add
This commit is contained in:
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type: 2
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fishingNeedTimer: 30
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restTimer: 5
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getgoldnumber: 100
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goldshop: {fileID: 1621691472}
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startPos: {fileID: 1734571546}
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type: 0
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isbuy: 0
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isGoldLand: 1
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paths:
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pathsNeedTimer: 30
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fishingNeedTimer: 30
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restTimer: 3
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getgoldnumber: 100
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goldshop: {fileID: 1780327002}
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goldNumerTextPro: {fileID: 979148971}
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Btntrans: {fileID: 559443431}
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startPos: {fileID: 1067588907}
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isGoldLand: 1
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pathsNeedTimer: 30
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fishingNeedTimer: 30
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restTimer: 5
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getgoldnumber: 100
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goldshop: {fileID: 784479835}
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goldnumer: 0
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goldNumerTextPro: {fileID: 1634093115}
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HightLight: {fileID: 579933540}
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Btntrans: {fileID: 1048058358}
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FishPrice: 0
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--- !u!1 &1067588906
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@ -223,7 +223,7 @@ public class mount : MonoBehaviour
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public static mount mountitem;
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// Start is called before the first frame update
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public virtual void Awake()
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public virtual void Awake()
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{
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DontDestroyOnLoad(this);
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@ -232,7 +232,7 @@ public class mount : MonoBehaviour
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//mountitem.login_screen();
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}
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public virtual void Start()
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private void Start()
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{
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mountitem = this;
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LoadAllJsonFiles();
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@ -8,7 +8,13 @@ public class boy : mount
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public int currencType = 0;//货币类型
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public List<GameObject> listgameobject = new List<GameObject>();
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public Dictionary<float, int> ActivateValues = new Dictionary<float, int>();
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public override async void Start()
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public override void Awake()
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{
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}
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private async void Start()
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{
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//测试用
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Login login = new Login();
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 27bd589a37ed62a4fb108e150abd2d36
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,82 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using static UnityEditor.Progress;
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public class boy_jinsha:mount
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{
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public int currencType = 0;//货币类型
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public List<GameObject> listgameobject = new List<GameObject>();
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public Dictionary<float, int> ActivateValues = new Dictionary<float, int>();
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public override void Awake()
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{
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}
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private async void Start()
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{
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//测试用
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Login login = new Login();
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login.Phone = "test1";
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await web.SendRequest(web.URL + "/Player/Login", "POST", JsonUtility.ToJson(login));
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string userponse = await web.SendRequest(web.URL + "/FisherElf/GetList", "POST");
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Response itemList = JsonUtility.FromJson<Response>(userponse);
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foreach (Item item in itemList.List)
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{ //处理给过来的渔夫数据,只保留对应货币的渔夫
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if (item.Type == currencType)
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{
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if (!ActivateValues.ContainsKey(item.ActivateValue))
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{
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ActivateValues.Add(item.ActivateValue, item.Num);
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}
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}
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}
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UpShipTimer();
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}
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public async void UpShipTimer()
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{
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int index = 0;
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foreach (int key in ActivateValues.Keys)
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{
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listgameobject[index].GetComponent<landContorl>().ActivateValue = key;
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listgameobject[index].GetComponent<landContorl>().Num = ActivateValues[key];
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index++;
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}
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string allfisherman = "";
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if (currencType == 0)//金币
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{
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allfisherman = await web.SendRequest(web.URL + "/FisherElfActive/GetListOfGold", "POST");
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}
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else//宝石
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{
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allfisherman = await web.SendRequest(web.URL + "/FisherElfActive/GetListOfGem", "POST");
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}
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//Debug.Log(allfisherman);
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Response allfishermanres = JsonUtility.FromJson<Response>(allfisherman);
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//Debug.Log(Struct.StructToString(allfishermanres, 1));
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foreach (Item item in allfishermanres.List)
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{
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if (item.Type == currencType)
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{
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foreach (GameObject gameObject in listgameobject)
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{
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if (gameObject.GetComponent<landContorl>().ActivateValue == item.ActivateValue)//如果价格一致
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{
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Debug.Log(item.RemainEndureTime.ToString() + '/' + item.EndureTime.ToString());
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gameObject.GetComponent<landContorl>().add_fish(item.RemainEndureTime.ToString() + '/' + item.EndureTime.ToString());
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//gameObject.GetComponent<landContorl>().add_fish();
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}
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}
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}
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}
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||||
}
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||||
}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: b8f990109b98f2f43864c69530d23d5c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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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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@ -0,0 +1,333 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using TMPro;
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public class landContorl_jinsha : MonoBehaviour
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{
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public GameObject fishManPrefab;
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private GameObject fishMan;
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private shipcontorl fishManShipContorl;
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public Transform startPos;
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public Transform endPos;
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public int type;
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public bool isbuy = false;
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public bool isGoldLand = false;
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public float ActivateValue = 0;
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public int Num = 0;
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public int Type = 0;
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//路径
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public List<Path> paths;
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//航行时间
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public float pathsNeedTimer = 30f;
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//捕鱼时间
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public float fishingNeedTimer = 30f;
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//休息时间
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public float restTimer = 5f;
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//每次获得的金币数量,默认100
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public int getgoldnumber = 100;
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public GameObject goldshop;
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public TextMeshPro goldNumerTextPro;
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public GameObject HightLight;//高亮
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public Transform Btntrans;
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public float FishPrice;
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public GameObject map;
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// Start is called before the first frame update
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private void Start()
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{
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FishPrice = 10;
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if (goldshop == null)
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{
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Debug.LogError("goldshop==null");
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return;
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}
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HightLight.SetActive(false);
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if (!isGoldLand) return;
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shopman.instance.OnType += addman;
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}
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private void Update()
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{
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goldNumerTextPro.text = ActivateValue.ToString();
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}
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private void OnDisable()
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{
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if (!isGoldLand) return;
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shopman.instance.OnType -= addman;
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}
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||||
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void addman(int type, int number)
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{
|
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if (type == this.type)
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{
|
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if (isbuy == false)
|
||||
{
|
||||
isbuy = true;
|
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PlayerManager.Instance.SetMoney(MoneyType.Coins, -FishPrice);
|
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Promptmgr.Instance.PromptBubble("购买成功", Color.black, Color.blue);
|
||||
}
|
||||
else
|
||||
{
|
||||
Promptmgr.Instance.PromptBubble("已经购买了", Color.black, Color.red);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMouseDown()
|
||||
{
|
||||
if (fishMan != null)
|
||||
{
|
||||
Promptmgr.Instance.PromptBubble("已经有船了", Color.black, Color.red);
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||||
return;
|
||||
}
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||||
|
||||
OnClick();
|
||||
}
|
||||
private void OnTouch()
|
||||
{
|
||||
if (fishMan != null)
|
||||
{
|
||||
Promptmgr.Instance.PromptBubble("已经有船了", Color.black, Color.red);
|
||||
return;
|
||||
}
|
||||
|
||||
OnClick();
|
||||
}
|
||||
|
||||
async void OnClick()
|
||||
{
|
||||
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);
|
||||
if (itemList.ErrorCode == 0) // 如果购买成功
|
||||
{
|
||||
|
||||
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));
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||||
Res res = JsonUtility.FromJson<ids>(userponse);
|
||||
if (res.ErrorCode == 0)
|
||||
{
|
||||
Promptmgr.Instance.PromptBubble("购买成功", Color.black, Color.red);
|
||||
ScaleAni(Btntrans);
|
||||
add_fish();
|
||||
map.GetComponent<boy>().UpShipTimer();
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||||
}
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||||
else
|
||||
{
|
||||
Promptmgr.Instance.PromptBubble(res.ErrorMessage, Color.black, Color.red);
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||||
}
|
||||
}
|
||||
}
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||||
else// 如果购买失败
|
||||
{
|
||||
Promptmgr.Instance.PromptBubble("购买失败", Color.black, Color.red);
|
||||
}
|
||||
Debug.Log(Struct.StructToString(itemList, 3));
|
||||
|
||||
}
|
||||
public void add_fish(string timerStr = null)//生成船只
|
||||
{
|
||||
//倒计时
|
||||
// fishManShipContorl.UpShowTimer("测试");
|
||||
|
||||
if (fishMan != null)
|
||||
{
|
||||
fishManShipContorl.UpShowTimer(timerStr);
|
||||
return;
|
||||
}
|
||||
|
||||
if (timerStr != null)
|
||||
{
|
||||
fishMan = GameObject.Instantiate(fishManPrefab);
|
||||
fishMan.transform.position = endPos.position;
|
||||
fishManShipContorl = fishMan.GetComponent<shipcontorl>();
|
||||
MoveToStartPos();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
fishMan = GameObject.Instantiate(fishManPrefab);
|
||||
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()
|
||||
{
|
||||
|
||||
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);
|
||||
|
||||
// 返回起点
|
||||
MoveToStartPos();
|
||||
}
|
||||
|
||||
|
||||
void MoveToStartPos()
|
||||
{
|
||||
|
||||
|
||||
// 随机选择一条路径
|
||||
Path selectedPath = paths[Random.Range(0, paths.Count)];
|
||||
// 移动到捕鱼点
|
||||
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)
|
||||
{
|
||||
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");
|
||||
|
||||
|
||||
goldNumerTextPro.text = ActivateValue.ToString();
|
||||
fishMan.GetComponent<shipcontorl>().SetState(ShipState.draw);
|
||||
|
||||
}
|
||||
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e14236262b3cead4597580fdb841652f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user