Unity TouchScript 123木头人算法

需求是这样子的: 

倒计时期间,1,2,3,所有人都不要动哦,移动了脚下会有危险提示图标,移动了就炸你哦

using System.Collections;
using System.Collections.Generic;
using TouchScript;
using TouchScript.Pointers;
using UnityEngine;
using UnityEngine.UI;

public class DangerTipMsg : MonoBehaviour
{
    public List<bool> OffsetTimerFirst = new List<bool>();

    //物体跟随的对象
    public GameObject obj;
    private Dictionary<int, GameObject> cursors = new Dictionary<int, GameObject>(50);

    private void OnEnable()
    {
        if (TouchManager.Instance != null)
        {

            TouchManager.Instance.PointersAdded += pointersAddedHandler;
            TouchManager.Instance.PointersRemoved += pointersRemovedHandler;
            TouchManager.Instance.PointersUpdated += PointersUpdatedHandle;
            TouchManager.Instance.PointersReleased += PointersReleasedHandle;
        }

        for (int i = 0; i < 200; i++)
        {
            OffsetTimerFirst.Add(true);
        }
    }

    private void OnDisable()
    {
        if (TouchManager.Instance != null)
        {
            TouchManager.Instance.PointersAdded -= pointersAddedHandler;
            TouchManager.Instance.PointersRemoved -= pointersRemovedHandler;
            TouchManager.Instance.PointersUpdated -= PointersUpdatedHandle;
            TouchManager.Instance.PointersReleased -= PointersReleasedHandle;
        }
    }

    private void PointersUpdatedHandle(object sender, PointerEventArgs e)
    {
        foreach (var item in e.Pointers)
        {
            GameObject cursor;
            if (!cursors.TryGetValue(item.Id, out cursor)) continue;

            // 正常这样子就可以
            cursor.GetComponent<RectTransform>().anchoredPosition3D = item.Position;

            // 我项目特殊的情况因为某些特殊的原因 正常用上面那行代码赋值
            //cursor.GetComponent<RectTransform>().anchoredPosition3D = new Vector3((3468f / (float)Screen.width) * item.Position.x, (2892f / (float)Screen.height) * item.Position.y,0);
           
            // 实时检测距离
            if (OffsetTimerFirst[item.Id])
            {
                OffsetTimerFirst[item.Id] = false;
                StartCoroutine(MoveDistanceInOneMic(item));
            }
        }
    }


    private void pointersAddedHandler(object sender, PointerEventArgs e)
    {
        var count = e.Pointers.Count;
        for (var i = 0; i < count; i++)
        {
            var pointer = e.Pointers[i];
            // Don't show internal pointers
            if ((pointer.Flags & Pointer.FLAG_INTERNAL) > 0) continue;

            GameObject trail = Instantiate(obj, transform);
            trail.name = pointer.Id.ToString();
            trail.transform.GetComponent<RectTransform>().anchoredPosition3D = e.Pointers[i].Position; 
            cursors.Add(pointer.Id, trail);
        }

    }


    private void pointersRemovedHandler(object sender, PointerEventArgs e)
    {
        var count = e.Pointers.Count;
        for (var i = 0; i < count; i++)
        {
            var pointer = e.Pointers[i];
            // Don't show internal pointers
            if ((pointer.Flags & Pointer.FLAG_INTERNAL) > 0) continue;

            GameObject cursor;
            if (!cursors.TryGetValue(pointer.Id, out cursor)) continue;
            Destroy(cursor, 1f);
            cursors.Remove(pointer.Id);
        }
    }

    private void PointersReleasedHandle(object sender, PointerEventArgs e)
    {
        var count = e.Pointers.Count;
        for (var i = 0; i < count; i++)
        {
            var pointer = e.Pointers[i];
            // Don't show internal pointers
            if ((pointer.Flags & Pointer.FLAG_INTERNAL) > 0) continue;

            GameObject cursor;
            if (!cursors.TryGetValue(pointer.Id, out cursor)) continue;
            cursor.transform.position = Vector3.zero;
        }
    }

    // 多点触摸 每隔一秒 判断每个触摸点的移动距离
    IEnumerator MoveDistanceInOneMic(Pointer p)
    {
        Vector3 v = p.Position;
        yield return new WaitForSeconds(1f);
        float length = Vector3.Distance(p.Position, v);
        OffsetTimerFirst[p.Id] = true;
        //Debug.Log(length);

        Image dangerPre = GameObject.Find(p.Id.ToString()).transform.GetComponent<Image>();
        //1 2 3 木头人 你个傻X 移动了吧
        if (length > 5)
        {
            dangerPre.enabled = true;
        }
        //else
        //{
        //    dangerPre.enabled = false;
        //}
    }

  
}

 这个是挂在脚下危险提示的脚本,因为他移动了看到了危险就不动了,所以我要取消掉这个危险图标的提示,对的,乖乖站着不要动

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Danger : MonoBehaviour
{
    Image DangerImage;
    private IEnumerator Start()
    {
        DangerImage = GetComponent<Image>();
        while (true)
        {
            bool b = DangerImage.enabled;
            yield return new WaitForSeconds(2.5f);
            if(DangerImage.enabled && b)
            {
                DangerImage.enabled = false;
            }
        }
    }
}

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