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重构部分登录enviroment setting/ controller 代码
实现动态添加狗和贴图功能。实现用户自定义狗颜色功能。

Jees há 5 meses atrás
pai
commit
dd3f518eb8
37 ficheiros alterados com 2786 adições e 64 exclusões
  1. 3 0
      Assembly-CSharp.csproj
  2. 2 2
      Assets/Packages/Red_Deer/Cartoon_Animals/Cartoon_Dogs/Cartoon_ShibaInu/Prefabs/Cartoon_ShibaInu_c1.prefab
  3. 8 0
      Assets/Resources/Dog.meta
  4. 8 0
      Assets/Resources/Dog/AnimatorController.meta
  5. 0 0
      Assets/Resources/Dog/AnimatorController/PlaygroundDogBehavior.controller
  6. 0 0
      Assets/Resources/Dog/AnimatorController/PlaygroundDogBehavior.controller.meta
  7. 8 0
      Assets/Resources/Dog/Script.meta
  8. 8 0
      Assets/Resources/Dog/Skin.meta
  9. 8 0
      Assets/Resources/Dog/Skin/shibaInu.meta
  10. 82 0
      Assets/Resources/Dog/Skin/shibaInu/amber.mat
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      Assets/Resources/Dog/Skin/shibaInu/amber.mat.meta
  12. 82 0
      Assets/Resources/Dog/Skin/shibaInu/black.mat
  13. 8 0
      Assets/Resources/Dog/Skin/shibaInu/black.mat.meta
  14. 82 0
      Assets/Resources/Dog/Skin/shibaInu/default.mat
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      Assets/Resources/Dog/Skin/shibaInu/default.mat.meta
  16. 82 0
      Assets/Resources/Dog/Skin/shibaInu/grey.mat
  17. 8 0
      Assets/Resources/Dog/Skin/shibaInu/grey.mat.meta
  18. 2058 0
      Assets/Resources/Dog/shibaInu.prefab
  19. 7 0
      Assets/Resources/Dog/shibaInu.prefab.meta
  20. 2 2
      Assets/Resources/Status/StatusController.cs
  21. 2 2
      Assets/Scenes/Login.unity
  22. 45 5
      Assets/Scenes/Playground.unity
  23. 60 0
      Assets/Scripts/DogInitialize.cs
  24. 2 0
      Assets/Scripts/DogInitialize.cs.meta
  25. 4 2
      Assets/Scripts/DogProperty.cs
  26. 11 5
      Assets/Scripts/EnviromentController.cs
  27. 4 14
      Assets/Scripts/EnviromentSetting.cs
  28. 62 0
      Assets/Scripts/GeoLocation.cs
  29. 2 0
      Assets/Scripts/GeoLocation.cs.meta
  30. 6 1
      Assets/Scripts/Login/LoginTokenController.cs
  31. 0 1
      Assets/Scripts/Playground/AirWallDetection.cs
  32. 6 5
      Assets/Scripts/Playground/DogCatchDetection.cs
  33. 49 0
      Assets/Scripts/Playground/DogComponentInstall.cs
  34. 2 0
      Assets/Scripts/Playground/DogComponentInstall.cs.meta
  35. 33 18
      Assets/Scripts/Playground/PlayToyController.cs
  36. 11 6
      Assets/Scripts/TestSetup.cs
  37. 15 1
      Assets/Scripts/UserProperty.cs

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Assembly-CSharp.csproj

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   <ItemGroup>
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     <Compile Include="Assets\Packages\Loading Games\Toon City Pack\Demo\Scripts\StreetLight.cs" />
     <Compile Include="Assets\Scripts\Login\LoginLangController.cs" />
     <Compile Include="Assets\Scripts\EnviromentSetting.cs" />
@@ -76,6 +77,7 @@
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     <Compile Include="Assets\Resources\Status\StatusController.cs" />
     <Compile Include="Assets\Resources\MessageBox\MessageBoxController.cs" />
+    <Compile Include="Assets\Scripts\DogInitialize.cs" />
     <Compile Include="Assets\Scripts\Login\SunMovement.cs" />
     <Compile Include="Assets\Scripts\EnviromentController.cs" />
     <Compile Include="Assets\Resources\VoiceAndManu\VoiceController.cs" />
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     <Compile Include="Assets\Scripts\Playground\AirWallDetection.cs" />
     <Compile Include="Assets\Resources\Warehouse\WarehouseController.cs" />
+    <Compile Include="Assets\Scripts\Playground\DogComponentInstall.cs" />
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Assets/Packages/Red_Deer/Cartoon_Animals/Cartoon_Dogs/Cartoon_ShibaInu/Prefabs/Cartoon_ShibaInu_c1.prefab

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+ 7 - 0
Assets/Resources/Dog/shibaInu.prefab.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 358eaf0dc05de8c4b925b8d7b41c3df9
+PrefabImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 2 - 2
Assets/Resources/Status/StatusController.cs

@@ -28,7 +28,7 @@ public class StatusController : MonoBehaviour
         selectElement = root.Q("selectElement");
 
         // todo 目前只有一个狗,以后会添加这里要改
-        puppy = EnviromentSetting.puppies[0];
+        puppy = UserProperty.puppies[0];
         StatusPageUpdate();
         LabelLanguageSetting();
         StatusSummary();
@@ -68,7 +68,7 @@ public class StatusController : MonoBehaviour
         ageValueLabel.text = ts.Days.ToString();
 
         //根据狗的数量添加选择球
-        int puppyQty = EnviromentSetting.puppies.Count;
+        int puppyQty = UserProperty.puppies.Count;
         VisualTreeAsset selectBall = Resources.Load<VisualTreeAsset>("Status/SelectBall");
         // 这里将VisualTreeAsset转换成VisualElement类型
         VisualElement uiDocument = selectBall.CloneTree();

+ 2 - 2
Assets/Scenes/Login.unity

@@ -1602,8 +1602,8 @@ Camera:
     y: 0
     width: 1
     height: 1
-  near clip plane: 0.3
-  far clip plane: 50
+  near clip plane: 2
+  far clip plane: 55
   field of view: 60
   orthographic: 0
   orthographic size: 5

+ 45 - 5
Assets/Scenes/Playground.unity

@@ -129,7 +129,7 @@ GameObject:
   m_Component:
   - component: {fileID: 17225207}
   m_Layer: 0
-  m_Name: PlaygroundPlaceholder
+  m_Name: PlaygroundUIPlaceholder
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -230,6 +230,8 @@ GameObject:
   - component: {fileID: 72980118}
   - component: {fileID: 72980117}
   - component: {fileID: 72980116}
+  - component: {fileID: 72980119}
+  - component: {fileID: 72980120}
   m_Layer: 0
   m_Name: Player
   m_TagString: Untagged
@@ -311,6 +313,36 @@ Transform:
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   m_Father: {fileID: 0}
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+  rotation: {x: 0, y: 0, z: 0}
+  scale: {x: 1, y: 1, z: 1}
+  dogId: 
+  dogName: dog
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+  m_GameObject: {fileID: 72980115}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 7fc0de42190c5b440b09933939bd40af, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  dogName: dog
 --- !u!1001 &82528520
 PrefabInstance:
   m_ObjectHideFlags: 0
@@ -1931,8 +1963,16 @@ PrefabInstance:
     m_Modifications:
     - target: {fileID: 2417705292335416526, guid: 7b8797bfcbfe3f549ba74d2a9250e660, type: 3}
       propertyPath: m_Name
-      value: dog
+      value: dog example (no use)
       objectReference: {fileID: 0}
+    - target: {fileID: 2417705292335416526, guid: 7b8797bfcbfe3f549ba74d2a9250e660, type: 3}
+      propertyPath: m_IsActive
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2750614306868268629, guid: 7b8797bfcbfe3f549ba74d2a9250e660, type: 3}
+      propertyPath: 'm_Materials.Array.data[0]'
+      value: 
+      objectReference: {fileID: 2100000, guid: e125d94e61dd4894a9cc620b1262c3b9, type: 2}
     - target: {fileID: 3082356105365184116, guid: 7b8797bfcbfe3f549ba74d2a9250e660, type: 3}
       propertyPath: m_LocalPosition.x
       value: 0.33
@@ -2237,8 +2277,8 @@ RectTransform:
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 1858575942}
-  m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
-  m_LocalPosition: {x: 0, y: 0, z: 10.811975}
+  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+  m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalScale: {x: 0, y: 0, z: 0}
   m_ConstrainProportionsScale: 0
   m_Children:
@@ -2247,7 +2287,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 0.2500001, y: -0.69289905}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 0}
   m_Pivot: {x: 0, y: 0}
 --- !u!1 &2129734284

+ 60 - 0
Assets/Scripts/DogInitialize.cs

@@ -0,0 +1,60 @@
+using UnityEngine;
+
+/* 本类用于动态加载狗
+ * 初始化狗的基础模型和颜色
+ * 场景中特殊的components 需要在场景单独的程序中加载
+ * 狗的breed和skin大小写需要注意
+ */
+
+public class DogInitialize : MonoBehaviour
+{
+    public Vector3 location, rotation, scale = new Vector3(1,1,1) ;       // 狗初始化位置
+    public string dogId, dogName;        // 狗的id
+    // Start is called once before the first execution of Update after the MonoBehaviour is created
+    void Start()
+    {
+        DogProperty puppy = new DogProperty();
+        UserProperty.puppies.Add(puppy);
+        dogId = "121212121";
+
+        InitialDog();
+    }
+
+    // Update is called once per frame
+    //void Update()
+    //{
+        
+    //}
+
+    // 初始化狗,并显示在屏幕上
+    public void InitialDog()
+    {
+        DogProperty puppy = null;
+
+        foreach (var p in UserProperty.puppies)
+        {
+            if (p.id == dogId) { puppy = p; break; }
+        }
+        if (puppy == null)
+        {
+            Debug.Assert(false); return;
+        }
+        GameObject dog = Instantiate(Resources.Load<GameObject>("Dog/" + puppy.breed));
+        dog.name = dogName;
+        if (dog != null)
+        {
+            GameObject dogL2 = GameObject.Find(puppy.breed);
+            Renderer renderer = dogL2.GetComponent<Renderer>();
+            Texture skin = Resources.Load<Texture>("Dog/Skin/" + puppy.breed + "/" + puppy.skin);
+            Material mat = Resources.Load<Material>("Dog/Skin/" + puppy.breed + "/" + puppy.skin);
+            if (mat != null && renderer != null)
+            {
+                //renderer.material.mainTexture = skin;
+                renderer.material = mat;
+            }
+        }
+        dog.transform.localPosition = location;
+        dog.transform.localRotation = Quaternion.Euler(rotation);
+        dog.transform.localScale = scale;
+    }
+}

+ 2 - 0
Assets/Scripts/DogInitialize.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 36c6647456e97cf4dafb6e0b44866c83

+ 4 - 2
Assets/Scripts/DogProperty.cs

@@ -6,9 +6,11 @@ using UnityEngine;
 public class DogProperty
 {
     // Start is called before the first frame update
+    public string id = "121212121";
     public string name = "小泥鳅";
     public int gender = 1;
-    public String breed = "Huskey";
+    public string breed = "shibaInu";       // 狗的默认模型
+    public string skin = "black";     // 狗的默认贴图
     public DateTime brithday = new(2023, 1, 1, 12, 0, 0);
     public int satiety = 15;
     public int happiness = 50;
@@ -36,5 +38,5 @@ public class DogProperty
     public int AISit = 50;
     public int AILieDown = 50;
     public int AIRotate = 50;
-
+    
 }

+ 11 - 5
Assets/Scripts/EnviromentController.cs

@@ -6,16 +6,26 @@ using System.IO;
 using UnityEngine.Networking;
 using System;
 
+/* EnviromentController类主要功能是操作EnviromentSetting类,包含初始化数据,设置语言等 */
+
 public class EnviromentController : MonoBehaviour
 {
     // Start is called before the first frame update
 
     void Start()
+    {
+        InitialGameEnviroment();
+
+        // todo 开发代码,加载狗的信息,以后要移到ProgressBar页面
+        DogProperty puppy_1 = new();
+        UserProperty.puppies.Add(puppy_1);
+    }
+
+    public static void InitialGameEnviroment()
     {
         // 读取language.json
         string filePath = EnviromentSetting.filePath;
         string json = File.ReadAllText(filePath);
-        //json = Regex.Replace(json, @"[\r\n]", "");
         EnviromentSetting.languageData = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
 
         // 读取系统语言
@@ -29,10 +39,6 @@ public class EnviromentController : MonoBehaviour
         // 读取操作系统,unique Id
         EnviromentSetting.platform = Application.platform.ToString();
         EnviromentSetting.UUID = SystemInfo.deviceUniqueIdentifier;
-
-        // todo 开发代码,加载狗的信息,以后要移到ProgressBar页面
-        DogProperty puppy_1 = new();
-        EnviromentSetting.InitialPuppies(puppy_1);
     }
 
     // Update is called once per frame

+ 4 - 14
Assets/Scripts/EnviromentSetting.cs

@@ -6,7 +6,8 @@ using UnityEditorInternal;
 using System.Text.RegularExpressions;
 using Newtonsoft.Json;
 
-
+/* 本文件包含EnviromentSetting 主要功能上游戏运行环境设定
+ */
 public static class EnviromentSetting
 {
     // 服务器ip
@@ -14,7 +15,7 @@ public static class EnviromentSetting
 
     //language.json读取
     public static string filePath = "Assets/Resources/Data/languages.json";
-    public static Dictionary<string, object> languageData = new();
+    public static Dictionary<string, object> languageData = null;
 
     // access Token
     public static string accessToken;
@@ -26,16 +27,7 @@ public static class EnviromentSetting
     public static string platform = "NA";
 
     // Unity Unique Id
-    public static string UUID = string.Empty;
-    
-    //多个宠物的列表
-    public static List<DogProperty> puppies = new();
-
-    // 开发阶段代码,加载宠物
-    public static void InitialPuppies(DogProperty puppy)
-    {
-        puppies.Add(puppy);
-    }
+    public static string UUID = null;
 
     //用于获取多层级Dictionary中的value
     public static string GetValueAtPath(Dictionary<string, object> root, string[] path)
@@ -56,6 +48,4 @@ public static class EnviromentSetting
         }
         return null;
     }
-
-    
 }

+ 62 - 0
Assets/Scripts/GeoLocation.cs

@@ -0,0 +1,62 @@
+using UnityEngine;
+using UnityEngine.Networking;
+using System.Collections;
+
+/* 获取用户ip地址,国家,地区,城市信息
+ */
+
+public class GeoLocation : MonoBehaviour
+{
+    private const string apiUrl = "https://ipinfo.io/json";
+    void Start()
+    {
+        StartCoroutine(GetGeoLocation());
+    }
+
+    IEnumerator GetGeoLocation()
+    {
+        using (UnityWebRequest www = UnityWebRequest.Get(apiUrl))
+        {
+            yield return www.SendWebRequest();
+
+            if (www.result == UnityWebRequest.Result.ConnectionError || www.result == UnityWebRequest.Result.ProtocolError)
+            {
+                Debug.Log(www.error);
+            }
+            else
+            {
+                string jsonResponse = www.downloadHandler.text;
+                LocationData locationData = JsonUtility.FromJson<LocationData>(jsonResponse);
+                DetermineRegion(locationData);
+            }
+        }
+    }
+
+    void DetermineRegion(LocationData locationData)
+    {
+        if (locationData.region != null)
+        {
+            if (locationData.region.Contains("Europe"))
+            {
+                Debug.Log("用户来自欧洲");
+            }
+            else if (locationData.region.Contains("America"))
+            {
+                Debug.Log("用户来自美洲");
+            }
+            else
+            {
+                Debug.Log("用户来自其他地区: " + locationData.region);
+            }
+        }
+    }
+}
+
+[System.Serializable]
+public class LocationData
+{
+    public string ip;
+    public string city;
+    public string region;
+    public string country;
+}

+ 2 - 0
Assets/Scripts/GeoLocation.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: c9f62d03a7b207541a21d9d6713eaef3

+ 6 - 1
Assets/Scripts/Login/LoginTokenController.cs

@@ -5,6 +5,10 @@ using System.Collections;
 using System.Collections.Generic;
 using Unity.VisualScripting;
 
+/* 使用login token进行登录和数据读取保存
+ * TestDataInjection 是测试用的假数据注入
+ * LoginTokenCheck 验证login token是否有效,和服务器比对
+ */
 public class LoginTokenController : MonoBehaviour
 {
     // Start is called once before the first execution of Update after the MonoBehaviour is created
@@ -32,6 +36,7 @@ public class LoginTokenController : MonoBehaviour
     // LoginToken登录方法
     IEnumerator LoginTokenCheck()
     {
+        yield return null;      // 跳过第一帧
         string UUID = SystemInfo.deviceUniqueIdentifier; // 这里需要考虑这段代码执行在Enviroment Controller之前
         string LoginToken = PlayerPrefs.GetString("LoginToken", null);
         string LoginTokenTime = PlayerPrefs.GetString("LoginTokenTime", null);
@@ -57,7 +62,7 @@ public class LoginTokenController : MonoBehaviour
         form.AddField("login_token", LoginToken);
         form.AddField("UUID", UUID);
         //List<KeyValuePair<string, string>> fields = form.fields;
-        using (UnityWebRequest request = UnityWebRequest.Post(url, form))
+        using UnityWebRequest request = UnityWebRequest.Post(url, form);
         {
             yield return request.SendWebRequest();
             if (request.result == UnityWebRequest.Result.Success)

+ 0 - 1
Assets/Scripts/Playground/AirWallDetection.cs

@@ -23,6 +23,5 @@ public class AirWallDetection : MonoBehaviour
             PlayData.throwHitWall = true;
             PlayData.gameStatus = PlayData.GameStatus.finishOutOfBound;
         }
-        
     }
 }

+ 6 - 5
Assets/Scripts/Playground/DogCatchDetection.cs

@@ -1,5 +1,6 @@
-using TMPro;
-using UnityEngine;
+using UnityEngine;
+
+/* 主要管理狗和飞盘触控管理发生后的管理行为 */
 
 public class DogCatchDetection : MonoBehaviour
 {
@@ -60,13 +61,13 @@ public class DogCatchDetection : MonoBehaviour
 
     }
 
-    // 狗狗跑回来
+    // 抓到玩具后狗狗跑回来
     private void DogRunBack()
     {
-        DogProperty dogProperty = EnviromentSetting.puppies[0]; // 读取狗的数据
+        DogProperty dogProperty = UserProperty.puppies[0]; // 读取狗的数据
         var basePosition = new Vector3(0, 0.4f, -10.85f);
         float dogSpeed = dogProperty.runSpeed / 10;   // 狗的移动速度
-        dog.transform.rotation = Quaternion.RotateTowards(dog.transform.rotation, Quaternion.LookRotation(basePosition), 1080 * Time.deltaTime);
+        dog.transform.rotation = Quaternion.RotateTowards(dog.transform.rotation, Quaternion.LookRotation(basePosition), 10800 * Time.deltaTime);
         dog.transform.position = Vector3.MoveTowards(dog.transform.position, basePosition, dogSpeed * Time.deltaTime);
 
         if (dog.transform.position == basePosition)

+ 49 - 0
Assets/Scripts/Playground/DogComponentInstall.cs

@@ -0,0 +1,49 @@
+using UnityEditor.Animations;
+using UnityEngine;
+using System.Collections;
+
+/* 加载playground场景下狗的特定的component
+ */
+
+public class DogComponentInstall : MonoBehaviour
+{
+    public string dogName;
+    // Start is called once before the first execution of Update after the MonoBehaviour is created
+    void Start()
+    {
+        StartCoroutine(DogComponentAdd());
+    }
+
+
+
+    // Update is called once per frame
+    //void Update()
+    //{
+
+    //}
+
+    IEnumerator DogComponentAdd()
+    {
+        // 等待一帧,确保所有 Start() 方法都执行完成
+        yield return null;
+
+        // 第一帧以后开始执行
+        GameObject dog = GameObject.Find(dogName);
+
+        // 加载指定的Animator controller
+        Animator animator = dog.GetComponent<Animator>();
+        AnimatorController animatorController = Resources.Load<AnimatorController>("Dog/AnimatorController/PlaygroundDogBehavior");
+        animator.runtimeAnimatorController = animatorController;
+
+        // 加载bbx collider
+        BoxCollider boxCollider = dog.AddComponent<BoxCollider>();
+        boxCollider.isTrigger = true;
+        boxCollider.center = new Vector3(0, 0.225f, 0);
+        boxCollider.size = new Vector3(0.2f, 0.45f, 0.6f);
+
+        // 加载script <DogCatchDetection>
+        DogCatchDetection dogScript = dog.AddComponent<DogCatchDetection>();
+    }
+   
+}
+

+ 2 - 0
Assets/Scripts/Playground/DogComponentInstall.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 7fc0de42190c5b440b09933939bd40af

+ 33 - 18
Assets/Scripts/Playground/PlayToyController.cs

@@ -4,6 +4,15 @@ using UnityEngine.InputSystem;
 using UnityEngine.SceneManagement;
 using UnityEngine.UIElements;
 
+/* PlayToyController玩飞盘的主要控制代码
+ * DogCatchToy 启动狗去抓玩具飞盘
+ * ShowGameResult 显示游戏结算canvas
+ * Throw 丢飞盘出去控制
+ * addThrowForce 给飞盘玩具添加初始力量
+ * UILanguageInit 初始化游戏语言
+ * GameReset 游戏重置
+ * PlayData 静态类用于存储游戏运行状态和数据
+ */
 public class PlayToyController : MonoBehaviour
 {
     private float throwTime;
@@ -68,7 +77,7 @@ public class PlayToyController : MonoBehaviour
             Debug.Log("yForce is: " + yForce);
             if (yForce > 1 && yForce > xForce) // 确保是向前飞出飞盘
             {
-                addThrowForce();
+                AddThrowForce();
             }
             // 重置值
             mouseStartPosition = Vector2.zero;
@@ -77,17 +86,25 @@ public class PlayToyController : MonoBehaviour
     }
 
     // 飞碟飞出后,给飞碟添加一个力
-    public void addThrowForce()
+    public void AddThrowForce()
     {
-        float verticalForce = 6; // 定义垂直方向力量
-        var toy = GameObject.Find("toy");
-        PlayData.throwStartPoision = toy.transform.position;  // 上报飞盘其实位置
-        PlayData.gameStatus = PlayData.GameStatus.inProgress;   // 游戏状态设置为进行中
-        Rigidbody rb = toy.GetComponent<Rigidbody>();
-        Vector3 force = new Vector3(xForce, verticalForce, yForce);
-        rb.isKinematic = false;
-        rb.AddForce(force, ForceMode.Impulse);
-        PlayData.gameStatus = PlayData.GameStatus.inProgress;
+        if (PlayData.gameStatus == PlayData.GameStatus.notStart)
+        {
+            float verticalForce = 6; // 定义垂直方向力量
+            var toy = GameObject.Find("toy");
+            PlayData.throwStartPoision = toy.transform.position;  // 上报飞盘其实位置
+            PlayData.gameStatus = PlayData.GameStatus.inProgress;   // 游戏状态设置为进行中
+            Rigidbody rb = toy.GetComponent<Rigidbody>();
+            Vector3 force = new Vector3(xForce, verticalForce, yForce);
+            rb.isKinematic = false;
+            rb.AddForce(force, ForceMode.Impulse);
+            PlayData.gameStatus = PlayData.GameStatus.inProgress;
+        }
+        else
+        {
+            return;
+        }
+        
     }
 
     // 飞碟飞出后,狗追逐飞碟
@@ -95,7 +112,7 @@ public class PlayToyController : MonoBehaviour
     {
         var dog = GameObject.Find("dog");
         var toy = GameObject.Find("toy");
-        DogProperty dogProperty = EnviromentSetting.puppies[0]; // 读取狗的数据
+        DogProperty dogProperty = UserProperty.puppies[0]; // 读取狗的数据
         float turnSpeed = 90.0f; // 每秒最多旋转角度
     //dog.transform.LookAt(fisbee.transform.position);
 
@@ -156,7 +173,7 @@ public class PlayToyController : MonoBehaviour
     {
         if (PlayData.isResultShowed == false)
         {
-            var playgroundUI = GameObject.Find("PlaygroundPlaceholder").transform.Find("PlaygroundUI").gameObject;
+            var playgroundUI = GameObject.Find("PlaygroundUIPlaceholder").transform.Find("PlaygroundUI").gameObject;
             playgroundUI.SetActive(true);
             UILanguageInit();
             var root = GameObject.Find("PlaygroundUIDocument").GetComponent<UIDocument>().rootVisualElement;
@@ -194,9 +211,7 @@ public class PlayToyController : MonoBehaviour
 }
 
 
-
-
-public static class  PlayData
+public static class PlayData
 {
     public static bool throwHitWall = false; // 飞盘是否撞到空气墙
     public static bool throwCatched = false; // 飞盘是否被狗接到
@@ -209,8 +224,8 @@ public static class  PlayData
         notStart,
         inProgress,
         finishSuccess,
-        finishFail,
-        finishOutOfBound
+        finishFail,     // 玩具丢出,但是狗没有接住
+        finishOutOfBound        // 玩具飞出界
     }
     public static GameStatus gameStatus = GameStatus.notStart;
     //public static string gameStatus = "not start";

+ 11 - 6
Assets/Scripts/TestSetup.cs

@@ -6,13 +6,18 @@ public class TestSetup : MonoBehaviour
     void Start()
     {
         // 初始化狗数据用于测试
-        DogProperty puppy = new DogProperty();
-        EnviromentSetting.puppies.Add(puppy);
+        //DogProperty puppy = new DogProperty();
+        //UserProperty.puppies.Add(puppy);
+
+        if (EnviromentSetting.languageData == null)
+        {
+            EnviromentController.InitialGameEnviroment();
+        }
     }
 
     // Update is called once per frame
-    void Update()
-    {
-        
-    }
+    //    void Update()
+    //    {
+
+    //    }
 }

+ 15 - 1
Assets/Scripts/UserProperty.cs

@@ -3,6 +3,10 @@ using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
+/* 本文件中包含2各类文件
+ * UserProperty用于保存用户游戏中的相关数据
+ * GameRunningData 保存游戏中全局的数据 */
+
 public static class UserProperty
 {
     // Start is called before the first frame update
@@ -13,9 +17,12 @@ public static class UserProperty
     //public static Dictionary<string, int> foods = new();
     //public static Dictionary<string, int> toys = new();
     //public static Dictionary<string, int> others = new();
-    public static Dictionary<string, List<ItemStock>> itemStocks = new();
+    public static Dictionary<string, List<ItemStock>> itemStocks;       // 这里dict string对应的是物品大类food, toy, other
+    public static List<DogProperty> puppies = new();
 }
 
+// string id 表示具体的物品id,如food_00001
+// qty 表示数量
 public class ItemStock
 {
     public string id;
@@ -29,3 +36,10 @@ public class ItemStock
 }
 
 
+// 游戏运行中的数据
+public static class GameRunningData
+{
+    public static string focusDogId = null;     // 游戏中目前游玩的dog id。
+}
+
+