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Zhou 2024-11-22 17:52:49 +08:00
commit 7f270bec88
14 changed files with 2932 additions and 1246 deletions

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- {fileID: 557294885}
- {fileID: 2074977173}
- {fileID: 1286913655}
@ -17827,7 +17893,7 @@ RectTransform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 1556512052}
m_RootOrder: 3
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
@ -20553,7 +20619,7 @@ RectTransform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 1556512052}
m_RootOrder: 0
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}

View File

@ -245,7 +245,7 @@ public class AllHouseContro : MonoBehaviour
detailsText.GetComponentInChildren<Text>().text = "";//游戏结束
battleRoyaleGameDetails();
roomNo = -1;//鯤소렛쇌뵀맣槨칵훰-1
LoadPanel.instance.ShowPanel();
player.gameObject.SetActive(true);
CanMoveWoniu();//允许蜗牛移动
@ -256,6 +256,7 @@ public class AllHouseContro : MonoBehaviour
allother.HideJiaWoniu();
// allother.Reflash();//假蜗牛随机
allother.ClearAllWoniu();
CloseBoosDoor(BoosHouse);
IsHideLoadPanel = false;
GetInfo516();
PlayerInfo.instance.AllBetCoins = 0;//投注归0
@ -339,7 +340,7 @@ public class AllHouseContro : MonoBehaviour
}
else if (serverResponse.data.carrySeconds > 56) {
CloseBoosDoor(BoosHouse);
ClearBoosHouseId();////
text.GetComponentInChildren<Text>().text = "";
detailsText.GetComponentInChildren<Text>().text = "";//结算
@ -357,6 +358,8 @@ public class AllHouseContro : MonoBehaviour
response = await web.SendRequest(web.URL + "/snail/gameEscape/queryUserBetResult", "POST", JsonUtility.ToJson(body), Global.global.CreateHeaders());
Debug.Log("5.1.5: " + response);
ServerResponse515 serverResponse_515 = JsonConvert.DeserializeObject<ServerResponse515>(response);
if (serverResponse_515.data==null)
{
Debug.Log("5.1.5:结算数据为空");
@ -373,13 +376,16 @@ public class AllHouseContro : MonoBehaviour
//BoosReturn();
break;
case 1:
SucceePanel.instance.textSnailEggs.text =serverResponse_515.data.beansCoin.ToString();
SucceePanel.instance.ShowPanel();
Debug.Log("價적");
//Debug.Log("價적");
//BoosReturn();
break;
case 2:
FailPanel.instance.textIchor.text=serverResponse_515.data.ichorCoin.ToString();
FailPanel.instance.ShowPanel();
Debug.Log("呵겨");
//Debug.Log("呵겨");
//BoosReturn();
break;
}
@ -457,6 +463,7 @@ public class AllHouseContro : MonoBehaviour
await Task.Delay(100);
item.GetComponent<BossContro>().ReturnParent();
}
}

View File

@ -1,7 +1,8 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BossContro : MonoBehaviour
{
@ -22,12 +23,27 @@ public class BossContro : MonoBehaviour
public Vector2 OrPos;
public Allother allother;
private Vector3 originalScale; // 保存原始大小
// Start is called before the first frame update
void Start()
{
//instance = this;
originalParent = transform.parent;
OrPos = transform.GetComponent<RectTransform>().anchoredPosition;
originalScale=transform.localScale;
}
public void Zoomout()//缩小
{
Image image = GetComponent<Image>();
image.rectTransform.DOScale(0.9f, 0.5f).SetEase(Ease.Linear);
}
public void ReplySize()//恢复大小
{
Image image = GetComponent<Image>();
image.rectTransform.DOScale(originalScale, 0.5f).SetEase(Ease.Linear);
}
public void MoveParent()
@ -42,8 +58,12 @@ public class BossContro : MonoBehaviour
}
public void ReturnParent()
{
ReplySize();
// 需要时将 childObject 移回原始父物体,并设置为第一个子节点
transform.SetParent(originalParent);
transform.SetAsFirstSibling(); // 设置为第一个子节点

View File

@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class FailPanel : BasePanel
{
public Button ReturnBtn;
@ -10,6 +10,7 @@ public class FailPanel : BasePanel
public static FailPanel instance;
public GameObject bg;
public PlayerMovePos woniuMovePos;
public TextMeshProUGUI textIchor;//灵液文本
public override void Start()
{
instance = this;

View File

@ -36,8 +36,7 @@ public class HouseBtn : MonoBehaviour
{
if (!bg.GetComponent<AllHouseContro>().is_jisha)
{
if (PlayerInfo.instance.HaveBet)
{
@ -73,4 +72,4 @@ public class HouseBtn : MonoBehaviour
}
}

View File

@ -3,18 +3,93 @@ using UnityEngine.UI;
public class LightBlink : MonoBehaviour
{
public Image lightImage; // 灯光图片
public float blinkSpeed; // 闪烁速度
public Image lightImage; // 灯光图片
private float minBlinkInterval = 0.2f; // 每次闪烁的最小间隔
private float maxBlinkInterval = 0.6f; // 每次闪烁的最大间隔
public float minCooldown = 5f; // 最小冷却时间
public float maxCooldown = 10f; // 最大冷却时间
private float nextBlinkTime; // 下一次闪烁时间点
private int remainingBlinks; // 当前剩余的闪烁次数
private bool isInCooldown; // 是否处于冷却状态
private void Start()
{
// 确保灯光默认是亮着的
if (lightImage != null)
{
lightImage.enabled = true;
}
EnterCooldown();
}
private void Update()
{
if (lightImage != null)
if (lightImage == null) return;
if (isInCooldown && Time.time >= nextBlinkTime)
{
// 通过正弦波计算透明度值在0到1之间波动
float alpha = Mathf.Abs(Mathf.Sin(Time.time * blinkSpeed));
Color color = lightImage.color;
color.a = alpha; // 修改透明度
lightImage.color = color;
StartBlinkSequence();
}
else if (!isInCooldown && Time.time >= nextBlinkTime)
{
PerformBlink();
}
}
}
private void StartBlinkSequence()
{
// 随机生成闪烁次数2到3次
remainingBlinks = Random.Range(2, 4);
isInCooldown = false;
// 开始第一次闪烁
PerformBlink();
}
private void PerformBlink()
{
// 短暂关闭灯光,再打开
lightImage.enabled = false;
// 减少剩余的闪烁次数
remainingBlinks--;
// 间隔后重新点亮灯光
Invoke("TurnOnLight", Random.Range(minBlinkInterval, maxBlinkInterval));
// 如果闪烁次数用完,进入冷却
if (remainingBlinks <= 0)
{
EnterCooldown();
}
else
{
// 继续闪烁,安排下一次闪烁时间
ScheduleNextBlink(minBlinkInterval, maxBlinkInterval);
}
}
private void TurnOnLight()
{
if (lightImage != null)
{
lightImage.enabled = true;
}
}
private void EnterCooldown()
{
// 进入冷却状态,随机冷却时间
isInCooldown = true;
lightImage.enabled = true; // 确保灯光保持亮着
ScheduleNextBlink(minCooldown, maxCooldown);
}
private void ScheduleNextBlink(float minTime, float maxTime)
{
// 随机生成下一次事件的时间间隔
float interval = Random.Range(minTime, maxTime);
nextBlinkTime = Time.time + interval;
}
}

View File

@ -2,7 +2,7 @@ using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class OtherMove : MonoBehaviour
{
public Transform objectToMove; // 要移动的对象
@ -27,11 +27,13 @@ public class OtherMove : MonoBehaviour
public AllHouseContro allHouseContro;
private Vector3 originalScale;
private void Awake()
{
originalScale=transform.localScale;
Speed = 2f;
objectToMove = transform;
allHouseContro=GameObject.Find("Canvas/Bg").GetComponent<AllHouseContro>();
@ -44,11 +46,11 @@ public class OtherMove : MonoBehaviour
// 去掉父物体自身(只要子节点)
pathPoints = System.Array.FindAll(pathPoints, t => t != posGroup);
Debug.Log("子节点已存入数组"+ pathPoints.Length);
//Debug.Log("子节点已存入数组"+ pathPoints.Length);
}
else
{
Debug.LogError("请分配父物体!");
//Debug.LogError("请分配父物体!");
}
OutParent= GameObject.Find("Canvas/Bg").transform ;
JumpPos = GameObject.Find("Canvas/Bg/Posgroup/pos (3)").transform;
@ -106,12 +108,12 @@ public class OtherMove : MonoBehaviour
public void StartMove()
{
Debug.Log("启动其他蜗牛移动");
//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);
//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");
//Debug.Log("其他蜗判断终点");
if (objectToMove.GetComponent<PlayerMovePos>().StartPos == pathPoints[i])
{
startIndex = i;
@ -131,7 +133,7 @@ public class OtherMove : MonoBehaviour
if (endIndex > startIndex)
{
Debug.Log("其他蜗牛分配路径");
//Debug.Log("其他蜗牛分配路径");
duration = (endIndex - startIndex) / Speed;
@ -139,7 +141,7 @@ public class OtherMove : MonoBehaviour
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)
if (!JudagePos1() && pathPoints[i] == JumpPos&&GetComponent<PlayerMovePos>().StartPos != JumpPos)
{
waypoints[j] = pathPoints[i - 1].position;
continue;
@ -159,7 +161,7 @@ public class OtherMove : MonoBehaviour
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)
if (!JudagePos1() && pathPoints[i] == JumpPos&&GetComponent<PlayerMovePos>().StartPos!=JumpPos)
{
waypoints[j] = pathPoints[i + 1].position;
continue;
@ -180,11 +182,12 @@ public class OtherMove : MonoBehaviour
public void AfterMove()
{
Debug.Log("其他蜗牛到达终点");
//Debug.Log("其他蜗牛到达终点");
RectTransform rectTransform = objectToMove.GetComponent<RectTransform>();
//objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {
//objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {
Zoomout();
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y + 80f, 0.5f).SetEase(Ease.Linear)
.OnComplete(() => {
@ -223,7 +226,7 @@ public class OtherMove : MonoBehaviour
public void AfterReMove()
{
Debug.Log("其他蜗牛返回起点");
//Debug.Log("其他蜗牛返回起点");
RectTransform rectTransform = objectToMove.GetComponent<RectTransform>();
@ -231,7 +234,7 @@ public class OtherMove : MonoBehaviour
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y+Random.Range(-200,-20), 0.5f).SetEase(Ease.Linear)
.OnComplete(() => {
objectToMove.GetComponent<PlayerMovePos>().StartPos = EndPos;
// 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
@ -259,12 +262,12 @@ public class OtherMove : MonoBehaviour
public void ReTurnStartPosMove()
{
Debug.Log("启动其他蜗牛移动");
//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");
//Debug.Log("其他蜗判断终点");
if (objectToMove.GetComponent<PlayerMovePos>().StartPos == pathPoints[i])
{
startIndex = i;
@ -284,7 +287,7 @@ public class OtherMove : MonoBehaviour
if (endIndex > startIndex)
{
Debug.Log("其他蜗牛分配路径");
//Debug.Log("其他蜗牛分配路径");
duration = (endIndex - startIndex) / Speed;
@ -292,7 +295,7 @@ public class OtherMove : MonoBehaviour
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)
if (!JudagePos1() && pathPoints[i] == JumpPos && GetComponent<PlayerMovePos>().StartPos != JumpPos)
{
waypoints[j] = pathPoints[i - 1].position;
continue;
@ -312,7 +315,7 @@ public class OtherMove : MonoBehaviour
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)
if (!JudagePos1() && pathPoints[i] == JumpPos && GetComponent<PlayerMovePos>().StartPos != JumpPos)
{
waypoints[j] = pathPoints[i + 1].position;
continue;
@ -332,7 +335,16 @@ public class OtherMove : MonoBehaviour
public void Zoomout()//缩小
{
Image image = GetComponent<Image>();
image.rectTransform.DOScale(0.9f, 0.5f).SetEase(Ease.Linear);
}
public void ReplySize()//恢复大小
{
Image image = GetComponent<Image>();
image.rectTransform.DOScale(originalScale, 0.5f).SetEase(Ease.Linear);
}
@ -348,7 +360,7 @@ public class OtherMove : MonoBehaviour
public void OnMove(Vector3[] waypoints)
{
Debug.Log("其他蜗牛开始移动");
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
@ -388,13 +400,14 @@ public class OtherMove : MonoBehaviour
public void OnReMove(Vector3[] waypoints)
{
Debug.Log("其他蜗牛开始移动");
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
MoveOutParent();
ReplySize();//恢复大小
Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
.SetEase(Ease.Linear) // 设置线性过渡效果
.SetLoops(isLooping ? -1 : 0)

View File

@ -189,6 +189,7 @@ public class PlayerMove : MonoBehaviour
public void ReturnStartPos()//回到起始点
{
transform.GetComponent<PlayerMovePos>().ReplySize();//恢复大小
transform.SetParent(transform.GetComponent<PlayerMovePos>().Parent);
transform.position=ReturnPos.position;
transform.GetComponent<PlayerMovePos>().StartPos = ReturnPos;
@ -300,6 +301,7 @@ public class PlayerMove : MonoBehaviour
if (!IsBoos)
{
//objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {
objectToMove.GetComponent<PlayerMovePos>().Zoomout();//缩小
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y + 80f, 0.5f)
.OnComplete(() => {
@ -335,12 +337,14 @@ public class PlayerMove : MonoBehaviour
allHouseContro.ControOneDoorOpen(GetComponent<BossContro>().HouseId,() => {//开门
GetComponent<BossContro>().BossAni.SetInteger("State", 1);
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y + 80f, 0.5f).OnComplete(() => {//½ø·¿¼ä
GetComponent<BossContro>().Zoomout();//缩小
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y + 80f, 0.5f).OnComplete(() => {//进房间
SetParentToHouse();
StartCoroutine(BoosAttack());
StartCoroutine(BoosAttack());
GetComponent<BossContro>().BoosStartPos = EndPos;
//JudgeSuccOrFail();
@ -439,6 +443,7 @@ public class PlayerMove : MonoBehaviour
if (!IsBoos)
{
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
objectToMove.GetComponent<PlayerMovePos>().ReplySize();//恢复大小
if (!IsOtherWoniu)
{
MaskContro.instance.SetMask(true);
@ -447,6 +452,7 @@ public class PlayerMove : MonoBehaviour
}
MoveOutParent();
Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
.SetEase(Ease.Linear) // 设置线性过渡效果
.SetLoops(isLooping ? -1 : 0)

View File

@ -1,7 +1,8 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerMovePos : MonoBehaviour
{
@ -17,13 +18,22 @@ public class PlayerMovePos : MonoBehaviour
public bool IsLeft;//是否面向左边
public int HouseId;//进的房间编号
private Vector3 originalScale;
// Start is called before the first frame update
void Start()
{
originalScale=transform.localScale;
}
public void Zoomout()//缩小
{
Image image = GetComponent<Image>();
image.rectTransform.DOScale(0.9f, 0.5f).SetEase(Ease.Linear);
}
public void ReplySize()//恢复大小
{
Image image = GetComponent<Image>();
image.rectTransform.DOScale(originalScale, 0.5f).SetEase(Ease.Linear);
}
}

View File

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class SucceePanel : BasePanel
{
@ -9,6 +10,7 @@ public class SucceePanel : BasePanel
public GameObject moveObject;
public static SucceePanel instance;
public GameObject bg;
public TextMeshProUGUI textSnailEggs;//蜗牛蛋文本
public override void Start()
{
instance = this;

File diff suppressed because one or more lines are too long

View File

@ -1 +1 @@
验证码手机号登录密码登录手机号验证码立刻登录获取验证码没有账号?立即点击注册确认密码邀请游戏逃脱失败成功关系,拿到了灵液奖励得记录近期被杀记录期次粉乐居青嬉舍黄逗室绿趣巢蓝笑窟紫怪屋房间!@#¥%……&*()——+1234567890-=蜗牛卡赠送转换槽商城兑换
验证码手机号登录密码登录手机号验证码立刻登录获取验证码没有账号?立即点击注册确认密码邀请游戏逃脱失败成功关系,拿到了灵液奖励得记录近期被杀记录期次粉乐居青嬉舍黄逗室绿趣巢蓝笑窟紫怪屋房间!@#¥%……&*()——+1234567890-=蜗牛卡赠送转换槽商城兑换返回