提交小游戏项目
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Copyright (C) 2014 Google Inc.
|
||||||
|
|
||||||
|
Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
you may not use this file except in compliance with the License.
|
||||||
|
You may obtain a copy of the License at
|
||||||
|
|
||||||
|
http://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
|
||||||
|
Unless required by applicable law or agreed to in writing, software
|
||||||
|
distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
See the License for the specific language governing permissions and
|
||||||
|
limitations under the License.
|
||||||
|
|
||||||
|
Apache License
|
||||||
|
Version 2.0, January 2004
|
||||||
|
http://www.apache.org/licenses/
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||||
|
|
||||||
|
1. Definitions.
|
||||||
|
|
||||||
|
"License" shall mean the terms and conditions for use, reproduction,
|
||||||
|
and distribution as defined by Sections 1 through 9 of this document.
|
||||||
|
|
||||||
|
"Licensor" shall mean the copyright owner or entity authorized by
|
||||||
|
the copyright owner that is granting the License.
|
||||||
|
|
||||||
|
"Legal Entity" shall mean the union of the acting entity and all
|
||||||
|
other entities that control, are controlled by, or are under common
|
||||||
|
control with that entity. For the purposes of this definition,
|
||||||
|
"control" means (i) the power, direct or indirect, to cause the
|
||||||
|
direction or management of such entity, whether by contract or
|
||||||
|
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||||
|
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||||
|
|
||||||
|
"You" (or "Your") shall mean an individual or Legal Entity
|
||||||
|
exercising permissions granted by this License.
|
||||||
|
|
||||||
|
"Source" form shall mean the preferred form for making modifications,
|
||||||
|
including but not limited to software source code, documentation
|
||||||
|
source, and configuration files.
|
||||||
|
|
||||||
|
"Object" form shall mean any form resulting from mechanical
|
||||||
|
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|
||||||
|
not limited to compiled object code, generated documentation,
|
||||||
|
and conversions to other media types.
|
||||||
|
|
||||||
|
"Work" shall mean the work of authorship, whether in Source or
|
||||||
|
Object form, made available under the License, as indicated by a
|
||||||
|
copyright notice that is included in or attached to the work
|
||||||
|
(an example is provided in the Appendix below).
|
||||||
|
|
||||||
|
"Derivative Works" shall mean any work, whether in Source or Object
|
||||||
|
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|
||||||
|
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|
||||||
|
represent, as a whole, an original work of authorship. For the purposes
|
||||||
|
of this License, Derivative Works shall not include works that remain
|
||||||
|
separable from, or merely link (or bind by name) to the interfaces of,
|
||||||
|
the Work and Derivative Works thereof.
|
||||||
|
|
||||||
|
"Contribution" shall mean any work of authorship, including
|
||||||
|
the original version of the Work and any modifications or additions
|
||||||
|
to that Work or Derivative Works thereof, that is intentionally
|
||||||
|
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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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|
||||||
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|
||||||
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|
||||||
|
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|
||||||
|
|
||||||
|
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||||
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|
||||||
|
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|
||||||
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|
||||||
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2. Grant of Copyright License. Subject to the terms and conditions of
|
||||||
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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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||||||
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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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Contribution(s) alone or by combination of their Contribution(s)
|
||||||
|
with the Work to which such Contribution(s) was submitted. If You
|
||||||
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institute patent litigation against any entity (including a
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||||||
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|
||||||
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or a Contribution incorporated within the Work constitutes direct
|
||||||
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or contributory patent infringement, then any patent licenses
|
||||||
|
granted to You under this License for that Work shall terminate
|
||||||
|
as of the date such litigation is filed.
|
||||||
|
|
||||||
|
4. Redistribution. You may reproduce and distribute copies of the
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||||||
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Work or Derivative Works thereof in any medium, with or without
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||||||
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|
||||||
|
meet the following conditions:
|
||||||
|
|
||||||
|
(a) You must give any other recipients of the Work or
|
||||||
|
Derivative Works a copy of this License; and
|
||||||
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|
||||||
|
(b) You must cause any modified files to carry prominent notices
|
||||||
|
stating that You changed the files; and
|
||||||
|
|
||||||
|
(c) You must retain, in the Source form of any Derivative Works
|
||||||
|
that You distribute, all copyright, patent, trademark, and
|
||||||
|
attribution notices from the Source form of the Work,
|
||||||
|
excluding those notices that do not pertain to any part of
|
||||||
|
the Derivative Works; and
|
||||||
|
|
||||||
|
(d) If the Work includes a "NOTICE" text file as part of its
|
||||||
|
distribution, then any Derivative Works that You distribute must
|
||||||
|
include a readable copy of the attribution notices contained
|
||||||
|
within such NOTICE file, excluding those notices that do not
|
||||||
|
pertain to any part of the Derivative Works, in at least one
|
||||||
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of the following places: within a NOTICE text file distributed
|
||||||
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as part of the Derivative Works; within the Source form or
|
||||||
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|
||||||
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within a display generated by the Derivative Works, if and
|
||||||
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wherever such third-party notices normally appear. The contents
|
||||||
|
of the NOTICE file are for informational purposes only and
|
||||||
|
do not modify the License. You may add Your own attribution
|
||||||
|
notices within Derivative Works that You distribute, alongside
|
||||||
|
or as an addendum to the NOTICE text from the Work, provided
|
||||||
|
that such additional attribution notices cannot be construed
|
||||||
|
as modifying the License.
|
||||||
|
|
||||||
|
You may add Your own copyright statement to Your modifications and
|
||||||
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may provide additional or different license terms and conditions
|
||||||
|
for use, reproduction, or distribution of Your modifications, or
|
||||||
|
for any such Derivative Works as a whole, provided Your use,
|
||||||
|
reproduction, and distribution of the Work otherwise complies with
|
||||||
|
the conditions stated in this License.
|
||||||
|
|
||||||
|
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||||
|
any Contribution intentionally submitted for inclusion in the Work
|
||||||
|
by You to the Licensor shall be under the terms and conditions of
|
||||||
|
this License, without any additional terms or conditions.
|
||||||
|
Notwithstanding the above, nothing herein shall supersede or modify
|
||||||
|
the terms of any separate license agreement you may have executed
|
||||||
|
with Licensor regarding such Contributions.
|
||||||
|
|
||||||
|
6. Trademarks. This License does not grant permission to use the trade
|
||||||
|
names, trademarks, service marks, or product names of the Licensor,
|
||||||
|
except as required for reasonable and customary use in describing the
|
||||||
|
origin of the Work and reproducing the content of the NOTICE file.
|
||||||
|
|
||||||
|
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||||
|
agreed to in writing, Licensor provides the Work (and each
|
||||||
|
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||||
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
||||||
|
implied, including, without limitation, any warranties or conditions
|
||||||
|
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||||
|
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||||
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appropriateness of using or redistributing the Work and assume any
|
||||||
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risks associated with Your exercise of permissions under this License.
|
||||||
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|
||||||
|
8. Limitation of Liability. In no event and under no legal theory,
|
||||||
|
whether in tort (including negligence), contract, or otherwise,
|
||||||
|
unless required by applicable law (such as deliberate and grossly
|
||||||
|
negligent acts) or agreed to in writing, shall any Contributor be
|
||||||
|
liable to You for damages, including any direct, indirect, special,
|
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|
||||||
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|
||||||
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|
||||||
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other commercial damages or losses), even if such Contributor
|
||||||
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has been advised of the possibility of such damages.
|
||||||
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|
||||||
|
9. Accepting Warranty or Additional Liability. While redistributing
|
||||||
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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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defend, and hold each Contributor harmless for any liability
|
||||||
|
incurred by, or claims asserted against, such Contributor by reason
|
||||||
|
of your accepting any such warranty or additional liability.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
APPENDIX: How to apply the Apache License to your work.
|
||||||
|
|
||||||
|
To apply the Apache License to your work, attach the following
|
||||||
|
boilerplate notice, with the fields enclosed by brackets "[]"
|
||||||
|
replaced with your own identifying information. (Don't include
|
||||||
|
the brackets!) The text should be enclosed in the appropriate
|
||||||
|
comment syntax for the file format. We also recommend that a
|
||||||
|
file or class name and description of purpose be included on the
|
||||||
|
same "printed page" as the copyright notice for easier
|
||||||
|
identification within third-party archives.
|
||||||
|
|
||||||
|
Copyright [yyyy] [name of copyright owner]
|
||||||
|
|
||||||
|
Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
you may not use this file except in compliance with the License.
|
||||||
|
You may obtain a copy of the License at
|
||||||
|
|
||||||
|
http://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
|
||||||
|
Unless required by applicable law or agreed to in writing, software
|
||||||
|
distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
See the License for the specific language governing permissions and
|
||||||
|
limitations under the License.
|
||||||
|
|
||||||
|
====================================================================================================
|
||||||
|
This package uses MiniJSON
|
||||||
|
|
||||||
|
Copyright (c) 2013 Calvin Rien
|
||||||
|
|
||||||
|
Based on the JSON parser by Patrick van Bergen
|
||||||
|
http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
|
||||||
|
|
||||||
|
Simplified it so that it doesn't throw exceptions
|
||||||
|
and can be used in Unity iPhone with maximum code stripping.
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of this software and associated documentation files (the
|
||||||
|
"Software"), to deal in the Software without restriction, including
|
||||||
|
without limitation the rights to use, copy, modify, merge, publish,
|
||||||
|
distribute, sublicense, and/or sell copies of the Software, and to
|
||||||
|
permit persons to whom the Software is furnished to do so, subject to
|
||||||
|
the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be
|
||||||
|
included in all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||||
|
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||||
|
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||||
|
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||||
|
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ae8b2bc8d1ac4ad48f0ab2b2e7ac75fb
|
||||||
|
labels:
|
||||||
|
- gvh
|
||||||
|
- gvh_version-1.2.186
|
||||||
|
- gvhp_exportpath-ExternalDependencyManager/Editor/LICENSE
|
||||||
|
timeCreated: 1584567712
|
||||||
|
licenseType: Pro
|
||||||
|
TextScriptImporter:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,903 @@
|
|||||||
|
# External Dependency Manager for Unity
|
||||||
|
|
||||||
|
[](https://openupm.com/packages/com.google.external-dependency-manager/)
|
||||||
|
[](https://openupm.com/packages/com.google.external-dependency-manager/)
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
The External Dependency Manager for Unity (EDM4U) (formerly Play Services
|
||||||
|
Resolver/Jar Resolver) is intended to be used by any Unity package or user that
|
||||||
|
requires:
|
||||||
|
|
||||||
|
* Android specific libraries (e.g
|
||||||
|
[AARs](https://developer.android.com/studio/projects/android-library.html))
|
||||||
|
|
||||||
|
* iOS [CocoaPods](https://cocoapods.org/)
|
||||||
|
|
||||||
|
* Version management of transitive dependencies
|
||||||
|
|
||||||
|
* Management of Package Manager (PM) Registries
|
||||||
|
|
||||||
|
If you want to add and use iOS/Android dependencies directly in your project,
|
||||||
|
then you should to install EDM4U in your project.
|
||||||
|
|
||||||
|
If you are a package user and the plugin you are using depends on EDM4U, *and*
|
||||||
|
the package does not include EDM4U as a package dependency already, then you
|
||||||
|
should to install EDM4U in your project.
|
||||||
|
|
||||||
|
If you are a UPM package maintainer and your package requires EDM4U, then you
|
||||||
|
should add EDM4U as a
|
||||||
|
[package dependency](https://docs.unity3d.com/2019.3/Documentation/Manual/upm-dependencies.html)
|
||||||
|
in your package manifest (`package.json`):
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"dependencies": {
|
||||||
|
"com.google.external-dependency-manager": "1.2.178"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
You should still install EDM4U to test out the package during development.
|
||||||
|
|
||||||
|
If you are a legacy `.unitypackage` package maintainer and your package requires
|
||||||
|
EDM4U, please ask the user to install EDM4U separately. You should install EDM4U
|
||||||
|
to test out the package during development.
|
||||||
|
|
||||||
|
Updated releases are available on
|
||||||
|
[GitHub](https://github.com/googlesamples/unity-jar-resolver)
|
||||||
|
|
||||||
|
## Requirements
|
||||||
|
|
||||||
|
The *Android Resolver* and *iOS Resolver* components of the plugin only work
|
||||||
|
with Unity version 4.6.8 or higher.
|
||||||
|
|
||||||
|
The *Version Handler* component only works with Unity 5.x or higher as it
|
||||||
|
depends upon the `PluginImporter` UnityEditor API.
|
||||||
|
|
||||||
|
The *Package Manager Resolver* component only works with Unity 2018.4 or above,
|
||||||
|
when [scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html) support
|
||||||
|
was added to the Package Manager.
|
||||||
|
|
||||||
|
## Getting Started
|
||||||
|
|
||||||
|
Check out [troubleshooting](troubleshooting-faq.md) if you need help.
|
||||||
|
|
||||||
|
### Install via OpenUPM
|
||||||
|
|
||||||
|
EDM4U is available on
|
||||||
|
[OpenUPM](https://openupm.com/packages/com.google.external-dependency-manager/):
|
||||||
|
|
||||||
|
```shell
|
||||||
|
openupm add com.google.external-dependency-manager
|
||||||
|
```
|
||||||
|
|
||||||
|
### Install via git URL
|
||||||
|
1. Open Package Manager
|
||||||
|
2. Click on the + icon on the top left corner of the "Package Manager" screen
|
||||||
|
3. Click on "Install package from git url..."
|
||||||
|
4. Paste: https://github.com/googlesamples/unity-jar-resolver.git?path=upm
|
||||||
|
|
||||||
|
### Install via Google APIs for Unity
|
||||||
|
|
||||||
|
EDM4U is available both in UPM and legacy `.unitypackage` formats on
|
||||||
|
[Google APIs for Unity](https://developers.google.com/unity/archive#external_dependency_manager_for_unity).
|
||||||
|
|
||||||
|
You may install the UPM version (.tgz) as a
|
||||||
|
[local UPM package](https://docs.unity3d.com/Manual/upm-ui-local.html).
|
||||||
|
|
||||||
|
You can also install EDM4U in your project as a `.unitypackage`. This is not
|
||||||
|
recommended due to potential conflicts.
|
||||||
|
|
||||||
|
### Conflict Resolution
|
||||||
|
|
||||||
|
For historical reasons, a package maintainer may choose to embed EDM4U in their
|
||||||
|
package for ease of installation. This will create a conflict when you try to
|
||||||
|
install EDM4U with the steps above, or with another package with embedded EDM4U.
|
||||||
|
If your project imported a `.unitypackage` that has a copy of EDM4U embedded in
|
||||||
|
it, you may safely delete it from your Assets folder. If your project depends on
|
||||||
|
another UPM package with EDM4U, please reach out to the package maintainer and
|
||||||
|
ask them to replace it with a dependency to this package. In the meantime, you
|
||||||
|
can workaround the issue by copying the package to your Packages folder (to
|
||||||
|
create an
|
||||||
|
[embedded package](https://docs.unity3d.com/Manual/upm-concepts.html#Embedded))
|
||||||
|
and perform the steps yourself to avoid a dependency conflict.
|
||||||
|
|
||||||
|
### Config file
|
||||||
|
|
||||||
|
To start adding dependencies to your project, copy and rename the
|
||||||
|
[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
|
||||||
|
file into your plugin and add the dependencies your project requires.
|
||||||
|
|
||||||
|
The XML file needs to be under an `Editor` directory and match the name
|
||||||
|
`*Dependencies.xml`. For example, `MyPlugin/Editor/MyPluginDependencies.xml`.
|
||||||
|
|
||||||
|
## Usages
|
||||||
|
|
||||||
|
### Android Resolver
|
||||||
|
|
||||||
|
The Android Resolver copies specified dependencies from local or remote Maven
|
||||||
|
repositories into the Unity project when a user selects Android as the build
|
||||||
|
target in the Unity editor.
|
||||||
|
|
||||||
|
For example, to add the Google Play Games library
|
||||||
|
(`com.google.android.gms:play-services-games` package) at version `9.8.0` to the
|
||||||
|
set of a plugin's Android dependencies:
|
||||||
|
|
||||||
|
```xml
|
||||||
|
<dependencies>
|
||||||
|
<androidPackages>
|
||||||
|
<androidPackage spec="com.google.android.gms:play-services-games:9.8.0">
|
||||||
|
<androidSdkPackageIds>
|
||||||
|
<androidSdkPackageId>extra-google-m2repository</androidSdkPackageId>
|
||||||
|
</androidSdkPackageIds>
|
||||||
|
</androidPackage>
|
||||||
|
</androidPackages>
|
||||||
|
</dependencies>
|
||||||
|
```
|
||||||
|
|
||||||
|
The version specification (last component) supports:
|
||||||
|
|
||||||
|
* Specific versions e.g `9.8.0`
|
||||||
|
|
||||||
|
* Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most
|
||||||
|
recent version
|
||||||
|
|
||||||
|
* Latest version using `LATEST` or `+`. We do *not* recommend using this
|
||||||
|
unless you're 100% sure the library you depend upon will not break your
|
||||||
|
Unity plugin in future
|
||||||
|
|
||||||
|
The above example specifies the dependency as a component of the Android SDK
|
||||||
|
manager such that the Android SDK manager will be executed to install the
|
||||||
|
package if it's not found. If your Android dependency is located on Maven
|
||||||
|
central it's possible to specify the package simply using the `androidPackage`
|
||||||
|
element:
|
||||||
|
|
||||||
|
```xml
|
||||||
|
<dependencies>
|
||||||
|
<androidPackages>
|
||||||
|
<androidPackage spec="com.google.api-client:google-api-client-android:1.22.0" />
|
||||||
|
</androidPackages>
|
||||||
|
</dependencies>
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Auto-resolution
|
||||||
|
|
||||||
|
By default the Android Resolver automatically monitors the dependencies you have
|
||||||
|
specified and the `Plugins/Android` folder of your Unity project. The resolution
|
||||||
|
process runs when the specified dependencies are not present in your project.
|
||||||
|
|
||||||
|
The *auto-resolution* process can be disabled via the `Assets > External
|
||||||
|
Dependency Manager > Android Resolver > Settings` menu.
|
||||||
|
|
||||||
|
Manual resolution can be performed using the following menu options:
|
||||||
|
|
||||||
|
* `Assets > External Dependency Manager > Android Resolver > Resolve`
|
||||||
|
|
||||||
|
* `Assets > External Dependency Manager > Android Resolver > Force Resolve`
|
||||||
|
|
||||||
|
#### Deleting libraries
|
||||||
|
|
||||||
|
Resolved packages are tracked via asset labels by the Android Resolver. They can
|
||||||
|
easily be deleted using the `Assets > External Dependency Manager > Android
|
||||||
|
Resolver > Delete Resolved Libraries` menu item.
|
||||||
|
|
||||||
|
#### Android Manifest Variable Processing
|
||||||
|
|
||||||
|
Some AAR files (for example play-services-measurement) contain variables that
|
||||||
|
are processed by the Android Gradle plugin. Unfortunately, Unity does not
|
||||||
|
perform the same processing when using Unity's Internal Build System, so the
|
||||||
|
Android Resolver plugin handles known cases of this variable substitution by
|
||||||
|
exploding the AAR into a folder and replacing `${applicationId}` with the
|
||||||
|
`bundleID`.
|
||||||
|
|
||||||
|
Disabling AAR explosion and therefore Android manifest processing can be done
|
||||||
|
via the `Assets > External Dependency Manager > Android Resolver > Settings`
|
||||||
|
menu. You may want to disable explosion of AARs if you're exporting a project to
|
||||||
|
be built with Gradle/Android Studio.
|
||||||
|
|
||||||
|
#### ABI Stripping
|
||||||
|
|
||||||
|
Some AAR files contain native libraries (.so files) for each ABI supported by
|
||||||
|
Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does not
|
||||||
|
strip native libraries for unused ABIs. To strip unused ABIs, the Android
|
||||||
|
Resolver plugin explodes an AAR into a folder and removes unused ABIs to reduce
|
||||||
|
the built APK size. Furthermore, if native libraries are not stripped from an
|
||||||
|
APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a libraries)
|
||||||
|
Android may attempt to load the wrong library for the current runtime ABI
|
||||||
|
completely breaking your plugin when targeting some architectures.
|
||||||
|
|
||||||
|
AAR explosion and therefore ABI stripping can be disabled via the `Assets >
|
||||||
|
External Dependency Manager > Android Resolver > Settings` menu. You may want to
|
||||||
|
disable explosion of AARs if you're exporting a project to be built with
|
||||||
|
Gradle/Android Studio.
|
||||||
|
|
||||||
|
#### Resolution Strategies
|
||||||
|
|
||||||
|
By default the Android Resolver will use Gradle to download dependencies prior
|
||||||
|
to integrating them into a Unity project. This works with Unity's internal build
|
||||||
|
system and Gradle/Android Studio project export.
|
||||||
|
|
||||||
|
It's possible to change the resolution strategy via the `Assets > External
|
||||||
|
Dependency Manager > Android Resolver > Settings` menu.
|
||||||
|
|
||||||
|
##### Download Artifacts with Gradle
|
||||||
|
|
||||||
|
Using the default resolution strategy, the Android resolver executes the
|
||||||
|
following operations:
|
||||||
|
|
||||||
|
- Remove the result of previous Android resolutions. E.g Delete all files and
|
||||||
|
directories labeled with "gpsr" under `Plugins/Android` from the project.
|
||||||
|
|
||||||
|
- Collect the set of Android dependencies (libraries) specified by a project's
|
||||||
|
`*Dependencies.xml` files.
|
||||||
|
|
||||||
|
- Run `download_artifacts.gradle` with Gradle to resolve conflicts and, if
|
||||||
|
successful, download the set of resolved Android libraries (AARs, JARs).
|
||||||
|
|
||||||
|
- Process each AAR/JAR so that it can be used with the currently selected
|
||||||
|
Unity build system (e.g Internal vs. Gradle, Export vs. No Export). This
|
||||||
|
involves patching each reference to `applicationId` in the
|
||||||
|
`AndroidManifest.xml` with the project's bundle ID. This means resolution
|
||||||
|
must be run again if the bundle ID has changed.
|
||||||
|
|
||||||
|
- Move the processed AARs to `Plugins/Android` so they will be included when
|
||||||
|
Unity invokes the Android build.
|
||||||
|
|
||||||
|
##### Integrate into mainTemplate.gradle
|
||||||
|
|
||||||
|
Unity 5.6 introduced support for customizing the `build.gradle` used to build
|
||||||
|
Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is
|
||||||
|
enabled, rather than downloading artifacts before the build, Android resolution
|
||||||
|
results in the execution of the following operations:
|
||||||
|
|
||||||
|
- Remove the result of previous Android resolutions. E.g Delete all files and
|
||||||
|
directories labeled with "gpsr" under `Plugins/Android` from the project and
|
||||||
|
remove sections delimited with `// Android Resolver * Start` and `// Android
|
||||||
|
Resolver * End` lines.
|
||||||
|
|
||||||
|
- Collect the set of Android dependencies (libraries) specified by a project's
|
||||||
|
`*Dependencies.xml` files.
|
||||||
|
|
||||||
|
- Rename any `.srcaar` files in the build to `.aar` and exclude them from
|
||||||
|
being included directly by Unity in the Android build as
|
||||||
|
`mainTemplate.gradle` will be patched to include them instead from their
|
||||||
|
local maven repositories.
|
||||||
|
|
||||||
|
- Inject the required Gradle repositories into `mainTemplate.gradle` at the
|
||||||
|
line matching the pattern `.*apply plugin:
|
||||||
|
'com\.android\.(application|library)'.*` or the section starting at the line
|
||||||
|
`// Android Resolver Repos Start`. If you want to control the injection
|
||||||
|
point in the file, the section delimited by the lines `// Android Resolver
|
||||||
|
Repos Start` and `// Android Resolver Repos End` should be placed in the
|
||||||
|
global scope before the `dependencies` section.
|
||||||
|
|
||||||
|
- Inject the required Android dependencies (libraries) into
|
||||||
|
`mainTemplate.gradle` at the line matching the pattern `***DEPS***` or the
|
||||||
|
section starting at the line `// Android Resolver Dependencies Start`. If
|
||||||
|
you want to control the injection point in the file, the section delimited
|
||||||
|
by the lines `// Android Resolver Dependencies Start` and `// Android
|
||||||
|
Resolver Dependencies End` should be placed in the `dependencies` section.
|
||||||
|
|
||||||
|
- Inject the packaging options logic, which excludes architecture specific
|
||||||
|
libraries based upon the selected build target, into `mainTemplate.gradle`
|
||||||
|
at the line matching the pattern `android +{` or the section starting at the
|
||||||
|
line `// Android Resolver Exclusions Start`. If you want to control the
|
||||||
|
injection point in the file, the section delimited by the lines `// Android
|
||||||
|
Resolver Exclusions Start` and `// Android Resolver Exclusions End` should
|
||||||
|
be placed in the global scope before the `android` section.
|
||||||
|
|
||||||
|
#### Dependency Tracking
|
||||||
|
|
||||||
|
The Android Resolver creates the
|
||||||
|
`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set
|
||||||
|
of resolved dependencies in a project. This is used by the auto-resolution
|
||||||
|
process to only run the expensive resolution process when necessary.
|
||||||
|
|
||||||
|
#### Displaying Dependencies
|
||||||
|
|
||||||
|
It's possible to display the set of dependencies the Android Resolver would
|
||||||
|
download and process in your project via the `Assets > External Dependency
|
||||||
|
Manager > Android Resolver > Display Libraries` menu item.
|
||||||
|
|
||||||
|
### iOS Resolver
|
||||||
|
|
||||||
|
The iOS resolver component of this plugin manages
|
||||||
|
[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and the
|
||||||
|
`pod` tool is executed as a post build process step to add dependencies to the
|
||||||
|
Xcode project exported by Unity.
|
||||||
|
|
||||||
|
Dependencies for iOS are added by referring to CocoaPods.
|
||||||
|
|
||||||
|
For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled:
|
||||||
|
|
||||||
|
```xml
|
||||||
|
<dependencies>
|
||||||
|
<iosPods>
|
||||||
|
<iosPod name="Google-Mobile-Ads-SDK" version="~> 7.0" bitcodeEnabled="true"
|
||||||
|
minTargetSdk="6.0" addToAllTargets="false" />
|
||||||
|
</iosPods>
|
||||||
|
</dependencies>
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Integration Strategies
|
||||||
|
|
||||||
|
The `CocoaPods` are either:
|
||||||
|
|
||||||
|
* Downloaded and injected into the Xcode project file directly, rather than
|
||||||
|
creating a separate xcworkspace. We call this `Xcode project` integration.
|
||||||
|
|
||||||
|
* If the Unity version supports opening a xcworkspace file, the `pod` tool is
|
||||||
|
used as intended to generate a xcworkspace which references the CocoaPods.
|
||||||
|
We call this `Xcode workspace` integration.
|
||||||
|
|
||||||
|
The resolution strategy can be changed via the `Assets > External Dependency
|
||||||
|
Manager > iOS Resolver > Settings` menu.
|
||||||
|
|
||||||
|
##### Appending text to generated Podfile
|
||||||
|
|
||||||
|
In order to modify the generated Podfile you can create a script like this:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using System.IO;
|
||||||
|
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.Callbacks;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PostProcessIOS : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and
|
||||||
|
// that it's added before "pod install" (50).
|
||||||
|
[PostProcessBuildAttribute(45)]
|
||||||
|
private static void PostProcessBuild_iOS(BuildTarget target, string buildPath)
|
||||||
|
{
|
||||||
|
if (target == BuildTarget.iOS)
|
||||||
|
{
|
||||||
|
using (StreamWriter sw = File.AppendText(buildPath + "/Podfile"))
|
||||||
|
{
|
||||||
|
// E.g. add an app extension
|
||||||
|
sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Package Manager Resolver
|
||||||
|
|
||||||
|
Adding registries to the
|
||||||
|
[Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) is a
|
||||||
|
manual process. The Package Manager Resolver (PMR) component of this plugin
|
||||||
|
makes it easy for plugin maintainers to distribute new PM registry servers and
|
||||||
|
easy for plugin users to manage PM registry servers.
|
||||||
|
|
||||||
|
#### Adding Registries
|
||||||
|
|
||||||
|
For example, to add a registry for plugins in the scope `com.coolstuff`:
|
||||||
|
|
||||||
|
```xml
|
||||||
|
<registries>
|
||||||
|
<registry name="Cool Stuff"
|
||||||
|
url="https://unityregistry.coolstuff.com"
|
||||||
|
termsOfService="https://coolstuff.com/unityregistry/terms"
|
||||||
|
privacyPolicy="https://coolstuff.com/unityregistry/privacy">
|
||||||
|
<scopes>
|
||||||
|
<scope>com.coolstuff</scope>
|
||||||
|
</scopes>
|
||||||
|
</registry>
|
||||||
|
</registries>
|
||||||
|
```
|
||||||
|
|
||||||
|
When PMR is loaded it will prompt the developer to add the registry to their
|
||||||
|
project if it isn't already present in the `Packages/manifest.json` file.
|
||||||
|
|
||||||
|
For more information, see Unity's documentation on
|
||||||
|
[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html).
|
||||||
|
|
||||||
|
#### Managing Registries
|
||||||
|
|
||||||
|
It's possible to add and remove registries that are specified via PMR XML
|
||||||
|
configuration files via the following menu options:
|
||||||
|
|
||||||
|
* `Assets > External Dependency Manager > Package Manager Resolver > Add
|
||||||
|
Registries` will prompt the user with a window which allows them to add
|
||||||
|
registries discovered in the project to the Package Manager.
|
||||||
|
|
||||||
|
* `Assets > External Dependency Manager > Package Manager Resolver > Remove
|
||||||
|
Registries` will prompt the user with a window which allows them to remove
|
||||||
|
registries discovered in the project from the Package Manager.
|
||||||
|
|
||||||
|
* `Assets > External Dependency Manager > Package Manager Resolver > Modify
|
||||||
|
Registries` will prompt the user with a window which allows them to add or
|
||||||
|
remove registries discovered in the project.
|
||||||
|
|
||||||
|
#### Migration
|
||||||
|
|
||||||
|
PMR can migrate Version Handler packages installed in the `Assets` folder to PM
|
||||||
|
packages. This requires the plugins to implement the following:
|
||||||
|
|
||||||
|
* `.unitypackage` must include a Version Handler manifests that describes the
|
||||||
|
components of the plugin. If the plugin has no dependencies the manifest
|
||||||
|
would just include the files in the plugin.
|
||||||
|
|
||||||
|
* The PM package JSON provided by the registry must include a keyword (in the
|
||||||
|
`versions.VERSION.keyword` list) that maps the PM package to a Version
|
||||||
|
Handler package using the format `vh-name:VERSION_HANDLER_MANIFEST_NAME`
|
||||||
|
where `VERSION_HANDLER_MANIFEST_NAME` is the name of the manifest defined in
|
||||||
|
the `.unitypackage`. For more information see the description of the
|
||||||
|
`gvhp_manifestname` asset label in the [Version Handler](#version-handler)
|
||||||
|
section.
|
||||||
|
|
||||||
|
When using the `Assets > External Dependency Manager > Package Manager
|
||||||
|
Resolver > Migrate Packages` menu option, PMR then will:
|
||||||
|
|
||||||
|
* List all Version Handler manager packages in the project.
|
||||||
|
|
||||||
|
* Search all available packages in the PM registries and fetch keywords
|
||||||
|
associated with each package parsing the Version Handler manifest names for
|
||||||
|
each package.
|
||||||
|
|
||||||
|
* Map each installed Version Handler package to a PM package.
|
||||||
|
|
||||||
|
* Prompt the user to migrate the discovered packages.
|
||||||
|
|
||||||
|
* Perform package migration for all selected packages if the user clicks the
|
||||||
|
`Apply` button.
|
||||||
|
|
||||||
|
#### Configuration
|
||||||
|
|
||||||
|
PMR can be configured via the `Assets > External Dependency Manager > Package
|
||||||
|
Manager Resolver > Settings` menu option:
|
||||||
|
|
||||||
|
* `Add package registries` when enabled, when the plugin loads or registry
|
||||||
|
configuration files change, this will prompt the user to add registries that
|
||||||
|
are not present in the Package Manager.
|
||||||
|
|
||||||
|
* `Prompt to add package registries` will cause a developer to be prompted
|
||||||
|
with a window that will ask for confirmation before adding registries. When
|
||||||
|
this is disabled registries are added silently to the project.
|
||||||
|
|
||||||
|
* `Prompt to migrate packages` will cause a developer to be prompted with a
|
||||||
|
window that will ask for confirmation before migrating packages installed in
|
||||||
|
the `Assets` directory to PM packages.
|
||||||
|
|
||||||
|
* `Enable Analytics Reporting` when enabled, reports the use of the plugin to
|
||||||
|
the developers so they can make imrpovements.
|
||||||
|
|
||||||
|
* `Verbose logging` when enabled prints debug information to the console which
|
||||||
|
can be useful when filing bug reports.
|
||||||
|
|
||||||
|
### Version Handler
|
||||||
|
|
||||||
|
The Version Handler component of this plugin manages:
|
||||||
|
|
||||||
|
* Shared Unity plugin dependencies.
|
||||||
|
|
||||||
|
* Upgrading Unity plugins by cleaning up old files from previous versions.
|
||||||
|
|
||||||
|
* Uninstallation of plugins that are distributed with manifest files.
|
||||||
|
|
||||||
|
* Restoration of plugin assets to their original install locations if assets
|
||||||
|
are tagged with the `exportpath` label.
|
||||||
|
|
||||||
|
Since the Version Handler needs to modify Unity asset metadata (`.meta` files),
|
||||||
|
to enable/disable components, rename and delete asset files it does not work
|
||||||
|
with Package Manager installed packages. It's still possible to include EDM4U in
|
||||||
|
Package Manager packages, the Version Handler component simply won't do anything
|
||||||
|
to PM plugins in this case.
|
||||||
|
|
||||||
|
#### Using Version Handler Managed Plugins
|
||||||
|
|
||||||
|
If a plugin is imported at multiple different versions into a project, if the
|
||||||
|
Version Handler is enabled, it will automatically check all managed assets to
|
||||||
|
determine the set of assets that are out of date and assets that should be
|
||||||
|
removed. To disable automatic checking managed assets disable the `Enable
|
||||||
|
version management` option in the `Assets > External Dependency Manager >
|
||||||
|
Version Handler > Settings` menu.
|
||||||
|
|
||||||
|
If version management is disabled, it's possible to check managed assets
|
||||||
|
manually using the `Assets > External Dependency Manager > Version Handler >
|
||||||
|
Update` menu option.
|
||||||
|
|
||||||
|
##### Listing Managed Plugins
|
||||||
|
|
||||||
|
Plugins managed by the Version Handler, those that ship with manifest files, can
|
||||||
|
displayed using the `Assets > External Dependency Manager > Version Handler >
|
||||||
|
Display Managed Packages` menu option. The list of plugins are written to the
|
||||||
|
console window along with the set of files used by each plugin.
|
||||||
|
|
||||||
|
##### Uninstalling Managed Plugins
|
||||||
|
|
||||||
|
Plugins managed by the Version Handler, those that ship with manifest files, can
|
||||||
|
be removed using the `Assets > External Dependency Manager > Version Handler >
|
||||||
|
Uninstall Managed Packages` menu option. This operation will display a window
|
||||||
|
that allows a developer to select a set of plugins to remove which will remove
|
||||||
|
all files owned by each plugin excluding those that are in use by other
|
||||||
|
installed plugins.
|
||||||
|
|
||||||
|
Files managed by the Version Handler, those labeled with the `gvh` asset label,
|
||||||
|
can be checked to see whether anything needs to be upgraded, disabled or removed
|
||||||
|
using the `Assets > External Dependency Manager > Version Handler > Update` menu
|
||||||
|
option.
|
||||||
|
|
||||||
|
##### Restore Install Paths
|
||||||
|
|
||||||
|
Some developers move assets around in their project which can make it harder for
|
||||||
|
plugin maintainers to debug issues if this breaks Unity's
|
||||||
|
[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules. If
|
||||||
|
assets are labeled with their original install/export path (see
|
||||||
|
`gvhp_exportpath` below), Version Handler can restore assets to their original
|
||||||
|
locations when using the `Assets > External Dependency Manager > Version
|
||||||
|
Handler > Move Files To Install Locations` menu option.
|
||||||
|
|
||||||
|
##### Settings
|
||||||
|
|
||||||
|
Some behavior of the Version Handler can be configured via the `Assets >
|
||||||
|
External Dependency Manager > Version Handler > Settings` menu option.
|
||||||
|
|
||||||
|
* `Enable version management` controls whether the plugin should automatically
|
||||||
|
check asset versions and apply changes. If this is disabled the process
|
||||||
|
should be run manually when installing or upgrading managed plugins using
|
||||||
|
`Assets > External Dependency Manager > Version Handler > Update`.
|
||||||
|
|
||||||
|
* `Rename to canonical filenames` is a legacy option that will rename files to
|
||||||
|
remove version numbers and other labels from filenames.
|
||||||
|
|
||||||
|
* `Prompt for obsolete file deletion` enables the display of a window when
|
||||||
|
obsolete files are deleted allowing the developer to select which files to
|
||||||
|
delete and those to keep.
|
||||||
|
|
||||||
|
* `Allow disabling files via renaming` controls whether obsolete or disabled
|
||||||
|
files should be disabled by renaming them to `myfilename_DISABLED`. Renaming
|
||||||
|
to disable files is required in some scenarios where Unity doesn't support
|
||||||
|
removing files from the build via the PluginImporter.
|
||||||
|
|
||||||
|
* `Enable Analytics Reporting` enables/disables usage reporting to plugin
|
||||||
|
developers to improve the product.
|
||||||
|
|
||||||
|
* `Verbose logging` enables *very* noisy log output that is useful for
|
||||||
|
debugging while filing a bug report or building a new managed plugin.
|
||||||
|
|
||||||
|
* `Use project settings` saves settings for the plugin in the project rather
|
||||||
|
than system-wide.
|
||||||
|
|
||||||
|
#### Redistributing a Managed Plugin
|
||||||
|
|
||||||
|
The Version Handler employs a couple of methods for managing version selection,
|
||||||
|
upgrade and removal of plugins.
|
||||||
|
|
||||||
|
* Each plugin can ship with a manifest file that lists the files it includes.
|
||||||
|
This makes it possible for Version Handler to calculate the difference in
|
||||||
|
assets between the most recent release of a plugin and the previous release
|
||||||
|
installed in a project. If a files are removed the Version Handler will
|
||||||
|
prompt the user to clean up obsolete files.
|
||||||
|
|
||||||
|
* Plugins can ship using assets with unique names, unique GUIDs and version
|
||||||
|
number labels. Version numbers can be attached to assets using labels or
|
||||||
|
added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt).
|
||||||
|
This allows the Version Handler to determine which set of files are the same
|
||||||
|
file at different versions, select the most recent version and prompt the
|
||||||
|
developer to clean up old versions.
|
||||||
|
|
||||||
|
Unity plugins can be managed by the Version Handler using the following steps:
|
||||||
|
|
||||||
|
1. Add the `gvh` asset label to each asset (file) you want Version Handler to
|
||||||
|
manage.
|
||||||
|
|
||||||
|
1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the
|
||||||
|
version of the plugin you're releasing (e.g 1.2.3).
|
||||||
|
|
||||||
|
1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the
|
||||||
|
export path of the file when the `.unitypackage` is created. This is used to
|
||||||
|
track files if they're moved around in a project by developers.
|
||||||
|
|
||||||
|
1. Optional: Add `gvh_targets-editor` label to each editor DLL in your plugin
|
||||||
|
and disable `editor` as a target platform for the DLL. The Version Handler
|
||||||
|
will enable the most recent version of this DLL when the plugin is imported.
|
||||||
|
|
||||||
|
1. Optional: If your plugin is included in other Unity plugins, you should add
|
||||||
|
the version number to each filename and change the GUID of each asset. This
|
||||||
|
allows multiple versions of your plugin to be imported into a Unity project,
|
||||||
|
with the Version Handler component activating only the most recent version.
|
||||||
|
|
||||||
|
1. Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt` that
|
||||||
|
lists all the files in your plugin relative to the project root. Then add
|
||||||
|
the `gvh_manifest` label to the asset to indicate this file is a plugin
|
||||||
|
manifest.
|
||||||
|
|
||||||
|
1. Optional: Add a `gvhp_manifestname-NAME` label to your manifest file to
|
||||||
|
provide a human readable name for your package. If this isn't provided the
|
||||||
|
name of the manifest file will be used as the package name. NAME can match
|
||||||
|
the pattern `[0-9]+[a-zA-Z -]` where a leading integer will set the priority
|
||||||
|
of the name where `0` is the highest priority and preferably used as the
|
||||||
|
display name. The lowest value (i.e highest priority name) will be used as
|
||||||
|
the display name and all other specified names will be aliases of the
|
||||||
|
display name. Aliases can refer to previous names of the package allowing
|
||||||
|
renaming across published versions.
|
||||||
|
|
||||||
|
1. Redistribute EDM4U Unity plugin with your plugin. See the
|
||||||
|
[Plugin Redistribution](#plugin-redistribution) section for details.
|
||||||
|
|
||||||
|
If you follow these steps:
|
||||||
|
|
||||||
|
* When users import a newer version of your plugin, files referenced by the
|
||||||
|
older version's manifest are cleaned up.
|
||||||
|
|
||||||
|
* The latest version of the plugin will be selected when users import multiple
|
||||||
|
packages that include your plugin, assuming the steps in
|
||||||
|
[Plugin Redistribution](#plugin-redistribution) are followed.
|
||||||
|
|
||||||
|
## Background
|
||||||
|
|
||||||
|
Many Unity plugins have dependencies upon Android specific libraries, iOS
|
||||||
|
CocoaPods, and sometimes have transitive dependencies upon other Unity plugins.
|
||||||
|
This causes the following problems:
|
||||||
|
|
||||||
|
* Integrating platform specific (e.g Android and iOS) libraries within a Unity
|
||||||
|
project can be complex and a burden on a Unity plugin maintainer.
|
||||||
|
* The process of resolving conflicting dependencies on platform specific
|
||||||
|
libraries is pushed to the developer attempting to use a Unity plugin. The
|
||||||
|
developer trying to use your plugin is very likely to give up when faced
|
||||||
|
with Android or iOS specific build errors.
|
||||||
|
* The process of resolving conflicting Unity plugins (due to shared Unity
|
||||||
|
plugin components) is pushed to the developer attempting to use your Unity
|
||||||
|
plugin. In an effort to resolve conflicts, the developer will very likely
|
||||||
|
attempt to resolve problems by deleting random files in your plugin, report
|
||||||
|
bugs when that doesn't work and finally give up.
|
||||||
|
|
||||||
|
EDM4U provides solutions for each of these problems.
|
||||||
|
|
||||||
|
### Android Dependency Management
|
||||||
|
|
||||||
|
The *Android Resolver* component of this plugin will download and integrate
|
||||||
|
Android library dependencies and handle any conflicts between plugins that share
|
||||||
|
the same dependencies.
|
||||||
|
|
||||||
|
Without the Android Resolver, typically Unity plugins bundle their AAR and JAR
|
||||||
|
dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google Play
|
||||||
|
Games Android library would redistribute the library and its transitive
|
||||||
|
dependencies in the folder `SomePlugin/Android/`. When a user imports
|
||||||
|
`SomeOtherPlugin` that includes the same libraries (potentially at different
|
||||||
|
versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and
|
||||||
|
`SomeOtherPlugin` will see an error when building for Android that can be hard
|
||||||
|
to interpret.
|
||||||
|
|
||||||
|
Using the Android Resolver to manage Android library dependencies:
|
||||||
|
|
||||||
|
* Solves Android library conflicts between plugins.
|
||||||
|
* Handles all of the various processing steps required to use Android
|
||||||
|
libraries (AARs, JARs) in Unity 4.x and above projects. Almost all versions
|
||||||
|
of Unity have - at best - partial support for AARs.
|
||||||
|
* (Experimental) Supports minification of included Java components without
|
||||||
|
exporting a project.
|
||||||
|
|
||||||
|
### iOS Dependency Management
|
||||||
|
|
||||||
|
The *iOS Resolver* component of this plugin integrates with
|
||||||
|
[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries and
|
||||||
|
frameworks into the Xcode project Unity generates when building for iOS. Using
|
||||||
|
CocoaPods allows multiple plugins to utilize shared components without forcing
|
||||||
|
developers to fix either duplicate or incompatible versions of libraries
|
||||||
|
included through multiple Unity plugins in their project.
|
||||||
|
|
||||||
|
### Package Manager Registry Setup
|
||||||
|
|
||||||
|
The [Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) makes
|
||||||
|
use of [NPM](https://www.npmjs.com/) registry servers for package hosting and
|
||||||
|
provides ways to discover, install, upgrade and uninstall packages. This makes
|
||||||
|
it easier for developers to manage plugins within their projects.
|
||||||
|
|
||||||
|
However, installing additional package registries requires a few manual steps
|
||||||
|
that can potentially be error prone. The *Package Manager Resolver* component of
|
||||||
|
this plugin integrates with [PM](https://docs.unity3d.com/Manual/Packages.html)
|
||||||
|
to provide a way to auto-install PM package registries when a `.unitypackage` is
|
||||||
|
installed which allows plugin maintainers to ship a `.unitypackage` that can
|
||||||
|
provide access to their own PM registry server to make it easier for developers
|
||||||
|
to manage their plugins.
|
||||||
|
|
||||||
|
### Unity Plugin Version Management
|
||||||
|
|
||||||
|
Finally, the *Version Handler* component of this plugin simplifies the process
|
||||||
|
of managing transitive dependencies of Unity plugins and each plugin's upgrade
|
||||||
|
process.
|
||||||
|
|
||||||
|
For example, without the Version Handler plugin, if:
|
||||||
|
|
||||||
|
* Unity plugin `SomePlugin` includes `EDM4U` plugin at version 1.1.
|
||||||
|
* Unity plugin `SomeOtherPlugin` includes `EDM4U` plugin at version 1.2.
|
||||||
|
|
||||||
|
The version of `EDM4U` included in the developer's project depends upon the
|
||||||
|
order the developer imports `SomePlugin` or `SomeOtherPlugin`.
|
||||||
|
|
||||||
|
This results in:
|
||||||
|
|
||||||
|
* `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin`
|
||||||
|
is imported.
|
||||||
|
* `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then `SomePlugin`
|
||||||
|
is imported.
|
||||||
|
|
||||||
|
The Version Handler solves the problem of managing transitive dependencies by:
|
||||||
|
|
||||||
|
* Specifying a set of packaging requirements that enable a plugin at different
|
||||||
|
versions to be imported into a Unity project.
|
||||||
|
* Providing activation logic that selects the latest version of a plugin
|
||||||
|
within a project.
|
||||||
|
|
||||||
|
When using the Version Handler to manage `EDM4U` included in `SomePlugin` and
|
||||||
|
`SomeOtherPlugin`, from the prior example, version 1.2 will always be the
|
||||||
|
version activated in a developer's Unity project.
|
||||||
|
|
||||||
|
Plugin creators are encouraged to adopt this library to ease integration for
|
||||||
|
their customers. For more information about integrating EDM4U into your own
|
||||||
|
plugin, see the [Plugin Redistribution](#plugin-redistribution) section of this
|
||||||
|
document.
|
||||||
|
|
||||||
|
## Analytics
|
||||||
|
|
||||||
|
The External Dependency Manager for Unity plugin by default logs usage to Google
|
||||||
|
Analytics. The purpose of the logging is to quantitatively measure the usage of
|
||||||
|
functionality, to gather reports on integration failures and to inform future
|
||||||
|
improvements to the developer experience of the External Dependency Manager
|
||||||
|
plugin. Note that the analytics collected are limited to the scope of the EDM4U
|
||||||
|
plugin’s usage.
|
||||||
|
|
||||||
|
For details of what is logged, please refer to the usage of
|
||||||
|
`EditorMeasurement.Report()` in the source code.
|
||||||
|
|
||||||
|
## Plugin Redistribution
|
||||||
|
|
||||||
|
If you are a package maintainer and your package depends on EDM4U, it is highly
|
||||||
|
recommended to use the UPM format and add EDM4U as a dependency. If you must
|
||||||
|
include it in your `.unitypackage`, redistributing `EDM4U` inside your own
|
||||||
|
plugin might ease the integration process for your users.
|
||||||
|
|
||||||
|
If you wish to redistribute `EDM4U` inside your plugin, you **must** follow
|
||||||
|
these steps when importing the `external-dependency-manager-*.unitypackage`, and
|
||||||
|
when exporting your own plugin package:
|
||||||
|
|
||||||
|
1. Import the `external-dependency-manager-*.unitypackage` into your plugin
|
||||||
|
project by
|
||||||
|
[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html),
|
||||||
|
ensuring that you add the `-gvh_disable` option.
|
||||||
|
1. Export your plugin by
|
||||||
|
[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html),
|
||||||
|
ensuring that you:
|
||||||
|
- Include the contents of the `Assets/PlayServicesResolver` and
|
||||||
|
`Assets/ExternalDependencyManager` directory.
|
||||||
|
- Add the `-gvh_disable` option.
|
||||||
|
|
||||||
|
You **must** specify the `-gvh_disable` option in order for the Version Handler
|
||||||
|
to work correctly!
|
||||||
|
|
||||||
|
For example, the following command will import the
|
||||||
|
`external-dependency-manager-1.2.46.0.unitypackage` into the project
|
||||||
|
`MyPluginProject` and export the entire Assets folder to
|
||||||
|
`MyPlugin.unitypackage`:
|
||||||
|
|
||||||
|
```shell
|
||||||
|
Unity -gvh_disable \
|
||||||
|
-batchmode \
|
||||||
|
-importPackage external-dependency-manager-1.2.46.0.unitypackage \
|
||||||
|
-projectPath MyPluginProject \
|
||||||
|
-exportPackage Assets MyPlugin.unitypackage \
|
||||||
|
-quit
|
||||||
|
```
|
||||||
|
|
||||||
|
### Background
|
||||||
|
|
||||||
|
The *Version Handler* component relies upon deferring the load of editor DLLs so
|
||||||
|
that it can run first and determine the latest version of a plugin component to
|
||||||
|
activate. The build of `EDM4U` plugin has Unity asset metadata that is
|
||||||
|
configured so that the editor components are not initially enabled when it's
|
||||||
|
imported into a Unity project. To maintain this configuration when importing the
|
||||||
|
`external-dependency-manager.unitypackage` into a Unity plugin project, you
|
||||||
|
*must* specify the command line option `-gvh_disable` which will prevent the
|
||||||
|
Version Handler component from running and changing the Unity asset metadata.
|
||||||
|
|
||||||
|
## Building from Source
|
||||||
|
|
||||||
|
To build this plugin from source you need the following tools installed: * Unity
|
||||||
|
2021 and below (with iOS and Android modules installed) * Java 11
|
||||||
|
|
||||||
|
You can build the plugin by running the following from your shell (Linux / OSX):
|
||||||
|
|
||||||
|
```shell
|
||||||
|
./gradlew build
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
or Windows:
|
||||||
|
|
||||||
|
```shell
|
||||||
|
./gradlew.bat build
|
||||||
|
```
|
||||||
|
|
||||||
|
If Java 11 is not your default Java command, add
|
||||||
|
`-Dorg.gradle.java.home=<PATH_TO_JAVA_HOME>` to the command above.
|
||||||
|
|
||||||
|
## Testing
|
||||||
|
|
||||||
|
You can run the tests by running the following from your shell (Linux / OSX):
|
||||||
|
|
||||||
|
```shell
|
||||||
|
./gradlew test
|
||||||
|
```
|
||||||
|
|
||||||
|
or Windows:
|
||||||
|
|
||||||
|
```shell
|
||||||
|
./gradlew.bat test
|
||||||
|
```
|
||||||
|
|
||||||
|
The following properties can be set to narrow down the tests to run or change
|
||||||
|
the test run behavior.
|
||||||
|
|
||||||
|
* `INTERACTIVE_MODE_TESTS_ENABLED` - Default to `1`. Set to `1` to enable
|
||||||
|
interactive mode tests, which requires GPU on the machine. Otherwise, only
|
||||||
|
run tests in the batch mode.
|
||||||
|
* `INCLUDE_TEST_TYPES` - Default to empty string, which means to include every
|
||||||
|
type of the test. To narrow down the types of test to run, set this
|
||||||
|
properties with a list of case-insensitive type strings separated by comma.
|
||||||
|
For instance, `-PINCLUDE_TEST_TYPES="Python,NUnit"` means to include only
|
||||||
|
Python tests and NUnit tests. See `TestTypeEnum` in `build.gradle` for
|
||||||
|
available options.
|
||||||
|
* `EXCLUDE_TEST_TYPES` - Default to empty string, which means to exclude none.
|
||||||
|
To add types of tests to exclude, set this properties with a list of
|
||||||
|
case-insensitive type strings separated by comma. For instance,
|
||||||
|
`-PEXCLUDE_TEST_TYPES="Python,NUnit"` means to exclude Python tests and
|
||||||
|
NUnit tests. See `TestTypeEnum` in `build.gradle` for available options.
|
||||||
|
* `INCLUDE_TEST_MODULES` - Default to empty string, which means to include the
|
||||||
|
tests for every modules. To narrow down modules to test, set this properties
|
||||||
|
with a list of case-insensitive module strings separated by comma. For
|
||||||
|
instance, `-PINCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests
|
||||||
|
for tools and Android Resolver only. See `TestModuleEnum` in `build.gradle`
|
||||||
|
for available options.
|
||||||
|
* `EXCLUDE_TEST_MODULES` - Default to empty string, which means to exclude
|
||||||
|
none. To add modules to exclude, set this properties with a list of
|
||||||
|
case-insensitive module strings separated by comma. For instance,
|
||||||
|
`-PEXCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests for any
|
||||||
|
modules other than tools and Android Resolver. See `TestModuleEnum` in
|
||||||
|
`build.gradle` for available options.
|
||||||
|
* `EXCLUDE_TESTS` - Default to empty string, which means to exclude none. To
|
||||||
|
add tests to exclude, set this properties with a list of case-insensitive
|
||||||
|
test names separated by comma. For instance,
|
||||||
|
`-PEXCLUDE_TESTS="testGenGuids,testDownloadArtifacts"` means to run tests
|
||||||
|
except the tests with name of `testGenGuids` and `testDownloadArtifacts`.
|
||||||
|
* `CONTINUE_ON_FAIL_FOR_TESTS_ENABLED` - Default to `1`. Set to `1` to
|
||||||
|
continue running the next test when the current one fails. Otherwise, the
|
||||||
|
build script stops whenever any test fails.
|
||||||
|
|
||||||
|
For instance, by running the following command, it only runs the Unity
|
||||||
|
integration tests that does not requires GPU, but exclude tests for Android
|
||||||
|
Resolver module and iOS Resolver module.
|
||||||
|
|
||||||
|
```shell
|
||||||
|
./gradlew test \
|
||||||
|
-PINTERACTIVE_MODE_TESTS_ENABLED=0 \
|
||||||
|
-PINCLUDE_TEST_TYPES="Integration" \
|
||||||
|
-PEXCLUDE_TEST_MODULES="AndroidResolver,iOSResolver"
|
||||||
|
```
|
||||||
|
|
||||||
|
## Releasing
|
||||||
|
|
||||||
|
Each time a new build of this plugin is checked into the source tree you need to
|
||||||
|
do the following:
|
||||||
|
|
||||||
|
* Bump the plugin version variable `pluginVersion` in `build.gradle`
|
||||||
|
* Update `CHANGELOG.md` with the new version number and changes included in
|
||||||
|
the release.
|
||||||
|
* Build the release using `./gradlew release` which performs the following:
|
||||||
|
* Updates `external-dependency-manager-*.unitypackage`
|
||||||
|
* Copies the unpacked plugin to the `exploded` directory.
|
||||||
|
* Updates template metadata files in the `plugin` directory. The GUIDs of
|
||||||
|
all asset metadata is modified due to the version number change. Each
|
||||||
|
file within the plugin is versioned to allow multiple versions of the
|
||||||
|
plugin to be imported into a Unity project which allows the most recent
|
||||||
|
version to be activated by the Version Handler component.
|
||||||
|
* Create release commit using `./gradlew gitCreateReleaseCommit` which
|
||||||
|
performs `git commit -a -m "description from CHANGELOG.md"`
|
||||||
|
* Once the release commit is merge, tag the release using `./gradlew
|
||||||
|
gitTagRelease` which performs the following:
|
||||||
|
* `git tag -a pluginVersion -m "version RELEASE"` to tag the release.
|
||||||
|
* Update tags on remote branch using `git push --tag REMOTE HEAD:master`
|
||||||
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|
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|
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|
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- gvhp_exportpath-ExternalDependencyManager/Editor/README.md
|
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timeCreated: 1584567712
|
||||||
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||||||
|
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|
||||||
|
Assets/ExternalDependencyManager/Editor/1.2.186/Google.PackageManagerResolver.dll
|
||||||
|
Assets/ExternalDependencyManager/Editor/1.2.186/Google.PackageManagerResolver.pdb
|
||||||
|
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|
||||||
|
Assets/ExternalDependencyManager/Editor/1.2.186/Google.VersionHandlerImpl.pdb
|
||||||
|
Assets/ExternalDependencyManager/Editor/CHANGELOG.md
|
||||||
|
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|
||||||
|
Assets/ExternalDependencyManager/Editor/Google.VersionHandler.pdb
|
||||||
|
Assets/ExternalDependencyManager/Editor/LICENSE
|
||||||
|
Assets/ExternalDependencyManager/Editor/README.md
|
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|
||||||
|
- gvhp_manifestname-0External Dependency Manager
|
||||||
|
- gvhp_manifestname-play-services-resolver
|
||||||
|
timeCreated: 1474401009
|
||||||
|
licenseType: Pro
|
||||||
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|
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|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,254 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Newtonsoft.Json;
|
||||||
|
using UnityEngine;
|
||||||
|
using DG.Tweening;
|
||||||
|
using TowerClimberChronicles;
|
||||||
|
|
||||||
|
public class level1 : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject plate_parent;
|
||||||
|
public GameObject item_parent;
|
||||||
|
private List<ItemState> _itemList;
|
||||||
|
public Camera cam;
|
||||||
|
private GameObject selected;
|
||||||
|
private Vector3 offset;
|
||||||
|
private int out_layers = 30;
|
||||||
|
private GameObject guo;
|
||||||
|
private List<Vector3> originalPositions = new List<Vector3>();
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
Camera orthoCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
|
||||||
|
|
||||||
|
float size = (float)System.Math.Round(5.5f / ((float)Screen.width / Screen.height), 4);
|
||||||
|
// string type = SystemInfo.deviceModel.ToLower().Trim();
|
||||||
|
// // Debug.Log($"type==========={type}");
|
||||||
|
// if (type.Substring(0, 3) == "ipa")
|
||||||
|
// {//iPad机型
|
||||||
|
// size = 49.9f;
|
||||||
|
// }
|
||||||
|
Debug.Log(size + "////////////////");
|
||||||
|
orthoCamera.orthographicSize = size;
|
||||||
|
}
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
guo = GameObject.Find("guo");
|
||||||
|
_itemList = new List<ItemState>();
|
||||||
|
foreach (Transform child in plate_parent.transform)
|
||||||
|
{
|
||||||
|
Debug.Log("子物体: " + child.name);
|
||||||
|
originalPositions.Add(child.position);
|
||||||
|
|
||||||
|
// 先把它们全部移到 (0,14)
|
||||||
|
child.position = new Vector3(0f, 14f, child.position.z);
|
||||||
|
}
|
||||||
|
originalPositions.Add(guo.transform.position);
|
||||||
|
guo.transform.position = new Vector3(0f, -15f, 0);
|
||||||
|
// 启动协程,逐个缓动回原位置
|
||||||
|
StartCoroutine(MoveBackCoroutine());
|
||||||
|
guo.transform.DOMove(originalPositions[originalPositions.Count - 1], 1f).SetEase(Ease.OutQuad);
|
||||||
|
|
||||||
|
|
||||||
|
foreach (Transform child in item_parent.transform)
|
||||||
|
{
|
||||||
|
Debug.Log("子物体: " + child.name);
|
||||||
|
Debug.Log("子物体: " + child.tag);
|
||||||
|
_itemList.Add(new ItemState()
|
||||||
|
{
|
||||||
|
_position = child.position,
|
||||||
|
_orderInLayer = child.GetComponent<SpriteRenderer>().sortingOrder,
|
||||||
|
_tag = child.tag,
|
||||||
|
_isFull = false
|
||||||
|
});
|
||||||
|
}
|
||||||
|
foreach (Transform child in item_parent.transform)
|
||||||
|
{
|
||||||
|
float randomX = Random.Range(-3f, 3f); // X 在 -2 ~ 2
|
||||||
|
float randomY = 14f + Random.Range(-2f, 2f); // Y 在 -16 ~ -12
|
||||||
|
child.position = new Vector3(randomX, randomY, child.position.z);
|
||||||
|
}
|
||||||
|
DOVirtual.DelayedCall(2.5f, () =>
|
||||||
|
{
|
||||||
|
StartCoroutine(MoveChildrenCoroutine());
|
||||||
|
});
|
||||||
|
Debug.Log(JsonConvert.SerializeObject(_itemList));
|
||||||
|
}
|
||||||
|
IEnumerator MoveChildrenCoroutine()
|
||||||
|
{
|
||||||
|
foreach (Transform child in item_parent.transform)
|
||||||
|
{
|
||||||
|
// 随机目标 Y 在 -5 ~ 5
|
||||||
|
float targetY = Random.Range(-5f, 5f);
|
||||||
|
Vector3 targetPos = new Vector3(child.position.x, targetY, child.position.z);
|
||||||
|
|
||||||
|
// DOTween 缓动到目标位置
|
||||||
|
child.DOMove(targetPos, 1.7f).SetEase(Ease.InCubic);
|
||||||
|
|
||||||
|
// 每个间隔 0.1s
|
||||||
|
yield return new WaitForSeconds(0.05f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
IEnumerator MoveBackCoroutine()
|
||||||
|
{
|
||||||
|
int index = 0;
|
||||||
|
foreach (Transform child in plate_parent.transform)
|
||||||
|
{
|
||||||
|
// 缓动到原始位置
|
||||||
|
child.DOMove(originalPositions[index], 0.5f).SetEase(Ease.OutQuad);
|
||||||
|
|
||||||
|
index++;
|
||||||
|
// 每隔 0.3s 执行一个
|
||||||
|
yield return new WaitForSeconds(0.2f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private GameObject Popup;
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// 鼠标按下时检测
|
||||||
|
if (Input.GetMouseButtonDown(0))
|
||||||
|
{
|
||||||
|
if (Popup == null) Popup = GameObject.Find("Popup");
|
||||||
|
if (Popup != null && Popup.transform.childCount != 0) return;
|
||||||
|
Vector2 mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
RaycastHit2D[] hits = Physics2D.RaycastAll(mousePos, Vector2.zero);
|
||||||
|
|
||||||
|
if (hits.Length > 0)
|
||||||
|
{
|
||||||
|
selected = GetTopSprite(hits);
|
||||||
|
if (selected != null)
|
||||||
|
{
|
||||||
|
// ✅ 如果该物体已经在 _itemList 中,释放槽位
|
||||||
|
foreach (var item in _itemList)
|
||||||
|
{
|
||||||
|
if (item._inGameobject == selected)
|
||||||
|
{
|
||||||
|
item._isFull = false;
|
||||||
|
item._inGameobject = null;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingLayerName = "layer_4_drag";
|
||||||
|
|
||||||
|
// 点击时强制修正为 0 度旋转
|
||||||
|
selected.transform.DORotate(Vector3.zero, 0.2f).SetEase(Ease.OutQuad);
|
||||||
|
|
||||||
|
// DOTween 缩放到固定 1.1 倍
|
||||||
|
selected.transform.DOScale(Vector3.one * 1.1f, 0.2f).SetEase(Ease.OutBack);
|
||||||
|
|
||||||
|
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
offset = selected.transform.position - new Vector3(pos.x, pos.y, selected.transform.position.z);
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingOrder = out_layers;
|
||||||
|
out_layers++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 拖拽中
|
||||||
|
if (Input.GetMouseButton(0) && selected != null)
|
||||||
|
{
|
||||||
|
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
selected.transform.position = new Vector3(pos.x, pos.y, selected.transform.position.z) + offset;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 鼠标松开
|
||||||
|
if (Input.GetMouseButtonUp(0) && selected != null)
|
||||||
|
{
|
||||||
|
// DOTween 缩放还原到固定 1 倍
|
||||||
|
selected.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InOutSine);
|
||||||
|
|
||||||
|
bool snapped = false;
|
||||||
|
|
||||||
|
// 吸附逻辑:检查标签和位置
|
||||||
|
string tag = selected.tag;
|
||||||
|
foreach (var item in _itemList)
|
||||||
|
{
|
||||||
|
if (item._isFull) continue;
|
||||||
|
if (item._tag == tag)
|
||||||
|
{
|
||||||
|
float dist = Vector3.Distance(selected.transform.position, item._position);
|
||||||
|
if (dist < 1f)
|
||||||
|
{
|
||||||
|
// 吸附过去并旋转归零
|
||||||
|
selected.transform.DOMove(item._position, 0.2f).SetEase(Ease.OutQuad);
|
||||||
|
selected.transform.DORotate(Vector3.zero, 0.2f).SetEase(Ease.OutQuad);
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingLayerName = "layer_2_inslot";
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingOrder = item._orderInLayer;
|
||||||
|
item._isFull = true;
|
||||||
|
item._inGameobject = selected;
|
||||||
|
snapped = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 如果吸附成功 → 检查整个列表
|
||||||
|
if (snapped)
|
||||||
|
{
|
||||||
|
bool allFull = true;
|
||||||
|
foreach (var item in _itemList)
|
||||||
|
{
|
||||||
|
if (!item._isFull)
|
||||||
|
{
|
||||||
|
allFull = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (allFull)
|
||||||
|
{
|
||||||
|
Debug.Log("所有物体都已吸附完成!");
|
||||||
|
GameDispatcher.Instance.Dispatch(GameMsg.GameSuccess);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 如果没有吸附成功 → 随机旋转 ±8°
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingLayerName = "layer_3_out";
|
||||||
|
int randomChoice = Random.Range(0, 2); // 0 或 1
|
||||||
|
float randomAngle = (randomChoice == 0) ? -8f : 8f;
|
||||||
|
selected.transform.DORotate(new Vector3(0, 0, randomAngle), 0.3f).SetEase(Ease.OutQuad);
|
||||||
|
|
||||||
|
// GameDispatcher.Instance.Dispatch(GameMsg.GameSuccess);//zhushi
|
||||||
|
}
|
||||||
|
|
||||||
|
selected = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private GameObject GetTopSprite(RaycastHit2D[] hits)
|
||||||
|
{
|
||||||
|
GameObject top = null;
|
||||||
|
int topLayer = int.MinValue;
|
||||||
|
int topOrder = int.MinValue;
|
||||||
|
|
||||||
|
foreach (var hit in hits)
|
||||||
|
{
|
||||||
|
SpriteRenderer sr = hit.collider.GetComponent<SpriteRenderer>();
|
||||||
|
if (sr != null)
|
||||||
|
{
|
||||||
|
int layerID = SortingLayer.GetLayerValueFromID(sr.sortingLayerID);
|
||||||
|
int order = sr.sortingOrder;
|
||||||
|
|
||||||
|
if (layerID > topLayer || (layerID == topLayer && order > topOrder))
|
||||||
|
{
|
||||||
|
top = sr.gameObject;
|
||||||
|
topLayer = layerID;
|
||||||
|
topOrder = order;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return top;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public class ItemState
|
||||||
|
{
|
||||||
|
[JsonIgnore]
|
||||||
|
public Vector2 _position;
|
||||||
|
public int _orderInLayer;
|
||||||
|
public string _tag;
|
||||||
|
public bool _isFull;
|
||||||
|
public GameObject _inGameobject;
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: eb842c17c005e9e42b7b73a9eb4d12f3
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 44937624a42e12c4395b12789b4233a4
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,325 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Newtonsoft.Json;
|
||||||
|
using UnityEngine;
|
||||||
|
using DG.Tweening;
|
||||||
|
using TowerClimberChronicles;
|
||||||
|
|
||||||
|
public class level2 : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public GameObject item_parent;
|
||||||
|
public GameObject item_parent_big;
|
||||||
|
private List<ItemState_2> _itemList;
|
||||||
|
public Camera cam;
|
||||||
|
private GameObject selected;
|
||||||
|
private Vector3 offset;
|
||||||
|
private int out_layers = 30;
|
||||||
|
public GameObject empty_parent;
|
||||||
|
|
||||||
|
private List<Vector3> originalPositions = new List<Vector3>();
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
Camera orthoCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
|
||||||
|
|
||||||
|
float size = (float)System.Math.Round(5.5f / ((float)Screen.width / Screen.height), 4);
|
||||||
|
// string type = SystemInfo.deviceModel.ToLower().Trim();
|
||||||
|
// // Debug.Log($"type==========={type}");
|
||||||
|
// if (type.Substring(0, 3) == "ipa")
|
||||||
|
// {//iPad机型
|
||||||
|
// size = 49.9f;
|
||||||
|
// }
|
||||||
|
orthoCamera.orthographicSize = size;
|
||||||
|
}
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
_itemList = new List<ItemState_2>();
|
||||||
|
|
||||||
|
int index_ = 0;
|
||||||
|
foreach (Transform child in item_parent.transform)
|
||||||
|
{
|
||||||
|
// Debug.Log("子物体: " + child.name);
|
||||||
|
// Debug.Log("子物体: " + child.tag);
|
||||||
|
_itemList.Add(new ItemState_2()
|
||||||
|
{
|
||||||
|
_position = positionList[index_],
|
||||||
|
_orderInLayer = child.GetComponent<SpriteRenderer>().sortingOrder,
|
||||||
|
_tag = child.tag,
|
||||||
|
_isFull = false,
|
||||||
|
type = 1,
|
||||||
|
});
|
||||||
|
index_++;
|
||||||
|
|
||||||
|
}
|
||||||
|
foreach (Transform child in empty_parent.transform)
|
||||||
|
{
|
||||||
|
// Debug.Log("子物体: " + child.name);
|
||||||
|
// Debug.Log("子物体: " + child.tag);
|
||||||
|
_itemList.Add(new ItemState_2()
|
||||||
|
{
|
||||||
|
_position = positionList[index_],
|
||||||
|
_orderInLayer = child.GetComponent<SpriteRenderer>().sortingOrder,
|
||||||
|
_tag = child.tag,
|
||||||
|
_isFull = false,
|
||||||
|
type = 2
|
||||||
|
});
|
||||||
|
index_++;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// foreach (Transform child in item_parent.transform)
|
||||||
|
// {
|
||||||
|
// float randomX = Random.Range(-3f, 3f); // X 在 -2 ~ 2
|
||||||
|
// float randomY = 14f + Random.Range(-2f, 2f); // Y 在 -16 ~ -12
|
||||||
|
// child.position = new Vector3(randomX, randomY, child.position.z);
|
||||||
|
// }
|
||||||
|
|
||||||
|
// DOVirtual.DelayedCall(2.5f, () =>
|
||||||
|
// {
|
||||||
|
// StartCoroutine(MoveChildrenCoroutine());
|
||||||
|
// });
|
||||||
|
|
||||||
|
// Debug.Log(JsonConvert.SerializeObject(_itemList));
|
||||||
|
// foreach (var pos in positionList)
|
||||||
|
// {
|
||||||
|
// Debug.Log("Position: " + pos);
|
||||||
|
// }
|
||||||
|
}
|
||||||
|
List<Vector3> positionList = new List<Vector3>()
|
||||||
|
{
|
||||||
|
new Vector3(0.44f, 1.30f, 0.00f),
|
||||||
|
new Vector3(1.34f, -1.84f, 0.00f),
|
||||||
|
new Vector3(-0.46f, -1.38f, 0.00f),
|
||||||
|
new Vector3(-1.36f, 0.39f, 0.00f),
|
||||||
|
new Vector3(1.17f, 2.46f, 0.00f),
|
||||||
|
new Vector3(5.10f, 1.39f, 0.00f),
|
||||||
|
new Vector3(1.06f, 1.38f, 0.00f),
|
||||||
|
new Vector3(-1.48f, -1.30f, 0.00f),
|
||||||
|
new Vector3(-6.83f, -0.40f, 0.00f),
|
||||||
|
new Vector3(-2.82f, -0.40f, 0.00f),
|
||||||
|
new Vector3(2.80f, 2.46f, 0.00f),
|
||||||
|
new Vector3(-1.90f, -0.40f, 0.00f),
|
||||||
|
new Vector3(-1.39f, -2.17f, 0.00f),
|
||||||
|
new Vector3(0.83f, -0.41f, 0.00f),
|
||||||
|
new Vector3(-5.81f, 0.49f, 0.00f),
|
||||||
|
new Vector3(-6.61f, -1.29f, 0.00f),
|
||||||
|
new Vector3(-0.31f, 0.49f, 0.00f),
|
||||||
|
new Vector3(6.27f, -2.18f, 0.00f),
|
||||||
|
new Vector3(-2.58f, 1.39f, 0.00f)
|
||||||
|
};
|
||||||
|
|
||||||
|
// IEnumerator MoveChildrenCoroutine()
|
||||||
|
// {
|
||||||
|
// foreach (Transform child in item_parent.transform)
|
||||||
|
// {
|
||||||
|
// // 随机目标 Y 在 -5 ~ 5
|
||||||
|
// float targetY = Random.Range(-5f, 5f);
|
||||||
|
// Vector3 targetPos = new Vector3(child.position.x, targetY, child.position.z);
|
||||||
|
|
||||||
|
// // DOTween 缓动到目标位置
|
||||||
|
// child.DOMove(targetPos, 1.7f).SetEase(Ease.InCubic);
|
||||||
|
|
||||||
|
// // 每个间隔 0.1s
|
||||||
|
// yield return new WaitForSeconds(0.05f);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// IEnumerator MoveBackCoroutine()
|
||||||
|
// {
|
||||||
|
// int index = 0;
|
||||||
|
// foreach (Transform child in plate_parent.transform)
|
||||||
|
// {
|
||||||
|
// // 缓动到原始位置
|
||||||
|
// child.DOMove(originalPositions[index], 0.5f).SetEase(Ease.OutQuad);
|
||||||
|
|
||||||
|
// index++;
|
||||||
|
// // 每隔 0.3s 执行一个
|
||||||
|
// yield return new WaitForSeconds(0.2f);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
private GameObject Popup;
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// 鼠标按下时检测
|
||||||
|
if (Input.GetMouseButtonDown(0))
|
||||||
|
{
|
||||||
|
if (Popup == null) Popup = GameObject.Find("Popup");
|
||||||
|
if (Popup != null && Popup.transform.childCount != 0) return;
|
||||||
|
Vector2 mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
RaycastHit2D[] hits = Physics2D.RaycastAll(mousePos, Vector2.zero);
|
||||||
|
|
||||||
|
if (hits.Length > 0)
|
||||||
|
{
|
||||||
|
selected = GetTopSprite(hits);
|
||||||
|
if (selected != null)
|
||||||
|
{
|
||||||
|
if (selected.tag == "bg")
|
||||||
|
{
|
||||||
|
// bg 不做缩放和旋转,只记录偏移
|
||||||
|
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
offset = selected.transform.position - new Vector3(pos.x, selected.transform.position.y, selected.transform.position.z);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// ✅ 如果该物体已经在 _itemList 中,释放槽位
|
||||||
|
foreach (var item in _itemList)
|
||||||
|
{
|
||||||
|
if (item._inGameobject == selected)
|
||||||
|
{
|
||||||
|
item._isFull = false;
|
||||||
|
item._inGameobject = null;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingLayerName = "layer_4_drag";
|
||||||
|
|
||||||
|
// 点击时强制修正为 0 度旋转
|
||||||
|
selected.transform.DORotate(Vector3.zero, 0.2f).SetEase(Ease.OutQuad);
|
||||||
|
|
||||||
|
// DOTween 缩放到固定 1.1 倍
|
||||||
|
selected.transform.DOScale(Vector3.one * 1.1f, 0.2f).SetEase(Ease.OutBack);
|
||||||
|
|
||||||
|
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
offset = selected.transform.position - new Vector3(pos.x, pos.y, selected.transform.position.z);
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingOrder = out_layers;
|
||||||
|
out_layers++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 拖拽中
|
||||||
|
if (Input.GetMouseButton(0) && selected != null)
|
||||||
|
{
|
||||||
|
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
|
||||||
|
if (selected.tag == "bg")
|
||||||
|
{
|
||||||
|
// 只允许 X 方向拖拽,限制在 [-2.3, 2.3]
|
||||||
|
float newX = pos.x + offset.x;
|
||||||
|
newX = Mathf.Clamp(newX, -2.8f, 2.8f);
|
||||||
|
selected.transform.position = new Vector3(newX, selected.transform.position.y, selected.transform.position.z);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
selected.transform.position = new Vector3(pos.x, pos.y, selected.transform.position.z) + offset;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 鼠标松开
|
||||||
|
if (Input.GetMouseButtonUp(0) && selected != null)
|
||||||
|
{
|
||||||
|
if (selected.tag != "bg")
|
||||||
|
{
|
||||||
|
// DOTween 缩放还原到固定 1 倍
|
||||||
|
selected.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InOutSine);
|
||||||
|
|
||||||
|
bool snapped = false;
|
||||||
|
|
||||||
|
// 吸附逻辑:检查标签和位置
|
||||||
|
string tag = selected.tag;
|
||||||
|
foreach (var item in _itemList)
|
||||||
|
{
|
||||||
|
if (item._isFull) continue;
|
||||||
|
if (item._tag == tag)
|
||||||
|
{
|
||||||
|
float dist = 0;
|
||||||
|
if (item.type == 1)
|
||||||
|
{
|
||||||
|
dist = Vector3.Distance(selected.transform.localPosition, item._position);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Vector3 localPosInTarget = item_parent_big.transform.InverseTransformPoint(selected.transform.position);
|
||||||
|
dist = Vector3.Distance(localPosInTarget, item._position);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (dist < 0.5f)
|
||||||
|
{
|
||||||
|
// selected.SetParent(item_parent_big);
|
||||||
|
if (item.type == 2) selected.transform.SetParent(item_parent_big.transform, true);
|
||||||
|
|
||||||
|
// 吸附过去并旋转归零
|
||||||
|
selected.transform.DOLocalMove(item._position, 0.2f).SetEase(Ease.OutQuad);
|
||||||
|
selected.transform.DORotate(Vector3.zero, 0.2f).SetEase(Ease.OutQuad);
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingLayerName = "layer_2_inslot";
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingOrder = item._orderInLayer;
|
||||||
|
item._isFull = true;
|
||||||
|
item._inGameobject = selected;
|
||||||
|
snapped = true;
|
||||||
|
selected.GetComponent<PolygonCollider2D>().enabled = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 如果吸附成功 → 检查整个列表
|
||||||
|
if (snapped)
|
||||||
|
{
|
||||||
|
bool allFull = true;
|
||||||
|
foreach (var item in _itemList)
|
||||||
|
{
|
||||||
|
if (!item._isFull)
|
||||||
|
{
|
||||||
|
allFull = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (allFull)
|
||||||
|
{
|
||||||
|
Debug.Log("所有物体都已吸附完成!");
|
||||||
|
GameDispatcher.Instance.Dispatch(GameMsg.GameSuccess);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 如果没有吸附成功 → 随机旋转 ±8°
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingLayerName = "layer_3_out";
|
||||||
|
int randomChoice = Random.Range(0, 2); // 0 或 1
|
||||||
|
float randomAngle = (randomChoice == 0) ? -8f : 8f;
|
||||||
|
selected.transform.DORotate(new Vector3(0, 0, randomAngle), 0.3f).SetEase(Ease.OutQuad);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
selected = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private GameObject GetTopSprite(RaycastHit2D[] hits)
|
||||||
|
{
|
||||||
|
GameObject top = null;
|
||||||
|
int topLayer = int.MinValue;
|
||||||
|
int topOrder = int.MinValue;
|
||||||
|
|
||||||
|
foreach (var hit in hits)
|
||||||
|
{
|
||||||
|
SpriteRenderer sr = hit.collider.GetComponent<SpriteRenderer>();
|
||||||
|
if (sr != null)
|
||||||
|
{
|
||||||
|
int layerID = SortingLayer.GetLayerValueFromID(sr.sortingLayerID);
|
||||||
|
int order = sr.sortingOrder;
|
||||||
|
|
||||||
|
if (layerID > topLayer || (layerID == topLayer && order > topOrder))
|
||||||
|
{
|
||||||
|
top = sr.gameObject;
|
||||||
|
topLayer = layerID;
|
||||||
|
topOrder = order;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return top;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public class ItemState_2
|
||||||
|
{
|
||||||
|
[JsonIgnore]
|
||||||
|
public Vector2 _position;
|
||||||
|
public int _orderInLayer;
|
||||||
|
public string _tag;
|
||||||
|
public bool _isFull;
|
||||||
|
public GameObject _inGameobject;
|
||||||
|
public int type;
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c1711a5743f98a4498b91f7d8357e33b
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 189c50593805e66479a52dbda84febed
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,214 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Newtonsoft.Json;
|
||||||
|
using UnityEngine;
|
||||||
|
using DG.Tweening;
|
||||||
|
using TowerClimberChronicles;
|
||||||
|
|
||||||
|
public class level3 : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject plate_parent;
|
||||||
|
public GameObject item_parent;
|
||||||
|
private List<ItemState> _itemList;
|
||||||
|
public Camera cam;
|
||||||
|
private GameObject selected;
|
||||||
|
private Vector3 offset;
|
||||||
|
private int out_layers = 30;
|
||||||
|
private List<Vector3> originalPositions = new List<Vector3>();
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
Camera orthoCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
|
||||||
|
|
||||||
|
float size = (float)System.Math.Round(5.5f / ((float)Screen.width / Screen.height), 4);
|
||||||
|
// string type = SystemInfo.deviceModel.ToLower().Trim();
|
||||||
|
// // Debug.Log($"type==========={type}");
|
||||||
|
// if (type.Substring(0, 3) == "ipa")
|
||||||
|
// {//iPad机型
|
||||||
|
// size = 49.9f;
|
||||||
|
// }
|
||||||
|
Debug.Log(size + "////////////////");
|
||||||
|
orthoCamera.orthographicSize = size;
|
||||||
|
}
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
_itemList = new List<ItemState>();
|
||||||
|
|
||||||
|
|
||||||
|
foreach (Transform child in item_parent.transform)
|
||||||
|
{
|
||||||
|
Debug.Log("子物体: " + child.name);
|
||||||
|
Debug.Log("子物体: " + child.tag);
|
||||||
|
_itemList.Add(new ItemState()
|
||||||
|
{
|
||||||
|
_position = child.position,
|
||||||
|
_orderInLayer = child.GetComponent<SpriteRenderer>().sortingOrder,
|
||||||
|
_tag = child.tag,
|
||||||
|
_isFull = false
|
||||||
|
});
|
||||||
|
}
|
||||||
|
foreach (Transform child in item_parent.transform)
|
||||||
|
{
|
||||||
|
Rigidbody2D rb = child.GetComponent<Rigidbody2D>();
|
||||||
|
if (rb != null)
|
||||||
|
{
|
||||||
|
rb.simulated = true;
|
||||||
|
|
||||||
|
// 随机方向
|
||||||
|
Vector2 randomDir = Random.insideUnitCircle.normalized;
|
||||||
|
|
||||||
|
// 随机力度(比如 5~10)
|
||||||
|
float randomForce = Random.Range(2f,3f);
|
||||||
|
|
||||||
|
// 添加力
|
||||||
|
rb.AddForce(randomDir * randomForce, ForceMode2D.Impulse);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log(JsonConvert.SerializeObject(_itemList));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private GameObject Popup;
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// 鼠标按下时检测
|
||||||
|
if (Input.GetMouseButtonDown(0))
|
||||||
|
{
|
||||||
|
if (Popup == null) Popup = GameObject.Find("Popup");
|
||||||
|
if (Popup != null && Popup.transform.childCount != 0) return;
|
||||||
|
Vector2 mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
RaycastHit2D[] hits = Physics2D.RaycastAll(mousePos, Vector2.zero);
|
||||||
|
|
||||||
|
if (hits.Length > 0)
|
||||||
|
{
|
||||||
|
selected = GetTopSprite(hits);
|
||||||
|
if (selected != null)
|
||||||
|
{
|
||||||
|
// ✅ 如果该物体已经在 _itemList 中,释放槽位
|
||||||
|
foreach (var item in _itemList)
|
||||||
|
{
|
||||||
|
if (item._inGameobject == selected)
|
||||||
|
{
|
||||||
|
item._isFull = false;
|
||||||
|
item._inGameobject = null;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingLayerName = "layer_4_drag";
|
||||||
|
selected.GetComponent<Rigidbody2D>().simulated = false;
|
||||||
|
// 点击时强制修正为 0 度旋转
|
||||||
|
selected.transform.DORotate(Vector3.zero, 0.2f).SetEase(Ease.OutQuad);
|
||||||
|
|
||||||
|
// DOTween 缩放到固定 1.1 倍
|
||||||
|
// selected.transform.DOScale(Vector3.one * 1.1f, 0.2f).SetEase(Ease.OutBack);
|
||||||
|
|
||||||
|
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
offset = selected.transform.position - new Vector3(pos.x, pos.y, selected.transform.position.z);
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingOrder = out_layers;
|
||||||
|
out_layers++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 拖拽中
|
||||||
|
if (Input.GetMouseButton(0) && selected != null)
|
||||||
|
{
|
||||||
|
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
selected.transform.position = new Vector3(pos.x, pos.y, selected.transform.position.z) + offset;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 鼠标松开
|
||||||
|
if (Input.GetMouseButtonUp(0) && selected != null)
|
||||||
|
{
|
||||||
|
// DOTween 缩放还原到固定 1 倍
|
||||||
|
selected.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InOutSine);
|
||||||
|
|
||||||
|
bool snapped = false;
|
||||||
|
|
||||||
|
// 吸附逻辑:检查标签和位置
|
||||||
|
string tag = selected.tag;
|
||||||
|
foreach (var item in _itemList)
|
||||||
|
{
|
||||||
|
if (item._isFull) continue;
|
||||||
|
if (item._tag == tag)
|
||||||
|
{
|
||||||
|
float dist = Vector3.Distance(selected.transform.position, item._position);
|
||||||
|
if (dist < 0.5f)
|
||||||
|
{
|
||||||
|
// 吸附过去并旋转归零
|
||||||
|
selected.transform.DOMove(item._position, 0.2f).SetEase(Ease.OutQuad);
|
||||||
|
selected.transform.DORotate(Vector3.zero, 0.2f).SetEase(Ease.OutQuad);
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingLayerName = "layer_2_inslot";
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingOrder = item._orderInLayer;
|
||||||
|
item._isFull = true;
|
||||||
|
item._inGameobject = selected;
|
||||||
|
snapped = true;
|
||||||
|
selected.GetComponent<PolygonCollider2D>().enabled = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 如果吸附成功 → 检查整个列表
|
||||||
|
if (snapped)
|
||||||
|
{
|
||||||
|
bool allFull = true;
|
||||||
|
foreach (var item in _itemList)
|
||||||
|
{
|
||||||
|
if (!item._isFull)
|
||||||
|
{
|
||||||
|
allFull = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (allFull)
|
||||||
|
{
|
||||||
|
Debug.Log("所有物体都已吸附完成!");
|
||||||
|
GameDispatcher.Instance.Dispatch(GameMsg.GameSuccess);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 如果没有吸附成功 → 随机旋转 ±8°
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingLayerName = "layer_3_out";
|
||||||
|
selected.GetComponent<Rigidbody2D>().simulated = true;
|
||||||
|
// int randomChoice = Random.Range(0, 2); // 0 或 1
|
||||||
|
// float randomAngle = (randomChoice == 0) ? -8f : 8f;
|
||||||
|
// selected.transform.DORotate(new Vector3(0, 0, randomAngle), 0.3f).SetEase(Ease.OutQuad);
|
||||||
|
|
||||||
|
// GameDispatcher.Instance.Dispatch(GameMsg.GameSuccess);//zhushi
|
||||||
|
}
|
||||||
|
|
||||||
|
selected = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private GameObject GetTopSprite(RaycastHit2D[] hits)
|
||||||
|
{
|
||||||
|
GameObject top = null;
|
||||||
|
int topLayer = int.MinValue;
|
||||||
|
int topOrder = int.MinValue;
|
||||||
|
|
||||||
|
foreach (var hit in hits)
|
||||||
|
{
|
||||||
|
SpriteRenderer sr = hit.collider.GetComponent<SpriteRenderer>();
|
||||||
|
if (sr != null)
|
||||||
|
{
|
||||||
|
int layerID = SortingLayer.GetLayerValueFromID(sr.sortingLayerID);
|
||||||
|
int order = sr.sortingOrder;
|
||||||
|
|
||||||
|
if (layerID > topLayer || (layerID == topLayer && order > topOrder))
|
||||||
|
{
|
||||||
|
top = sr.gameObject;
|
||||||
|
topLayer = layerID;
|
||||||
|
topOrder = order;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return top;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1bc32a0fe02add54f91838ab980bb751
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d0af2e8e17d7b814493090d8113952d6
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,520 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Newtonsoft.Json;
|
||||||
|
using UnityEngine;
|
||||||
|
using DG.Tweening;
|
||||||
|
using TowerClimberChronicles;
|
||||||
|
|
||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class level4 : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject feiliao;
|
||||||
|
public GameObject zhongzi;
|
||||||
|
public GameObject feiliaodai;
|
||||||
|
public GameObject zhongzidai;
|
||||||
|
public Text progress_text;
|
||||||
|
public Image progress_;
|
||||||
|
public Image end_point;
|
||||||
|
public GameObject sunlight;
|
||||||
|
public Camera cam;
|
||||||
|
private GameObject selected;
|
||||||
|
private Vector3 offset;
|
||||||
|
private int out_layers = 30;
|
||||||
|
public GameObject water_;
|
||||||
|
private float now_sunlight;
|
||||||
|
private float max_sunlight = 300;
|
||||||
|
public List<ItemState_4> _itemlist = new List<ItemState_4>();
|
||||||
|
public List<GameObject> sunlight_list = new List<GameObject>();
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
Camera orthoCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
|
||||||
|
|
||||||
|
float size = (float)System.Math.Round(5.5f / ((float)Screen.width / Screen.height), 4);
|
||||||
|
// string type = SystemInfo.deviceModel.ToLower().Trim();
|
||||||
|
// // Debug.Log($"type==========={type}");
|
||||||
|
// if (type.Substring(0, 3) == "ipa")
|
||||||
|
// {//iPad机型
|
||||||
|
// size = 49.9f;
|
||||||
|
// }
|
||||||
|
Debug.Log(size + "////////////////");
|
||||||
|
orthoCamera.orthographicSize = size;
|
||||||
|
}
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < 5; i++)
|
||||||
|
{
|
||||||
|
ItemState_4 _item = new ItemState_4()
|
||||||
|
{
|
||||||
|
_gameobject = GameObject.Find("item_" + i),
|
||||||
|
};
|
||||||
|
_itemlist.Add(_item);
|
||||||
|
}
|
||||||
|
_itemlist[0].plant_state = 1;
|
||||||
|
progress_text.text = now_sunlight + "/" + max_sunlight;
|
||||||
|
progress_.rectTransform.sizeDelta = new Vector2(0, 20);
|
||||||
|
}
|
||||||
|
private int stage_ = 0;
|
||||||
|
private float spawnTimer = 0f;
|
||||||
|
private float spawnInterval = 0.1f;
|
||||||
|
private GameObject Popup;
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// 鼠标按下时检测
|
||||||
|
if (Input.GetMouseButtonDown(0))
|
||||||
|
{
|
||||||
|
if (Popup == null) Popup = GameObject.Find("Popup");
|
||||||
|
if (Popup != null && Popup.transform.childCount != 0) return;
|
||||||
|
Vector2 mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
RaycastHit2D[] hits = Physics2D.RaycastAll(mousePos, Vector2.zero);
|
||||||
|
|
||||||
|
if (hits.Length > 0)
|
||||||
|
{
|
||||||
|
selected = GetTopSprite(hits);
|
||||||
|
if (selected != null)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (selected.tag == "item_tag_0" || selected.tag == "item_tag_1")
|
||||||
|
{
|
||||||
|
selected.transform.DORotate(new Vector3(0, 0, 45), 0.2f).SetEase(Ease.OutQuad);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
offset = selected.transform.position - new Vector3(pos.x, pos.y, selected.transform.position.z);
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingOrder = 2;
|
||||||
|
//out_layers++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.GetMouseButton(0) && selected != null)
|
||||||
|
{
|
||||||
|
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
|
||||||
|
if (selected.tag == "bg")
|
||||||
|
{
|
||||||
|
float newX = pos.x + offset.x;
|
||||||
|
newX = Mathf.Clamp(newX, -5f, 5f);
|
||||||
|
|
||||||
|
selected.transform.position = new Vector3(
|
||||||
|
newX,
|
||||||
|
selected.transform.position.y,
|
||||||
|
selected.transform.position.z);
|
||||||
|
|
||||||
|
water_.SetActive(true);
|
||||||
|
if (stage_ == 0)
|
||||||
|
{
|
||||||
|
if ((selected.transform.position.x > -1) && (selected.transform.position.x < 1))
|
||||||
|
{
|
||||||
|
_itemlist[0].water_time += Time.deltaTime;
|
||||||
|
}
|
||||||
|
if (_itemlist[0].water_time >= 1 && _itemlist[0].plant_state < 5)
|
||||||
|
{
|
||||||
|
_itemlist[0]._gameobject.transform.GetChild(_itemlist[0].plant_state - 1).GetComponent<SpriteRenderer>().enabled = false;
|
||||||
|
_itemlist[0]._gameobject.transform.GetChild(_itemlist[0].plant_state).GetComponent<SpriteRenderer>().enabled = true;
|
||||||
|
_itemlist[0].plant_state++;
|
||||||
|
_itemlist[0].water_time = 0;
|
||||||
|
|
||||||
|
}
|
||||||
|
if (_itemlist[0].plant_state == 5 && !_itemlist[0].is_end)
|
||||||
|
{
|
||||||
|
_itemlist[0].is_end = true;
|
||||||
|
CrearSunlight(0);
|
||||||
|
Debug.Log("生产阳光");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (stage_ == 1)
|
||||||
|
{
|
||||||
|
if ((selected.transform.position.x > -3) && (selected.transform.position.x < -1) && (_itemlist[1].plant_state > 0))
|
||||||
|
{
|
||||||
|
_itemlist[1].water_time += Time.deltaTime;
|
||||||
|
}
|
||||||
|
if ((selected.transform.position.x > 1) && (selected.transform.position.x < 3) && (_itemlist[2].plant_state > 0))
|
||||||
|
{
|
||||||
|
_itemlist[2].water_time += Time.deltaTime;
|
||||||
|
}
|
||||||
|
for (int i = 1; i < 3; i++)
|
||||||
|
{
|
||||||
|
if (_itemlist[i].water_time >= 1 && _itemlist[i].plant_state < 5)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (!_itemlist[i].use_feiliao && _itemlist[i].plant_state == 4)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_itemlist[i]._gameobject.transform.GetChild(_itemlist[i].plant_state - 1).GetComponent<SpriteRenderer>().enabled = false;
|
||||||
|
_itemlist[i]._gameobject.transform.GetChild(_itemlist[i].plant_state).GetComponent<SpriteRenderer>().enabled = true;
|
||||||
|
_itemlist[i].plant_state++;
|
||||||
|
_itemlist[i].water_time = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (_itemlist[i].plant_state == 5 && !_itemlist[i].is_end)
|
||||||
|
{
|
||||||
|
_itemlist[i].is_end = true;
|
||||||
|
// _itemlist[i]._gameobject.SetActive(false);
|
||||||
|
// Debug.Log("生产阳光");
|
||||||
|
CrearSunlight(i);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (stage_ == 2)
|
||||||
|
{
|
||||||
|
if ((selected.transform.position.x > -3) && (selected.transform.position.x < -1) && (_itemlist[3].plant_state > 0))
|
||||||
|
{
|
||||||
|
_itemlist[3].water_time += Time.deltaTime;
|
||||||
|
}
|
||||||
|
if ((selected.transform.position.x > 1) && (selected.transform.position.x < 3) && (_itemlist[4].plant_state > 0))
|
||||||
|
{
|
||||||
|
_itemlist[4].water_time += Time.deltaTime;
|
||||||
|
}
|
||||||
|
for (int i = 3; i < 5; i++)
|
||||||
|
{
|
||||||
|
if (_itemlist[i].water_time >= 1 && _itemlist[i].plant_state < 5)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (!_itemlist[i].use_feiliao && _itemlist[i].plant_state == 4)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_itemlist[i]._gameobject.transform.GetChild(_itemlist[i].plant_state - 1).GetComponent<SpriteRenderer>().enabled = false;
|
||||||
|
_itemlist[i]._gameobject.transform.GetChild(_itemlist[i].plant_state).GetComponent<SpriteRenderer>().enabled = true;
|
||||||
|
_itemlist[i].plant_state++;
|
||||||
|
_itemlist[i].water_time = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (_itemlist[i].plant_state == 5 && !_itemlist[i].is_end)
|
||||||
|
{
|
||||||
|
_itemlist[i].is_end = true;
|
||||||
|
// _itemlist[i]._gameobject.SetActive(false);
|
||||||
|
// // stage_ = 1;
|
||||||
|
// Debug.Log("生产阳光");
|
||||||
|
CrearSunlight(i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
selected.transform.position = new Vector3(pos.x, pos.y, selected.transform.position.z) + offset;
|
||||||
|
|
||||||
|
// Y > 2 时开始定时生成
|
||||||
|
if (selected.transform.position.y > 0f)
|
||||||
|
{
|
||||||
|
spawnTimer += Time.deltaTime;
|
||||||
|
|
||||||
|
if (spawnTimer >= spawnInterval)
|
||||||
|
{
|
||||||
|
spawnTimer = 0f;
|
||||||
|
if (selected.tag == "item_tag_0") SpawnDropObject(0);
|
||||||
|
else if (selected.tag == "item_tag_1") SpawnDropObject(1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
spawnTimer = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
spawnTimer = 0f;
|
||||||
|
}
|
||||||
|
if (Input.GetMouseButton(0))
|
||||||
|
{
|
||||||
|
if (Popup == null) Popup = GameObject.Find("Popup");
|
||||||
|
if (Popup != null && Popup.transform.childCount != 0) return;
|
||||||
|
Vector2 mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
RaycastHit2D[] hits = Physics2D.RaycastAll(mousePos, Vector2.zero);
|
||||||
|
|
||||||
|
foreach (var hit in hits)
|
||||||
|
{
|
||||||
|
if (hit.collider.CompareTag("item_tag_3"))
|
||||||
|
{
|
||||||
|
Transform obj = hit.collider.transform;
|
||||||
|
|
||||||
|
// 1. UI 转屏幕坐标(传入你的 UI 所属的 Canvas 的相机)
|
||||||
|
Vector3 screenPos = RectTransformUtility.WorldToScreenPoint(cam, end_point.rectTransform.position);
|
||||||
|
|
||||||
|
// 2. 屏幕坐标转场景世界坐标,z 要给一个合适的深度
|
||||||
|
Vector3 targetPos = cam.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, cam.nearClipPlane + 5f));
|
||||||
|
|
||||||
|
// 3. DOTween Sequence:移动 + 缩放,同时执行
|
||||||
|
DG.Tweening.Sequence seq = DOTween.Sequence();
|
||||||
|
seq.Join(obj.DOMove(targetPos, 0.7f).SetEase(Ease.OutCubic));
|
||||||
|
seq.Join(obj.DOScale(Vector3.one * 0.2f, 0.7f).SetEase(Ease.OutCubic));
|
||||||
|
|
||||||
|
// 4. 动画完成后销毁物体
|
||||||
|
seq.OnComplete(() =>
|
||||||
|
{
|
||||||
|
sunlight_list.Remove(obj.gameObject);
|
||||||
|
now_sunlight += 10;
|
||||||
|
|
||||||
|
progress_text.text = now_sunlight + "/" + max_sunlight;
|
||||||
|
progress_.rectTransform.sizeDelta = new Vector2((now_sunlight / max_sunlight) * 100, 20);
|
||||||
|
Destroy(obj.gameObject);
|
||||||
|
if (sunlight_list.Count <= 0)
|
||||||
|
{
|
||||||
|
if (stage_ == 0)
|
||||||
|
{
|
||||||
|
// _itemlist[0]._gameobject.SetActive(false);
|
||||||
|
SpriteRenderer sr = _itemlist[0]._gameobject.transform.GetChild(4).GetComponent<SpriteRenderer>();
|
||||||
|
sr.DOFade(0f, 1f); // 1秒内透明度变为0
|
||||||
|
|
||||||
|
stage_ = 1;
|
||||||
|
}
|
||||||
|
else if (stage_ == 1)
|
||||||
|
{
|
||||||
|
if (_itemlist[1].is_end && _itemlist[2].is_end)
|
||||||
|
{
|
||||||
|
// _itemlist[1]._gameobject.SetActive(false);
|
||||||
|
// _itemlist[2]._gameobject.SetActive(false);
|
||||||
|
SpriteRenderer sr = _itemlist[1]._gameobject.transform.GetChild(4).GetComponent<SpriteRenderer>();
|
||||||
|
sr.DOFade(0f, 1f); // 1秒内透明度变为0
|
||||||
|
SpriteRenderer sr1 = _itemlist[2]._gameobject.transform.GetChild(4).GetComponent<SpriteRenderer>();
|
||||||
|
sr1.DOFade(0f, 1f); // 1秒内透明度变为0
|
||||||
|
stage_ = 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
else if (stage_ == 2)
|
||||||
|
{
|
||||||
|
if (_itemlist[3].is_end && _itemlist[4].is_end)
|
||||||
|
{
|
||||||
|
Debug.Log("所有物体都已吸附完成!");
|
||||||
|
GameDispatcher.Instance.Dispatch(GameMsg.GameSuccess);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
});
|
||||||
|
|
||||||
|
hit.collider.enabled = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// 鼠标松开
|
||||||
|
if (Input.GetMouseButtonUp(0) && selected != null)
|
||||||
|
{
|
||||||
|
if (selected.tag == "bg")
|
||||||
|
{
|
||||||
|
water_.SetActive(false);
|
||||||
|
selected.transform.DOMove(new Vector3(-5, -11.44f, 0), 0.4f).SetEase(Ease.Linear);
|
||||||
|
|
||||||
|
}
|
||||||
|
if (selected.tag == "item_tag_0")
|
||||||
|
{
|
||||||
|
|
||||||
|
selected.transform.DORotate(Vector3.zero, 0.2f).SetEase(Ease.OutQuad);
|
||||||
|
selected.transform.DOMove(new Vector3(2.64f, -4.73f, 0), 0.3f).SetEase(Ease.Linear);
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingOrder = 1;
|
||||||
|
}
|
||||||
|
if (selected.tag == "item_tag_1")
|
||||||
|
{
|
||||||
|
|
||||||
|
selected.transform.DORotate(Vector3.zero, 0.2f).SetEase(Ease.OutQuad);
|
||||||
|
selected.transform.DOMove(new Vector3(3.91f, -3.88f, 0), 0.3f).SetEase(Ease.Linear);
|
||||||
|
selected.GetComponent<SpriteRenderer>().sortingOrder = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
selected = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
void SpawnDropObject(int type)
|
||||||
|
{
|
||||||
|
|
||||||
|
GameObject go = null;
|
||||||
|
if (type == 0)
|
||||||
|
{
|
||||||
|
go = Instantiate(
|
||||||
|
zhongzi,
|
||||||
|
new Vector3(selected.transform.position.x - 1f, selected.transform.position.y, 0),
|
||||||
|
Quaternion.identity);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
go = Instantiate(
|
||||||
|
feiliao,
|
||||||
|
new Vector3(selected.transform.position.x - 1f, selected.transform.position.y, 0),
|
||||||
|
Quaternion.identity);
|
||||||
|
}
|
||||||
|
|
||||||
|
go.transform.DOMoveY(-1f, 8f)
|
||||||
|
.SetSpeedBased()
|
||||||
|
.SetEase(Ease.Linear)
|
||||||
|
.OnComplete(() =>
|
||||||
|
{
|
||||||
|
if (stage_ == 1 && type == 0)
|
||||||
|
{
|
||||||
|
if (_itemlist[1].plant_state == 0)
|
||||||
|
{
|
||||||
|
if (go.transform.position.x > -3 && go.transform.position.x < -1)
|
||||||
|
{
|
||||||
|
_itemlist[1].plant_state = 1;
|
||||||
|
_itemlist[1]._gameobject.transform.GetChild(0).GetComponent<SpriteRenderer>().enabled = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_itemlist[2].plant_state == 0)
|
||||||
|
{
|
||||||
|
if (go.transform.position.x > 1 && go.transform.position.x < 3)
|
||||||
|
{
|
||||||
|
_itemlist[2].plant_state = 1;
|
||||||
|
_itemlist[2]._gameobject.transform.GetChild(0).GetComponent<SpriteRenderer>().enabled = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (stage_ == 2 && type == 0)
|
||||||
|
{
|
||||||
|
if (_itemlist[3].plant_state == 0)
|
||||||
|
{
|
||||||
|
if (go.transform.position.x > -3 && go.transform.position.x < -1)
|
||||||
|
{
|
||||||
|
_itemlist[3].plant_state = 1;
|
||||||
|
_itemlist[3]._gameobject.transform.GetChild(0).GetComponent<SpriteRenderer>().enabled = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_itemlist[4].plant_state == 0)
|
||||||
|
{
|
||||||
|
if (go.transform.position.x > 1 && go.transform.position.x < 3)
|
||||||
|
{
|
||||||
|
_itemlist[4].plant_state = 1;
|
||||||
|
_itemlist[4]._gameobject.transform.GetChild(0).GetComponent<SpriteRenderer>().enabled = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (stage_ == 1 && type == 1)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (go.transform.position.x > -3 && go.transform.position.x < -1)
|
||||||
|
{
|
||||||
|
CheckFeiliao(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (go.transform.position.x > 1 && go.transform.position.x < 3)
|
||||||
|
{
|
||||||
|
CheckFeiliao(2);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
if (stage_ == 2 && type == 1)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (go.transform.position.x > -3 && go.transform.position.x < -1)
|
||||||
|
{
|
||||||
|
CheckFeiliao(3);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (go.transform.position.x > 1 && go.transform.position.x < 3)
|
||||||
|
{
|
||||||
|
CheckFeiliao(4);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
Destroy(go);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
void CheckFeiliao(int index)
|
||||||
|
{
|
||||||
|
if (!_itemlist[index].use_feiliao)
|
||||||
|
{
|
||||||
|
_itemlist[index].use_feiliao = true;
|
||||||
|
if (_itemlist[index].water_time >= 1 && _itemlist[index].plant_state < 5)
|
||||||
|
{
|
||||||
|
if (!_itemlist[index].use_feiliao && _itemlist[index].plant_state == 4)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_itemlist[index]._gameobject.transform.GetChild(_itemlist[index].plant_state - 1).GetComponent<SpriteRenderer>().enabled = false;
|
||||||
|
_itemlist[index]._gameobject.transform.GetChild(_itemlist[index].plant_state).GetComponent<SpriteRenderer>().enabled = true;
|
||||||
|
_itemlist[index].plant_state++;
|
||||||
|
_itemlist[index].water_time = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (_itemlist[index].plant_state == 5 && !_itemlist[index].is_end)
|
||||||
|
{
|
||||||
|
_itemlist[index].is_end = true;
|
||||||
|
// _itemlist[index]._gameobject.SetActive(false);
|
||||||
|
// // stage_ = 1;
|
||||||
|
// Debug.Log("生产阳光");
|
||||||
|
CrearSunlight(index);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void CrearSunlight(int index)
|
||||||
|
{
|
||||||
|
for (int j = 0; j < 6; j++)
|
||||||
|
{
|
||||||
|
// 在指定位置生成
|
||||||
|
GameObject obj = Instantiate(sunlight, _itemlist[index]._gameobject.transform.position, Quaternion.identity);
|
||||||
|
|
||||||
|
// 获取刚体
|
||||||
|
Rigidbody2D rb = obj.GetComponent<Rigidbody2D>();
|
||||||
|
if (rb != null)
|
||||||
|
{
|
||||||
|
// 随机方向
|
||||||
|
Vector2 randomDir = Random.insideUnitCircle.normalized;
|
||||||
|
// 随机力度
|
||||||
|
float randomForce = Random.Range(2, 3);
|
||||||
|
// 添加力(瞬间冲量)
|
||||||
|
rb.AddForce(randomDir * randomForce, ForceMode2D.Impulse);
|
||||||
|
}
|
||||||
|
sunlight_list.Add(obj);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private GameObject GetTopSprite(RaycastHit2D[] hits)
|
||||||
|
{
|
||||||
|
GameObject top = null;
|
||||||
|
int topLayer = int.MinValue;
|
||||||
|
int topOrder = int.MinValue;
|
||||||
|
|
||||||
|
foreach (var hit in hits)
|
||||||
|
{
|
||||||
|
SpriteRenderer sr = hit.collider.GetComponent<SpriteRenderer>();
|
||||||
|
if (sr != null)
|
||||||
|
{
|
||||||
|
int layerID = SortingLayer.GetLayerValueFromID(sr.sortingLayerID);
|
||||||
|
int order = sr.sortingOrder;
|
||||||
|
|
||||||
|
if (layerID > topLayer || (layerID == topLayer && order > topOrder))
|
||||||
|
{
|
||||||
|
top = sr.gameObject;
|
||||||
|
topLayer = layerID;
|
||||||
|
topOrder = order;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return top;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public class ItemState_4
|
||||||
|
{
|
||||||
|
public float water_time = 0f;
|
||||||
|
public int plant_state = 0;
|
||||||
|
public bool use_feiliao = false;
|
||||||
|
public GameObject _gameobject;
|
||||||
|
public bool is_end;
|
||||||
|
}
|
||||||
|
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ec7dafbe92c87dd4293025c35249ce3a
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user