最强钓手

This commit is contained in:
杨号敬 2025-01-07 15:19:45 +08:00
parent b63fd2fe04
commit 530a1066b6
5 changed files with 601 additions and 28 deletions

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View File

@ -13,8 +13,11 @@ public class SpriteAniation : MonoBehaviour
public Image image;
[Header("帧时间,单位毫秒默认100")]
public float Aintime=100f;
private int index=0;
public int index=0;
private void OnEnable()
{
index = 0;
}
// Start is called before the first frame update
void Start()
{

View File

@ -9,6 +9,7 @@ using Newtonsoft.Json;
using UnityEngine.UI;
using System.Net;
using System.Reflection;
using DG.Tweening;
public class WebJoinroom : MonoBehaviour
{
private ClientWebSocket _webSocket;
@ -28,6 +29,10 @@ public class WebJoinroom : MonoBehaviour
FishJoinroomData fishJoinroomData;
public GameObject[] yu;
public GameObject yup;
public GameObject daiji;
public GameObject shuaigan;
public GameObject shougou;
public Animator animator;
private async void Start()
{
TimeText.gameObject.transform.parent.gameObject.SetActive(false);
@ -42,15 +47,21 @@ public class WebJoinroom : MonoBehaviour
});
Fishing.onClick.AddListener(() =>
{
animator.enabled = true;
if (count >= 1)
{
fish(); // 递归调用
}
fish();
});
// 调用发送方法
await SendJsonMessage("{ \"code\": \"FISHING\", \"content\": \"{\\\"action\\\":\\\"INFO\\\"}\" }");
daiji.SetActive(false);
shuaigan.SetActive(true);
await Task.Delay(1800);
daiji.SetActive(true);
shuaigan.SetActive(false);
//await SendJsonMessage("{ \"code\": \"FISHING\", \"content\": \"{\\\"action\\\":\\\"FISHING\\\"}\" }");
//await SendJsonMessage("{\"code\": \"BALANCE\"}");
}
@ -119,10 +130,10 @@ public class WebJoinroom : MonoBehaviour
Debug.Log($"剩余数量: {fishResponse.data.surplus_count}");
intro_text.text = fishResponse.data.intro_text;
Debug.Log($"玩法介绍: {fishResponse.data.intro_text}");
Vector3 point1 = new Vector3(-500, 0, 150);
Vector3 point2 = new Vector3(500, 0, -300);
Vector3 point3 = new Vector3(500, 0, 150);
Vector3 point4 = new Vector3(-500, 0, -300);
Vector3 point1 = new Vector3(-500, 100, 500);
Vector3 point2 = new Vector3(500, 100, -300);
Vector3 point3 = new Vector3(500, -100, 500);
Vector3 point4 = new Vector3(-500, -100, -300);
// 计算矩形区域的最小值和最大值
float minX = Mathf.Min(point1.x, point2.x, point3.x, point4.x);
@ -172,7 +183,7 @@ public class WebJoinroom : MonoBehaviour
// 解析消息为 Fishresponse 对象
Fishingresponse fishResponse2 = JsonConvert.DeserializeObject<Fishingresponse>(message);
Promptmgr.Instance.PromptBubble(fishResponse2.message);
//Promptmgr.Instance.PromptBubble(fishResponse2.message);
// 检查是否成功反序列化
if (fishResponse2 != null && fishResponse2.data != null)
{
@ -185,7 +196,8 @@ public class WebJoinroom : MonoBehaviour
Debug.Log($"余额: {fishResponse2.data.prize.id}");
Debug.Log($"余额: {fishResponse2.data.prize.name}");
Debug.Log($"余额: {fishResponse2.data.prize.type}");
foreach(var item in fishJoinroomData.items)
fishmove(fishResponse2.data.prize.id);
foreach (var item in fishJoinroomData.items)
{
if(fishResponse2.data.prize.id==item.id)
{
@ -216,24 +228,55 @@ public class WebJoinroom : MonoBehaviour
}
public async void fish()
{
TimeText.gameObject.transform.parent.gameObject.SetActive(true); remainingTime = 5f;
Tourubtn.onClick.RemoveAllListeners();
// 隐藏待机和显示收购状态
daiji.SetActive(false);
shougou.SetActive(true);
TimeText.gameObject.transform.parent.gameObject.SetActive(true);
// 生成一个随机时间,假设在 1 到 5 秒之间
float randomDelay = UnityEngine.Random.Range(1f, 5f);
// 更新 Aintime每次递归时都重新计算
var spriteAniation = shougou.GetComponent<SpriteAniation>();
spriteAniation.Aintime = randomDelay * 1000 / spriteAniation.sprites.Count;
remainingTime = randomDelay;
// 延迟随机时间
await Task.Delay(TimeSpan.FromSeconds(randomDelay));
await Task.Delay(TimeSpan.FromSeconds(randomDelay)/2);
// 延迟结束后发送消息
await SendJsonMessage("{ \"code\": \"FISHING\", \"content\": \"{\\\"action\\\":\\\"FISHING\\\"}\" }");
TimeText.gameObject.transform.parent.gameObject.SetActive(false); remainingTime = 0f;
TimeText.gameObject.transform.parent.gameObject.SetActive(false);
remainingTime = 0f;
// 等待 3 秒后继续递归
await Task.Delay(5000);
Debug.Log("消息已发送");
if(count>=1)
// 如果 count >= 1则继续递归调用
if (count >= 1)
{
fish();
fish(); // 递归调用
}
else
{
Tourubtn.onClick.AddListener(async () =>
{
await SendJsonMessage(1);
});
animator.enabled = false;
animator.gameObject.transform.eulerAngles = Vector3.zero;
}
}
public async Task SendJsonMessage(int count)
{
if (_webSocket == null || _webSocket.State != WebSocketState.Open)
@ -316,7 +359,27 @@ public class WebJoinroom : MonoBehaviour
}
public void fishmove(int id)
{
float liftHeight = 300f; // 吊起的高度
float liftDuration = 2f; // 吊起动画的持续时间
float shakeStrength = 1f; // 摇动的强度
float shakeDuration = 0.3f; // 摇动持续时间
GameObject ob = Instantiate(yu[id]);
ob.transform.SetParent(transform, false);
ob.transform.localPosition = new Vector3(-45, 200, 0);
Vector3 initialPosition = transform.position;
ob.transform.DOMoveY(1800, liftDuration)
.SetEase(Ease.OutSine) // 使用缓动函数让鱼上升更加自然
.OnComplete(() =>
{
// 动画完成后,添加一点震动效果,模拟鱼的挣扎
transform.DOShakePosition(shakeDuration, shakeStrength, 10, 90, false, true)
.OnKill(() => Debug.Log("鱼被吊起的动画完成!"));
});
Destroy(ob,1.5f);
}

View File

@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class shougou : MonoBehaviour
{
public SpriteAniation SpriteAniation;
public GameObject daiji;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if(SpriteAniation.index>=24)
{
this.gameObject.SetActive(false);
daiji.gameObject.SetActive(true);
SpriteAniation.index = 0;
}
}
}

View File

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