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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- /// <summary>
- /// 拼图控制
- /// </summary>
- public class MoveDoor : MonoBehaviour
- {
- //执行此选择
- bool isSelected;
- float distanceRay; //定位点击时计算
- GameObject piece; //分配点击时,将移动。
- Transform[] piecesMove;
- //[HideInInspector]
- //public float positionZ = -0.001f;
- [HideInInspector]
- public bool puzzlePlaying;
- Vector3 offset;
- GameObject lightC;
- public float positionX = 0f;
- public float positionY = 0f;
- public float positionZ = 0f;
- Vector3 positionL;
- //数字资源整合
- [Header("SFX")]
- public AudioSource clickSFX;
- public GameObject menu;
- public bool acitve = true;
- public bool b2A = false;
- public bool b3A = false;
- public bool b5A = false;
- private void Start()
- {
- }
- void Update()
- {
- //鼠标信息
- //按下鼠标
- if (Input.GetMouseButtonDown(0))
- {
- TouchClick();
- }
- //移动鼠标
- if (isSelected)
- {
- MovePiece();
- }
- //释放鼠标
- if (Input.GetMouseButtonUp(0))
- {
- FreePiece();
- }
- }
- /// <summary>
- /// 定位点击点
- /// </summary>
- void TouchClick()
- {
- Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //从相机到点的触控点
- RaycastHit hit;
- if (Physics.Raycast(ray, out hit))
- { //接收触控,如果有击中目标
- //print(hit.collider.transform.parent.tag);
- if (hit.collider.gameObject.tag == "shui")
- {
- distanceRay = hit.distance;
- piece = hit.collider.gameObject;
- offset = hit.point - hit.collider.gameObject.transform.position;
- isSelected = true;
- }
- else if (hit.collider.gameObject.transform.parent && ((hit.collider.gameObject.transform.parent.name == "group3" && hit.collider.transform.parent.tag == "shui")))
- {
- distanceRay = hit.distance;
- piece = hit.collider.gameObject.transform.parent.gameObject;
- offset = hit.point - hit.collider.gameObject.transform.parent.position;
- isSelected = true;
- }
- else
- {
- isSelected = false;
- }
- }
- }
- /// <summary>
- /// 移动碎片(每帧调用)
- /// </summary>
- void MovePiece()
- {
- Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
- Vector3 limitRay = ray.GetPoint(distanceRay);
- limitRay = new Vector3(limitRay.x, limitRay.y, limitRay.z);
- piece.transform.position = limitRay - offset;
- }
- /// <summary>
- /// 释放碎片
- /// </summary>
- void FreePiece()
- {
- if (isSelected)
- {
- GameObject b6 = GameObject.Find("group3/b6");
- float b6X = b6.transform.position.x;
- float b6Y = b6.transform.position.y;
- float b6Z = b6.transform.position.z;
- if (piece.name == "b2")
- {
- if (
- (b6X - piece.transform.position.x < 0.8f && b6X - piece.transform.position.x > -0.5f) &&
- (b6Y - piece.transform.position.y < 0 && b6Y - piece.transform.position.y > -3f) &&
- (b6Z - piece.transform.position.z < 0.5f && b6Z - piece.transform.position.z > -0.5f)
- )
- {
- piece.transform.SetParent(b6.transform.parent);
- piece.transform.position = new Vector3(b6X - 0.29f, b6Y + 2.3f, b6Z);
- clickSFX.Play();
- piece.tag = piece.name;
- b2A = true;
- }
- }
- if (piece.name == "b3")
- {
- if (
- (b6X - piece.transform.position.x < -2 && b6X - piece.transform.position.x > -4) &&
- (b6Y - piece.transform.position.y < 0 && b6Y - piece.transform.position.y > -3f) &&
- (b6Z - piece.transform.position.z < 0.5f && b6Z - piece.transform.position.z > -0.5f)
- )
- {
- piece.transform.SetParent(b6.transform.parent);
- piece.transform.position = new Vector3(b6X + 3.1f, b6Y + 2.3f, b6Z);
- clickSFX.Play();
- piece.tag = piece.name;
- b3A = true;
- }
- }
- if (piece.name == "b5")
- {
- if (
- (b6X - piece.transform.position.x < -0.7f && b6X - piece.transform.position.x > -2) &&
- (b6Y - piece.transform.position.y < -3 && b6Y - piece.transform.position.y > -5.1f) &&
- (b6Z - piece.transform.position.z < 0.5f && b6Z - piece.transform.position.z > -0.5f) && b2A && b3A
- )
- {
- piece.transform.SetParent(b6.transform.parent);
- piece.transform.position = new Vector3(b6X + 1.25f, b6Y + 4.65f, b6Z + 0.13f);
- clickSFX.Play();
- piece.tag = piece.name;
- b5A = true;
- }
- }
- isSelected = false;
- }
- }
- }
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