This commit is contained in:
liuliang 2025-01-06 11:46:27 +08:00
commit 6eb7d4b28b
9 changed files with 251 additions and 2 deletions

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@ -841,7 +841,7 @@ Transform:
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@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class mengyaoInfo
{
public string id;
public Sprite imge;
public Sprite cardimge;
public GameObject prefab;
}
public class MY_Infos : MonoBehaviour
{
public List<mengyaoInfo> mengyaoItems=new List<mengyaoInfo>();
public MY_Infos instane;
void Awake()
{
instane = this;
}
}

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class monster
{
public string id;
public GameObject prefab;
}
public class Monster_Infos : MonoBehaviour
{
public List<monster> monsters = new List<monster>();
public Monster_Infos instance;
void Awake()
{
instance = this;
}
}

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@ -0,0 +1,98 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class SpawnMonster : Base
{
public static SpawnMonster intance;
private void Awake()
{
intance = this;
}
void Start()
{
Base.GlobalObj.GetComponent<gameGlobal>().OnGamePlay += this.StartSpawning;
}
/*public void UpdateNodeList()
{
// 获取所有带有 SortingGroup 组件的敌人对象
List<GameObject> gameObjectsList = new List<GameObject>();
foreach (GameObject go in Enemys)
{
// 获取该物体上的 SortingGroup 组件
if (go != null)
{
SortingGroup sortingGroup = go.GetComponent<SortingGroup>();
if (sortingGroup != null && go.activeSelf)
{
// 添加到列表中
gameObjectsList.Add(go);
}
}
}
// 按照 y 轴排序
gameObjectsList.Sort((a, b) => a.transform.position.y.CompareTo(b.transform.position.y));
// 设置 SortingGroup 和子 Canvas 的 sortingOrder
for (int i = 0; i < gameObjectsList.Count; i++)
{
SortingGroup sortingGroup = gameObjectsList[i].GetComponent<SortingGroup>();
if (sortingGroup != null)
{
// 计算排序顺序
int order = gameObjectsList.Count - i + 2;
sortingGroup.sortingOrder = order;
// 获取子 Canvas 并设置其 sortingOrder
Canvas canvas = gameObjectsList[i].GetComponentInChildren<Canvas>();
if (canvas != null)
{
canvas.sortingOrder = order;
}
}
}
}*/
void Update()
{
}
public void StartSpawning()
{
}
void GenerateEnemy()
{
}
private void OnDisable()
{
Base.GlobalObj.GetComponent<gameGlobal>().OnGamePlay -= this.StartSpawning;
}
}

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@ -34,6 +34,7 @@ public class ObJPool<T>
}
}
public class SpawnPool : Base
{
public static SpawnPool intance;

View File

@ -30,6 +30,11 @@ public class Islandpanel : MonoBehaviour
introtext.text = response.Data.intro_text;
InvesttotalText.text = response.Data.invest_total.ToString();
remainingTime = response.Data.countdown;
if(response.Data.island_id==0)
{
Dao.gameObject.SetActive(false);
islandname.gameObject.SetActive(false);
}
islandname.text = response.Data.island_name;
UpdateCountdownText(remainingTime);
Dao.sprite = dao[response.Data.island_id];