2.0
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||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!114 &1223582586
|
||||
MonoBehaviour:
|
||||
@ -8519,10 +8519,10 @@ RectTransform:
|
||||
m_Father: {fileID: 1647421479}
|
||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 0, y: 0}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 0, y: 0}
|
||||
m_AnchorMin: {x: 0, y: 1}
|
||||
m_AnchorMax: {x: 0, y: 1}
|
||||
m_AnchoredPosition: {x: 46, y: -18.5}
|
||||
m_SizeDelta: {x: 86, y: 33}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!114 &1676042402
|
||||
MonoBehaviour:
|
||||
|
45
meng_yao/Assets/script/A_Fight/Challeng_Evictory.cs
Normal file
45
meng_yao/Assets/script/A_Fight/Challeng_Evictory.cs
Normal file
@ -0,0 +1,45 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Challeng_Evictory : Base
|
||||
{
|
||||
public Button AwardBtn;
|
||||
public Button DmageBtn;
|
||||
|
||||
public GameObject AwaedObj;
|
||||
public GameObject DmageCountobj;
|
||||
|
||||
public Sprite gaoliangsprite;
|
||||
public Sprite anSprite;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
AwardBtn.onClick.AddListener(AwardClick);
|
||||
DmageBtn.onClick.AddListener(DmageClick);
|
||||
}
|
||||
|
||||
void AwardClick()
|
||||
{
|
||||
AwaedObj.gameObject.SetActive(true);
|
||||
DmageCountobj.gameObject.SetActive(false);
|
||||
AwardBtn.GetComponent<Image>().sprite = gaoliangsprite;
|
||||
DmageBtn.GetComponent<Image>().sprite = anSprite;
|
||||
}
|
||||
|
||||
void DmageClick()
|
||||
{
|
||||
AwaedObj.gameObject.SetActive(false);
|
||||
DmageCountobj.gameObject.SetActive(true);
|
||||
AwardBtn.GetComponent<Image>().sprite = anSprite;
|
||||
DmageBtn.GetComponent<Image>().sprite = gaoliangsprite;
|
||||
}
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
11
meng_yao/Assets/script/A_Fight/Challeng_Evictory.cs.meta
Normal file
11
meng_yao/Assets/script/A_Fight/Challeng_Evictory.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eb147040be14f5b4fbf5f4db05a4e65b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
11
meng_yao/Assets/script/A_Fight/CharacterClick.cs
Normal file
11
meng_yao/Assets/script/A_Fight/CharacterClick.cs
Normal file
@ -0,0 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CharacterClick : MonoBehaviour
|
||||
{
|
||||
private void OnMouseDown()
|
||||
{
|
||||
Debug.Log("µã»÷");
|
||||
}
|
||||
}
|
11
meng_yao/Assets/script/A_Fight/CharacterClick.cs.meta
Normal file
11
meng_yao/Assets/script/A_Fight/CharacterClick.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0429a615fb2d494b952183f92320d8f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,18 +1,62 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SkillBox : MonoBehaviour
|
||||
public class SkillBox : Base
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
|
||||
public static SkillBox instance;
|
||||
[Header("战魂(经验)")] public int expNumber;
|
||||
[Header("战魂(经验)")] public Text expNumberText;
|
||||
[Header("最大战魂(经验)")] public int maxExpNumber;
|
||||
[HideInInspector]
|
||||
public int ExpNumber
|
||||
{
|
||||
|
||||
get => expNumber;
|
||||
set
|
||||
{
|
||||
expNumber = value;
|
||||
}
|
||||
}
|
||||
[Header("战魂(经验)填充")] public GameObject ExpFileObj;
|
||||
private int ExpFileObjNumber=0;
|
||||
[Header("战魂(经验)填充父节点")] public GameObject ExpFilePrante;
|
||||
|
||||
public List<GameObject> expList = new List<GameObject>();
|
||||
private void Start()
|
||||
{
|
||||
if (instance != null) return;
|
||||
instance = this;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
public void UpdataExp(int number)
|
||||
{
|
||||
|
||||
|
||||
if (number > 0)
|
||||
{
|
||||
for (int i = 0; i < number; i++)
|
||||
{
|
||||
if (expList.Count < maxExpNumber)
|
||||
{
|
||||
GameObject obj = Instantiate(ExpFileObj, ExpFilePrante.transform);
|
||||
expList.Add(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(number < 0)
|
||||
{
|
||||
number *= -1;
|
||||
for (int i = 0; i < number; i++)
|
||||
{
|
||||
GameObject obj = expList[expList.Count - 1];
|
||||
expList.RemoveAt(expList.Count - 1);
|
||||
Destroy(obj.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
expNumberText.text = expList.Count+"/"+maxExpNumber;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
58
meng_yao/Assets/script/A_Fight/Skill_Spend.cs
Normal file
58
meng_yao/Assets/script/A_Fight/Skill_Spend.cs
Normal file
@ -0,0 +1,58 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System;
|
||||
public class Skill_Spend : MonoBehaviour
|
||||
{
|
||||
[Header("花费多少战魂的文本")]
|
||||
public Text SpendText;
|
||||
|
||||
[Header("战魂不足进行遮挡的musk")]
|
||||
public Image musk;
|
||||
|
||||
public Button UpgradeBtn;
|
||||
|
||||
public event Action OnItemsEnough;
|
||||
public event Action OnItemsAn;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
OnItemsEnough += SpendClick;
|
||||
OnItemsAn += SpendAnClick;
|
||||
|
||||
UpgradeBtn.onClick.AddListener(UpgradeClick);
|
||||
}
|
||||
|
||||
void UpgradeClick()
|
||||
{
|
||||
SkillBox.instance.UpdataExp(-int.Parse(SpendText.text));
|
||||
}
|
||||
|
||||
void SpendClick()
|
||||
{
|
||||
musk.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
void SpendAnClick()
|
||||
{
|
||||
musk.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (SkillBox.instance.expList.Count >= int.Parse(SpendText.text))
|
||||
{
|
||||
OnItemsEnough?.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
OnItemsAn?.Invoke();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
11
meng_yao/Assets/script/A_Fight/Skill_Spend.cs.meta
Normal file
11
meng_yao/Assets/script/A_Fight/Skill_Spend.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9243005c09623e042b67b4e86319e365
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -42,10 +42,7 @@ public class SpawnPool : Base
|
||||
public GameObject Prefab;
|
||||
|
||||
[Header("生成位置")]
|
||||
public Transform SpawnLocation;
|
||||
|
||||
[Header("生成父节点")]
|
||||
public Transform GenerateParentNode;
|
||||
public Transform SpawnLocation;
|
||||
|
||||
[Header("一波生成间隔")]
|
||||
public float GenerationInterval;
|
||||
@ -80,6 +77,8 @@ public class SpawnPool : Base
|
||||
|
||||
void Start()
|
||||
{
|
||||
//this.StartSpawning();
|
||||
|
||||
Base.GlobalObj.GetComponent<gameGlobal>().OnGamePlay += this.StartSpawning;
|
||||
}
|
||||
|
||||
@ -127,6 +126,10 @@ public class SpawnPool : Base
|
||||
|
||||
void StartSpawning()
|
||||
{
|
||||
if (GenerateQuantity>= GenerateQuantityMax)
|
||||
{
|
||||
GenerateQuantity = GenerateQuantityMax;
|
||||
}
|
||||
// 初始化状态,开始生成
|
||||
IsStartGet = true;
|
||||
waveGeneratedCount = 0;
|
||||
@ -149,7 +152,7 @@ public class SpawnPool : Base
|
||||
return;
|
||||
}
|
||||
|
||||
enemy = Instantiate(Prefab, SpawnLocation.position, Quaternion.identity, GenerateParentNode);
|
||||
enemy = Instantiate(Prefab);
|
||||
}
|
||||
|
||||
// 设置敌人的位置和其他属性
|
||||
@ -170,7 +173,7 @@ public class SpawnPool : Base
|
||||
deadNumber++;
|
||||
if (deadNumber>= GenerateQuantityMax)
|
||||
{
|
||||
Debug.Log("胜利");
|
||||
gameGlobal.GameVictory();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -7,8 +7,22 @@ public class UIContorl : Base
|
||||
{
|
||||
public static UIContorl instance;
|
||||
public Text BloodText;
|
||||
[Header("最大血量")]public int MaxHp;
|
||||
private int hp;
|
||||
public int Hp
|
||||
{
|
||||
get=>hp;
|
||||
set
|
||||
{
|
||||
hp = value;
|
||||
if (hp<=0)
|
||||
{
|
||||
gameGlobal.GameOver();
|
||||
}
|
||||
BloodText.text = hp.ToString();
|
||||
}
|
||||
}
|
||||
public Text KIllNumberText;
|
||||
|
||||
public int maxEnemynumber;
|
||||
private int killnumber;
|
||||
public int Killnumber
|
||||
@ -26,8 +40,9 @@ public class UIContorl : Base
|
||||
public Text Battle_Time;
|
||||
public Text Levels_number;
|
||||
public int Going_to_warNumber;
|
||||
|
||||
|
||||
[Header("胜利面板预制体")]
|
||||
public GameObject VictoryPanel;
|
||||
|
||||
private float timeElapsed = 0f; // 记录经过的时间
|
||||
private bool isTimerRunning = false; // 控制计时器是否运行
|
||||
@ -39,9 +54,13 @@ public class UIContorl : Base
|
||||
|
||||
//FightBtn.onClick.AddListener(FightClick);
|
||||
Battle_Time.text = "00:00";
|
||||
Hp = MaxHp;
|
||||
|
||||
|
||||
StopTimer();
|
||||
|
||||
Base.GlobalObj.GetComponent<gameGlobal>().OnGamePlay += this.StartTimer;
|
||||
Base.GlobalObj.GetComponent<gameGlobal>().OnGameVictory += this.GameVictory;
|
||||
}
|
||||
|
||||
|
||||
@ -90,9 +109,9 @@ public class UIContorl : Base
|
||||
|
||||
|
||||
|
||||
public void GameVitor()
|
||||
public void GameVictory()
|
||||
{
|
||||
|
||||
Instantiate(VictoryPanel,this.transform);
|
||||
}
|
||||
|
||||
public void GameOver()
|
||||
|
@ -82,15 +82,9 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
|
||||
public void OnEndDrag(PointerEventData eventData)
|
||||
{
|
||||
if (mY.GetComponent<cardPlace>().isInTrigger)
|
||||
{
|
||||
mY.transform.SetParent(mY.GetComponent<cardPlace>().tower.transform);
|
||||
mY.transform.localPosition = Vector3.zero;
|
||||
|
||||
Destroy(mY.GetComponent<BoxCollider2D>());
|
||||
Destroy(mY.GetComponent<cardPlace>());
|
||||
|
||||
{
|
||||
mY.transform.position = mY.GetComponent<cardPlace>().tower.transform.position;
|
||||
this.enabled = false;
|
||||
|
||||
cardBox.instance.ChangeInPlaceNumber(1);
|
||||
mask.SetActive(true);
|
||||
}
|
||||
|
@ -29,10 +29,10 @@ public class enemy : Role
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
|
||||
|
||||
// 将当前敌人对象放入死亡池
|
||||
if (SpawnPool.intance != null)
|
||||
{
|
||||
{
|
||||
SkillBox.instance.UpdataExp(3);
|
||||
SpawnPool.intance.ReturnEnemyToPool(this.gameObject); // 回收当前敌人到池中
|
||||
ResetAllStatus();
|
||||
}
|
||||
@ -85,4 +85,17 @@ public class enemy : Role
|
||||
|
||||
// 如果有其他需要重置的状态,可以在这里添加
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
Debug.Log("½øÈ뷶Χ¼ì²â");
|
||||
if (this.camp == Camp.Enemy && collision.tag == "House")
|
||||
{
|
||||
UIContorl.instance.Hp -= 1;
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -8,6 +8,8 @@ public class gameGlobal : Base
|
||||
public event GameItem OnGameInit;
|
||||
public event GameItem OnGameStart;
|
||||
public event GameItem OnGamePlay;
|
||||
public event GameItem OnGameVictory;
|
||||
public event GameItem OnGameOver;
|
||||
|
||||
|
||||
/// <summary>
|
||||
@ -61,4 +63,20 @@ public class gameGlobal : Base
|
||||
UnityEditor.EditorApplication.isPlaying = false; // 在编辑器中停止游戏
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// GameVictory
|
||||
/// </summary>
|
||||
public static void GameVictory()
|
||||
{
|
||||
Base.GlobalObj.GetComponent<gameGlobal>().OnGameVictory?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// GameVictory
|
||||
/// </summary>
|
||||
public static void GameOver()
|
||||
{
|
||||
Base.GlobalObj.GetComponent<gameGlobal>().OnGameOver?.Invoke();
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user