324 lines
8.4 KiB
C#
324 lines
8.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using DG.Tweening;
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using TMPro;
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using System.Threading.Tasks;
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public class roomcontroller : MonoBehaviour
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{
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[Range(0f, 1f)]
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public float probabilityOfStand = 0.2f;//站立状态
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[Header("精灵走路的概率")]
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[Range(0f, 1f)]
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public float probabilityOfWalk = 0.3f;//走路状态
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[Header("精灵挖矿的概率")]
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[Range(0f, 1f)]
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public float probabilityOfDig = 0.5f;//挖矿状态
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[Header("精灵的预制体")]
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public GameObject fishManPrefab;
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[Header("购买的精灵数据")]
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public List<VoucherItem> listItem = new List<VoucherItem>();
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private GameObject fishMan;//生成的渔船
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private SpriteAniationpro fishManShipContorl;//渔船的控制器
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[Header("精灵生成点")]
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public Transform startPos;
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[Header("精灵终点")]
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public Transform endPos;
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[Header("房间类型编号")]
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public int type;
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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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[Header("精灵路径点集合")]
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public List<Path> paths;
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//航行时间
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[Header("走路时间")]
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public float pathsNeedTimer = 30f;
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//捕鱼时间
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[Header("挖矿时间")]
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public float fishingNeedTimer = 30f;
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//休息时间
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[Header("休息时间")]
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public float restTimer = 5f;
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[Header("显示精灵数量")]
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public Text shipNumberTextPro;
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[Header("点击的特效")]
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public GameObject effectPrefab;//特效
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[Header("点击按钮出现的动画")]
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public Transform OnBtnAni;
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public float FishPrice;
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public GameObject map;
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public static bool canClick = true;
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public List<string> ids = new List<string>();
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// Start is called before the first frame update
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private void Awake()
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{
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listItem = new List<VoucherItem>();
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UpdateShipNumberTextPro(listItem.Count.ToString());
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}
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private void Start()
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{
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FishPrice = 10;
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}
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async 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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GenerateForFisherElf generateForFisherElf = new GenerateForFisherElf(); // 购买渔夫
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generateForFisherElf.Num = Num;
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generateForFisherElf.Count = 1;
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string userponse = await web.SendRequest(web.URL + "/Voucher/GenerateForFisherElf", "POST", JsonUtility.ToJson(generateForFisherElf));
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ids itemList = JsonUtility.FromJson<ids>(userponse);
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Debug.Log(itemList.Ids[0]);
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if (itemList.ErrorCode == 0) // 如果购买成功
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{
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Promptmgr.Instance.PromptBubble("购买成功", Color.black, Color.blue);
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/* foreach (string item in itemList.Ids)
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{
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Use use = new Use(); // 使用渔夫
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use.Id = item;
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string rect = await web.SendRequest(web.URL + "/Voucher/Use", "POST", JsonUtility.ToJson(use));
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Res res = JsonUtility.FromJson<ids>(userponse);
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if (res.ErrorCode == 0)
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{
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Promptmgr.Instance.PromptBubble("购买成功", Color.black, Color.blue);
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//增加船只数量
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//ChangeShipNumber(1);
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}
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else
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{
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Promptmgr.Instance.PromptBubble(res.ErrorMessage, Color.black, Color.red);
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}
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}*/
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}
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else// 如果购买失败
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{
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Res res = JsonUtility.FromJson<ids>(userponse);
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Promptmgr.Instance.PromptBubble(res.ErrorMessage, Color.black, Color.red);
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}
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}
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}
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public void OnClick()
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{
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if (!canClick)
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{
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return;
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}
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if (fishMan == null)
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{
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Promptmgr.Instance.PromptBubble("还没有买精灵!", Color.black, Color.red);
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return;
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}
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add_fish();
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}
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public void add_fish(string timerStr = null)//生成船只
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{
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if (timerStr != null)
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{
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fishMan = GameObject.Instantiate(fishManPrefab, this.transform);
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fishMan.transform.position = endPos.position;
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fishManShipContorl = fishMan.GetComponent<SpriteAniationpro>();
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Debug.Log("更新船时间");
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//dig();
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return;
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}
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fishMan = GameObject.Instantiate(fishManPrefab, this.transform);
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fishMan.transform.position = startPos.position;
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fishManShipContorl = fishMan.GetComponent<SpriteAniationpro>();
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MoveToFishingPos();
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}
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void MoveToFishingPos()
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{
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// 随机选择一条路径
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Path selectedPath = paths[Random.Range(0, paths.Count)];
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// 移动到挖矿点
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StartCoroutine(MoveToFishingPoint(selectedPath.pathPoints));
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}
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IEnumerator MoveToFishingPoint(List<Transform> path)
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{
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// 将路径点转换为 Vector3 数组
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Vector3[] pathPoints = new Vector3[path.Count];
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for (int i = 0; i < path.Count; i++)
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{
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pathPoints[i] = path[i].position;
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}
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//改变朝向
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ChangeShipLook(pathPoints[0], pathPoints[path.Count - 1]);
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//动作变化,移动
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fishManShipContorl.SetAni(1);
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// 使用 DOPath 沿着路径移动到捕鱼点,并禁用旋转变化
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yield return fishMan.transform.DOPath(pathPoints, pathsNeedTimer, PathType.CatmullRom)
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.SetOptions(false) // 禁用旋转
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.SetEase(Ease.InOutSine)
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.WaitForCompletion();
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//挖矿
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dig();
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}
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async void dig()
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{
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//动作变化,捕鱼
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fishManShipContorl.SetAni(2);
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RangNumber();
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}
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//根据前后位置改变朝向
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void ChangeShipLook(Vector3 _startpos, Vector3 _endpos)
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{
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if (_startpos.x > _endpos.x)
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{
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Debug.Log("朝向左边");
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fishMan.transform.rotation = Quaternion.Euler(0,180,0);
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}
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else
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{
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Debug.Log("朝向右边");
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fishMan.transform.rotation = Quaternion.Euler(0, 0, 0);
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}
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}
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// 随机生成状态
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void RangNumber()
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{
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// 计算概率总和并进行归一化
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float totalProbability = probabilityOfStand + probabilityOfWalk + probabilityOfDig;
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if (totalProbability != 1f)
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{
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probabilityOfStand /= totalProbability;
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probabilityOfWalk /= totalProbability;
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probabilityOfDig /= totalProbability;
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}
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// 根据概率范围随机生成状态
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float randomValue = Random.value;
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if (randomValue < probabilityOfStand)
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{
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fishManShipContorl.SetAni(0);
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RangNumber();
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}
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else if (randomValue < probabilityOfStand + probabilityOfWalk)
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{
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fishManShipContorl.SetAni(1);
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StartCoroutine(movego());
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RangNumber();
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}
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else
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{
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StartCoroutine(workgo());
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RangNumber();
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}
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}
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IEnumerator movego()
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{
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float x = Random.Range(startPos.position.x,endPos.position.x);
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Vector3 newV = new Vector3(x,fishMan.transform.position.y, fishMan.transform.position.z);
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ChangeShipLook(fishMan.transform.position, newV);
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fishMan.transform.DOMove(newV,3f);
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yield return new WaitForSeconds(3f);
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}
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IEnumerator workgo()
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{
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if ((fishMan.transform.position.x - endPos.position.x) < 0.01f)
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{
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fishManShipContorl.SetAni(2);
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yield return new WaitForSeconds(3f);
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}
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else
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{
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fishMan.transform.DOMove(endPos.position, 3f);
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yield return new WaitForSeconds(3f);
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fishManShipContorl.SetAni(2);
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}
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}
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//更新精灵数量显示
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public void UpdateShipNumberTextPro(string str)
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{
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if (shipNumberTextPro.text == str)
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{
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return;
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}
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shipNumberTextPro.text = str;
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}
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//使用代金卷
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async void UseShip()
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{
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Use use = new Use(); // 使用渔夫
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use.Id = listItem[0].Id;
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string rect = await web.SendRequest(web.URL + "/Voucher/Use", "POST", JsonUtility.ToJson(use));
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Res res = JsonUtility.FromJson<ids>(rect);
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if (res.ErrorCode == 0)
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{
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Promptmgr.Instance.PromptBubble("使用成功", Color.black, Color.blue);
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}
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else
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{
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Promptmgr.Instance.PromptBubble(res.ErrorMessage, Color.black, Color.red);
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}
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}
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}
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