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// 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 expList = new List(); + 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; } + + } diff --git a/meng_yao/Assets/script/A_Fight/Skill_Spend.cs b/meng_yao/Assets/script/A_Fight/Skill_Spend.cs new file mode 100644 index 00000000..5868bd5b --- /dev/null +++ b/meng_yao/Assets/script/A_Fight/Skill_Spend.cs @@ -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(); + } + + + + + } +} diff --git a/meng_yao/Assets/script/A_Fight/Skill_Spend.cs.meta b/meng_yao/Assets/script/A_Fight/Skill_Spend.cs.meta new file mode 100644 index 00000000..291e26ab --- /dev/null +++ b/meng_yao/Assets/script/A_Fight/Skill_Spend.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9243005c09623e042b67b4e86319e365 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/meng_yao/Assets/script/A_Fight/SpawnPool.cs b/meng_yao/Assets/script/A_Fight/SpawnPool.cs index 7778be86..998bf4bd 100644 --- a/meng_yao/Assets/script/A_Fight/SpawnPool.cs +++ b/meng_yao/Assets/script/A_Fight/SpawnPool.cs @@ -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().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(); } } diff --git a/meng_yao/Assets/script/A_Fight/UIContorl.cs b/meng_yao/Assets/script/A_Fight/UIContorl.cs index 22c61843..e364290c 100644 --- a/meng_yao/Assets/script/A_Fight/UIContorl.cs +++ b/meng_yao/Assets/script/A_Fight/UIContorl.cs @@ -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().OnGamePlay += this.StartTimer; + Base.GlobalObj.GetComponent().OnGameVictory += this.GameVictory; } @@ -90,9 +109,9 @@ public class UIContorl : Base - public void GameVitor() + public void GameVictory() { - + Instantiate(VictoryPanel,this.transform); } public void GameOver() diff --git a/meng_yao/Assets/script/A_Fight/cardContorl.cs b/meng_yao/Assets/script/A_Fight/cardContorl.cs index a4be06eb..b379e515 100644 --- a/meng_yao/Assets/script/A_Fight/cardContorl.cs +++ b/meng_yao/Assets/script/A_Fight/cardContorl.cs @@ -82,15 +82,9 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD public void OnEndDrag(PointerEventData eventData) { if (mY.GetComponent().isInTrigger) - { - mY.transform.SetParent(mY.GetComponent().tower.transform); - mY.transform.localPosition = Vector3.zero; - - Destroy(mY.GetComponent()); - Destroy(mY.GetComponent()); - + { + mY.transform.position = mY.GetComponent().tower.transform.position; this.enabled = false; - cardBox.instance.ChangeInPlaceNumber(1); mask.SetActive(true); } diff --git a/meng_yao/Assets/script/A_Fight/enemy.cs b/meng_yao/Assets/script/A_Fight/enemy.cs index d3f9e5e2..8810cc25 100644 --- a/meng_yao/Assets/script/A_Fight/enemy.cs +++ b/meng_yao/Assets/script/A_Fight/enemy.cs @@ -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("进入范围检测"); + if (this.camp == Camp.Enemy && collision.tag == "House") + { + UIContorl.instance.Hp -= 1; + Destroy(this.gameObject); + } + } } diff --git a/meng_yao/Assets/script/A_Fight/gameGlobal.cs b/meng_yao/Assets/script/A_Fight/gameGlobal.cs index 56be18e4..44bfa506 100644 --- a/meng_yao/Assets/script/A_Fight/gameGlobal.cs +++ b/meng_yao/Assets/script/A_Fight/gameGlobal.cs @@ -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; /// @@ -61,4 +63,20 @@ public class gameGlobal : Base UnityEditor.EditorApplication.isPlaying = false; // 在编辑器中停止游戏 #endif } + + /// + /// GameVictory + /// + public static void GameVictory() + { + Base.GlobalObj.GetComponent().OnGameVictory?.Invoke(); + } + + /// + /// GameVictory + /// + public static void GameOver() + { + Base.GlobalObj.GetComponent().OnGameOver?.Invoke(); + } }