This commit is contained in:
liuliang 2024-11-15 22:57:28 +08:00
commit b0a0f2425f
9 changed files with 622 additions and 3548 deletions

File diff suppressed because it is too large Load Diff

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@ -28,8 +28,8 @@ RectTransform:
m_GameObject: {fileID: 5560367099341029388}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_LocalScale: {x: 1.5, y: 1.5, z: 1.5}
m_ConstrainProportionsScale: 1
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 0
@ -150,4 +150,4 @@ MonoBehaviour:
- {fileID: 1223695407, guid: 8e4ba394e8569844caaefbadd38d117e, type: 3}
image: {fileID: 5560367099341029391}
Aintime: 40
myspritesIndex: 2
myspritesIndex: 0

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@ -150,4 +150,4 @@ MonoBehaviour:
- {fileID: 2757781, guid: e50b6368d200c5449965f9f59f7c89e9, type: 3}
image: {fileID: 5560367099341029391}
Aintime: 40
myspritesIndex: 2
myspritesIndex: 0

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@ -150,4 +150,4 @@ MonoBehaviour:
- {fileID: -781113928, guid: 0ade53ff0d572bc4b8185c042acd7d7f, type: 3}
image: {fileID: 5560367099341029391}
Aintime: 40
myspritesIndex: 2
myspritesIndex: 0

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@ -24,8 +24,13 @@ public class SpriteAniationpro : MonoBehaviour
private int index=0;
private Mysprites mysprites;
private Mysprites myspritesAni;
// Start is called before the first frame update
private void Awake()
{
SetAni(myspritesIndex);
}
void Start()
{
if (image==null)
@ -35,25 +40,24 @@ public class SpriteAniationpro : MonoBehaviour
if (sprites.Count==0)
{
Debug.LogError("sprites is not");
}
SetAni(myspritesIndex);
}
InvokeRepeating("ainstart", 0f,(Aintime / 1000));
}
public void SetAni(int Index)
{
mysprites = sprites[Index];
{
Debug.Log("SetAni"+ Index);
myspritesAni = sprites[Index];
index = 0;
}
void ainstart()
{
image.overrideSprite = mysprites.mysprites[index];
{
image.overrideSprite = myspritesAni.mysprites[index];
index++;
if (index > mysprites.mysprites.Count - 1)
if (index > myspritesAni.mysprites.Count - 1)
{
index = 0;
}
@ -62,6 +66,6 @@ public class SpriteAniationpro : MonoBehaviour
private void OnDestroy()
{
sprites = null;
mysprites = null;
myspritesAni = null;
}
}

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@ -0,0 +1,121 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class jskPanel : mount
{
public static jskPanel 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 < 5; 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<roomcontroller>().add_fish();
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<roomcontroller>().add_fish();
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<roomcontroller>().add_fish();
PlayerManager.Instance.SetMoney(MoneyType.Coins, -600);
}
}
});
gameObjects[7].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<roomcontroller>().add_fish();
PlayerManager.Instance.SetMoney(MoneyType.Coins, -600);
}
}
});
gameObjects[9].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<roomcontroller>().add_fish();
PlayerManager.Instance.SetMoney(MoneyType.Coins, -600);
}
}
});
}
}

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MonoImporter:
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@ -0,0 +1,323 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using TMPro;
using System.Threading.Tasks;
public class roomcontroller : MonoBehaviour
{
[Range(0f, 1f)]
public float probabilityOfStand = 0.2f;//站立状态
[Header("精灵走路的概率")]
[Range(0f, 1f)]
public float probabilityOfWalk = 0.3f;//走路状态
[Header("精灵挖矿的概率")]
[Range(0f, 1f)]
public float probabilityOfDig = 0.5f;//挖矿状态
[Header("精灵的预制体")]
public GameObject fishManPrefab;
[Header("购买的精灵数据")]
public List<VoucherItem> listItem = new List<VoucherItem>();
private GameObject fishMan;//生成的渔船
private SpriteAniationpro fishManShipContorl;//渔船的控制器
[Header("精灵生成点")]
public Transform startPos;
[Header("精灵终点")]
public Transform endPos;
[Header("房间类型编号")]
public int type;
public float ActivateValue = 0;
public int Num = 0;
public int Type = 0;
[Header("精灵路径点集合")]
public List<Path> paths;
//航行时间
[Header("走路时间")]
public float pathsNeedTimer = 30f;
//捕鱼时间
[Header("挖矿时间")]
public float fishingNeedTimer = 30f;
//休息时间
[Header("休息时间")]
public float restTimer = 5f;
[Header("显示精灵数量")]
public Text shipNumberTextPro;
[Header("点击的特效")]
public GameObject effectPrefab;//特效
[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;
}
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);
}
}
}
public void OnClick()
{
if (!canClick)
{
return;
}
if (fishMan == null)
{
Promptmgr.Instance.PromptBubble("还没有买精灵!", Color.black, Color.red);
return;
}
add_fish();
}
public void add_fish(string timerStr = null)//生成船只
{
if (timerStr != null)
{
fishMan = GameObject.Instantiate(fishManPrefab, this.transform);
fishMan.transform.position = endPos.position;
fishManShipContorl = fishMan.GetComponent<SpriteAniationpro>();
Debug.Log("更新船时间");
//dig();
return;
}
fishMan = GameObject.Instantiate(fishManPrefab, this.transform);
fishMan.transform.position = startPos.position;
fishManShipContorl = fishMan.GetComponent<SpriteAniationpro>();
MoveToFishingPos();
}
void MoveToFishingPos()
{
// 随机选择一条路径
Path selectedPath = paths[Random.Range(0, paths.Count)];
// 移动到挖矿点
StartCoroutine(MoveToFishingPoint(selectedPath.pathPoints));
}
IEnumerator MoveToFishingPoint(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;
}
//改变朝向
ChangeShipLook(pathPoints[0], pathPoints[path.Count - 1]);
//动作变化,移动
fishManShipContorl.SetAni(1);
// 使用 DOPath 沿着路径移动到捕鱼点,并禁用旋转变化
yield return fishMan.transform.DOPath(pathPoints, pathsNeedTimer, PathType.CatmullRom)
.SetOptions(false) // 禁用旋转
.SetEase(Ease.InOutSine)
.WaitForCompletion();
//挖矿
dig();
}
async void dig()
{
//动作变化,捕鱼
fishManShipContorl.SetAni(2);
RangNumber();
}
//根据前后位置改变朝向
void ChangeShipLook(Vector3 _startpos, Vector3 _endpos)
{
if (_startpos.x > _endpos.x)
{
Debug.Log("朝向左边");
fishMan.transform.rotation = Quaternion.Euler(0,180,0);
}
else
{
Debug.Log("朝向右边");
fishMan.transform.rotation = Quaternion.Euler(0, 0, 0);
}
}
// 随机生成状态
void RangNumber()
{
// 计算概率总和并进行归一化
float totalProbability = probabilityOfStand + probabilityOfWalk + probabilityOfDig;
if (totalProbability != 1f)
{
probabilityOfStand /= totalProbability;
probabilityOfWalk /= totalProbability;
probabilityOfDig /= totalProbability;
}
// 根据概率范围随机生成状态
float randomValue = Random.value;
if (randomValue < probabilityOfStand)
{
fishManShipContorl.SetAni(0);
RangNumber();
}
else if (randomValue < probabilityOfStand + probabilityOfWalk)
{
fishManShipContorl.SetAni(1);
StartCoroutine(movego());
RangNumber();
}
else
{
StartCoroutine(workgo());
RangNumber();
}
}
IEnumerator movego()
{
float x = Random.Range(startPos.position.x,endPos.position.x);
Vector3 newV = new Vector3(x,fishMan.transform.position.y, fishMan.transform.position.z);
ChangeShipLook(fishMan.transform.position, newV);
fishMan.transform.DOMove(newV,3f);
yield return new WaitForSeconds(3f);
}
IEnumerator workgo()
{
if ((fishMan.transform.position.x - endPos.position.x) < 0.01f)
{
fishManShipContorl.SetAni(2);
yield return new WaitForSeconds(3f);
}
else
{
fishMan.transform.DOMove(endPos.position, 3f);
yield return new WaitForSeconds(3f);
fishManShipContorl.SetAni(2);
}
}
//更新精灵数量显示
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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