Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_TheStrongestSnail
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|
|||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||||
m_AnchoredPosition: {x: 24.999985, y: 135}
|
m_AnchoredPosition: {x: 24.999985, y: 185}
|
||||||
m_SizeDelta: {x: 100, y: 100}
|
m_SizeDelta: {x: 100, y: 100}
|
||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!95 &2132522078
|
--- !u!95 &2132522078
|
||||||
@ -24390,6 +24426,7 @@ MonoBehaviour:
|
|||||||
SelfTextTrans: {fileID: 0}
|
SelfTextTrans: {fileID: 0}
|
||||||
SelfImage: {fileID: 0}
|
SelfImage: {fileID: 0}
|
||||||
IsOtherWoniu: 0
|
IsOtherWoniu: 0
|
||||||
|
player: {fileID: 0}
|
||||||
--- !u!114 &2143530053
|
--- !u!114 &2143530053
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
@ -3631,7 +3631,7 @@ RectTransform:
|
|||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0, y: 1}
|
m_AnchorMin: {x: 0, y: 1}
|
||||||
m_AnchorMax: {x: 0, y: 1}
|
m_AnchorMax: {x: 0, y: 1}
|
||||||
m_AnchoredPosition: {x: 540, y: -1339.5}
|
m_AnchoredPosition: {x: 686, y: -1387.5}
|
||||||
m_SizeDelta: {x: 1018, y: 0}
|
m_SizeDelta: {x: 1018, y: 0}
|
||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!114 &1071890038
|
--- !u!114 &1071890038
|
||||||
|
@ -247,12 +247,14 @@ public class AllHouseContro : MonoBehaviour
|
|||||||
battleRoyaleGameDetails();
|
battleRoyaleGameDetails();
|
||||||
|
|
||||||
LoadPanel.instance.ShowPanel();
|
LoadPanel.instance.ShowPanel();
|
||||||
|
player.gameObject.SetActive(true);
|
||||||
CanMoveWoniu();//允许蜗牛移动
|
CanMoveWoniu();//允许蜗牛移动
|
||||||
ClearText();
|
ClearText();
|
||||||
//ReHouseText();
|
//ReHouseText();
|
||||||
BoosReturn();
|
BoosReturn();
|
||||||
player.ReturnStartPos();
|
player.ReturnStartPos();
|
||||||
allother.Reflash();//假蜗牛随机
|
allother.HideJiaWoniu();
|
||||||
|
// allother.Reflash();//假蜗牛随机
|
||||||
allother.ClearAllWoniu();
|
allother.ClearAllWoniu();
|
||||||
IsHideLoadPanel = false;
|
IsHideLoadPanel = false;
|
||||||
GetInfo516();
|
GetInfo516();
|
||||||
|
@ -1,3 +1,4 @@
|
|||||||
|
using DG.Tweening;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
@ -6,13 +7,15 @@ using static UnityEngine.UIElements.UxmlAttributeDescription;
|
|||||||
|
|
||||||
public class Allother : MonoBehaviour
|
public class Allother : MonoBehaviour
|
||||||
{
|
{
|
||||||
//public List<otherWoniu> otherWonius=new List<otherWoniu>();
|
public List<otherWoniu> otherWonius;
|
||||||
|
|
||||||
// public List<HouseBtn> House;//蜗牛进入的父物体
|
// public List<HouseBtn> House;//蜗牛进入的父物体
|
||||||
public GameObject OtherWoniuPre;//其他蜗牛预制体
|
public GameObject OtherWoniuPre;//其他蜗牛预制体
|
||||||
public AllHouseContro allHouseContro;
|
public AllHouseContro allHouseContro;
|
||||||
|
|
||||||
public List<GameObject> JiaWoniu;//场下留下的假蜗牛
|
public List<GameObject> JiaWoniu;//场下留下的假蜗牛
|
||||||
|
private List<GameObject> hiddenSnails = new List<GameObject>(); // 用来记录未显示的蜗牛
|
||||||
|
|
||||||
public Transform ReTurnPos;//返回点
|
public Transform ReTurnPos;//返回点
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
@ -36,14 +39,45 @@ public class Allother : MonoBehaviour
|
|||||||
// }
|
// }
|
||||||
// }
|
// }
|
||||||
|
|
||||||
|
public void HideJiaWoniu()
|
||||||
|
|
||||||
|
|
||||||
public void Reflash()//假蜗牛随机
|
|
||||||
{
|
{
|
||||||
|
// 初始化时将所有蜗牛隐藏,并添加到未显示列表
|
||||||
foreach (GameObject go in JiaWoniu)
|
foreach (GameObject go in JiaWoniu)
|
||||||
{
|
{
|
||||||
go.GetComponent<RectTransform>().anchoredPosition = new Vector2(Random.Range(-350, 350), Random.Range(-80, 80));
|
go.SetActive(false);
|
||||||
|
hiddenSnails.Add(go);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void Reflash() // 随机显示假蜗牛
|
||||||
|
{
|
||||||
|
if (hiddenSnails.Count == 0)
|
||||||
|
{
|
||||||
|
Debug.Log("所有假蜗牛都已显示!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 每次随机显示一定数量(例如 1 到 3 个)
|
||||||
|
int numToShow = Random.Range(1, Mathf.Min(4, hiddenSnails.Count + 1));
|
||||||
|
|
||||||
|
for (int i = 0; i < numToShow; i++)
|
||||||
|
{
|
||||||
|
// 随机选择一个未显示的蜗牛
|
||||||
|
int randomIndex = Random.Range(0, hiddenSnails.Count);
|
||||||
|
GameObject snail = hiddenSnails[randomIndex];
|
||||||
|
|
||||||
|
// 设置位置
|
||||||
|
snail.GetComponent<RectTransform>().anchoredPosition = new Vector2(
|
||||||
|
Random.Range(-350, 550),
|
||||||
|
Random.Range(0, 40)
|
||||||
|
);
|
||||||
|
|
||||||
|
// 显示蜗牛
|
||||||
|
snail.SetActive(true);
|
||||||
|
|
||||||
|
// 从未显示列表中移除
|
||||||
|
hiddenSnails.RemoveAt(randomIndex);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -54,16 +88,23 @@ public class Allother : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (house.otherWonius != null)
|
if (house.otherWonius != null)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < house.otherWonius.Count; i++)
|
|
||||||
{
|
|
||||||
Destroy(house.otherWonius[i].gameObject);
|
|
||||||
|
|
||||||
}
|
|
||||||
house.otherWonius.Clear();
|
house.otherWonius.Clear();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for (int i=0;i<otherWonius.Count;i++)
|
||||||
|
{
|
||||||
|
if (otherWonius[i] != null)
|
||||||
|
{
|
||||||
|
DOTween.Kill(otherWonius[i].gameObject);
|
||||||
|
|
||||||
|
|
||||||
|
Destroy(otherWonius[i].gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
otherWonius.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
//清空指定房间蜗牛
|
//清空指定房间蜗牛
|
||||||
@ -77,17 +118,24 @@ public class Allother : MonoBehaviour
|
|||||||
{
|
{
|
||||||
for (int j = 0; j< allHouseContro.HouseBtnList[i].otherWonius.Count; j++)
|
for (int j = 0; j< allHouseContro.HouseBtnList[i].otherWonius.Count; j++)
|
||||||
{
|
{
|
||||||
Destroy(allHouseContro.HouseBtnList[i].otherWonius[i].gameObject);
|
if (allHouseContro.HouseBtnList[i].otherWonius[j].gameObject!=null)
|
||||||
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
Destroy(allHouseContro.HouseBtnList[i].otherWonius[j].gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
allHouseContro.HouseBtnList[i].otherWonius.Clear();
|
allHouseContro.HouseBtnList[i].otherWonius.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//对应房间蜗牛回起始点
|
//对应房间蜗牛回起始点
|
||||||
public void ReturnstartPos(int roomNo)
|
public IEnumerator ReturnstartPos(int roomNo)
|
||||||
{
|
{
|
||||||
|
allHouseContro.ControAllDoorOpen();
|
||||||
for (int i = 0; i < allHouseContro.HouseBtnList.Count; i++)
|
for (int i = 0; i < allHouseContro.HouseBtnList.Count; i++)
|
||||||
{
|
{
|
||||||
if (allHouseContro.HouseBtnList[i].roomNo == roomNo)
|
if (allHouseContro.HouseBtnList[i].roomNo == roomNo)
|
||||||
@ -95,6 +143,8 @@ public class Allother : MonoBehaviour
|
|||||||
for (int j = 0; j < allHouseContro.HouseBtnList[i].otherWonius.Count; j++)
|
for (int j = 0; j < allHouseContro.HouseBtnList[i].otherWonius.Count; j++)
|
||||||
{
|
{
|
||||||
allHouseContro.HouseBtnList[i].otherWonius[j].GetComponent<OtherMove>().EndPos = ReTurnPos;
|
allHouseContro.HouseBtnList[i].otherWonius[j].GetComponent<OtherMove>().EndPos = ReTurnPos;
|
||||||
|
allHouseContro.HouseBtnList[i].otherWonius[j].GetComponent<OtherMove>().ReTurnStartPosMove();
|
||||||
|
yield return new WaitForSeconds(0.3f);
|
||||||
}
|
}
|
||||||
allHouseContro.HouseBtnList[i].otherWonius.Clear();
|
allHouseContro.HouseBtnList[i].otherWonius.Clear();
|
||||||
}
|
}
|
||||||
@ -103,36 +153,38 @@ public class Allother : MonoBehaviour
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
public void CreateWoniu()
|
//public void CreateWoniu()
|
||||||
{
|
//{
|
||||||
foreach (HouseBtn house in allHouseContro.HouseBtnList)
|
// foreach (HouseBtn house in allHouseContro.HouseBtnList)
|
||||||
{
|
// {
|
||||||
for (int i = 0; i < house.roomUserNo-house.otherWonius.Count; i++)
|
// for (int i = 0; i < house.roomUserNo-house.otherWonius.Count; i++)
|
||||||
{
|
// {
|
||||||
|
|
||||||
// 在指定范围内随机生成位置
|
// // 在指定范围内随机生成位置
|
||||||
float randomX = Random.Range(-250f, 250f); // X轴范围
|
// float randomX = Random.Range(-250f, 250f); // X轴范围
|
||||||
float randomY = Random.Range(-80f, 80f); // Y轴范围
|
// float randomY = Random.Range(-80f, 80f); // Y轴范围
|
||||||
Vector2 randomPosition = new Vector2(randomX, randomY);
|
// Vector2 randomPosition = new Vector2(randomX, randomY);
|
||||||
|
|
||||||
// 实例化蜗牛
|
// // 实例化蜗牛
|
||||||
GameObject ot = Instantiate(OtherWoniuPre, transform);
|
// GameObject ot = Instantiate(OtherWoniuPre, transform);
|
||||||
ot.GetComponent<RectTransform>().anchoredPosition = randomPosition;
|
// ot.GetComponent<RectTransform>().anchoredPosition = randomPosition;
|
||||||
|
|
||||||
// 添加到蜗牛列表并设置其行为
|
// // 添加到蜗牛列表并设置其行为
|
||||||
|
|
||||||
house.otherWonius.Add(ot.GetComponent<otherWoniu>());
|
// house.otherWonius.Add(ot.GetComponent<otherWoniu>());
|
||||||
ot.GetComponent<otherWoniu>().OtherWoniuMove(house); // 移动到目标房间
|
|
||||||
|
|
||||||
Debug.Log("生成蜗牛,随机位置:" + randomPosition);
|
// ot.GetComponent<otherWoniu>().OtherWoniuMove(house); // 移动到目标房间
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
// Debug.Log("生成蜗牛,随机位置:" + randomPosition);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
//}
|
||||||
|
|
||||||
public void startIEmove()
|
public void startIEmove()
|
||||||
{
|
{
|
||||||
StartCoroutine(IECreateWoniu());
|
StartCoroutine(IECreateWoniu());
|
||||||
|
Reflash();
|
||||||
}
|
}
|
||||||
public IEnumerator IECreateWoniu()
|
public IEnumerator IECreateWoniu()
|
||||||
{
|
{
|
||||||
@ -144,6 +196,7 @@ public class Allother : MonoBehaviour
|
|||||||
GameObject ot = Instantiate(OtherWoniuPre, transform);
|
GameObject ot = Instantiate(OtherWoniuPre, transform);
|
||||||
ot.GetComponent<RectTransform>().anchoredPosition = new Vector2(Random.Range(-250, 250), Random.Range(-80, 0));
|
ot.GetComponent<RectTransform>().anchoredPosition = new Vector2(Random.Range(-250, 250), Random.Range(-80, 0));
|
||||||
house.otherWonius.Add(ot.GetComponent<otherWoniu>());
|
house.otherWonius.Add(ot.GetComponent<otherWoniu>());
|
||||||
|
otherWonius.Add(ot.GetComponent<otherWoniu>());
|
||||||
ot.GetComponent<otherWoniu>().OtherWoniuMove(house);//进房间
|
ot.GetComponent<otherWoniu>().OtherWoniuMove(house);//进房间
|
||||||
|
|
||||||
Debug.Log("生成蜗牛");
|
Debug.Log("生成蜗牛");
|
||||||
|
@ -196,7 +196,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
objectToMove.GetComponent<PlayerMovePos>().StartPos = EndPos;
|
objectToMove.GetComponent<PlayerMovePos>().StartPos = EndPos;
|
||||||
|
|
||||||
|
|
||||||
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0);
|
|
||||||
|
|
||||||
|
|
||||||
// rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.x + Random.Range(-100, 100), rectTransform.anchoredPosition.y);
|
// rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.x + Random.Range(-100, 100), rectTransform.anchoredPosition.y);
|
||||||
@ -213,7 +213,40 @@ public class OtherMove : MonoBehaviour
|
|||||||
objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
|
objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
|
||||||
Rotate();
|
Rotate();
|
||||||
}
|
}
|
||||||
rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + range, 1f).SetEase(Ease.Linear);
|
rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + range, 1f).SetEase(Ease.Linear).OnComplete(() => { objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0); });
|
||||||
|
|
||||||
|
});
|
||||||
|
|
||||||
|
|
||||||
|
//});
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AfterReMove()
|
||||||
|
{
|
||||||
|
Debug.Log("其他蜗牛返回起点");
|
||||||
|
RectTransform rectTransform = objectToMove.GetComponent<RectTransform>();
|
||||||
|
|
||||||
|
|
||||||
|
//objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {
|
||||||
|
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y+Random.Range(-200,-20), 0.5f).SetEase(Ease.Linear)
|
||||||
|
.OnComplete(() => {
|
||||||
|
|
||||||
|
|
||||||
|
// rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.x + Random.Range(-100, 100), rectTransform.anchoredPosition.y);
|
||||||
|
float range = Random.Range(-350, 350);
|
||||||
|
// 判断物体是否需要旋转
|
||||||
|
if (range > 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 (range < 0 && !objectToMove.GetComponent<PlayerMovePos>().IsLeft)
|
||||||
|
{
|
||||||
|
objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
|
||||||
|
Rotate();
|
||||||
|
}
|
||||||
|
rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + range, 1f).SetEase(Ease.Linear).OnComplete(() => { objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0); });
|
||||||
|
|
||||||
});
|
});
|
||||||
|
|
||||||
@ -223,8 +256,79 @@ public class OtherMove : MonoBehaviour
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public void ReTurnStartPosMove()
|
||||||
|
{
|
||||||
|
|
||||||
|
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);
|
||||||
|
for (int i = 0; i < pathPoints.Length; i++)
|
||||||
|
{
|
||||||
|
Debug.Log("其他蜗判断终点");
|
||||||
|
if (objectToMove.GetComponent<PlayerMovePos>().StartPos == pathPoints[i])
|
||||||
|
{
|
||||||
|
startIndex = i;
|
||||||
|
//Debug.Log("Startindex"+i);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (EndPos == pathPoints[i])
|
||||||
|
{
|
||||||
|
endIndex = i;
|
||||||
|
//Debug.Log("Endindex" + i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if (endIndex > startIndex)
|
||||||
|
{
|
||||||
|
Debug.Log("其他蜗牛分配路径");
|
||||||
|
|
||||||
|
duration = (endIndex - startIndex) / Speed;
|
||||||
|
|
||||||
|
|
||||||
|
Vector3[] waypoints = new Vector3[endIndex - startIndex + 1];
|
||||||
|
for (int i = startIndex, j = 0; j < pathPoints.Length && i <= endIndex; i++, j++)
|
||||||
|
{
|
||||||
|
if (!JudagePos1() && pathPoints[i] == JumpPos)
|
||||||
|
{
|
||||||
|
waypoints[j] = pathPoints[i - 1].position;
|
||||||
|
continue;
|
||||||
|
|
||||||
|
}
|
||||||
|
waypoints[j] = pathPoints[i].position;
|
||||||
|
|
||||||
|
}
|
||||||
|
OnReMove(waypoints);
|
||||||
|
}
|
||||||
|
else if (endIndex < startIndex)
|
||||||
|
{
|
||||||
|
|
||||||
|
duration = (startIndex - endIndex) / Speed;
|
||||||
|
|
||||||
|
//duration = (startIndex-endIndex) / Speed;
|
||||||
|
Vector3[] waypoints = new Vector3[startIndex - endIndex + 1];
|
||||||
|
for (int i = startIndex, j = 0; j < pathPoints.Length && i >= endIndex; i--, j++)
|
||||||
|
{
|
||||||
|
if (!JudagePos1() && pathPoints[i] == JumpPos)
|
||||||
|
{
|
||||||
|
waypoints[j] = pathPoints[i + 1].position;
|
||||||
|
continue;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
waypoints[j] = pathPoints[i].position;
|
||||||
|
|
||||||
|
}
|
||||||
|
OnReMove(waypoints);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -280,4 +384,44 @@ public class OtherMove : MonoBehaviour
|
|||||||
})
|
})
|
||||||
.OnComplete(AfterMove);
|
.OnComplete(AfterMove);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void OnReMove(Vector3[] waypoints)
|
||||||
|
{
|
||||||
|
Debug.Log("其他蜗牛开始移动");
|
||||||
|
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
MoveOutParent();
|
||||||
|
Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
|
||||||
|
.SetEase(Ease.Linear) // 设置线性过渡效果
|
||||||
|
.SetLoops(isLooping ? -1 : 0)
|
||||||
|
.OnWaypointChange((index) =>
|
||||||
|
{
|
||||||
|
// 当物体到达某个路径点时回调
|
||||||
|
if (index < waypoints.Length - 1)
|
||||||
|
{
|
||||||
|
Vector3 currentWaypoint = waypoints[index];
|
||||||
|
Vector3 nextWaypoint = waypoints[index + 1];
|
||||||
|
|
||||||
|
// 判断物体是否需要旋转
|
||||||
|
if (nextWaypoint.x < currentWaypoint.x && !objectToMove.GetComponent<PlayerMovePos>().IsLeft)
|
||||||
|
{
|
||||||
|
objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
|
||||||
|
// 旋转物体使其面向左侧(绕Y轴旋转180度)
|
||||||
|
Rotate();
|
||||||
|
}
|
||||||
|
else if (nextWaypoint.x > currentWaypoint.x && objectToMove.GetComponent<PlayerMovePos>().IsLeft)
|
||||||
|
{
|
||||||
|
objectToMove.GetComponent<PlayerMovePos>().IsLeft = false;
|
||||||
|
Rotate();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
})
|
||||||
|
.OnComplete(AfterReMove);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -43,6 +43,8 @@ public class PlayerMove : MonoBehaviour
|
|||||||
public Transform SelfTextTrans;
|
public Transform SelfTextTrans;
|
||||||
public Transform SelfImage;
|
public Transform SelfImage;
|
||||||
public bool IsOtherWoniu;
|
public bool IsOtherWoniu;
|
||||||
|
|
||||||
|
public PlayerMove player;//Íæ¼Ò
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
Speed = 2f;
|
Speed = 2f;
|
||||||
@ -366,11 +368,31 @@ public class PlayerMove : MonoBehaviour
|
|||||||
GetComponent<BossContro>().BossAni.SetInteger("State", 2);
|
GetComponent<BossContro>().BossAni.SetInteger("State", 2);
|
||||||
yield return new WaitForSeconds(3f);
|
yield return new WaitForSeconds(3f);
|
||||||
GetComponent<BossContro>().BossAni.SetInteger("State", 0);
|
GetComponent<BossContro>().BossAni.SetInteger("State", 0);
|
||||||
|
if (allHouseContro.KillNos.Count>0)
|
||||||
|
{
|
||||||
foreach (int nos in allHouseContro.KillNos)
|
foreach (int nos in allHouseContro.KillNos)
|
||||||
{
|
{
|
||||||
GetComponent<BossContro>().allother.KilltheWoniu(nos);
|
GetComponent<BossContro>().allother.KilltheWoniu(nos);
|
||||||
|
if (allHouseContro.roomNo==nos)
|
||||||
|
{
|
||||||
|
player.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
foreach (HouseBtn houseBtn in allHouseContro.HouseBtnList)
|
||||||
|
{
|
||||||
|
foreach (int nos in allHouseContro.KillNos)
|
||||||
|
{
|
||||||
|
if (houseBtn.roomNo!=nos)
|
||||||
|
{
|
||||||
|
StartCoroutine( GetComponent<BossContro>().allother.ReturnstartPos(houseBtn.roomNo));
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
allHouseContro.KillNos.Clear();
|
allHouseContro.KillNos.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
BettingBtn.instance.GiveMoney(room_id);
|
BettingBtn.instance.GiveMoney(room_id);
|
||||||
yield return new WaitForSeconds(2f);
|
yield return new WaitForSeconds(2f);
|
||||||
//allHouseContro.BoosReturn();
|
//allHouseContro.BoosReturn();
|
||||||
|
Loading…
Reference in New Issue
Block a user