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+++ b/meng_yao/Assets/script/scene_baoshidao/baoshidao_buy.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class baoshidao_buy : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/meng_yao/Assets/script/scene_baoshidao/baoshidao_buy.cs.meta b/meng_yao/Assets/script/scene_baoshidao/baoshidao_buy.cs.meta new file mode 100644 index 000000000..173de7e74 --- /dev/null +++ b/meng_yao/Assets/script/scene_baoshidao/baoshidao_buy.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5de5e293e3f15bf46a11cc3e5081f0d2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/meng_yao/Assets/script/scene_baoshidao/baoshidao_contorl.cs b/meng_yao/Assets/script/scene_baoshidao/baoshidao_contorl.cs new file mode 100644 index 000000000..13835e6c2 --- /dev/null +++ b/meng_yao/Assets/script/scene_baoshidao/baoshidao_contorl.cs @@ -0,0 +1,307 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using DG.Tweening; +using TMPro; + +public class baoshidao_contorl : MonoBehaviour +{ + [Header("渔船的预制体")] + public GameObject fishManPrefab; + [Header("购买的渔船数据")] + public List listItem = new List(); + private GameObject fishMan;//生成的渔船 + private SpriteAniationpro 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 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 ids = new List(); + + // Start is called before the first frame update + private void Awake() + { + listItem = new List(); + UpdateShipNumberTextPro(listItem.Count.ToString()); + } + private void Start() + { + FishPrice = 10; + + + HightLight.SetActive(false); + + + + + } + private void Update() + { + goldNumerTextPro.text = ActivateValue.ToString(); + } + + + + + 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(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(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(userponse); + Promptmgr.Instance.PromptBubble(res.ErrorMessage, Color.black, Color.red); + } + } + } + + public void OnClick() + { + + if (!canClick) + { + return; + } + + + ScaleAni(OnBtnAni); + + + /*if (fishMan == null) + { + Promptmgr.Instance.PromptBubble("还没有买船了", Color.black, Color.red); + return; + }*/ + + add_fish(); + + } + public void add_fish(string timerStr = null)//生成船只 + { + + if (fishMan != null) + { + Promptmgr.Instance.PromptBubble("已经有船了", Color.black, Color.red); + Debug.Log("更新船"); + + return; + } + + if (timerStr != null) + { + fishMan = GameObject.Instantiate(fishManPrefab, this.transform); + fishMan.transform.position = endPos.position; + fishManShipContorl = fishMan.GetComponent(); + + Debug.Log("更新船时间"); + + fish(); + return; + } + + + fishMan = GameObject.Instantiate(fishManPrefab, this.transform); + fishMan.transform.position = startPos.position; + fishManShipContorl = fishMan.GetComponent(); + + + 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(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(List 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]); + + // 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 = fishMan.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 + + //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(); + + // 停止摆动效果 + swayTween.Kill(); + + fish(); + } + + void fish() + { + //动作变化,捕鱼 + fishManShipContorl.SetAni(2); + InvokeRepeating("stateChange", 1f, 1f); + } + + void stateChange() + { + float i = Random.Range(0, 1f); + + if (i < 0.4f) + { + //动作变化,捕鱼 + fishManShipContorl.SetAni(2); + } + else + { + //动作变化,摸鱼 + fishManShipContorl.SetAni(3); + } + } + + + //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.transform.Rotate(new Vector3(0, 0, 0)); + } + else + { + Debug.Log("朝向右边"); + fishMan.transform.Rotate(new Vector3(0, 180, 0)); + } + + } + + + //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(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); + } + } +} diff --git a/meng_yao/Assets/script/scene_baoshidao/baoshidao_contorl.cs.meta b/meng_yao/Assets/script/scene_baoshidao/baoshidao_contorl.cs.meta new file mode 100644 index 000000000..68e340e26 --- /dev/null +++ b/meng_yao/Assets/script/scene_baoshidao/baoshidao_contorl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e0115c4b9804b6f47bbd58bd358c5aeb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: