Merge branch 'main' of http://shu.sheziwanglo.cn:3000/shurongsen/Cute_demon_attacks
This commit is contained in:
commit
be374794ba
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meng_yao/Assets/Resources/Prefabs/GameplayPlane.prefab
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meng_yao/Assets/Resources/Prefabs/GameplayPlane.prefab
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meng_yao/Assets/res/eco_tree_achievement/icn_waterreward.png
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meng_yao/Assets/res/eco_tree_achievement/icn_waterreward.png
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@ -9,6 +9,7 @@ using Newtonsoft.Json;
|
||||
using UnityEngine.UI;
|
||||
using System.Net;
|
||||
using System.Reflection;
|
||||
using DG.Tweening;
|
||||
public class WebJoinroom : MonoBehaviour
|
||||
{
|
||||
private ClientWebSocket _webSocket;
|
||||
@ -28,6 +29,10 @@ public class WebJoinroom : MonoBehaviour
|
||||
FishJoinroomData fishJoinroomData;
|
||||
public GameObject[] yu;
|
||||
public GameObject yup;
|
||||
public GameObject daiji;
|
||||
public GameObject shuaigan;
|
||||
public GameObject shougou;
|
||||
public Animator animator;
|
||||
private async void Start()
|
||||
{
|
||||
TimeText.gameObject.transform.parent.gameObject.SetActive(false);
|
||||
@ -42,15 +47,21 @@ public class WebJoinroom : MonoBehaviour
|
||||
});
|
||||
Fishing.onClick.AddListener(() =>
|
||||
{
|
||||
|
||||
animator.enabled = true;
|
||||
|
||||
if (count >= 1)
|
||||
{
|
||||
fish(); // 递归调用
|
||||
}
|
||||
|
||||
fish();
|
||||
|
||||
});
|
||||
// 调用发送方法
|
||||
await SendJsonMessage("{ \"code\": \"FISHING\", \"content\": \"{\\\"action\\\":\\\"INFO\\\"}\" }");
|
||||
|
||||
daiji.SetActive(false);
|
||||
shuaigan.SetActive(true);
|
||||
await Task.Delay(1800);
|
||||
daiji.SetActive(true);
|
||||
shuaigan.SetActive(false);
|
||||
//await SendJsonMessage("{ \"code\": \"FISHING\", \"content\": \"{\\\"action\\\":\\\"FISHING\\\"}\" }");
|
||||
//await SendJsonMessage("{\"code\": \"BALANCE\"}");
|
||||
}
|
||||
@ -119,10 +130,10 @@ public class WebJoinroom : MonoBehaviour
|
||||
Debug.Log($"剩余数量: {fishResponse.data.surplus_count}");
|
||||
intro_text.text = fishResponse.data.intro_text;
|
||||
Debug.Log($"玩法介绍: {fishResponse.data.intro_text}");
|
||||
Vector3 point1 = new Vector3(-500, 0, 150);
|
||||
Vector3 point2 = new Vector3(500, 0, -300);
|
||||
Vector3 point3 = new Vector3(500, 0, 150);
|
||||
Vector3 point4 = new Vector3(-500, 0, -300);
|
||||
Vector3 point1 = new Vector3(-500, 100, 500);
|
||||
Vector3 point2 = new Vector3(500, 100, -300);
|
||||
Vector3 point3 = new Vector3(500, -100, 500);
|
||||
Vector3 point4 = new Vector3(-500, -100, -300);
|
||||
|
||||
// 计算矩形区域的最小值和最大值
|
||||
float minX = Mathf.Min(point1.x, point2.x, point3.x, point4.x);
|
||||
@ -172,7 +183,7 @@ public class WebJoinroom : MonoBehaviour
|
||||
|
||||
// 解析消息为 Fishresponse 对象
|
||||
Fishingresponse fishResponse2 = JsonConvert.DeserializeObject<Fishingresponse>(message);
|
||||
Promptmgr.Instance.PromptBubble(fishResponse2.message);
|
||||
//Promptmgr.Instance.PromptBubble(fishResponse2.message);
|
||||
// 检查是否成功反序列化
|
||||
if (fishResponse2 != null && fishResponse2.data != null)
|
||||
{
|
||||
@ -185,7 +196,8 @@ public class WebJoinroom : MonoBehaviour
|
||||
Debug.Log($"余额: {fishResponse2.data.prize.id}");
|
||||
Debug.Log($"余额: {fishResponse2.data.prize.name}");
|
||||
Debug.Log($"余额: {fishResponse2.data.prize.type}");
|
||||
foreach(var item in fishJoinroomData.items)
|
||||
fishmove(fishResponse2.data.prize.id);
|
||||
foreach (var item in fishJoinroomData.items)
|
||||
{
|
||||
if(fishResponse2.data.prize.id==item.id)
|
||||
{
|
||||
@ -216,24 +228,55 @@ public class WebJoinroom : MonoBehaviour
|
||||
}
|
||||
public async void fish()
|
||||
{
|
||||
TimeText.gameObject.transform.parent.gameObject.SetActive(true); remainingTime = 5f;
|
||||
Tourubtn.onClick.RemoveAllListeners();
|
||||
|
||||
// 隐藏待机和显示收购状态
|
||||
daiji.SetActive(false);
|
||||
shougou.SetActive(true);
|
||||
TimeText.gameObject.transform.parent.gameObject.SetActive(true);
|
||||
|
||||
|
||||
|
||||
// 生成一个随机时间,假设在 1 到 5 秒之间
|
||||
float randomDelay = UnityEngine.Random.Range(1f, 5f);
|
||||
|
||||
|
||||
// 更新 Aintime,每次递归时都重新计算
|
||||
var spriteAniation = shougou.GetComponent<SpriteAniation>();
|
||||
spriteAniation.Aintime = randomDelay * 1000 / spriteAniation.sprites.Count;
|
||||
remainingTime = randomDelay;
|
||||
// 延迟随机时间
|
||||
await Task.Delay(TimeSpan.FromSeconds(randomDelay));
|
||||
await Task.Delay(TimeSpan.FromSeconds(randomDelay)/2);
|
||||
|
||||
// 延迟结束后发送消息
|
||||
await SendJsonMessage("{ \"code\": \"FISHING\", \"content\": \"{\\\"action\\\":\\\"FISHING\\\"}\" }");
|
||||
TimeText.gameObject.transform.parent.gameObject.SetActive(false); remainingTime = 0f;
|
||||
|
||||
TimeText.gameObject.transform.parent.gameObject.SetActive(false);
|
||||
remainingTime = 0f;
|
||||
|
||||
|
||||
|
||||
// 等待 3 秒后继续递归
|
||||
await Task.Delay(5000);
|
||||
|
||||
Debug.Log("消息已发送");
|
||||
if(count>=1)
|
||||
|
||||
// 如果 count >= 1,则继续递归调用
|
||||
if (count >= 1)
|
||||
{
|
||||
fish();
|
||||
fish(); // 递归调用
|
||||
}
|
||||
else
|
||||
{
|
||||
Tourubtn.onClick.AddListener(async () =>
|
||||
{
|
||||
await SendJsonMessage(1);
|
||||
});
|
||||
animator.enabled = false;
|
||||
animator.gameObject.transform.eulerAngles = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public async Task SendJsonMessage(int count)
|
||||
{
|
||||
if (_webSocket == null || _webSocket.State != WebSocketState.Open)
|
||||
@ -316,7 +359,27 @@ public class WebJoinroom : MonoBehaviour
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void fishmove(int id)
|
||||
{
|
||||
float liftHeight = 300f; // 吊起的高度
|
||||
float liftDuration = 2f; // 吊起动画的持续时间
|
||||
float shakeStrength = 1f; // 摇动的强度
|
||||
float shakeDuration = 0.3f; // 摇动持续时间
|
||||
|
||||
GameObject ob = Instantiate(yu[id]);
|
||||
ob.transform.SetParent(transform, false);
|
||||
ob.transform.localPosition = new Vector3(-45, 200, 0);
|
||||
Vector3 initialPosition = transform.position;
|
||||
ob.transform.DOMoveY(1800, liftDuration)
|
||||
.SetEase(Ease.OutSine) // 使用缓动函数让鱼上升更加自然
|
||||
.OnComplete(() =>
|
||||
{
|
||||
// 动画完成后,添加一点震动效果,模拟鱼的挣扎
|
||||
transform.DOShakePosition(shakeDuration, shakeStrength, 10, 90, false, true)
|
||||
.OnKill(() => Debug.Log("鱼被吊起的动画完成!"));
|
||||
});
|
||||
Destroy(ob,1.5f);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
25
meng_yao/Assets/script/scene_Main/Thebestfishman/shougou.cs
Normal file
25
meng_yao/Assets/script/scene_Main/Thebestfishman/shougou.cs
Normal file
@ -0,0 +1,25 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class shougou : MonoBehaviour
|
||||
{
|
||||
public SpriteAniation SpriteAniation;
|
||||
public GameObject daiji;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(SpriteAniation.index>=24)
|
||||
{
|
||||
this.gameObject.SetActive(false);
|
||||
daiji.gameObject.SetActive(true);
|
||||
SpriteAniation.index = 0;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0cb7141c079d45044a727466bb73fedd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,5 +1,6 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using UnityEngine;
|
||||
|
||||
public class treeachievePanel : MonoBehaviour
|
||||
@ -7,16 +8,73 @@ public class treeachievePanel : MonoBehaviour
|
||||
public GameObject sxcardobj;
|
||||
public Transform sxcardConnact;
|
||||
|
||||
public List<GameObject>prizeobj = new List<GameObject>();
|
||||
public List<GameObject>prizeobj;
|
||||
public List<Sprite> sxcard;
|
||||
public List<Sprite> sxcardbg;
|
||||
public List<Sprite> sxcardup;
|
||||
|
||||
void Start()
|
||||
List<GameObject> itemlist = new List<GameObject>();
|
||||
private async void OnEnable()
|
||||
{
|
||||
treeachievementResponse response = await Scene_main_jiekou.instance.Treeachievements();
|
||||
|
||||
for (int i = 0; i < response.data.item_list.Count; i++)
|
||||
{
|
||||
GameObject obj = Instantiate(sxcardobj,sxcardConnact);
|
||||
itemlist.Add(obj);
|
||||
obj.GetComponent<sxcarditem>().CardSprite.sprite = sxcard[response.data.item_list[i].type - 1];
|
||||
obj.GetComponent<sxcarditem>().name.text = response.data.item_list[i].serial_no;
|
||||
}
|
||||
for (int j = 0; j < response.data.top_list.Count; j++)
|
||||
{
|
||||
if (response.data.top_list[j].expired_time == 0)
|
||||
{
|
||||
GameObject obj = Instantiate(sxcardobj, sxcardConnact);
|
||||
obj.GetComponent<sxcarditem>().name.text = response.data.top_list[j].name;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
void SwitchCardbg(int type,GameObject obj)
|
||||
{
|
||||
switch(type)
|
||||
{
|
||||
case 0:
|
||||
obj.GetComponent<sxcarditem>().CardSprite.sprite = sxcard[12];
|
||||
obj.GetComponent<sxcarditem>().sxcarbg.sprite = sxcardbg[2];
|
||||
obj.GetComponent<sxcarditem>().sxcardupblue.sprite = sxcardbg[2];
|
||||
break;
|
||||
case 1:
|
||||
obj.GetComponent<sxcarditem>().CardSprite.sprite = sxcard[13];
|
||||
obj.GetComponent<sxcarditem>().sxcarbg.sprite = sxcardbg[4];
|
||||
obj.GetComponent<sxcarditem>().sxcardupblue.sprite = sxcardbg[4];
|
||||
break;
|
||||
case 2:
|
||||
obj.GetComponent<sxcarditem>().CardSprite.sprite = sxcard[14];
|
||||
obj.GetComponent<sxcarditem>().sxcarbg.sprite = sxcardbg[1];
|
||||
obj.GetComponent<sxcarditem>().sxcardupblue.sprite = sxcardbg[1];
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
foreach (GameObject obj in itemlist)
|
||||
{
|
||||
Destroy(obj);
|
||||
}
|
||||
itemlist.Clear();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -51,8 +51,13 @@ public class ItemListItem
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class treeachievementResponse:myResponse
|
||||
public class treeachievementData
|
||||
{
|
||||
public List<TopListItem> top_list; // 注意这里是数组
|
||||
public List<ItemListItem> item_list; // 也是数组
|
||||
}
|
||||
|
||||
public class treeachievementResponse : myResponse
|
||||
{
|
||||
public treeachievementData data;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user