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1.先出水后装备管线出水移动,回放时消防员不能移动修改

2.点开消防员出水类型框然后换选或者esc,关闭技能栏出水开启状态。
3.调整场景方向,调整wind方向。
4.调整导出质量为最高
develop
曹衍涛 4 years ago
parent
commit
d0a52fb93b
  1. BIN
      Assets/Scene/MainScene_New.unity
  2. BIN
      Assets/Scene/MainScene_New/NavMesh-NavMeshMan.asset
  3. BIN
      Assets/Scene/MainScene_New/NavMesh-NavMeshSufaceCar.asset
  4. 35
      Assets/Scripts/Equip/Bag/Bag.cs
  5. 11
      Assets/Scripts/GameObjectSelect/ObjSelectCtrl.cs
  6. 8
      Assets/Scripts/Power/FiremanSkill/FireManSkillsPanel.cs
  7. 4
      Assets/Scripts/Power/FiremanSkill/XiaoFangYuanDrawLine.cs
  8. 12
      Assets/Scripts/Power/Task/ControlSprayHead.cs
  9. BIN
      Assets/Sky/Materials/azure[Sky].mat
  10. BIN
      ProjectSettings/ProjectSettings.asset
  11. BIN
      ProjectSettings/QualitySettings.asset

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Assets/Scene/MainScene_New.unity

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Assets/Scene/MainScene_New/NavMesh-NavMeshMan.asset

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Assets/Scene/MainScene_New/NavMesh-NavMeshSufaceCar.asset

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35
Assets/Scripts/Equip/Bag/Bag.cs

@ -46,6 +46,41 @@ public class Bag : MonoBehaviour
{
EquipList = data.equips;
ChangeCloth();
var work = GetComponent<FireManMessage>().workType;
if (work == FireManSkills.LayWaterHose || work == FireManSkills.SprayFoam ||
work == FireManSkills.SprayWater || work == FireManSkills.Decontamination)
{
for (int i = 0; i < data.equips.Count; i++)
{
if (data.equips[i].Name == "消防高压水带")
{
drawLine.BeginLineNum += data.equips[i].Number;
if (!GetComponent<NavMeshAgent>().enabled)
{
GetComponent<NavMeshAgent>().enabled = true;
GetComponent<AgentController>().enabled = true;
}
if (GetComponent<XiaoFangYuanDrawLine>())
{
// if (GetComponent<XiaoFangYuanDrawLine>() == null)
GetComponent<XiaoFangYuanDrawLine>().setLine();
}
}
}
}
else if (work == FireManSkills.LayLifeSavingFlarePath)
{
for (int i = 0; i < data.equips.Count; i++)
{
if (data.equips[i].Name == "救生照明线")
{
drawLine.BeginLiftLineNum += data.equips[i].Number;
}
}
}
}
}
}

11
Assets/Scripts/GameObjectSelect/ObjSelectCtrl.cs

@ -164,6 +164,17 @@ public class ObjSelectCtrl : MonoBehaviour
SelectedObjs.selectedObj = null;
}
if (FireManSkillsPanel.GetInstance.gameObject.activeInHierarchy)
{
if (FireManSkillsPanel.GetInstance.GetSprayOn())
{
if (FireManSkillsPanel.GetInstance.chooseObj.GetComponentInChildren<ParticleControlOfType>() == null)
{
FireManSkillsPanel.GetInstance.CloseSprayToggle();
}
}
}
for (int i = SelectedObjs.selectedCharacters.Count - 1; i >= 0; i--)
{
DoDisSelect(SelectedObjs.selectedCharacters[i]);

8
Assets/Scripts/Power/FiremanSkill/FireManSkillsPanel.cs

@ -54,6 +54,14 @@ public class FireManSkillsPanel : ResourceLoadPanel<FireManSkillsPanel>
layerwaterHose = panel.Find("LayWaterHose").GetComponent<Toggle>();
layliftSavingFlarePath = panel.Find("LayLifeSavingFlarePath").GetComponent<Toggle>();
}
public void CloseSprayToggle()
{
sprayWater.isOn = false;
}
public bool GetSprayOn()
{
return sprayWater.isOn;
}
public void CloselayhoseToggle()
{
layerwaterHose.isOn = false;

4
Assets/Scripts/Power/FiremanSkill/XiaoFangYuanDrawLine.cs

@ -601,6 +601,10 @@ public class XiaoFangYuanDrawLine : MonoBehaviour
float disZhaoMingXian = 0.0f;//照明线长
dis += getDrawLine();
if (Line == null)
{
return;
}
if (Line.name.Equals(Guanxian.name))
{
disLine = dis;

12
Assets/Scripts/Power/Task/ControlSprayHead.cs

@ -322,6 +322,18 @@ public class ControlSprayHead : MonoBehaviour
if (water)
{
var particletype = ((ParticleTypeCmdArgs)obj.Data);
if (particletype.ParticleType==ParticleEnum.None)
{
Debug.Log("没有设置水类型");
if(SelectedObjs.selectedCharacters.Count>0)
{
if (FireManSkillsPanel.GetInstance.gameObject.activeInHierarchy)
{
FireManSkillsPanel.GetInstance.CloseSprayToggle();
}
}
return;
}
IsSpray = true;
if (particleenum != particletype.ParticleType)
{

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Assets/Sky/Materials/azure[Sky].mat

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ProjectSettings/ProjectSettings.asset

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ProjectSettings/QualitySettings.asset

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