Merge branch 'main' of http://shu.sheziwanglo.cn:3000/shurongsen/Cute_demon_attacks
This commit is contained in:
commit
78e3511841
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File diff suppressed because it is too large
Load Diff
@ -92,7 +92,7 @@ public class SkillUp : Fun
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private void Awake()
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{
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description = "更新后的萌耀,:使用方法xxxxxxxx";
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//description = "更新后的萌耀,:使用方法xxxxxxxx";
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}
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public void Up(string mengyao_id,string skill_id,string level)
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@ -136,36 +136,39 @@ public class SkillUp : Fun
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{
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foreach (string SkillId in info.SkillList)
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{
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if (SkillId == "skill_0")
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{
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// 创建一个眩晕 Buff(持续1秒,20%概率)
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Action<Role> decelerationBuff = CreateDecelerationBuff(1f, 0.2f);
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// 将 Buff 添加到玩家的 storageBuff 列表中
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role.AddBuff(role.storageBuff, decelerationBuff);
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//Debug.LogError("使用技能1-3");
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}
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if (SkillId == "skill_1")
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{
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NumberOfBullets += 2;
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DamageUp += -0.5f;
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}
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if (SkillId == "skill_2")
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{
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// 将 Buff 添加到玩家的 storageBuff 列表中
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role.AddBuff(role.storageBuff, decelerationBuff);
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}
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if (SkillId == "skill_3")
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{
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}
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useskill(SkillId);
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}
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}
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}
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public virtual void useskill(string str)
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{
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if (str == "skill_0")
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{
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// 创建一个眩晕 Buff(持续1秒,20%概率)
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Action<Role> decelerationBuff = CreateDecelerationBuff(1f, 0.2f);
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// 将 Buff 添加到玩家的 storageBuff 列表中
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role.AddBuff(role.storageBuff, decelerationBuff);
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//Debug.LogError("使用技能1-3");
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}
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if (str == "skill_1")
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{
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NumberOfBullets += 2;
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DamageUp += -0.5f;
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}
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if (str == "skill_2")
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{
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Action<Role> decelerationBuff = CreateSlowDownBuff(0.2f, 3f);
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// 将 Buff 添加到玩家的 storageBuff 列表中
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role.AddBuff(role.storageBuff, decelerationBuff);
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}
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}
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/// <summary>
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/// 使用技能
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/// </summary>
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|
@ -42,4 +42,6 @@ public class SkillLevelData
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public float DamageOfBig = 0f;//对大型敌人加成
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public float DamageOfMin = 0f;//对小型型敌人加成
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public float DamageOfSlow = 0f;//对减速敌人加成
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}
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@ -0,0 +1,94 @@
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using System.Collections;
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using UnityEngine;
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using DG.Tweening;
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using System.Threading.Tasks;
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public class PhotoMovement : MonoBehaviour
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{
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// 存储路径点的位置和旋转角度
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[System.Serializable]
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public class PathPoint
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{
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public Vector3 position; // 路径点的位置
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public Vector3 rotation; // 路径点的旋转角度(欧拉角)
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}
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public GameObject image;
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public PathPoint[] pathPoints; // 路径点数组
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public float moveDuration = 1f; // 每次移动的持续时间
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public int currentPathIndex = 0; // 当前路径点的索引
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public GameObject daiji;
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public GameObject shuaigan;
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public GameObject shougan;
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public bool type=false;
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private void Start()
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{
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image.gameObject.SetActive(false);
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}
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public void changetype()
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{
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while(type)
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{
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To1();
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}
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}
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public async void To1()
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{
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shuaigan.gameObject.SetActive(true);
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var time=shuaigan.GetComponent<SpriteAniation>().sprites.Count * shuaigan.GetComponent<SpriteAniation>().Aintime;
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await Task.Delay((int)time);
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daiji.gameObject.SetActive(true);
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shuaigan.gameObject.SetActive(false);
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await Task.Delay(1000);
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daiji.gameObject.SetActive(false);
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shougan.gameObject.SetActive(true);
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var time1 = shougan.GetComponent<SpriteAniation>().sprites.Count * shougan.GetComponent<SpriteAniation>().Aintime;
|
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StartCoroutine(MoveAlongPath());
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currentPathIndex = 0;
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image.gameObject.SetActive(true);
|
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await Task.Delay((int)time1);
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Del1();
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}
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public void Del1()
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{
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image.gameObject.SetActive(false);
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shuaigan.gameObject.SetActive(false);
|
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daiji.gameObject.SetActive(false) ;
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shougan.gameObject .SetActive(false) ;
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currentPathIndex = 0;
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}
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public async void To2()
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{
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shuaigan.gameObject.SetActive(true);
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var time = shuaigan.GetComponent<SpriteAniation>().sprites.Count * shuaigan.GetComponent<SpriteAniation>().Aintime;
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await Task.Delay((int)time);
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daiji.gameObject.SetActive(true);
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shuaigan.gameObject.SetActive(false);
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}
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private IEnumerator MoveAlongPath()
|
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{
|
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// 持续沿着路径点移动
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while (currentPathIndex < pathPoints.Length)
|
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{
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PathPoint currentPoint = pathPoints[currentPathIndex];
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// 移动到当前路径点的位置,并旋转到对应的角度
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yield return image.transform.DOLocalMove(currentPoint.position, moveDuration)
|
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.OnStart(() => image.transform.DOLocalRotate(currentPoint.rotation, moveDuration))
|
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.WaitForCompletion(); // 等待移动和旋转完成
|
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|
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// 移动到下一个路径点
|
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currentPathIndex++;
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}
|
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image.gameObject.SetActive(false);
|
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shougan.gameObject.SetActive(false);
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}
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public void change()
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{
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StartCoroutine(MoveAlongPath());
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currentPathIndex = 0;
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image.gameObject.SetActive(true);
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}
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}
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@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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@ -21,19 +21,61 @@ public class WebFishingPK : MonoBehaviour
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float remainingTime = 0f;
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public Text TimeText;
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||||
private float interval = 1f; // 每秒调用一次
|
||||
/// <summary>
|
||||
/// 文本描述
|
||||
/// </summary>、
|
||||
public Text introtext;
|
||||
/// <summary>
|
||||
/// 左右金币
|
||||
/// </summary>
|
||||
public Text lefttext;
|
||||
public Text righttext;
|
||||
public Button TouruBtn;
|
||||
public Button selleftbtn;
|
||||
public Button selrightbtn;
|
||||
public Dropdown Dropdown;
|
||||
int pos = 0;
|
||||
private UnityEngine.Color normalColor = UnityEngine.Color.white; // 默认颜色
|
||||
private UnityEngine.Color selectedColor = UnityEngine.Color.blue; // 选中时的颜色
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 钓鱼
|
||||
/// </summary>
|
||||
///
|
||||
public PhotoMovement photoMovement;
|
||||
private async void Start()
|
||||
{
|
||||
TimeText.gameObject.SetActive(false);
|
||||
Debug.Log(PlayerPrefs.GetString("UserToken"));
|
||||
AuthorizationValue = PlayerPrefs.GetString("UserToken");
|
||||
await ConnectWebSocket();
|
||||
selleftbtn.onClick.AddListener(() =>
|
||||
{
|
||||
pos = 1;
|
||||
ChangeButtonColor(selleftbtn, selectedColor);
|
||||
ChangeButtonColor(selrightbtn, normalColor); // 恢复右侧按钮颜色
|
||||
});
|
||||
|
||||
|
||||
// 为右侧按钮添加点击监听器
|
||||
selrightbtn.onClick.AddListener(() =>
|
||||
{
|
||||
pos = 2;
|
||||
ChangeButtonColor(selrightbtn, selectedColor);
|
||||
ChangeButtonColor(selleftbtn, normalColor); // 恢复左侧按钮颜色
|
||||
});
|
||||
// 调用发送方法
|
||||
await SendJsonMessage("{ \"code\": \"FISHING_PK\", \"content\": \"{\\\"action\\\":\\\"INFO\\\"}\" }");
|
||||
//await SendJsonMessage(30, 1);
|
||||
}
|
||||
TouruBtn.onClick.AddListener(async() =>
|
||||
{
|
||||
await SendJsonMessage(int.Parse(Dropdown.options[Dropdown.value].text), pos);
|
||||
});
|
||||
|
||||
}
|
||||
private void ChangeButtonColor(Button btn, UnityEngine.Color color)
|
||||
{
|
||||
btn.gameObject.GetComponent<Image>().color = color;
|
||||
}
|
||||
private async Task ConnectWebSocket()
|
||||
{
|
||||
_webSocket = new ClientWebSocket();
|
||||
@ -77,7 +119,7 @@ public class WebFishingPK : MonoBehaviour
|
||||
Debug.Log($"接收到消息:{message}");
|
||||
|
||||
var baseResponse = JsonConvert.DeserializeObject<BaseResponse>(message);
|
||||
Promptmgr.Instance.PromptBubble(baseResponse.message);
|
||||
//Promptmgr.Instance.PromptBubble(baseResponse.message);
|
||||
if (baseResponse != null)
|
||||
{
|
||||
switch (baseResponse.code)
|
||||
@ -91,12 +133,26 @@ public class WebFishingPK : MonoBehaviour
|
||||
{
|
||||
Debug.Log(fishResponse.data.balance);
|
||||
Debug.Log(fishResponse.data.intro_text);
|
||||
introtext.text = fishResponse.data.intro_text;
|
||||
Debug.Log(fishResponse.data.countdown);
|
||||
TimeText.gameObject.SetActive(true);
|
||||
remainingTime = (float)fishResponse.data.countdown;
|
||||
Debug.Log(fishResponse.data.countdown_type);
|
||||
if(fishResponse.data.countdown_type==0)
|
||||
{
|
||||
photoMovement.Del1();
|
||||
photoMovement.To1();
|
||||
}
|
||||
else
|
||||
{
|
||||
photoMovement.Del1();
|
||||
photoMovement.To2();
|
||||
|
||||
}
|
||||
Debug.Log(fishResponse.data.amount_left);
|
||||
lefttext.text= fishResponse.data.amount_left.ToString();
|
||||
Debug.Log(fishResponse.data.amount_right);
|
||||
righttext.text= fishResponse.data.amount_right.ToString();
|
||||
|
||||
}
|
||||
break;
|
||||
@ -127,8 +183,20 @@ public class WebFishingPK : MonoBehaviour
|
||||
Debug.Log(fishResponse2.data.countdown);
|
||||
remainingTime = (float)fishResponse2.data.countdown;
|
||||
Debug.Log(fishResponse2.data.countdown_type);
|
||||
if (fishResponse2.data.countdown_type == 0)
|
||||
{
|
||||
photoMovement.Del1();
|
||||
photoMovement.To1();
|
||||
}
|
||||
else
|
||||
{
|
||||
photoMovement.Del1();
|
||||
photoMovement.To2();
|
||||
}
|
||||
Debug.Log(fishResponse2.data.amount_left);
|
||||
Debug.Log(fishResponse2.data.amount_right);
|
||||
lefttext.text = fishResponse2.data.amount_left.ToString();
|
||||
righttext.text = fishResponse2.data.amount_right.ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -6,6 +6,8 @@ public class shougou : MonoBehaviour
|
||||
{
|
||||
public SpriteAniation SpriteAniation;
|
||||
public GameObject daiji;
|
||||
public int count;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -15,10 +17,11 @@ public class shougou : MonoBehaviour
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(SpriteAniation.index>=24)
|
||||
if(SpriteAniation.index>= count)
|
||||
{
|
||||
this.gameObject.SetActive(false);
|
||||
daiji.gameObject.SetActive(true);
|
||||
daiji.GetComponentInParent<PhotoMovement>().change();
|
||||
SpriteAniation.index = 0;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user