Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_TheStrongestSnail
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|
||||||
m_Father: {fileID: 1556512052}
|
m_Father: {fileID: 1556512052}
|
||||||
m_RootOrder: 3
|
m_RootOrder: 4
|
||||||
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}
|
||||||
@ -20553,7 +20619,7 @@ RectTransform:
|
|||||||
m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 1556512052}
|
m_Father: {fileID: 1556512052}
|
||||||
m_RootOrder: 0
|
m_RootOrder: 1
|
||||||
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}
|
||||||
|
@ -245,7 +245,7 @@ public class AllHouseContro : MonoBehaviour
|
|||||||
|
|
||||||
detailsText.GetComponentInChildren<Text>().text = "";//游戏结束
|
detailsText.GetComponentInChildren<Text>().text = "";//游戏结束
|
||||||
battleRoyaleGameDetails();
|
battleRoyaleGameDetails();
|
||||||
|
roomNo = -1;//鯤소렛쇌뵀맣槨칵훰-1
|
||||||
LoadPanel.instance.ShowPanel();
|
LoadPanel.instance.ShowPanel();
|
||||||
player.gameObject.SetActive(true);
|
player.gameObject.SetActive(true);
|
||||||
CanMoveWoniu();//允许蜗牛移动
|
CanMoveWoniu();//允许蜗牛移动
|
||||||
@ -256,6 +256,7 @@ public class AllHouseContro : MonoBehaviour
|
|||||||
allother.HideJiaWoniu();
|
allother.HideJiaWoniu();
|
||||||
// allother.Reflash();//假蜗牛随机
|
// allother.Reflash();//假蜗牛随机
|
||||||
allother.ClearAllWoniu();
|
allother.ClearAllWoniu();
|
||||||
|
CloseBoosDoor(BoosHouse);
|
||||||
IsHideLoadPanel = false;
|
IsHideLoadPanel = false;
|
||||||
GetInfo516();
|
GetInfo516();
|
||||||
PlayerInfo.instance.AllBetCoins = 0;//投注归0
|
PlayerInfo.instance.AllBetCoins = 0;//投注归0
|
||||||
@ -339,7 +340,7 @@ public class AllHouseContro : MonoBehaviour
|
|||||||
}
|
}
|
||||||
else if (serverResponse.data.carrySeconds > 56) {
|
else if (serverResponse.data.carrySeconds > 56) {
|
||||||
|
|
||||||
CloseBoosDoor(BoosHouse);
|
|
||||||
ClearBoosHouseId();////
|
ClearBoosHouseId();////
|
||||||
text.GetComponentInChildren<Text>().text = "";
|
text.GetComponentInChildren<Text>().text = "";
|
||||||
detailsText.GetComponentInChildren<Text>().text = "";//结算
|
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());
|
response = await web.SendRequest(web.URL + "/snail/gameEscape/queryUserBetResult", "POST", JsonUtility.ToJson(body), Global.global.CreateHeaders());
|
||||||
Debug.Log("5.1.5: " + response);
|
Debug.Log("5.1.5: " + response);
|
||||||
ServerResponse515 serverResponse_515 = JsonConvert.DeserializeObject<ServerResponse515>(response);
|
ServerResponse515 serverResponse_515 = JsonConvert.DeserializeObject<ServerResponse515>(response);
|
||||||
|
|
||||||
|
|
||||||
if (serverResponse_515.data==null)
|
if (serverResponse_515.data==null)
|
||||||
{
|
{
|
||||||
Debug.Log("5.1.5:结算数据为空");
|
Debug.Log("5.1.5:结算数据为空");
|
||||||
@ -373,13 +376,16 @@ public class AllHouseContro : MonoBehaviour
|
|||||||
//BoosReturn();
|
//BoosReturn();
|
||||||
break;
|
break;
|
||||||
case 1:
|
case 1:
|
||||||
|
SucceePanel.instance.textSnailEggs.text =serverResponse_515.data.beansCoin.ToString();
|
||||||
SucceePanel.instance.ShowPanel();
|
SucceePanel.instance.ShowPanel();
|
||||||
Debug.Log("價적");
|
//Debug.Log("價적");
|
||||||
//BoosReturn();
|
//BoosReturn();
|
||||||
break;
|
break;
|
||||||
case 2:
|
case 2:
|
||||||
|
FailPanel.instance.textIchor.text=serverResponse_515.data.ichorCoin.ToString();
|
||||||
FailPanel.instance.ShowPanel();
|
FailPanel.instance.ShowPanel();
|
||||||
Debug.Log("呵겨");
|
|
||||||
|
//Debug.Log("呵겨");
|
||||||
//BoosReturn();
|
//BoosReturn();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -457,6 +463,7 @@ public class AllHouseContro : MonoBehaviour
|
|||||||
await Task.Delay(100);
|
await Task.Delay(100);
|
||||||
item.GetComponent<BossContro>().ReturnParent();
|
item.GetComponent<BossContro>().ReturnParent();
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,7 +1,8 @@
|
|||||||
|
using DG.Tweening;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
public class BossContro : MonoBehaviour
|
public class BossContro : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -22,12 +23,27 @@ public class BossContro : MonoBehaviour
|
|||||||
public Vector2 OrPos;
|
public Vector2 OrPos;
|
||||||
|
|
||||||
public Allother allother;
|
public Allother allother;
|
||||||
|
|
||||||
|
private Vector3 originalScale; // 保存原始大小
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
//instance = this;
|
//instance = this;
|
||||||
originalParent = transform.parent;
|
originalParent = transform.parent;
|
||||||
OrPos = transform.GetComponent<RectTransform>().anchoredPosition;
|
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()
|
public void MoveParent()
|
||||||
@ -42,8 +58,12 @@ public class BossContro : MonoBehaviour
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public void ReturnParent()
|
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
|
// 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.SetParent(originalParent);
|
||||||
transform.SetAsFirstSibling(); // 设置为第一个子节点
|
transform.SetAsFirstSibling(); // 设置为第一个子节点
|
||||||
|
@ -2,7 +2,7 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using TMPro;
|
||||||
public class FailPanel : BasePanel
|
public class FailPanel : BasePanel
|
||||||
{
|
{
|
||||||
public Button ReturnBtn;
|
public Button ReturnBtn;
|
||||||
@ -10,6 +10,7 @@ public class FailPanel : BasePanel
|
|||||||
public static FailPanel instance;
|
public static FailPanel instance;
|
||||||
public GameObject bg;
|
public GameObject bg;
|
||||||
public PlayerMovePos woniuMovePos;
|
public PlayerMovePos woniuMovePos;
|
||||||
|
public TextMeshProUGUI textIchor;//灵液文本
|
||||||
public override void Start()
|
public override void Start()
|
||||||
{
|
{
|
||||||
instance = this;
|
instance = this;
|
||||||
|
@ -36,8 +36,7 @@ public class HouseBtn : MonoBehaviour
|
|||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
if (!bg.GetComponent<AllHouseContro>().is_jisha)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (PlayerInfo.instance.HaveBet)
|
if (PlayerInfo.instance.HaveBet)
|
||||||
{
|
{
|
||||||
@ -73,4 +72,4 @@ public class HouseBtn : MonoBehaviour
|
|||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
@ -3,18 +3,93 @@ using UnityEngine.UI;
|
|||||||
|
|
||||||
public class LightBlink : MonoBehaviour
|
public class LightBlink : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Image lightImage; // 灯光图片
|
public Image lightImage; // 灯光图片
|
||||||
public float blinkSpeed; // 闪烁速度
|
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()
|
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
|
StartBlinkSequence();
|
||||||
float alpha = Mathf.Abs(Mathf.Sin(Time.time * blinkSpeed));
|
}
|
||||||
Color color = lightImage.color;
|
else if (!isInCooldown && Time.time >= nextBlinkTime)
|
||||||
color.a = alpha; // 修改透明度
|
{
|
||||||
lightImage.color = color;
|
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;
|
||||||
|
}
|
||||||
}
|
}
|
@ -2,7 +2,7 @@ using DG.Tweening;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
public class OtherMove : MonoBehaviour
|
public class OtherMove : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Transform objectToMove; // 要移动的对象
|
public Transform objectToMove; // 要移动的对象
|
||||||
@ -27,11 +27,13 @@ public class OtherMove : MonoBehaviour
|
|||||||
|
|
||||||
public AllHouseContro allHouseContro;
|
public AllHouseContro allHouseContro;
|
||||||
|
|
||||||
|
private Vector3 originalScale;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
|
originalScale=transform.localScale;
|
||||||
Speed = 2f;
|
Speed = 2f;
|
||||||
objectToMove = transform;
|
objectToMove = transform;
|
||||||
allHouseContro=GameObject.Find("Canvas/Bg").GetComponent<AllHouseContro>();
|
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)
|
// 去掉父物体自身(只要子节点)
|
||||||
pathPoints = System.Array.FindAll(pathPoints, t => t != posGroup);
|
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
|
else
|
||||||
{
|
{
|
||||||
Debug.LogError("请分配父物体!");
|
//Debug.LogError("请分配父物体!");
|
||||||
}
|
}
|
||||||
OutParent= GameObject.Find("Canvas/Bg").transform ;
|
OutParent= GameObject.Find("Canvas/Bg").transform ;
|
||||||
JumpPos = GameObject.Find("Canvas/Bg/Posgroup/pos (3)").transform;
|
JumpPos = GameObject.Find("Canvas/Bg/Posgroup/pos (3)").transform;
|
||||||
@ -106,12 +108,12 @@ public class OtherMove : MonoBehaviour
|
|||||||
public void StartMove()
|
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
|
// 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++)
|
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])
|
if (objectToMove.GetComponent<PlayerMovePos>().StartPos == pathPoints[i])
|
||||||
{
|
{
|
||||||
startIndex = i;
|
startIndex = i;
|
||||||
@ -131,7 +133,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
|
|
||||||
if (endIndex > startIndex)
|
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;
|
duration = (endIndex - startIndex) / Speed;
|
||||||
|
|
||||||
@ -139,7 +141,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
Vector3[] waypoints = new Vector3[endIndex - startIndex + 1];
|
Vector3[] waypoints = new Vector3[endIndex - startIndex + 1];
|
||||||
for (int i = startIndex, j = 0; j < pathPoints.Length && i <= endIndex; i++, j++)
|
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;
|
waypoints[j] = pathPoints[i - 1].position;
|
||||||
continue;
|
continue;
|
||||||
@ -159,7 +161,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
Vector3[] waypoints = new Vector3[startIndex - endIndex + 1];
|
Vector3[] waypoints = new Vector3[startIndex - endIndex + 1];
|
||||||
for (int i = startIndex, j = 0; j < pathPoints.Length && i >= endIndex; i--, j++)
|
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;
|
waypoints[j] = pathPoints[i + 1].position;
|
||||||
continue;
|
continue;
|
||||||
@ -180,11 +182,12 @@ public class OtherMove : MonoBehaviour
|
|||||||
|
|
||||||
public void AfterMove()
|
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>();
|
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)
|
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y + 80f, 0.5f).SetEase(Ease.Linear)
|
||||||
.OnComplete(() => {
|
.OnComplete(() => {
|
||||||
|
|
||||||
@ -223,7 +226,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
|
|
||||||
public void AfterReMove()
|
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>();
|
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)
|
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y+Random.Range(-200,-20), 0.5f).SetEase(Ease.Linear)
|
||||||
.OnComplete(() => {
|
.OnComplete(() => {
|
||||||
|
|
||||||
|
objectToMove.GetComponent<PlayerMovePos>().StartPos = EndPos;
|
||||||
// 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);
|
||||||
float range = Random.Range(-350, 350);
|
float range = Random.Range(-350, 350);
|
||||||
// 判断物体是否需要旋转
|
// 判断物体是否需要旋转
|
||||||
@ -259,12 +262,12 @@ public class OtherMove : MonoBehaviour
|
|||||||
public void ReTurnStartPosMove()
|
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
|
// 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++)
|
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])
|
if (objectToMove.GetComponent<PlayerMovePos>().StartPos == pathPoints[i])
|
||||||
{
|
{
|
||||||
startIndex = i;
|
startIndex = i;
|
||||||
@ -284,7 +287,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
|
|
||||||
if (endIndex > startIndex)
|
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;
|
duration = (endIndex - startIndex) / Speed;
|
||||||
|
|
||||||
@ -292,7 +295,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
Vector3[] waypoints = new Vector3[endIndex - startIndex + 1];
|
Vector3[] waypoints = new Vector3[endIndex - startIndex + 1];
|
||||||
for (int i = startIndex, j = 0; j < pathPoints.Length && i <= endIndex; i++, j++)
|
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;
|
waypoints[j] = pathPoints[i - 1].position;
|
||||||
continue;
|
continue;
|
||||||
@ -312,7 +315,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
Vector3[] waypoints = new Vector3[startIndex - endIndex + 1];
|
Vector3[] waypoints = new Vector3[startIndex - endIndex + 1];
|
||||||
for (int i = startIndex, j = 0; j < pathPoints.Length && i >= endIndex; i--, j++)
|
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;
|
waypoints[j] = pathPoints[i + 1].position;
|
||||||
continue;
|
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)
|
public void OnMove(Vector3[] waypoints)
|
||||||
{
|
{
|
||||||
Debug.Log("其他蜗牛开始移动");
|
|
||||||
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
|
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
|
||||||
|
|
||||||
|
|
||||||
@ -388,13 +400,14 @@ public class OtherMove : MonoBehaviour
|
|||||||
|
|
||||||
public void OnReMove(Vector3[] waypoints)
|
public void OnReMove(Vector3[] waypoints)
|
||||||
{
|
{
|
||||||
Debug.Log("其他蜗牛开始移动");
|
|
||||||
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
|
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
MoveOutParent();
|
MoveOutParent();
|
||||||
|
ReplySize();//恢复大小
|
||||||
Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
|
Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
|
||||||
.SetEase(Ease.Linear) // 设置线性过渡效果
|
.SetEase(Ease.Linear) // 设置线性过渡效果
|
||||||
.SetLoops(isLooping ? -1 : 0)
|
.SetLoops(isLooping ? -1 : 0)
|
||||||
|
@ -189,6 +189,7 @@ public class PlayerMove : MonoBehaviour
|
|||||||
|
|
||||||
public void ReturnStartPos()//回到起始点
|
public void ReturnStartPos()//回到起始点
|
||||||
{
|
{
|
||||||
|
transform.GetComponent<PlayerMovePos>().ReplySize();//恢复大小
|
||||||
transform.SetParent(transform.GetComponent<PlayerMovePos>().Parent);
|
transform.SetParent(transform.GetComponent<PlayerMovePos>().Parent);
|
||||||
transform.position=ReturnPos.position;
|
transform.position=ReturnPos.position;
|
||||||
transform.GetComponent<PlayerMovePos>().StartPos = ReturnPos;
|
transform.GetComponent<PlayerMovePos>().StartPos = ReturnPos;
|
||||||
@ -300,6 +301,7 @@ public class PlayerMove : MonoBehaviour
|
|||||||
if (!IsBoos)
|
if (!IsBoos)
|
||||||
{
|
{
|
||||||
//objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {
|
//objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {
|
||||||
|
objectToMove.GetComponent<PlayerMovePos>().Zoomout();//缩小
|
||||||
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y + 80f, 0.5f)
|
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y + 80f, 0.5f)
|
||||||
.OnComplete(() => {
|
.OnComplete(() => {
|
||||||
|
|
||||||
@ -335,12 +337,14 @@ public class PlayerMove : MonoBehaviour
|
|||||||
allHouseContro.ControOneDoorOpen(GetComponent<BossContro>().HouseId,() => {//开门
|
allHouseContro.ControOneDoorOpen(GetComponent<BossContro>().HouseId,() => {//开门
|
||||||
|
|
||||||
GetComponent<BossContro>().BossAni.SetInteger("State", 1);
|
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();
|
SetParentToHouse();
|
||||||
StartCoroutine(BoosAttack());
|
|
||||||
|
StartCoroutine(BoosAttack());
|
||||||
GetComponent<BossContro>().BoosStartPos = EndPos;
|
GetComponent<BossContro>().BoosStartPos = EndPos;
|
||||||
|
|
||||||
//JudgeSuccOrFail();
|
//JudgeSuccOrFail();
|
||||||
@ -439,6 +443,7 @@ public class PlayerMove : MonoBehaviour
|
|||||||
if (!IsBoos)
|
if (!IsBoos)
|
||||||
{
|
{
|
||||||
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
|
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
|
||||||
|
objectToMove.GetComponent<PlayerMovePos>().ReplySize();//恢复大小
|
||||||
if (!IsOtherWoniu)
|
if (!IsOtherWoniu)
|
||||||
{
|
{
|
||||||
MaskContro.instance.SetMask(true);
|
MaskContro.instance.SetMask(true);
|
||||||
@ -447,6 +452,7 @@ public class PlayerMove : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
MoveOutParent();
|
MoveOutParent();
|
||||||
|
|
||||||
Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
|
Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
|
||||||
.SetEase(Ease.Linear) // 设置线性过渡效果
|
.SetEase(Ease.Linear) // 设置线性过渡效果
|
||||||
.SetLoops(isLooping ? -1 : 0)
|
.SetLoops(isLooping ? -1 : 0)
|
||||||
|
@ -1,7 +1,8 @@
|
|||||||
|
using DG.Tweening;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
public class PlayerMovePos : MonoBehaviour
|
public class PlayerMovePos : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -17,13 +18,22 @@ public class PlayerMovePos : MonoBehaviour
|
|||||||
public bool IsLeft;//是否面向左边
|
public bool IsLeft;//是否面向左边
|
||||||
public int HouseId;//进的房间编号
|
public int HouseId;//进的房间编号
|
||||||
|
|
||||||
|
private Vector3 originalScale;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -2,6 +2,7 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
public class SucceePanel : BasePanel
|
public class SucceePanel : BasePanel
|
||||||
{
|
{
|
||||||
@ -9,6 +10,7 @@ public class SucceePanel : BasePanel
|
|||||||
public GameObject moveObject;
|
public GameObject moveObject;
|
||||||
public static SucceePanel instance;
|
public static SucceePanel instance;
|
||||||
public GameObject bg;
|
public GameObject bg;
|
||||||
|
public TextMeshProUGUI textSnailEggs;//蜗牛蛋文本
|
||||||
public override void Start()
|
public override void Start()
|
||||||
{
|
{
|
||||||
instance = this;
|
instance = this;
|
||||||
|
File diff suppressed because one or more lines are too long
@ -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
|
Loading…
Reference in New Issue
Block a user