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shurongsen 2024-10-30 03:46:10 +08:00
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@ -15,7 +15,8 @@ public class mount : MonoBehaviour
DontDestroyOnLoad(this); DontDestroyOnLoad(this);
login_screen(); //login_screen();
buy_miners();
} }
public GameObject add_pop_up()//添加弹窗 public GameObject add_pop_up()//添加弹窗
{ {
@ -29,10 +30,10 @@ public class mount : MonoBehaviour
public void login_screen()//注册界面 public void login_screen()//注册界面
{ {
BoxType[] boxTypes = new BoxType[3]; List<BoxType> boxTypes = new List<BoxType>();
boxTypes[0] = new BoxType { Name = "account_number", textName = " 手机号", prompt = "请输入手机号", Type = 1, is_required = true }; boxTypes.Add(new BoxType { Name = "account_number", textName = " 手机号", prompt= "请输入手机号", Type = 1, is_required = true });
boxTypes[1] = new BoxType { Name = "verification_code", textName = " 验证码 ", prompt = "请输入验证码", Type = 0, is_required = true }; boxTypes.Add(new BoxType { Name = "verification_code", textName = " 验证码 ", prompt = "请输入验证码", Type = 0, is_required = true });
boxTypes[2] = new BoxType { Name = "submit", textName = " 取消确定 ",Type = 2}; boxTypes.Add(new BoxType { Name = "submit", textName = " 取消确定 ",Type = 2});
GameObject gameObject = add_pop_up(); GameObject gameObject = add_pop_up();
List<GameObject> gameObjects = gameObject.GetComponent<input_box_pop_up_window>().updateUI(boxTypes, "注册");//测试输入框回调处理 List<GameObject> gameObjects = gameObject.GetComponent<input_box_pop_up_window>().updateUI(boxTypes, "注册");//测试输入框回调处理
@ -57,5 +58,41 @@ public class mount : MonoBehaviour
Debug.Log(response); Debug.Log(response);
} }
}); });
}
public void buy_miners()//购买矿工界面
{
List<GameObject> gameObjects1 = new List<GameObject>();
List<BoxType> boxTypes = new List<BoxType>();
boxTypes.Add(new BoxType { Name = "矿工1", prompt = "矿工1", Type = 4, is_required = true });
boxTypes.Add(new BoxType { Name = "矿工1", prompt = "矿工1", Type = 3, is_required = true });
boxTypes.Add(new BoxType { Name = "挖矿设备1", prompt = "挖矿设备1", Type = 3, is_required = true });
boxTypes.Add(new BoxType { Name = "矿工1", prompt = "矿工1", Type = 4, is_required = true });
boxTypes.Add(new BoxType { Name = "矿工1", prompt = "矿工1", Type = 3, is_required = true });
boxTypes.Add(new BoxType { Name = "挖矿设备1", prompt = "挖矿设备1", Type = 3, is_required = true });
boxTypes.Add(new BoxType { Name = "矿工1", prompt = "矿工1", Type = 3, is_required = true });
boxTypes.Add(new BoxType { Name = "挖矿设备1", prompt = "挖矿设备1", Type = 3, is_required = true });
boxTypes.Add(new BoxType { Name = "矿工1", prompt = "矿工1", Type = 3, is_required = true });
boxTypes.Add(new BoxType { Name = "挖矿设备1", prompt = "挖矿设备1", Type = 3, is_required = true });
boxTypes.Add(new BoxType { Name = "矿工1", prompt = "矿工1", Type = 3, is_required = true });
boxTypes.Add(new BoxType { Name = "挖矿设备1", prompt = "挖矿设备1", Type = 3, is_required = true });
//boxTypes[3] = new BoxType { Name = "submit", textName = " 取消确定 ", Type = 2 };
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
gameObjects[0].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
{
if (type == 0)
{
Debug.Log("====0");
}
else if (type == 1)
{
Debug.Log("====1");
}
});
} }
} }

View File

@ -5,6 +5,7 @@ using System.Threading.Tasks;
using Unity.VisualScripting; using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using UnityEngine.UIElements;
[System.Serializable] [System.Serializable]
public class BoxType public class BoxType
@ -21,14 +22,39 @@ public class input_box_pop_up_window : MonoBehaviour
{ {
public GameObject Type; public GameObject Type;
public GameObject contentList; public GameObject contentList;
public BoxType[] boxTypes; public GameObject viewport;
public GameObject scroll_view;
public List<BoxType> boxTypes;
public delegate void OnClikeWT(BoxType[] boxTypes);//事件函数执行委托回调 public delegate void OnClikeWT(List<BoxType> boxTypes);//事件函数执行委托回调
public event OnClikeWT OnClike;//µã»÷ʼþ public event OnClikeWT OnClike;//µã»÷ʼþ
// Start is called before the first frame update // Start is called before the first frame update
public int scroll_mode = 0;
public int minHeight = 400;
public void setScrollMode(int scroll_mode)
{
this.scroll_mode = scroll_mode;
switch (scroll_mode)
{
case 0://自动填充
contentList.GetComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.MinSize;
viewport.GetComponent<VerticalLayoutGroup>().childControlHeight = true;
scroll_view.GetComponent<ScrollRect>().horizontal = false;
scroll_view.GetComponent<ScrollRect>().vertical = false;
break;
case 1://滚动
contentList.GetComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.MinSize;
viewport.GetComponent<VerticalLayoutGroup>().enabled = false;
scroll_view.GetComponent<ScrollRect>().horizontal = false;
viewport.GetComponent<LayoutElement>().minHeight = minHeight;
scroll_view.GetComponent<LayoutElement>().minHeight = minHeight;
public List<GameObject> updateUI(BoxType[] my_boxTypes,string type = "标题")//ui更新 break;
}
}
public List<GameObject> updateUI(List<BoxType> my_boxTypes,string type = "标题")//ui更新
{ {
List<GameObject> gameObjects = new List<GameObject>(); List<GameObject> gameObjects = new List<GameObject>();
boxTypes = my_boxTypes; boxTypes = my_boxTypes;
@ -43,7 +69,15 @@ public class input_box_pop_up_window : MonoBehaviour
prefab = Resources.Load<GameObject>("preform/gui/Input_box_butt"); prefab = Resources.Load<GameObject>("preform/gui/Input_box_butt");
}else if (boxType.Type == 2){ }else if (boxType.Type == 2){
prefab = Resources.Load<GameObject>("preform/gui/item_button"); prefab = Resources.Load<GameObject>("preform/gui/item_button");
}else if (boxType.Type == 3)
{
prefab = Resources.Load<GameObject>("preform/gui/Hero_Ui");
} }
else if (boxType.Type == 4)
{
prefab = Resources.Load<GameObject>("preform/gui/number_of_layers");
}
GameObject ranking_list_item = Instantiate(prefab, Vector3.zero, Quaternion.identity); GameObject ranking_list_item = Instantiate(prefab, Vector3.zero, Quaternion.identity);
ranking_list_item.transform.parent = contentList.transform; ranking_list_item.transform.parent = contentList.transform;
ranking_list_item.GetComponent<input_box_pop_up_window_item>().Update_text(boxType); ranking_list_item.GetComponent<input_box_pop_up_window_item>().Update_text(boxType);

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@ -15,40 +15,41 @@ public class landContorl : MonoBehaviour
{ {
public GameObject fishManPrefab; public GameObject fishManPrefab;
private GameObject fishMan; private GameObject fishMan;
private shipcontorl fishManShipContorl;
public Transform startPos; public Transform startPos;
//路径 //路径
public List<Path> paths; public List<Path> paths;
//航行时间
public float pathsNeedTimer = 30f; public float pathsNeedTimer = 30f;
//捕鱼时间
public float fishingNeedTimer = 30f; public float fishingNeedTimer = 30f;
//休息时间
public float restTimer = 5f;
//每次获得的金币数量默认100
public int getgoldnumber=100;
public GameObject timeshop;
public GameObject goldshop; public GameObject goldshop;
public float timer=0;
public float goldnumer=0; public float goldnumer=0;
public TextMeshPro CDTimerTextPro;
public TextMeshPro goldNumerTextPro; public TextMeshPro goldNumerTextPro;
// Start is called before the first frame update // Start is called before the first frame update
private void Start() private void Start()
{ {
if (timeshop==null)
{
Debug.LogError("timeshop==null");
return;
}
if (goldshop == null) if (goldshop == null)
{ {
Debug.LogError("goldshop==null"); Debug.LogError("goldshop==null");
return; return;
} }
timeshop.SetActive(true); goldNumerTextPro.text = goldnumer.ToString();
goldshop.SetActive(false);
} }
private void OnMouseDown() private void OnMouseDown()
{ {
@ -61,21 +62,26 @@ public class landContorl : MonoBehaviour
void OnClick() void OnClick()
{ {
Debug.LogError("检测逻辑"); if (fishMan!=null)
{
Promptmgr.Instance.PromptBubble("船已经有了",Color.black,Color.red);
return;
}
Debug.LogError("检测通过");
Debug.LogError("扣钱逻辑"); Debug.LogError("扣钱逻辑");
fishMan = GameObject.Instantiate(fishManPrefab); fishMan = GameObject.Instantiate(fishManPrefab);
fishMan.transform.SetParent(startPos); fishMan.transform.SetParent(startPos);
fishMan.transform.position = startPos.position; fishMan.transform.position = startPos.position;
fishManShipContorl = fishMan.GetComponent<shipcontorl>();
MoveToFishingPos(); MoveToFishingPos();
} }
void MoveToFishingPos() void MoveToFishingPos()
{ {
//开始计时
timer+= (pathsNeedTimer*2+ fishingNeedTimer); //倒计时
fishManShipContorl.UpShowTimer(pathsNeedTimer);
// 随机选择一条路径 // 随机选择一条路径
Path selectedPath = paths[Random.Range(0, paths.Count)]; Path selectedPath = paths[Random.Range(0, paths.Count)];
@ -94,10 +100,12 @@ public class landContorl : MonoBehaviour
pathPoints[i] = path[i].position; pathPoints[i] = path[i].position;
} }
man.transform.rotation = Quaternion.Euler(0, 180, 0); // 朝向左边
ChangeShipLook(pathPoints[0], pathPoints[path.Count-1]);
// 创建一个摆动效果的 Tween // 创建一个摆动效果的 Tween
var swayTween = man.transform.DOLocalRotate(new Vector3(0, 0, 5), 1f, RotateMode.LocalAxisAdd) // 每次摆动角度 //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) .SetEase(Ease.InOutSine)
.SetLoops(-1, LoopType.Yoyo); // 无限往复 .SetLoops(-1, LoopType.Yoyo); // 无限往复
@ -118,13 +126,15 @@ public class landContorl : MonoBehaviour
IEnumerator Fishing() IEnumerator Fishing()
{ {
Debug.Log("开始捕鱼..."); //Debug.Log("开始捕鱼...");
fishMan.GetComponent<shipcontorl>().SetState(ShipState.shipthrow); fishMan.GetComponent<shipcontorl>().SetState(ShipState.shipthrow);
//倒计时
fishManShipContorl.UpShowTimer(fishingNeedTimer);
// 等待捕鱼指定时间 // 等待捕鱼指定时间
yield return new WaitForSeconds(fishingNeedTimer); yield return new WaitForSeconds(fishingNeedTimer);
Debug.Log("捕鱼结束,开始返航"); //Debug.Log("捕鱼结束,开始返航");
// 返回起点 // 返回起点
MoveToStartPos(); MoveToStartPos();
@ -133,6 +143,9 @@ public class landContorl : MonoBehaviour
void MoveToStartPos() void MoveToStartPos()
{ {
//倒计时
fishManShipContorl.UpShowTimer(pathsNeedTimer);
// 随机选择一条路径 // 随机选择一条路径
Path selectedPath = paths[Random.Range(0, paths.Count)]; Path selectedPath = paths[Random.Range(0, paths.Count)];
// 移动到捕鱼点 // 移动到捕鱼点
@ -155,10 +168,11 @@ public class landContorl : MonoBehaviour
} }
man.transform.rotation = Quaternion.Euler(0, 0, 0); // 朝向右边 ChangeShipLook(pathPoints[0], pathPoints[path.Count]);
// 创建一个摆动效果的 Tween // 创建一个摆动效果的 Tween
var swayTween = man.transform.DOLocalRotate(new Vector3(0, 0, 5), 1f, RotateMode.LocalAxisAdd) // 每次摆动角度 //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) .SetEase(Ease.InOutSine)
.SetLoops(-1, LoopType.Yoyo); // 无限往复 .SetLoops(-1, LoopType.Yoyo); // 无限往复
@ -176,14 +190,37 @@ public class landContorl : MonoBehaviour
// 停止摆动效果 // 停止摆动效果
swayTween.Kill(); swayTween.Kill();
//加钱
AddGold();
Debug.LogError("返航完成,开始:真·摸-鱼,加钱"); //倒计时
fishMan.GetComponent<shipcontorl>().SetState(ShipState.draw); fishManShipContorl.UpShowTimer(restTimer);
goldnumer += 1000; // 等待捕鱼指定时间
yield return new WaitForSeconds(restTimer);
//循环
MoveToFishingPos();
} }
//根据前后位置改变朝向
void ChangeShipLook(Vector3 startpos,Vector3 endpos) void ChangeShipLook(Vector3 startpos,Vector3 endpos)
{ {
if (startpos.x > endpos.x)
{
fishMan.GetComponent<shipcontorl>().ChangeLookat(0f); // 朝向右边
}
else
{
fishMan.GetComponent<shipcontorl>().ChangeLookat(180f); // 朝向左边
}
}
void AddGold()
{
Debug.LogError("返航完成,开始:真·摸-鱼,加钱");
goldnumer += getgoldnumber;
goldNumerTextPro.text = goldnumer.ToString();
fishMan.GetComponent<shipcontorl>().SetState(ShipState.draw);
} }
} }

View File

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using DG.Tweening; using DG.Tweening;
using TMPro;
public enum ShipState public enum ShipState
{ {
@ -19,7 +20,11 @@ public class shipcontorl : MonoBehaviour
// µ±Ç°×´Ì¬ // µ±Ç°×´Ì¬
public ShipState nowState = ShipState.stand; public ShipState nowState = ShipState.stand;
public GameObject Man;
public TextMeshPro TimerTextPro;
private float timer=0;
public void SetState(ShipState shipstate) public void SetState(ShipState shipstate)
{ {
switch (shipstate) switch (shipstate)
@ -39,4 +44,43 @@ public class shipcontorl : MonoBehaviour
} }
} }
public void ChangeLookat(float ox)
{
Man.transform.rotation = Quaternion.Euler(0, ox, 0);
}
public void UpShowTimer(float timer)
{
this.timer = timer;
StartCoroutine(UpShowTimerIE());
}
IEnumerator UpShowTimerIE()
{
while (this.timer>0)
{
TimerTextPro.text = FloatToTimer(this.timer);
this.timer--;
yield return new WaitForSeconds(1f);
}
// 最后显示 00:00
TimerTextPro.text = "00:00";
}
string FloatToTimer(float timer)
{
if (timer < 60)
{
return "00:" + timer.ToString("00");
}
else if(timer<(99*60))
{
int minutes = (int)(timer / 60); // 计算分钟
int seconds = (int)(timer % 60); // 计算秒数
return minutes.ToString("00") + ":" + seconds.ToString("00");
}
return null;
}
} }