This commit is contained in:
舒荣森 2024-10-31 02:56:21 +08:00
commit 6e64f4d87e
14 changed files with 393 additions and 18 deletions

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@ -111,6 +111,9 @@ public class input_box_pop_up_window : MonoBehaviour
else if (boxType.Type == 5)
{
prefab = Resources.Load<GameObject>("preform/gui/item_button_1");
}else if (boxType.Type == 6)
{
prefab = Resources.Load<GameObject>("preform/gui/Swap_items_number");
}
GameObject ranking_list_item = Instantiate(prefab, Vector3.zero, Quaternion.identity);

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@ -0,0 +1,72 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InitInfo : MonoBehaviour
{
// Start is called before the first frame update
private async void Start()
{
string response = await web.SendRequest("http://47.109.133.52/Item/GetList", "POST");
Debug.Log(response);
}
// Update is called once per frame
void Update()
{
}
}
/// <summary>
/// 获取所有商品数据
/// </summary>
public class LevelUpNeedItem
{
public int Num;
public int Count;
}
public class LevelUpNeedThing
{
public int Gold;
public List<LevelUpNeedItem> Items;
}
public class Character
{
public int Num; // 角色编号
public string Name; // 角色名称
public float Hp; // 生命值
public float HpUpMul; // 生命值成长倍率
public float Attack; // 攻击力
public float AttackUpMul; // 攻击力成长倍率
public float Defense; // 防御力
public float DefenseUpMul; // 防御力成长倍率
public float AttackSpeed; // 攻击速度
public float AttackSpeedUpMul; // 攻击速度成长倍率
public float Move; // 移动速度
public float MoveUpMul; // 移动速度成长倍率
public List<int> Skill; // 技能ID列表
public int Attribute; // 角色属性
public string LevelUpNeedThingsJson; // 升级所需物品的JSON字符串
public string Expand; // 扩展字段(用于未来扩展或附加数据)
public int Type; // 角色类型
public int Rarity; // 角色稀有度
public string WeaponBulletEffectPath; // 武器子弹效果路径
public string WeaponBulletHitEffectPath; // 武器子弹命中效果路径
public int UltimateSkill; // 终极技能ID
public int Access; // 获取途径或可用性
public List<string> SellDate; // 售卖日期列表(如果适用)
}
public class CharacterListResponse
{
public List<Character> List;
public int ErrorCode;
public string ErrorMessage;
}

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@ -0,0 +1,11 @@
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@ -26,10 +26,12 @@ public class Item
public List<float> ReferrerBouns;
public string CreateDateTime;
}
public class JinShaBuy : MonoBehaviour
public class JinShaBuy : mount
{
public int number=1;
// Start is called before the first frame update
void Start()
{
@ -41,4 +43,38 @@ public class JinShaBuy : MonoBehaviour
{
}
public void Show_buy()//注册界面
{
List<BoxType> boxTypes = new List<BoxType>();
boxTypes.Add(new BoxType { Name = "account_number", textName = " 数量", prompt = "请输入购买数量", Type = 6, is_required = true });
boxTypes.Add(new BoxType { Name = "submit", textName = " 取消购买 ", Type = 2 });
GameObject gameObject = add_pop_up(true);//生成弹窗母体
List<GameObject> gameObjects = gameObject.GetComponent<input_box_pop_up_window>().updateUI(boxTypes, "购买");//测试输入框回调处理
gameObjects[1].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
{
if (type == 0)
{
gameObject.GetComponent<input_box_pop_up_window>().destroy();
}
else if (type == 1)
{
string response = await web.SendRequest("http://47.109.133.52/MinerElf/GetList", "POST");
Debug.Log(response);
Debug.Log(boxTypes[1].content);
//number = int.Parse(boxTypes[0].content);
}
});
}
}

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@ -8,6 +8,7 @@ public class jinsha : mount
public delegate void OnClikeWT(int type,int num);
public event OnClikeWT OnType;//点击事件
public JinShaBuy go;
private void Awake()
{
intance = this;
@ -59,7 +60,8 @@ public class jinsha : mount
{
if (type == 1)
{
OnType?.Invoke(0, 1);
Debug.LogError("弹窗界面但是有bug");
go.Show_buy();
}
});
gameObjects[2].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消

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@ -37,16 +37,10 @@ public class room : mount
}
ChangeTextPro();
}
private void OnEnable()
{
if (toolsNumber_text == null) return;
jinsha.intance.OnType += addman;
jinsha.intance.OnType += addtools;
}
private void OnDisable()

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@ -64,13 +64,14 @@ public class landContorl : MonoBehaviour
HightLight.SetActive(false);
if (!isGoldLand) return;
shopman.instance.OnType += addman;
}
private void OnDisable()
{
if (!isGoldLand) return;
shopman.instance.OnType -= addman;
}
@ -108,7 +109,7 @@ public class landContorl : MonoBehaviour
if (!isbuy)
{
Promptmgr.Instance.PromptBubble("还没有船", Color.black, Color.red);
Promptmgr.Instance.PromptBubble("还没有船", Color.black, Color.red);
return;
}
@ -126,6 +127,10 @@ public class landContorl : MonoBehaviour
PlayerManager.Instance.SetMoney(MoneyType.Stones, -FishPrice);
}
//调用协议方法
Agreement();
fishMan = GameObject.Instantiate(fishManPrefab);
//fishMan.transform.SetParent(startPos);
fishMan.transform.position = startPos.position;
@ -283,8 +288,6 @@ public class landContorl : MonoBehaviour
fishMan.GetComponent<shipcontorl>().ChangeLookat(180f); // 朝向左边
}
}
void AddGold()
{
Debug.LogError("返航完成,开始:真·摸-鱼,加钱");
@ -292,4 +295,11 @@ public class landContorl : MonoBehaviour
goldNumerTextPro.text = goldnumer.ToString();
fishMan.GetComponent<shipcontorl>().SetState(ShipState.draw);
}
public async void Agreement()
{
string response_2 = await web.SendRequest("http://47.109.133.52/FisherElfActive/GetListOfGold", "POST");
Debug.Log(response_2);
Debug.Log("调用协议");
}
}

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@ -18,6 +18,7 @@ public class shopman :mount
//关闭摄像头逻辑
Cinemachine_2dCon.SetCameraContorl(false);
Debug.LogError("禁用生成船只逻辑");
List<BoxType> boxTypes = new List<BoxType>();

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@ -8,7 +8,7 @@ public class loading : MonoBehaviour
void Start()
{
mount.mountitem.login_screen();
// mount.mountitem.login_screen();
}
// Update is called once per frame