add_fish
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m_Pivot: {x: 0.5, y: 0.5}
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@ -341,11 +341,13 @@ public class landContorl_jinsha : MonoBehaviour
|
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{
|
||||
if (startpos.x > endpos.x)
|
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{
|
||||
Debug.Log("³¯ÏòÓÒ±ß");
|
||||
fishMan.GetComponent<shipcontorl>().ChangeLookat(0f); // ³¯ÏòÓÒ±ß
|
||||
}
|
||||
else
|
||||
{
|
||||
fishMan.GetComponent<shipcontorl>().ChangeLookat(180f); // ³¯Ïò×ó±ß
|
||||
Debug.Log("³¯ÏòÓÒ±ß");
|
||||
fishMan.GetComponent<shipcontorl>().ChangeLookat(180f); // ³¯Ïò×ó±ß
|
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}
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}
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|
8
meng_yao/Assets/script/scene_jishadao.meta
Normal file
8
meng_yao/Assets/script/scene_jishadao.meta
Normal file
@ -0,0 +1,8 @@
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88
meng_yao/Assets/script/scene_jishadao/jishadao_buy.cs
Normal file
88
meng_yao/Assets/script/scene_jishadao/jishadao_buy.cs
Normal file
@ -0,0 +1,88 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class jishadao_buy :mount
|
||||
{
|
||||
public static jishadao_buy instance;
|
||||
public delegate void OnClikeWT(int type, int num);
|
||||
public event OnClikeWT OnType;//点击事件
|
||||
|
||||
public List<Sprite> iconS;
|
||||
|
||||
public List<GameObject> lands = new List<GameObject>();
|
||||
|
||||
public bool Generate1 = false;
|
||||
public bool Generate2 = false;
|
||||
public bool Generate3 = false;
|
||||
public override void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
public async void buy_ship()
|
||||
{
|
||||
// Cinemachine_2dCon.SetCameraContorl(false);
|
||||
//Debug.LogError("禁用生成船只逻辑");
|
||||
jishadao_contorl.canClick = false;
|
||||
List<BoxType> boxTypes = new List<BoxType>();
|
||||
int index = 1;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
boxTypes.Add(new BoxType { Name = index.ToString() + "文本", prompt = "第" + ArabicToChineseNumberConverter.ConvertToChineseNumbers(index.ToString()) + "层", Type = 4, is_required = true });
|
||||
boxTypes.Add(new BoxType { Name = "捕鱼" + index.ToString(), prompt = "捕鱼" + 1, Type = 3, goldNumerobj = (200 * index).ToString(), icon = iconS[index - 1] });
|
||||
index++;
|
||||
}
|
||||
|
||||
GameObject gameObject = add_pop_up();
|
||||
gameObject.GetComponent<input_box_pop_up_window>().minHeight = 800;//设置最低高度
|
||||
gameObject.GetComponent<input_box_pop_up_window>().setScrollMode(1);//设置滚动模式为滚动
|
||||
//gameObject.GetComponent<input_box_pop_up_window>().setScrollMode(0);//设置滚动模式为自动填充
|
||||
List<GameObject> gameObjects = gameObject.GetComponent<input_box_pop_up_window>().updateUI(boxTypes, "购买人才");//测试输入框回调处理
|
||||
|
||||
gameObject.GetComponent<input_box_pop_up_window>().OnEnd += () =>
|
||||
{
|
||||
//关闭摄像头逻辑
|
||||
// Cinemachine_2dCon.SetCameraContorl(true);
|
||||
jishadao_contorl.canClick = true;
|
||||
};
|
||||
|
||||
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 == 1)
|
||||
{
|
||||
if (!Generate1 && (PlayerManager.Instance.Coins - 200) > 0)
|
||||
{
|
||||
lands[0].GetComponent<jishadao_contorl>().OnClick();
|
||||
PlayerManager.Instance.SetMoney(MoneyType.Coins, -200);
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
gameObjects[3].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 1)
|
||||
{
|
||||
if (!Generate1 && (PlayerManager.Instance.Coins - 400) > 0)
|
||||
{
|
||||
lands[1].GetComponent<jishadao_contorl>().OnClick();
|
||||
PlayerManager.Instance.SetMoney(MoneyType.Coins, -400);
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
gameObjects[5].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 1)
|
||||
{
|
||||
if (!Generate1 && (PlayerManager.Instance.Coins - 600) > 0)
|
||||
{
|
||||
lands[2].GetComponent<jishadao_contorl>().OnClick();
|
||||
PlayerManager.Instance.SetMoney(MoneyType.Coins, -600);
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
}
|
||||
}
|
11
meng_yao/Assets/script/scene_jishadao/jishadao_buy.cs.meta
Normal file
11
meng_yao/Assets/script/scene_jishadao/jishadao_buy.cs.meta
Normal file
@ -0,0 +1,11 @@
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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385
meng_yao/Assets/script/scene_jishadao/jishadao_contorl.cs
Normal file
385
meng_yao/Assets/script/scene_jishadao/jishadao_contorl.cs
Normal file
@ -0,0 +1,385 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
using TMPro;
|
||||
|
||||
public class jishadao_contorl : MonoBehaviour
|
||||
{
|
||||
[Header("渔船的预制体")]
|
||||
public GameObject fishManPrefab;
|
||||
[Header("购买的渔船数据")]
|
||||
public List<VoucherItem> listItem = new List<VoucherItem>();
|
||||
private GameObject fishMan;//生成的渔船
|
||||
private shipcontorl fishManShipContorl;//渔船的控制器
|
||||
|
||||
[Header("渔船生成点")]
|
||||
public Transform startPos;
|
||||
[Header("渔船终点")]
|
||||
public Transform endPos;
|
||||
|
||||
[Header("岛屿类型编号")]
|
||||
public int type;
|
||||
|
||||
|
||||
|
||||
public float ActivateValue = 0;
|
||||
public int Num = 0;
|
||||
public int Type = 0;
|
||||
|
||||
[Header("渔船航行路径点集合")]
|
||||
public List<Path> paths;
|
||||
//航行时间
|
||||
[Header("航行时间")]
|
||||
public float pathsNeedTimer = 30f;
|
||||
//捕鱼时间
|
||||
[Header("捕鱼时间")]
|
||||
public float fishingNeedTimer = 30f;
|
||||
//休息时间
|
||||
[Header("休息时间")]
|
||||
public float restTimer = 5f;
|
||||
|
||||
|
||||
[Header("显示金币数量")]
|
||||
public Text goldNumerTextPro;
|
||||
[Header("显示船只数量")]
|
||||
public Text shipNumberTextPro;
|
||||
|
||||
|
||||
[Header("点击的高亮图层")]
|
||||
public GameObject HightLight;//高亮图层
|
||||
|
||||
[Header("点击按钮出现的动画")]
|
||||
public Transform OnBtnAni;
|
||||
|
||||
public float FishPrice;
|
||||
|
||||
public GameObject map;
|
||||
|
||||
|
||||
public static bool canClick = true;
|
||||
|
||||
public List<string> ids = new List<string>();
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Awake()
|
||||
{
|
||||
listItem = new List<VoucherItem>();
|
||||
UpdateShipNumberTextPro(listItem.Count.ToString());
|
||||
}
|
||||
private void Start()
|
||||
{
|
||||
FishPrice = 10;
|
||||
|
||||
|
||||
HightLight.SetActive(false);
|
||||
|
||||
shopman.instance.OnType += addman;
|
||||
|
||||
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
goldNumerTextPro.text = ActivateValue.ToString();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// if (!isGoldLand) return;
|
||||
shopman.instance.OnType -= addman;
|
||||
}
|
||||
|
||||
async void addman(int type, int number)
|
||||
{
|
||||
if (type == this.type)
|
||||
{
|
||||
GenerateForFisherElf generateForFisherElf = new GenerateForFisherElf(); // 购买渔夫
|
||||
generateForFisherElf.Num = Num;
|
||||
generateForFisherElf.Count = 1;
|
||||
string userponse = await web.SendRequest(web.URL + "/Voucher/GenerateForFisherElf", "POST", JsonUtility.ToJson(generateForFisherElf));
|
||||
ids itemList = JsonUtility.FromJson<ids>(userponse);
|
||||
Debug.Log(itemList.Ids[0]);
|
||||
if (itemList.ErrorCode == 0) // 如果购买成功
|
||||
{
|
||||
Promptmgr.Instance.PromptBubble("购买成功", Color.black, Color.blue);
|
||||
|
||||
/* foreach (string item in itemList.Ids)
|
||||
{
|
||||
Use use = new Use(); // 使用渔夫
|
||||
use.Id = item;
|
||||
string rect = await web.SendRequest(web.URL + "/Voucher/Use", "POST", JsonUtility.ToJson(use));
|
||||
Res res = JsonUtility.FromJson<ids>(userponse);
|
||||
if (res.ErrorCode == 0)
|
||||
{
|
||||
|
||||
Promptmgr.Instance.PromptBubble("购买成功", Color.black, Color.blue);
|
||||
//增加船只数量
|
||||
//ChangeShipNumber(1);
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Promptmgr.Instance.PromptBubble(res.ErrorMessage, Color.black, Color.red);
|
||||
}
|
||||
}*/
|
||||
|
||||
}
|
||||
else// 如果购买失败
|
||||
{
|
||||
Res res = JsonUtility.FromJson<ids>(userponse);
|
||||
Promptmgr.Instance.PromptBubble(res.ErrorMessage, Color.black, Color.red);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void OnTouch()
|
||||
{
|
||||
//OnClick();
|
||||
}
|
||||
|
||||
public void OnClick()
|
||||
{
|
||||
|
||||
Debug.Log("进入生成点击事件");
|
||||
/*if (!canClick)
|
||||
{
|
||||
return;
|
||||
}*/
|
||||
|
||||
|
||||
if (fishMan != null)
|
||||
{
|
||||
Promptmgr.Instance.PromptBubble("已经有船了", Color.black, Color.red);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log("进入买船");
|
||||
|
||||
|
||||
ScaleAni(OnBtnAni);
|
||||
add_fish();
|
||||
|
||||
}
|
||||
public void add_fish(string timerStr = null)//生成船只
|
||||
{
|
||||
|
||||
if (fishMan != null)
|
||||
{
|
||||
fishManShipContorl.UpShowTimer(timerStr);
|
||||
return;
|
||||
}
|
||||
|
||||
if (timerStr != null)
|
||||
{
|
||||
fishMan = GameObject.Instantiate(fishManPrefab, this.transform);
|
||||
fishMan.transform.position = endPos.position;
|
||||
fishManShipContorl = fishMan.GetComponent<shipcontorl>();
|
||||
|
||||
fishManShipContorl.UpShowTimer(timerStr);
|
||||
StartCoroutine(Fishing());
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// UseShip();
|
||||
|
||||
fishMan = GameObject.Instantiate(fishManPrefab, this.transform);
|
||||
fishMan.transform.position = startPos.position;
|
||||
fishManShipContorl = fishMan.GetComponent<shipcontorl>();
|
||||
|
||||
|
||||
MoveToFishingPos();
|
||||
}
|
||||
void MoveToFishingPos()
|
||||
{
|
||||
|
||||
// 随机选择一条路径
|
||||
Path selectedPath = paths[Random.Range(0, paths.Count)];
|
||||
// 移动到捕鱼点
|
||||
StartCoroutine(MoveToFishingPoint(fishMan, selectedPath.pathPoints));
|
||||
}
|
||||
|
||||
public void ScaleAni(Transform transform)
|
||||
{
|
||||
HightLight.SetActive(true);
|
||||
transform.DOScale(1.1f, 0.2f)
|
||||
.SetEase(Ease.InOutSine)
|
||||
.OnComplete(() => {
|
||||
transform.DOScale(1f, 0.2f).SetEase(Ease.InOutSine);
|
||||
HightLight.SetActive(false);
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
IEnumerator MoveToFishingPoint(GameObject man, List<Transform> path)
|
||||
{
|
||||
// 将路径点转换为 Vector3 数组
|
||||
Vector3[] pathPoints = new Vector3[path.Count];
|
||||
for (int i = 0; i < path.Count; i++)
|
||||
{
|
||||
pathPoints[i] = path[i].position;
|
||||
}
|
||||
|
||||
|
||||
ChangeShipLook(pathPoints[0], pathPoints[path.Count - 1]);
|
||||
|
||||
// 创建一个摆动效果的 Tween
|
||||
//注意 ,摆动动的是船,移动移动是根节点
|
||||
var swayTween = fishManShipContorl.Man.transform.DOLocalRotate(new Vector3(0, 0, 10), 1f, RotateMode.LocalAxisAdd) // 每次摆动角度
|
||||
.SetEase(Ease.InOutSine)
|
||||
.SetLoops(-1, LoopType.Yoyo); // 无限往复
|
||||
|
||||
man.GetComponent<shipcontorl>().SetState(ShipState.move);
|
||||
|
||||
// 使用 DOPath 沿着路径移动到捕鱼点,并禁用旋转变化
|
||||
yield return man.transform.DOPath(pathPoints, pathsNeedTimer, PathType.CatmullRom)
|
||||
.SetOptions(false) // 禁用旋转
|
||||
.SetEase(Ease.InOutSine)
|
||||
.WaitForCompletion();
|
||||
|
||||
// 停止摆动效果
|
||||
swayTween.Kill();
|
||||
|
||||
StartCoroutine(Fishing());
|
||||
|
||||
}
|
||||
|
||||
IEnumerator Fishing()
|
||||
{
|
||||
// 创建一个摆动效果的 Tween
|
||||
//注意 ,摆动动的是船,移动移动是根节点
|
||||
var swayTween = fishManShipContorl.Man.transform.DOLocalRotate(new Vector3(0, 0, 10), 1f, RotateMode.LocalAxisAdd) // 每次摆动角度
|
||||
.SetEase(Ease.InOutSine)
|
||||
.SetLoops(-1, LoopType.Yoyo); // 无限往复
|
||||
|
||||
|
||||
fishMan.GetComponent<shipcontorl>().SetState(ShipState.shipthrow);
|
||||
|
||||
|
||||
|
||||
yield return new WaitForSeconds(1f);
|
||||
fishMan.GetComponent<shipcontorl>().SetState(ShipState.stand);
|
||||
// 等待捕鱼指定时间
|
||||
yield return new WaitForSeconds(fishingNeedTimer - 1f);
|
||||
|
||||
|
||||
// 停止摆动效果
|
||||
// swayTween.Kill();
|
||||
// 返回起点
|
||||
//MoveToStartPos();
|
||||
}
|
||||
|
||||
|
||||
void MoveToStartPos()
|
||||
{
|
||||
|
||||
|
||||
// 随机选择一条路径
|
||||
Path selectedPath = paths[Random.Range(0, paths.Count)];
|
||||
// 移动到点
|
||||
StartCoroutine(MoveToStartPos(fishMan, selectedPath.pathPoints));
|
||||
}
|
||||
|
||||
|
||||
|
||||
IEnumerator MoveToStartPos(GameObject man, List<Transform> path)
|
||||
{
|
||||
|
||||
// 创建路径点数组,长度为路径点数量 + 1
|
||||
Vector3[] pathPoints = new Vector3[path.Count + 1];
|
||||
|
||||
// 设置最后一个点为起始位置
|
||||
pathPoints[path.Count] = startPos.position;
|
||||
|
||||
// 反向赋值路径点
|
||||
for (int i = 0; i < path.Count; i++)
|
||||
{
|
||||
pathPoints[i] = path[path.Count - 1 - i].position; // 从最后一个点开始赋值
|
||||
}
|
||||
|
||||
|
||||
ChangeShipLook(pathPoints[0], pathPoints[path.Count]);
|
||||
|
||||
// 创建一个摆动效果的 Tween
|
||||
//注意 ,摆动动的是船,移动移动是根节点
|
||||
var swayTween = fishManShipContorl.Man.transform.DOLocalRotate(new Vector3(0, 0, 10), 1f, RotateMode.LocalAxisAdd) // 每次摆动角度
|
||||
.SetEase(Ease.InOutSine)
|
||||
.SetLoops(-1, LoopType.Yoyo); // 无限往复
|
||||
|
||||
|
||||
|
||||
|
||||
man.GetComponent<shipcontorl>().SetState(ShipState.move);
|
||||
|
||||
// 使用 DOPath 沿着路径移动到捕鱼点,并禁用旋转变化
|
||||
yield return man.transform.DOPath(pathPoints, pathsNeedTimer, PathType.CatmullRom)
|
||||
.SetOptions(false) // 禁用旋转
|
||||
.SetEase(Ease.InOutSine)
|
||||
.WaitForCompletion();
|
||||
|
||||
//加钱
|
||||
//AddGold();
|
||||
|
||||
// 等待捕鱼指定时间
|
||||
yield return new WaitForSeconds(restTimer);
|
||||
|
||||
|
||||
|
||||
// 停止摆动效果
|
||||
swayTween.Kill();
|
||||
|
||||
//循环
|
||||
MoveToFishingPos();
|
||||
}
|
||||
|
||||
//根据前后位置改变朝向
|
||||
void ChangeShipLook(Vector3 startpos, Vector3 endpos)
|
||||
{
|
||||
if (startpos.x > endpos.x)
|
||||
{
|
||||
Debug.Log("朝向右边");
|
||||
fishMan.GetComponent<shipcontorl>().ChangeLookat(0f); // 朝向右边
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("朝向右边");
|
||||
fishMan.GetComponent<shipcontorl>().ChangeLookat(180f); // 朝向左边
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
//更新船只数量显示
|
||||
public void UpdateShipNumberTextPro(string str)
|
||||
{
|
||||
if (shipNumberTextPro.text == str)
|
||||
{
|
||||
return;
|
||||
}
|
||||
shipNumberTextPro.text = str;
|
||||
|
||||
}
|
||||
|
||||
|
||||
//使用代金卷
|
||||
async void UseShip()
|
||||
{
|
||||
Use use = new Use(); // 使用渔夫
|
||||
use.Id = listItem[0].Id;
|
||||
string rect = await web.SendRequest(web.URL + "/Voucher/Use", "POST", JsonUtility.ToJson(use));
|
||||
Res res = JsonUtility.FromJson<ids>(rect);
|
||||
if (res.ErrorCode == 0)
|
||||
{
|
||||
Promptmgr.Instance.PromptBubble("使用成功", Color.black, Color.blue);
|
||||
}
|
||||
else
|
||||
{
|
||||
Promptmgr.Instance.PromptBubble(res.ErrorMessage, Color.black, Color.red);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 195502a56cff5614c989db7fabdb604d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user