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GL 2024-12-09 09:14:33 +08:00
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SnailPanel : MonoBehaviour
{
public static SnailPanel Instance { get; private set; }
public GameObject snailPrefab; // 蜗牛的预制体
public float width ; // 分布区域的宽度
public float height ; // 分布区域的高度
public Vector2 startPosition = new Vector2(0f, 0f); // 起始位置
private UserSnail usersnail;
public List<GameObject> Snails;
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
// Start is called before the first frame update
async void Start()
{
queryUserSnailCount queryUserSnailCount = new queryUserSnailCount();
//9.2查询我的工厂未绑定的蜗牛数,初始化界面
usersnail = await queryUserSnailCount.QueryUserSnailCount();
SpawnSnails();
Debug.Log(usersnail.data.Count);
}
// 生成指定数量的蜗牛物体并分布在指定范围内
void SpawnSnails( )
{
for (int i = 0; i < usersnail.data.Count&&i<=10; i++)
{
float x = startPosition.x + (Random.Range(-(width / 2), (width / 2))) ;
float y = startPosition.y + (Random.Range(-(height / 2), (height / 2)));
Vector3 spawnPosition = new Vector3(x, y, 0f); //
GameObject ob =Instantiate(snailPrefab);
ob.transform.SetParent(transform);
ob.transform.localPosition = spawnPosition;
Snailmove snailmove = ob.GetComponent<Snailmove>();
snailmove.id = usersnail.data[i].snailId;
Snails.Add(ob);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Snailmove : MonoBehaviour
{
private float moveTimer = 0f; // 定时器
private float moveSpeed = 10f; // 移动速度
public Vector3 moveDirection; // 当前移动方向
public Animator animator; // Animator引用
private bool isMoving = false; // 是否在移动
public long id;
private void Start()
{
moveDirection=Vector3.right;
}
private void Update()
{
// 每秒更新定时器
moveTimer += Time.deltaTime;
// 每3秒改变一次方向
if (moveTimer >= 10f)
{
ChangeDirection();
moveTimer = 0f;
}
// 移动物体
transform.Translate(moveDirection * moveSpeed * Time.deltaTime);
if (transform.localPosition.x <= -600 || transform.localPosition.x >= 600)
{
transform.localPosition = new Vector3(0, transform.localPosition.y, transform.localPosition.z);
}
}
// 随机改变移动方向
private void ChangeDirection()
{
int randomDirection = Random.Range(0, 3);
if (randomDirection <= 1)
{
moveDirection = Vector3.right;
transform.rotation = Quaternion.Euler(0, 0, 0);
animator.SetBool("move",true);
}
if(randomDirection <= 2&& randomDirection > 1)
{
moveDirection = Vector3.right;
transform.rotation = Quaternion.Euler(0, 180, 0);
animator.SetBool("move", true);
}
else
{
moveDirection = Vector3.zero;
animator.SetBool("move", false);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SnaolHouse : MonoBehaviour
{
public static SnaolHouse Instance { get; private set; }
public GameObject content;
public GameObject Successfulcard;
public GameObject Nosnailcard;
public GameObject Nocard;
// Start is called before the first frame update
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
async void Start()
{
InitItem();
}
public async void InitItem()
{
for (int i = 0; i < content.transform.childCount; i++)
{
Destroy(content.transform.GetChild(i).gameObject);
}
//9.1
queryFactory queryFactory = new queryFactory();
FactoryList factoryList = new FactoryList();
factoryList = await queryFactory.QueryFactoryList();
foreach (var FacItem in factoryList.data.dataList)
{
if(FacItem.contractId <= 6 && FacItem.contractId >= 3)
{
GameObject ob = Instantiate(Successfulcard);
ob.transform.SetParent(content.transform);
SuccessfulCard successfulCard = ob.GetComponent<SuccessfulCard>();
successfulCard.FactoryItem = FacItem;
}
}
foreach (var FacItem in factoryList.data.dataList)
{
if (FacItem.contractId > 6 || FacItem.contractId < 3)
{
GameObject ob = Instantiate(Nosnailcard);
ob.transform.SetParent(content.transform);
NoSnailCard noSnail= ob.GetComponent<NoSnailCard>();
noSnail.FactoryItem= FacItem;
}
}
GameObject obj = Instantiate(Nocard);
obj.transform.SetParent(content.transform);
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class NoCard : Base
{
// Start is called before the first frame update
public Button OpenButton;
async void Start()
{
OpenButton.onClick.AddListener((async () =>
{
//9.3
buyNewFactory buyNewFactory = new buyNewFactory();
BuyNewFactoryResponse buyNewFactoryResponse = await buyNewFactory.BuyNewFactory();
string strIS = buyNewFactoryResponse.message;
addEventPopUp(strIS);
if (buyNewFactoryResponse.code == 200)
{
SnaolHouse.Instance.InitItem();
}
}));
}
// Update is called once per frame
void Update()
{
this.transform.localScale = new Vector3(1, 1, 1);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NoSnailCard : MonoBehaviour
{
public FactoryItem FactoryItem;
// Start is called before the first frame update
void Start()
{
}
public async void SnailBindCard(long snailid)
{
//9.4
bindSlot bindSlot = new bindSlot();
BindSlot Bs=await bindSlot.QueryUserSnailCount(snailid, FactoryItem.id);
if (Bs.code == 200)
{
SnaolHouse.Instance.InitItem();
foreach (var instanceSnail in SnailPanel.Instance.Snails)
{
if (snailid == instanceSnail.GetComponent<Snailmove>().id)
{
SnailPanel.Instance.Snails.Remove(instanceSnail);
Destroy(instanceSnail);
}
}
}
else
{
foreach (var instanceSnail in SnailPanel.Instance.Snails)
{
if (snailid == instanceSnail.GetComponent<Snailmove>().id)
{
instanceSnail.gameObject.transform.localPosition = new Vector3(0, 0, 0);
}
}
}
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.name == "Snail(Clone)")
{
Snailmove sm = other.gameObject.GetComponent<Snailmove>();
SnailBindCard(sm.id);
}
}
// Update is called once per frame
void Update()
{
this.transform.localScale = new Vector3(1, 1, 1);
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
public class PointFollow : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
public void OnBeginDrag(PointerEventData eventData)
{
}
public void OnDrag(PointerEventData eventData)
{
transform.position = eventData.position;
}
public void OnEndDrag(PointerEventData eventData)
{
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Vector3 = UnityEngine.Vector3;
public class SuccessfulCard : MonoBehaviour
{
// Start is called before the first frame update
public Image HpFill;
public FactoryItem FactoryItem;
public Text Hptext;
void Start()
{
Hptext.text = "HP 90/103";
}
// Update is called once per frame
void Update()
{
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