This commit is contained in:
wulongxiao 2024-11-15 16:09:17 +08:00
parent e98168ef6b
commit 8cf83787cd
7 changed files with 703 additions and 194 deletions

View File

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View File

@ -341,11 +341,13 @@ public class landContorl_jinsha : MonoBehaviour
{
if (startpos.x > endpos.x)
{
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
}
}

View File

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View 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);
}
}
});
}
}

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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);
}
}
}

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