
|
||||||
|
Player.DORotate(rotation, 0);
|
||||||
|
isPlay = false;
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.K))
|
||||||
|
{
|
||||||
|
rotation.z -= zdelta;
|
||||||
|
Player.DORotate(rotation, 0);
|
||||||
|
isPlay = false;
|
||||||
|
}
|
||||||
|
//空格键记录当前人物数据
|
||||||
|
if (Input.GetKeyDown(KeyCode.Space))
|
||||||
|
{
|
||||||
|
PlayOrPause();
|
||||||
|
}
|
||||||
|
//人物前后左右
|
||||||
|
if (Input.GetKey(KeyCode.S))
|
||||||
|
{
|
||||||
|
setHeroState(HERO_DOWN); //下
|
||||||
|
}
|
||||||
|
else if (Input.GetKey(KeyCode.W))
|
||||||
|
{
|
||||||
|
setHeroState(HERO_UP); //上
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.D))
|
||||||
|
{
|
||||||
|
setHeroState(HERO_RIGHT); //右
|
||||||
|
}
|
||||||
|
else if (Input.GetKey(KeyCode.A))
|
||||||
|
{
|
||||||
|
setHeroState(HERO_LEFT); //左
|
||||||
|
}
|
||||||
|
//控制视频播放进度
|
||||||
|
if (Input.GetKey(KeyCode.LeftArrow))
|
||||||
|
{
|
||||||
|
var frame = GetCurrentFrame()-1;
|
||||||
|
SeekToFrame(frame);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.RightArrow))
|
||||||
|
{
|
||||||
|
var frame = GetCurrentFrame() + 1;
|
||||||
|
SeekToFrame(frame);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void PlayOrPause()
|
||||||
|
{
|
||||||
|
if (mediaPlayer.Control.IsPaused())
|
||||||
|
{
|
||||||
|
isPlay = true;
|
||||||
|
mediaPlayer.Play();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
isPlay = false;
|
||||||
|
mediaPlayer.Pause();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void DoRecord()
|
||||||
|
{
|
||||||
|
Save();
|
||||||
|
BuildList();
|
||||||
|
//回到上一个节点
|
||||||
|
if (pre != null)
|
||||||
|
{
|
||||||
|
mediaPlayer.Control.SeekToFrame(pre.KeyFrame);
|
||||||
|
}
|
||||||
|
isPlay = true;
|
||||||
|
mediaPlayer.Play();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Save()
|
||||||
|
{
|
||||||
|
var key = GetCurrentFrame();
|
||||||
|
//获取人物inpector面板的rotation值
|
||||||
|
Vector3 vect3 = Vector3.zero;
|
||||||
|
Vector3 vect = Vector3.zero;
|
||||||
|
MethodInfo mth = typeof(Transform).GetMethod("GetLocalEulerAngles", BindingFlags.Instance | BindingFlags.NonPublic);
|
||||||
|
PropertyInfo pi = typeof(Transform).GetProperty("rotationOrder", BindingFlags.Instance | BindingFlags.NonPublic);
|
||||||
|
object rotationOrder = null;
|
||||||
|
object lightRotationOrder = null;
|
||||||
|
if (pi != null)
|
||||||
|
{
|
||||||
|
rotationOrder = pi.GetValue(Player, null);
|
||||||
|
lightRotationOrder= pi.GetValue(Light, null);
|
||||||
|
}
|
||||||
|
if (mth != null)
|
||||||
|
{
|
||||||
|
object retVector3 = mth.Invoke(Player, new object[] { rotationOrder });
|
||||||
|
vect3 = (Vector3)retVector3;
|
||||||
|
|
||||||
|
object retVector = mth.Invoke(Light, new object[] { lightRotationOrder });
|
||||||
|
vect = (Vector3)retVector;
|
||||||
|
}
|
||||||
|
//保存记录
|
||||||
|
var s = $"{key}:{ Math.Round(vect3.y, 3)},{ Math.Round(vect3.z, 3)},{Math.Round(Player.position.x,3)},{Math.Round(Player.position.y,3)},{Math.Round(Player.position.z,3)},{Math.Round(vect.y,3)}";
|
||||||
|
if (list.ContainsKey(key))
|
||||||
|
{
|
||||||
|
list[key] = s;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
list.Add(key, s);
|
||||||
|
}
|
||||||
|
var coll = list.OrderBy(c => c.Key);
|
||||||
|
StringBuilder sb = new StringBuilder();
|
||||||
|
foreach (var item in coll)
|
||||||
|
{
|
||||||
|
sb.AppendLine(item.Value);
|
||||||
|
}
|
||||||
|
File.WriteAllText(ConfigPath, sb.ToString());
|
||||||
|
}
|
||||||
|
//人物状态
|
||||||
|
public const int HERO_UP = 0;
|
||||||
|
public const int HERO_RIGHT = 1;
|
||||||
|
public const int HERO_DOWN = 2;
|
||||||
|
public const int HERO_LEFT = 3;
|
||||||
|
|
||||||
|
//人物当前行走的方向状态
|
||||||
|
public int state = 0;
|
||||||
|
//人物移动速度
|
||||||
|
public int moveSpeed = 2;
|
||||||
|
void setHeroState(int newState)
|
||||||
|
{
|
||||||
|
isPlay = false;
|
||||||
|
//根据当前人物方向与上一次备份的方向计算出模型旋转的角度
|
||||||
|
Vector3 transformValue = new Vector3();
|
||||||
|
//模型移动的位置数值
|
||||||
|
switch (newState)
|
||||||
|
{
|
||||||
|
case HERO_UP:
|
||||||
|
transformValue = Vector3.forward * Time.deltaTime;
|
||||||
|
break;
|
||||||
|
case HERO_DOWN:
|
||||||
|
transformValue = (-Vector3.forward) * Time.deltaTime;
|
||||||
|
break;
|
||||||
|
case HERO_LEFT:
|
||||||
|
transformValue = Vector3.left * Time.deltaTime;
|
||||||
|
break;
|
||||||
|
case HERO_RIGHT:
|
||||||
|
transformValue = (-Vector3.left) * Time.deltaTime;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
////移动人物
|
||||||
|
Player.Translate(transformValue * moveSpeed, Space.World);
|
||||||
|
state = newState;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/TestVideoController.cs.meta
Normal file
11
Assets/TestVideoController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5bf7b98eb98643b43b88eb78adee7475
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
47
Assets/TestVideoFrameButton.cs
Normal file
47
Assets/TestVideoFrameButton.cs
Normal file
@ -0,0 +1,47 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class TestVideoFrameButton : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public int Frame { get; private set; }
|
||||||
|
private TestVideoController manager { get; set; }
|
||||||
|
|
||||||
|
public GameObject Bg;
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
manager = FindObjectOfType<TestVideoController>();
|
||||||
|
|
||||||
|
UIManager.AddEvent(gameObject, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
|
||||||
|
{
|
||||||
|
SelectFrame(Frame);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SelectFrame(int frame)
|
||||||
|
{
|
||||||
|
manager.PlayToFrame(Frame);
|
||||||
|
var list = FindObjectsOfType<TestVideoFrameButton>();
|
||||||
|
foreach (var item in list)
|
||||||
|
{
|
||||||
|
item.SetBg(item.Frame == Frame);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetBg(bool active)
|
||||||
|
{
|
||||||
|
Bg.SetActive(active);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetInfo(int frame)
|
||||||
|
{
|
||||||
|
this.Frame = frame;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Destroy()
|
||||||
|
{
|
||||||
|
gameObject.Destroy();
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/TestVideoFrameButton.cs.meta
Normal file
11
Assets/TestVideoFrameButton.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 85e9b049aa321b341a130483a7a86b7e
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Loading…
x
Reference in New Issue
Block a user