This commit is contained in:
wulongxiao 2025-01-07 15:54:15 +08:00
commit f7cc8455af
239 changed files with 18344 additions and 810 deletions

View File

@ -250,5 +250,33 @@
}
}
]
},
{
"temp_id": "M_S_003",
"monster_code": "水萌妖-03",
"skills": [
{
"positioning": "增加中毒范围",
"name": "毒气弥漫",
"effects": {
"level_1": "射程提升1格位置",
"level_2": "伤害提升15%",
"level_3": "攻击CD减少10%",
"level_4": "伤害提升35%",
"level_5": "每次扇形喷出3个毒雾攻击CD增加5%"
}
},
{
"positioning": "增加中毒伤害",
"name": "深化毒药",
"effects": {
"level_1": "敌人中毒后受到伤害提升20%",
"level_2": "伤害提升15%",
"level_3": "敌人中毒后毒药生效时间减少30%攻击CD增加5%",
"level_4": "伤害提升35%",
"level_5": "敌人中毒后受到伤害提升50%攻击CD增加5%"
}
}
]
}
]

View File

@ -142,5 +142,21 @@
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"Info": "会对靠近的敌人喷出毒雾,让敌人中毒持续受伤。",
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"AttackCD": "1",
"CritRate": "0.025",
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]

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@ -0,0 +1,57 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ssm_SkillUp : SkillUp
{
/// <summary>
/// 射程提升1格位置
/// </summary>
public override void Skill_1_1()
{
base.AttackRange = -1;
attack.SetAttackRange();
}
/// <summary>
/// 攻击CD减少10%
/// </summary>
public override void Skill_1_3()
{
base.AttackCooldown += 0.1f;
}
/// <summary>
/// 每次扇形喷出3个毒雾攻击CD增加5%
/// </summary>
public override void Skill_1_5()
{
}
/// <summary>
/// 敌人中毒后受到伤害提升20%
/// </summary>
public override void Skill_2_1()
{
}
/// <summary>
/// 敌人中毒后毒药生效时间减少30% 攻击CD增加5%
/// </summary>
public override void Skill_2_3()
{
base.AttackCooldown += 0.05f;
}
/// <summary>
/// 敌人中毒后受到伤害提升50%,攻击CD增加5%
/// </summary>
public override void Skill_2_5()
{
base.AttackCooldown += 0.05f;
}
}

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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);
}

View 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;
}
}
}

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@ -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();
}
}

View File

@ -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;
}

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