This commit is contained in:
舒荣森 2024-11-26 21:53:37 +08:00
commit 421532e571
107 changed files with 6438 additions and 58 deletions

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@ -22,6 +22,7 @@ public class HouseBtn : MonoBehaviour
public List<otherWoniu> otherWonius;
public FadeToBlack DarkMask;//·¿¼äºÚÉ«ÕÚÕÖ
public Image Lightlinp;//·¿¼äµÆ¹â
public Transform RangTramsForm;//·¿¼äÕÚÕÖ
// Start is called before the first frame update
void Start()
{

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@ -1,6 +1,7 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class OtherMove : MonoBehaviour
@ -29,8 +30,10 @@ public class OtherMove : MonoBehaviour
private Vector3 originalScale;
public bool IsRangeMove;//是否开始随机移动
public float moveInterval; // 隔多久移动一次,单位是秒
private float timer = 0f; // 计时器,用于控制时间间隔
private void Awake()
{
originalScale=transform.localScale;
@ -54,6 +57,26 @@ public class OtherMove : MonoBehaviour
}
OutParent= GameObject.Find("Canvas/Bg").transform ;
JumpPos = GameObject.Find("Canvas/Bg/Posgroup/pos (3)").transform;
moveInterval = Random.Range(3,10);
}
private void Update()
{
if (IsRangeMove)
{
// 累加计时器
timer += Time.deltaTime;
// 如果计时器超过指定的间隔时间
if (timer >= moveInterval)
{
RandMove(); // 调用随机移动的方法
timer = 0f; // 重置计时器
}
}
}
public void MoveOutParent()
{
@ -72,7 +95,46 @@ public class OtherMove : MonoBehaviour
objectToMove.SetAsFirstSibling();
}
public void RandMove() // 随机移动
{
RectTransform rectTransform = objectToMove.GetComponent<RectTransform>();
// 获取父物体的边界
RectTransform parentRect = rectTransform.parent.GetComponent<RectTransform>();
float parentWidth = parentRect.rect.width;
// 获取物体的宽度(也就是它的宽度的一半)
float objectWidth = rectTransform.rect.width;
float halfObjectWidth = objectWidth / 2f;
// 当前物体的位置
float currentX = rectTransform.anchoredPosition.x;
// 随机生成一个相对父物体范围的偏移量,确保不超出范围
float moveRange = Random.Range(-100f, 100f);
if (moveRange > 0 && objectToMove.GetComponent<PlayerMovePos>().IsLeft)
{
objectToMove.GetComponent<PlayerMovePos>().IsLeft = false;
// 旋转物体使其面向左侧绕Y轴旋转180度
Rotate();
}
else if (moveRange < 0 && !objectToMove.GetComponent<PlayerMovePos>().IsLeft)
{
objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
Rotate();
}
// 计算目标位置,确保目标位置在父物体的宽度范围内
float targetX = currentX + moveRange;
// 限制目标位置,减去自身宽度的一半,确保物体不超出父物体的边界
targetX = Mathf.Clamp(targetX, -parentWidth / 2 + halfObjectWidth+20, parentWidth / 2 - halfObjectWidth-20);
// 使用 DoTween 实现平滑移动
rectTransform.DOAnchorPosX(targetX, 1f).SetEase(Ease.Linear);
}
public void SetParentToHouse()
@ -216,7 +278,7 @@ public class OtherMove : MonoBehaviour
objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
Rotate();
}
rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + range, 1f).SetEase(Ease.Linear).OnComplete(() => { objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0); });
rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + range, 1f).SetEase(Ease.Linear).OnComplete(() => { objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0); IsRangeMove = true; });
});
@ -261,7 +323,7 @@ public class OtherMove : MonoBehaviour
public void ReTurnStartPosMove()
{
IsRangeMove = false;
//Debug.Log("启动其他蜗牛移动");
// 提取路径中的所有点的位置
//Debug.Log("路径长度" + pathPoints.Length);

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@ -0,0 +1,38 @@
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public class BuyGoodId42 : MonoBehaviour
{
public async Task<BuyGoodIdResponse> buyGoodId(int cutePoolId) // 4.2
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head41 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 请求体
BuyGoodIdBody buyGoodIdBody = new BuyGoodIdBody
{
userId = Global.global.serverResponse.data.userId,
cutePoolId = cutePoolId
};
// 异步发送请求
Debug.Log("======入参======" + JsonConvert.SerializeObject(buyGoodIdBody));
string response42 = await web.SendRequest(web.URL + "/snail/cutePool/buy", "POST", JsonConvert.SerializeObject(buyGoodIdBody), head41);
// 调试输出接收到的响应
Debug.Log("4.2购买靓号==" + response42);
// 将响应反序列化为对象
BuyGoodIdResponse buyGoodIdResponse = JsonConvert.DeserializeObject<BuyGoodIdResponse>(response42);
Debug.Log("8==================================D" + buyGoodIdResponse.Data.TotalCount);
return buyGoodIdResponse;
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e55a4e0a058739742a83e8d77ae91065
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -628,7 +628,7 @@ public class GoodIdItem
{
public int Id { get; set; }
public string CuteNo { get; set; }
public float BeansCoin { get; set; }
public decimal BeansCoin { get; set; }
public int UserId { get; set; }
public int Type { get; set; }
public int Status { get; set; }
@ -638,4 +638,32 @@ public class GoodIdItem
public class GoodIdPageBody
{
public int orderByDesc { get; set; }
}
}
//====4.2购买靓号=========================================================
//请求体
public class BuyGoodIdBody
{
public int userId { get; set; }
public int cutePoolId { get; set; }
}
//返回值
public class BuyGoodIdResponse : Response
{
public BuyGoodIdData Data { get; set; }
}
public class BuyGoodIdData
{
public int PageNo { get; set; }
public int PageSize { get; set; }
public int TotalCount { get; set; }
public List<object> DataList { get; set; } // 你可以根据需要将List<object>替换为List<YourDataType>===========================================================
}

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@ -1,4 +1,5 @@
using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
@ -12,10 +13,32 @@ public class PerSonalCenterPanel : MonoBehaviour
public GameObject editPanel;
public UserInfomation14 userInfomation14;
public Text nickName;
//UI逻辑相关组件
public Transform trans;
public Button editBtn;//编辑按钮
public Button myorderBtn;//我的订单
public Button realnameBtn;//实名认证
public Button receivingaddressBtn;//收获地址
public Button conversionBtn;//转赠
public Button transformationBtn;//转换
public Button exchangeBtn;//兑换
public Button accountsecurityBtn;//账号安全
public Button customerserviceBtn;//客户
// Start is called before the first frame update
void Start()
{
GetPlayerInfo();
editBtn.onClick.AddListener(EditBtn);
}
public void EditBtn()
{
}
// Update is called once per frame
@ -40,7 +63,7 @@ public class PerSonalCenterPanel : MonoBehaviour
{
transform.gameObject.SetActive(false);
}
public async Task GetPlayerInfo() // 1.4
public async void GetPlayerInfo() // 1.4
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head14 = new Dictionary<string, string>
@ -52,7 +75,6 @@ public class PerSonalCenterPanel : MonoBehaviour
string response14 = await web.SendRequest(web.URL + "/snail/user/queryUserInfo", "POST", "{}", head14);
Debug.Log("1.4查询玩家信息" + response14);
userInfomation14 = JsonConvert.DeserializeObject<UserInfomation14>(response14);
Debug.Log("玩家剩余蜗蛋:" + userInfomation14.data.beansCoin);
//Money = userInfomation14.beansCoin;
Debug.Log("&&&&&&&&&&&&&&&&&&&&7" + userInfomation14.data.nickName);
@ -61,6 +83,6 @@ public class PerSonalCenterPanel : MonoBehaviour
Global.global.response = JsonConvert.DeserializeObject<ServerResponse>(response14);
// 不需要返回值,只需表示异步操作完成
await Task.CompletedTask; // 或者直接返回,不使用 await
//await Task.CompletedTask; // 或者直接返回,不使用 await
}
}

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@ -17,12 +17,13 @@ public class LoginItem :MonoBehaviour
public async void Init()
{
idResponse=await goodId.queryUnionPage();
idResponse = await goodId.queryUnionPage();
for (int i = 0; i < idResponse.Data.DataList.Count; i++)
{
GameObject Lhitem = (GameObject)Instantiate(Resources.Load("LLPrefabs/Beautiful_numberttem"),contentItem);
GameObject Lhitem = (GameObject)Instantiate(Resources.Load("LLPrefabs/Beautiful_numberttem"), contentItem);
Lhitem.GetComponent<NumberTc>().BeautifulNumber.text = idResponse.Data.DataList[i].CuteNo;
Lhitem.GetComponent<NumberTc>().price.text = idResponse.Data.DataList[i].BeansCoin.ToString();
Lhitem.GetComponent<NumberTc>().id = idResponse.Data.DataList[i].Id;
if (idResponse.Data.DataList[i].Type == 1)
{
Lhitem.GetComponent<NumberTc>().musk_show();

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@ -7,6 +7,8 @@ public class Nice_numPanel : MonoBehaviour
public Button CancleBtn;
public Button ConfirmBtn;
public NumberTc numberTc;
BuyGoodIdResponse buyGoodIdResponse = new BuyGoodIdResponse();
BuyGoodId42 buyGoodId42 = new BuyGoodId42();
// Start is called before the first frame update
void Start()
{
@ -16,29 +18,23 @@ public class Nice_numPanel : MonoBehaviour
void CanclePanel()
{
Destroy(this.gameObject);
Destroy(this.gameObject);
}
void ConfirmBuy()
async void ConfirmBuy()
{
string pricetext = numberTc.price.text;
if ((PlayerInfo.instance.Money - float.Parse(pricetext)) >= 0)
{
numberTc.musk_show();
Destroy(this.gameObject);
}
else
{
Debug.Log("弹出蜗壳不足的弹窗");
}
//string pricetext = numberTc.price.text;
buyGoodIdResponse = await buyGoodId42.buyGoodId(numberTc.id);
Debug.Log(buyGoodIdResponse);
numberTc.musk_show();
Destroy(this.gameObject);
//Debug.Log("弹出蜗壳不足的弹窗");
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -7,13 +7,14 @@ public class NumberTc : MonoBehaviour
{
public TextMeshProUGUI BeautifulNumber;
public TextMeshProUGUI price;
public int id;
public Button Show_buy;
public Canvas jiemianCanvas;
public GameObject musk;
// Start is called before the first frame update
void Start()
{
jiemianCanvas = GameObject.Find("Canvas").GetComponent<Canvas>();
jiemianCanvas = GameObject.Find("lianghaoCanvas").GetComponent<Canvas>();
Show_buy.onClick.AddListener(ShowBuy_TanChuang);
}

View File

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