左上角金币数值随下注和结算更新
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@ -3615,7 +3615,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 540, y: -1129.5}
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m_AnchoredPosition: {x: 540, y: -1249.5}
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m_SizeDelta: {x: 1018, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1071890038
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@ -6,10 +6,281 @@ using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.Windows;
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using static UnityEditor.Progress;
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using static UnityEngine.UIElements.UxmlAttributeDescription;
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//11/18/10:10
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public class AllHouseContro : MonoBehaviour
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{
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public PlayerInfo settlementCoinUpdate;//结算后更新左上角玩家金币数字===================================================================
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// 房间按钮列表,存储所有房间的按钮对象
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public List<HouseBtn> HouseBtnList = new List<HouseBtn>();
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public int roomNo = -1; // 当前选中的房间编号
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public int escapeId = -1; // 逃亡房间ID
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public GameObject text; // 用于显示时间或其他信息的文本对象
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public GameObject detailsText; // 显示游戏详情的文本对象
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public HouseBtn house; // 当前操作的房间对象
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public List<GameObject> bossobj; // 存储Boss相关的游戏对象
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// Boss房间对象
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public HouseBtn BoosHouse; // Boos房间(这个应该是指Boss的房间)
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public GameObject BazhuPanel; // 霸主(可能是某个游戏角色)面板
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public WarnPanel warnPanel; // 警告面板,用于显示警告信息
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public List<GameObject> wonnius = new List<GameObject>(); // 存储乌尼乌斯(猜测是游戏中的一些特殊对象)
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// 游戏开始时调用
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async void Start()
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{
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battleRoyaleGameDetails(); // 调用方法查询游戏房间详情
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InvokeRepeating("checkOutAllTheEscapeRoomsAsync", 2, 2); // 每隔2秒重复调用查询逃亡房间详情的方法
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}
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// 当对象销毁时取消定时调用
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void OnDestroy()
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{
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CancelInvoke("checkOutAllTheEscapeRoomsAsync");
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}
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// 查询游戏大屠杀的详情,异步方法
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public async Task battleRoyaleGameDetails() // 5.1.1
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{
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foreach (HouseBtn item in HouseBtnList)
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{
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// 移除所有按钮监听器,然后添加点击事件
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item.gameObject.GetComponentInChildren<Button>().onClick.RemoveAllListeners();
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item.gameObject.GetComponentInChildren<Button>().onClick.AddListener(item.OnClickBtn);
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}
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// 准备请求的头部信息,包含授权令牌
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Dictionary<string, string> head511 = new Dictionary<string, string>
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{
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{ "Authorization", Global.global.serverResponse.data.token }
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};
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// 异步发送请求获取最近一次大屠杀的数据
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string response511 = await web.SendRequest(web.URL + "/snail/gameEscape/queryLatest", "POST", "{}", head511);
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Debug.Log("5.1.1查询最近一场大屠杀" + response511);
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// 解析服务器返回的数据
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Global.global.response = JsonConvert.DeserializeObject<ServerResponse>(response511);
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escapeId = Global.global.response.data.gameEscapeModel.id;
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int index = 0;
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foreach (GameEscapeRoomResponseVo item in Global.global.response.data.gameEscapeRoomResponseVoList)
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{
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// 给每个房间分配对应的逃亡ID和房间编号
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HouseBtnList[index].escapeId = item.escapeId;
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HouseBtnList[index].roomNo = item.roomNo;
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HouseBtnList[index].roomBeansCoin = item.roomBeansCoin;
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HouseBtn a = HouseBtnList[index];
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HouseBtnList[index].gameObject.GetComponentInChildren<Button>().onClick.AddListener(() => {
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roomNo = item.roomNo;
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Debug.Log(a.gameObject.name);
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house = a;
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Debug.Log("=====-----" + item.roomNo.ToString());
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});
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index++;
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}
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// 重置一些游戏状态变量
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is_jisha_jiesuan = false;
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is_jisha = false;
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}
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// 定义两个布尔变量用于管理游戏的状态
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public bool is_jisha = false;
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public bool is_jisha_jiesuan = false;
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// 查询所有逃亡房间的详细信息,异步方法
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public async void checkOutAllTheEscapeRoomsAsync() // 5.1.2
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{
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userIDgameId body = new userIDgameId();
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body.userId = Global.global.serverResponse.data.userId;
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body.escapeId = escapeId;
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// 发送请求查询逃亡房间列表
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string response = await web.SendRequest(web.URL + "/snail/gameEscape/queryEscapeRoomList", "POST", JsonUtility.ToJson(body), Global.global.CreateHeaders());
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Debug.Log("5.1.2查询逃亡房间详情响应: " + response);
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ServerResponse serverResponse = JsonConvert.DeserializeObject<ServerResponse>(response);
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int index = 0;
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// 更新每个房间显示的房间豆币
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foreach (var item in serverResponse.data.gameEscapeRoomResponseVoList)
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{
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HouseBtnList[index].text.GetComponentInChildren<TextBox>().SetText(item.roomBeansCoin);
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index++;
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}
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// 根据服务器返回的时间状态进行不同操作
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if (serverResponse.data.carrySeconds == -1)
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{
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detailsText.GetComponentInChildren<Text>().text = "游戏结束了";
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battleRoyaleGameDetails(); // 重新查询游戏大屠杀的详情
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}
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else if (serverResponse.data.carrySeconds < 45)
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{
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ControAllDoorOpen(); // 开启所有房间的门
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text.GetComponentInChildren<Text>().text = (60 - serverResponse.data.carrySeconds).ToString();
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detailsText.GetComponentInChildren<Text>().text = "秒后霸主出现";
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await Task.Delay(1000);
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text.GetComponentInChildren<Text>().text = (60 - serverResponse.data.carrySeconds - 1).ToString();
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}
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else if (serverResponse.data.carrySeconds > 45 && serverResponse.data.carrySeconds < 50)
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{
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ControAllDoorClose(); // 关闭所有门
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OpenBoosDoor(BoosHouse); // 打开Boss房间的门
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text.GetComponentInChildren<Text>().text = "";
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detailsText.GetComponentInChildren<Text>().text = "霸主出现了";
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if (!is_jisha)
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{
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is_jisha = true;
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warnPanel.ShowPanel(); // 显示警告面板
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await Task.Delay(2000);
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warnPanel.HidePanel();
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// 查询被杀信息
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response = await web.SendRequest(web.URL + "/snail/gameEscape/queryKill", "POST", JsonUtility.ToJson(body), Global.global.CreateHeaders());
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ServerResponse514 serverResponse_514 = JsonConvert.DeserializeObject<ServerResponse514>(response);
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// 分割字符串处理被杀房间的逻辑
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string[] parts = serverResponse_514.data.roomNoKill.Split(",");
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int index_ = 0;
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foreach (string part in parts)
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{
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if (parts.Length > index_)
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{
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int a = 0;
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foreach (HouseBtn item in HouseBtnList)
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{
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if (a == int.Parse(parts[index_]))
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{
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bossobj[index_].GetComponent<BossContro>().BossMove(int.Parse(parts[index_]));
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bossobj[index_].GetComponent<PlayerMove>().room_id = parts[index_];
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}
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a++;
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}
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index_++;
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}
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}
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}
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}
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else if (serverResponse.data.carrySeconds > 50)
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{
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CloseBoosDoor(BoosHouse); // 关闭Boss的房间门
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text.GetComponentInChildren<Text>().text = "";
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detailsText.GetComponentInChildren<Text>().text = "结算";
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if (!is_jisha_jiesuan)
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{
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is_jisha_jiesuan = true;
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// 查询用户下注结果
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response = await web.SendRequest(web.URL + "/snail/gameEscape/queryUserBetResult", "POST", JsonUtility.ToJson(body), Global.global.CreateHeaders());
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ServerResponse515 serverResponse_515 = JsonConvert.DeserializeObject<ServerResponse515>(response);
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if (serverResponse_515.data == null)
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{
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Debug.Log("5.1.5:结算数据为空");
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}
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else
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{
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switch (serverResponse_515.data.outcome)
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{
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case 0:
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Debug.Log("没有结果");
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break;
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case 1:
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SucceePanel.instance.ShowPanel(); // 显示成功面板
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Debug.Log("胜利");
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BoosReturn(); // 让Boss回到初始位置
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break;
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case 2:
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FailPanel.instance.ShowPanel(); // 显示失败面板
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Debug.Log("失败");
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BoosReturn(); // 让Boss回到初始位置
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break;
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}
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settlementCoinUpdate.QueryPlayerInfo();
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Debug.Log("结算后更新左上角玩家蜗蛋数量:==============================================="+settlementCoinUpdate.Money);
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}
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}
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}
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}
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// Boss返回到原位
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public void BoosReturn()
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{
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foreach (GameObject item in bossobj)
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{
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item.GetComponent<BossContro>().ReturnParent();
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}
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}
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// 控制所有门打开
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public void ControAllDoorOpen()
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{
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for (int i = 0; i < HouseBtnList.Count; i++)
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{
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if (!HouseBtnList[i].DoorIsOpen)
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{
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Tools.MoveUpOrDwon(HouseBtnList[i].door, 270);
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HouseBtnList[i].DoorIsOpen = true;
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}
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}
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}
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// 控制所有门关闭
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public void ControAllDoorClose()
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{
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for (int i = 0; i < HouseBtnList.Count; i++)
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{
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if (HouseBtnList[i].DoorIsOpen)
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{
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Tools.MoveUpOrDwon(HouseBtnList[i].door, -270);
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HouseBtnList[i].DoorIsOpen = false;
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}
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}
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}
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// 打开单个门(使用指定id)
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public void ControOneDoorOpen(int id, System.Action onComplete = null)
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{
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Tools.MoveUpOrDwon(HouseBtnList[id - 1].door, 270, onComplete);
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HouseBtnList[id - 1].DoorIsOpen = true;
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}
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// 关闭单个门(使用指定id)
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public void ControOneDoorClose(int id, System.Action onComplete = null)
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{
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Tools.MoveUpOrDwon(HouseBtnList[id - 1].door, -270, onComplete);
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HouseBtnList[id - 1].DoorIsOpen = false;
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}
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// 打开Boss房间的门
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public void OpenBoosDoor(HouseBtn boosHouse)
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{
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if (!boosHouse.DoorIsOpen)
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{
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Tools.MoveUpOrDwon(boosHouse.door, 270);
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boosHouse.DoorIsOpen = true;
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}
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}
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// 关闭Boss房间的门
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public void CloseBoosDoor(HouseBtn boosHouse)
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{
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if (boosHouse.DoorIsOpen)
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{
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Tools.MoveUpOrDwon(boosHouse.door, -270);
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boosHouse.DoorIsOpen = false;
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}
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}
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}
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//原
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/*public class AllHouseContro : MonoBehaviour
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{
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public List<HouseBtn> HouseBtnList=new List<HouseBtn>();
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public int roomNo = -1;
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@ -23,14 +294,10 @@ public class AllHouseContro : MonoBehaviour
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public GameObject BazhuPanel;
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public WarnPanel warnPanel;
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public List<GameObject> wonnius = new List<GameObject>();
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public Allother allother;//¿ØÖÆÆäËûÎÏÅ£
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public bool HaveallotherMove;
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// Start is called before the first frame update
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async void Start()
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{
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battleRoyaleGameDetails();
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InvokeRepeating("checkOutAllTheEscapeRoomsAsync", 2,2);
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}
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void OnDestroy()
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@ -39,25 +306,22 @@ public class AllHouseContro : MonoBehaviour
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}
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public async Task battleRoyaleGameDetails()//5.1.1
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{
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foreach (HouseBtn item in HouseBtnList)
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{
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{
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item.gameObject.GetComponentInChildren<Button>().onClick.RemoveAllListeners();
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item.gameObject.GetComponentInChildren<Button>().onClick.AddListener(item.OnClickBtn);
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//item.wn.GetComponent<wuniusj>().show();
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// item.wn.GetComponent<wuniusj>().show();
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}
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Dictionary<string, string> head511 = new Dictionary<string, string>
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{
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{ "Authorization", Global.global.serverResponse.data.token }
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};
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string response511 = await web.SendRequest(web.URL + "/snail/gameEscape/queryLatest", "POST", "{}", head511);
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Debug.Log("5.1.1查询最近一场大屠杀" + response511);
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// 解析服务器返回的数据
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Global.global.response = JsonConvert.DeserializeObject<ServerResponse>(response511);
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escapeId = Global.global.response.data.gameEscapeModel.id;
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int index = 0;
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foreach (GameEscapeRoomResponseVo item in Global.global.response.data.gameEscapeRoomResponseVoList)
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{
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@ -104,19 +368,12 @@ public class AllHouseContro : MonoBehaviour
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}
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else if (serverResponse.data.carrySeconds < 45){
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ControAllDoorOpen();
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text.GetComponentInChildren<Text>().text = (45 - serverResponse.data.carrySeconds).ToString();
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text.GetComponentInChildren<Text>().text = (60 - serverResponse.data.carrySeconds).ToString();
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detailsText.GetComponentInChildren<Text>().text = "秒后霸主出现";
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await Task.Delay(1000);
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text.GetComponentInChildren<Text>().text = (45 - serverResponse.data.carrySeconds - 1).ToString();
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text.GetComponentInChildren<Text>().text = (60 - serverResponse.data.carrySeconds - 1).ToString();
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if (!HaveallotherMove)
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{
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StartCoroutine(allother.WoniuToMove());
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HaveallotherMove = true;
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//ÆäËûÎÏÅ£½øÁý×Ó
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}
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}
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else if (serverResponse.data.carrySeconds > 45 && serverResponse.data.carrySeconds < 50)
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{
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@ -128,7 +385,7 @@ public class AllHouseContro : MonoBehaviour
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is_jisha = true;
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warnPanel.ShowPanel();
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await Task.Delay(3000);
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await Task.Delay(2000);
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warnPanel.HidePanel();
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response = await web.SendRequest(web.URL + "/snail/gameEscape/queryKill", "POST", JsonUtility.ToJson(body), Global.global.CreateHeaders());
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@ -166,12 +423,7 @@ public class AllHouseContro : MonoBehaviour
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text.GetComponentInChildren<Text>().text = "";
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detailsText.GetComponentInChildren<Text>().text = "结算";
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PlayerInfo.instance.AllBetCoins = 0;//Ͷע¹é0
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PlayerInfo.instance.SelfWoniuText.text= PlayerInfo.instance.AllBetCoins.ToString();
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PlayerInfo.instance.HaveBet=false;
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HaveallotherMove=false;
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if (!is_jisha_jiesuan)
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{
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is_jisha_jiesuan = true;
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@ -274,4 +526,4 @@ public class AllHouseContro : MonoBehaviour
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}
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}
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}*/
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@ -1,35 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using UnityEngine;
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public class Allother : MonoBehaviour
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{
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public List<otherWoniu> otherWonius;
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// Start is called before the first frame update
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void Start()
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{
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//ControWoniuToMove();
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//StartCoroutine(WoniuToMove());
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}
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public IEnumerator WoniuToMove()
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{
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foreach (otherWoniu item in otherWonius)
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{
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yield return new WaitForSeconds(1);
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item.OtherWoniuMove();
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}
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}
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public async void ControWoniuToMove()
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{
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foreach (otherWoniu item in otherWonius)
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{
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await Task.Delay(1000);
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item.OtherWoniuMove();
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: fafd91fc9fb41634bb76aef9127888d7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -1,15 +1,16 @@
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using System.Collections;
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||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using TMPro;
|
||||
using Unity.VisualScripting.Antlr3.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using static BettingBtn;
|
||||
using static UnityEditor.PlayerSettings;
|
||||
//using static UnityEditor.PlayerSettings;
|
||||
|
||||
public class BettingBtn : MonoBehaviour
|
||||
{
|
||||
public PlayerInfo playerCoinUpdate;//用于每次下注后更新左上角金币数
|
||||
|
||||
public static BettingBtn instance;
|
||||
public GameObject BetList;
|
||||
public Button NumBtn;
|
||||
@ -29,7 +30,6 @@ public class BettingBtn : MonoBehaviour
|
||||
|
||||
|
||||
public List<GameObject> list=new List<GameObject>();
|
||||
public TextMeshProUGUI SelfWoniuText;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -43,7 +43,8 @@ public class BettingBtn : MonoBehaviour
|
||||
void OnClickNumBtn()
|
||||
{
|
||||
BetList.SetActive(true);
|
||||
|
||||
//playerCoinUpdate.QueryPlayerInfo();
|
||||
//Debug.Log("点击了下注按钮================================================"+playerCoinUpdate.Money);
|
||||
}
|
||||
[System.Serializable]
|
||||
public class RequestData
|
||||
@ -56,33 +57,22 @@ public class BettingBtn : MonoBehaviour
|
||||
public GameObject bg;
|
||||
public async void OnClickBetBtnAsync()
|
||||
{
|
||||
PlayerInfo.instance.HaveBet = true;
|
||||
|
||||
RequestData body = new RequestData();
|
||||
body.escapeId = bg.GetComponentInChildren<AllHouseContro>().escapeId;
|
||||
body.bet = BetValue;
|
||||
body.roomNo = bg.GetComponentInChildren<AllHouseContro>().roomNo;
|
||||
body.userId = Global.global.serverResponse.data.userId;
|
||||
bg.GetComponentInChildren<AllHouseContro>().house.text.GetComponent<TextBox>().AddText(BetValue);
|
||||
PlayerInfo.instance.AllBetCoins += BetValue;
|
||||
StartCoroutine(Tools.AnimateTextMashPro(PlayerInfo.instance.AllBetCoins, PlayerInfo.instance.AllBetCoins + BetValue, 0.5f, SelfWoniuText));//修改蜗牛头上文本
|
||||
bg.GetComponentInChildren<AllHouseContro>().house.text.GetComponentInChildren< TextBox >().AddText(BetValue);
|
||||
string response = await web.SendRequest(web.URL + "/snail/gameEscape/userBet", "POST", JsonUtility.ToJson(body), Global.global.CreateHeaders());
|
||||
Debug.Log("Óû§ÏÂ×¢ÏìÓ¦: " + response);
|
||||
bg.GetComponentInChildren<AllHouseContro>().battleRoyaleGameDetails();
|
||||
//调用玩家信息,更新左上角蜗蛋数量
|
||||
playerCoinUpdate.QueryPlayerInfo();
|
||||
Debug.Log("点击了下注按钮================================================" + playerCoinUpdate.Money);
|
||||
}
|
||||
|
||||
public async void BetAgain()
|
||||
{
|
||||
RequestData body = new RequestData();
|
||||
body.escapeId = bg.GetComponentInChildren<AllHouseContro>().escapeId;
|
||||
body.bet = PlayerInfo.instance.AllBetCoins;
|
||||
body.roomNo = bg.GetComponentInChildren<AllHouseContro>().roomNo;
|
||||
body.userId = Global.global.serverResponse.data.userId;
|
||||
|
||||
|
||||
string response = await web.SendRequest(web.URL + "/snail/gameEscape/userBet", "POST", JsonUtility.ToJson(body), Global.global.CreateHeaders());
|
||||
Debug.Log("用户下注响应: " + response);
|
||||
bg.GetComponentInChildren<AllHouseContro>().battleRoyaleGameDetails();
|
||||
}
|
||||
|
||||
void SetBet()
|
||||
{
|
||||
@ -113,7 +103,7 @@ public class BettingBtn : MonoBehaviour
|
||||
|
||||
//item.GetComponent<TextBox>().ParentHouse.GetComponent<HouseBtn>().wn.GetComponent<wuniusj>().yingchang();
|
||||
item.GetComponent<TextBox>().PlayAni();
|
||||
ControMoney(item);//分钱
|
||||
ControMoney(item);
|
||||
}
|
||||
|
||||
|
||||
@ -141,32 +131,32 @@ public class BettingBtn : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
//public void GiveMoneyToPlayer()
|
||||
//{
|
||||
// switch (PlayerMovePos.instance.HouseId)
|
||||
// {
|
||||
// case 1:
|
||||
// PlayerInfo.instance.SetMoney(text1.GetComponent<TextBox>().ReturnText()/2);
|
||||
public void GiveMoneyToPlayer()
|
||||
{
|
||||
switch (PlayerMovePos.instance.HouseId)
|
||||
{
|
||||
case 1:
|
||||
PlayerInfo.instance.SetMoney(text1.GetComponent<TextBox>().ReturnText()/2);
|
||||
|
||||
// break;
|
||||
// case 2:
|
||||
// PlayerInfo.instance.SetMoney(text2.GetComponent<TextBox>().ReturnText()/2);
|
||||
// break;
|
||||
// case 3:
|
||||
// PlayerInfo.instance.SetMoney(text3.GetComponent<TextBox>().ReturnText() / 2);
|
||||
// break;
|
||||
// case 4:
|
||||
// PlayerInfo.instance.SetMoney(text4.GetComponent<TextBox>().ReturnText()/2);
|
||||
// break;
|
||||
// case 5:
|
||||
// PlayerInfo.instance.SetMoney(text5.GetComponent<TextBox>().ReturnText() / 2);
|
||||
// break;
|
||||
// case 6:
|
||||
// PlayerInfo.instance.SetMoney(text6.GetComponent<TextBox>().ReturnText() / 2);
|
||||
// break;
|
||||
// default:
|
||||
// Debug.Log("未选择房间");
|
||||
// break;
|
||||
// }
|
||||
//}
|
||||
break;
|
||||
case 2:
|
||||
PlayerInfo.instance.SetMoney(text2.GetComponent<TextBox>().ReturnText()/2);
|
||||
break;
|
||||
case 3:
|
||||
PlayerInfo.instance.SetMoney(text3.GetComponent<TextBox>().ReturnText() / 2);
|
||||
break;
|
||||
case 4:
|
||||
PlayerInfo.instance.SetMoney(text4.GetComponent<TextBox>().ReturnText()/2);
|
||||
break;
|
||||
case 5:
|
||||
PlayerInfo.instance.SetMoney(text5.GetComponent<TextBox>().ReturnText() / 2);
|
||||
break;
|
||||
case 6:
|
||||
PlayerInfo.instance.SetMoney(text6.GetComponent<TextBox>().ReturnText() / 2);
|
||||
break;
|
||||
default:
|
||||
Debug.Log("未选择房间");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -7,7 +7,7 @@ public class EggNum : MonoBehaviour
|
||||
{
|
||||
public Text eggNumText;
|
||||
public static EggNum instance;
|
||||
// Start is called before the first frame update
|
||||
|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
|
@ -9,7 +9,6 @@ public class FailPanel : BasePanel
|
||||
public GameObject moveObject;
|
||||
public static FailPanel instance;
|
||||
public GameObject bg;
|
||||
public PlayerMovePos woniuMovePos;
|
||||
public override void Start()
|
||||
{
|
||||
instance = this;
|
||||
@ -27,7 +26,7 @@ public class FailPanel : BasePanel
|
||||
public override void HidePanel()
|
||||
{
|
||||
base.HidePanel();
|
||||
woniuMovePos.IsReturn = true;
|
||||
PlayerMovePos.instance.IsReturn = true;
|
||||
//BossContro.instance.ReturnParent();
|
||||
MaskContro.instance.SetMask(false);
|
||||
//都返回原来的位置
|
||||
|
@ -17,7 +17,6 @@ public class HouseBtn : MonoBehaviour
|
||||
public GameObject wn;
|
||||
//public selectLatest511.GameEscapeRoomResponseVo gameEscapeRoomResponseVo;
|
||||
public bool DoorIsOpen;
|
||||
public PlayerMovePos woniuMovePos;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -36,13 +35,10 @@ public class HouseBtn : MonoBehaviour
|
||||
{
|
||||
Debug.Log("¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ªÑ¡Ôñ·¿¼ä¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª");
|
||||
transform.GetComponent<PlayerMove>().StartMove();
|
||||
woniuMovePos.HadChoise = true;
|
||||
}
|
||||
|
||||
if (PlayerInfo.instance.HaveBet)
|
||||
{
|
||||
BettingBtn.instance.BetAgain();//再次投注,换房子
|
||||
PlayerMovePos.instance.HadChoise = true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -1,16 +1,81 @@
|
||||
using Newtonsoft.Json;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using System.Threading.Tasks;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using System;
|
||||
|
||||
public class PlayerInfo : MonoBehaviour
|
||||
{
|
||||
public static PlayerInfo instance;
|
||||
public static UserInfomation14 userInfomation14;
|
||||
|
||||
public float Money;
|
||||
public int AllBetCoins;//总共下注蛋
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
instance = this;
|
||||
EggNum.instance.eggNumText.text = Money.ToString();
|
||||
QueryPlayerInfo();
|
||||
}
|
||||
|
||||
public bool SetMoney(float add)
|
||||
{
|
||||
//Money = userInfomation14.data.beansCoin;
|
||||
if (Money + add >= 0)
|
||||
{
|
||||
float start = Money;
|
||||
Money += add;
|
||||
EggNum.instance.SetEggNumText(start);
|
||||
return true;
|
||||
}
|
||||
Debug.Log("钱不够");
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (userInfomation14 != null)
|
||||
{
|
||||
Money = userInfomation14.data.beansCoin;
|
||||
EggNum.instance.eggNumText.text = Money.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
// 查询玩家信息
|
||||
public async Task QueryPlayerInfo() // 5.1.1
|
||||
{
|
||||
// 准备请求的头部信息,包含授权令牌
|
||||
Dictionary<string, string> head14 = new Dictionary<string, string>
|
||||
{
|
||||
{ "Authorization", Global.global.serverResponse.data.token }
|
||||
};
|
||||
|
||||
// 异步查询玩家信息
|
||||
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;
|
||||
|
||||
// 解析服务器返回的数据
|
||||
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
|
||||
}
|
||||
}
|
||||
//原
|
||||
/*public class PlayerInfo : MonoBehaviour
|
||||
{
|
||||
public static PlayerInfo instance;
|
||||
|
||||
public float Money = 1000;
|
||||
public float AllBetCoins;//总共下注蛋
|
||||
public TextMeshProUGUI SelfWoniuText;//蜗牛下注显示文本
|
||||
public bool HaveBet;//是否已经下注过
|
||||
public int AllBetCoins;//总共下注蛋
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -37,4 +102,4 @@ public class PlayerInfo : MonoBehaviour
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
@ -3,7 +3,180 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
//11/18/10:22
|
||||
// 全局类,继承自 MonoBehaviour,用于管理全局数据
|
||||
public class Global : MonoBehaviour
|
||||
{
|
||||
public logoPanel.ServerResponse serverResponse; // 服务器响应,包含登录时或初始请求时的服务器返回数据
|
||||
public ServerResponse response; // 服务器的普通响应
|
||||
public static Global global; // 全局单例,方便其他地方直接访问
|
||||
|
||||
// Start 是 Unity 的生命周期方法,在游戏对象创建时调用
|
||||
void Start()
|
||||
{
|
||||
global = this; // 将当前对象赋值给静态变量,实现单例模式
|
||||
DontDestroyOnLoad(this); // 确保该对象在加载新场景时不会被销毁
|
||||
}
|
||||
|
||||
// 创建请求头,使用最新的 token
|
||||
public Dictionary<string, string> CreateHeaders()
|
||||
{
|
||||
// 如果 token 为空或未设置,输出警告信息
|
||||
if (string.IsNullOrEmpty(Global.global.serverResponse.data.token))
|
||||
{
|
||||
Debug.LogWarning("尝试创建请求头时,token 未设置。");
|
||||
return new Dictionary<string, string>();
|
||||
}
|
||||
|
||||
// 返回包含授权信息的请求头字典
|
||||
return new Dictionary<string, string>
|
||||
{
|
||||
{ "Authorization", Global.global.serverResponse.data.token }
|
||||
};
|
||||
}
|
||||
}
|
||||
//玩家信息
|
||||
[Serializable]
|
||||
public class UserInfomation14
|
||||
{
|
||||
public UserInfomation14Data data;
|
||||
}
|
||||
[Serializable]
|
||||
public class UserInfomation14Data
|
||||
{
|
||||
public int userId;//id
|
||||
public int userName;//用户名(电话)
|
||||
public string token;
|
||||
public string nickName;//昵称
|
||||
public string headImg;//头像
|
||||
public int gender;//性别,1男2女
|
||||
public string birthday;//出生,"yyyy-MM-dd HH:mm:ss"
|
||||
public float voluteCoin;//蜗壳
|
||||
public float beansCoin;//蜗蛋
|
||||
public float ichorCoin;//灵液
|
||||
public string idCard;//=========================
|
||||
public string inviteCodeMy;//=============
|
||||
public string inviteCodeBind;//==========
|
||||
public string bindTime;//===========
|
||||
public int station;//=========
|
||||
public string cuteNo;//靓号
|
||||
public string menberTime;//===============
|
||||
public bool isMember;
|
||||
//public int cuteNo;//靓号
|
||||
}
|
||||
// 游戏逃亡房间响应的数据类,用于存储房间的具体信息
|
||||
[Serializable]
|
||||
public class GameEscapeRoomResponseVo
|
||||
{
|
||||
public int escapeId; // 游戏的ID
|
||||
public int roomNo; // 房间编号
|
||||
public float roomBeansCoin; // 房间下注欢乐豆
|
||||
}
|
||||
|
||||
// 用户 ID 和 游戏 ID 数据类,通常用于请求体封装
|
||||
[Serializable]
|
||||
public class userIDgameId
|
||||
{
|
||||
public int userId; // 用户ID
|
||||
public int escapeId; // 游戏ID
|
||||
}
|
||||
|
||||
// 存储游戏详细数据的类
|
||||
[Serializable]
|
||||
public class Data
|
||||
{
|
||||
public int carrySeconds; // 携带时间秒数,用于计时
|
||||
public List<GameEscapeRoomResponseVo> gameEscapeRoomResponseVoList; // 房间列表,存储多个房间的具体数据
|
||||
public GameEscapeModel gameEscapeModel; // 游戏逃亡模型 (未完全处理)
|
||||
public object gameEscapeUserModel; // 游戏逃亡用户模型 (未完全处理)
|
||||
}
|
||||
|
||||
// 存储查询逃亡游戏信息响应的数据类
|
||||
[Serializable]
|
||||
public class Data514
|
||||
{
|
||||
public int id; // ID
|
||||
public string gameNo; // 游戏编号
|
||||
public int demonMode; // 恶魔模式
|
||||
public string startTime; // 游戏开始时间
|
||||
public string betTime; // 下注时间
|
||||
public string countTime; // 计数时间
|
||||
public string settleTime; // 结算时间
|
||||
public int status; // 游戏状态
|
||||
public string roomNoKill; // 无人击杀的房间号
|
||||
public string roomNoRemain; // 剩余房间号
|
||||
public float beansCoinAll; // 总共下注的欢乐豆数量
|
||||
public float beansCoinKill; // 击杀获得的欢乐豆数量
|
||||
public float beansCoinRemain; // 剩余的欢乐豆数量
|
||||
public float beansCoinFee; // 手续费
|
||||
public float beansCoinRank; // 排名奖励欢乐豆
|
||||
public float beansCoinDivide; // 分成的欢乐豆
|
||||
}
|
||||
|
||||
// 存储用户下注结果的数据类
|
||||
[Serializable]
|
||||
public class Data515
|
||||
{
|
||||
public float bet; // 当前用户的下注量
|
||||
public int roomNo; // 当前用户下注的房间号
|
||||
public int outcome; // 游戏结果,0:没有结果,1:胜利,2:失败
|
||||
public float win; // 获胜后赢得的欢乐豆
|
||||
public float beansCoin; // 本局最终获得的欢乐豆
|
||||
public float ichorCoin; // 本局最终获得的灵液
|
||||
}
|
||||
|
||||
// 封装服务器响应的数据类,用于 Data515 类型的响应
|
||||
[Serializable]
|
||||
public class ServerResponse515 : Response
|
||||
{
|
||||
public Data515 data; // 响应中的具体数据
|
||||
}
|
||||
|
||||
// 封装服务器响应的数据类,用于通用数据
|
||||
[Serializable]
|
||||
public class ServerResponse : Response
|
||||
{
|
||||
public Data data; // 响应中的具体数据
|
||||
}
|
||||
|
||||
// 封装服务器响应的数据类,用于 Data514 类型的响应
|
||||
[Serializable]
|
||||
public class ServerResponse514 : Response
|
||||
{
|
||||
public Data514 data; // 响应中的具体数据
|
||||
}
|
||||
|
||||
// 基本响应数据类,包含通用的响应码和提示信息
|
||||
public class Response
|
||||
{
|
||||
public int code; // 响应状态码
|
||||
public string message; // 提示信息
|
||||
}
|
||||
|
||||
// 存储游戏逃亡模型的数据类
|
||||
[Serializable]
|
||||
public class GameEscapeModel
|
||||
{
|
||||
public int id; // 游戏ID
|
||||
public string gameNo; // 游戏编号
|
||||
public int demonMode; // 恶魔模式,可能表示游戏的某种模式
|
||||
public string startTime; // 游戏的开始时间
|
||||
public string betTime; // 下注时间
|
||||
public string countTime; // 结算时间
|
||||
public string settleTime; // 最终结算时间
|
||||
public int status; // 游戏状态
|
||||
public string roomNoKill; // 无杀的房间号
|
||||
public string roomNoRemain; // 剩余房间号
|
||||
public float beansCoinAll; // 总豆币数
|
||||
public float beansCoinKill; // 击杀获得的豆币数
|
||||
public float beansCoinRemain; // 剩余的豆币数
|
||||
public float beansCoinFee; // 手续费
|
||||
public float beansCoinRank; // 排名奖励豆币
|
||||
public float beansCoinDivide; // 分成豆币
|
||||
}
|
||||
//原
|
||||
/*public class Global : MonoBehaviour
|
||||
{
|
||||
|
||||
public logoPanel.ServerResponse serverResponse;
|
||||
@ -135,5 +308,4 @@ public class GameEscapeModel
|
||||
public float beansCoinFee; // 手续费
|
||||
public float beansCoinRank; // 排名奖励豆币
|
||||
public float beansCoinDivide; // 分成豆币
|
||||
|
||||
}
|
||||
}*/
|
||||
|
@ -39,9 +39,6 @@ public class logoPanel : MonoBehaviour
|
||||
public delegate void TokenReceivedDelegate(string token);
|
||||
public static event TokenReceivedDelegate OnTokenReceived;
|
||||
|
||||
private bool isOpenYzm = true;
|
||||
private bool isOpenPwd = false;
|
||||
|
||||
void Start()
|
||||
{
|
||||
yzmBtn.onClick.AddListener(OnClickYzmBtn);
|
||||
@ -93,7 +90,7 @@ public class logoPanel : MonoBehaviour
|
||||
};
|
||||
//loginbody body = new loginbody
|
||||
//{
|
||||
// userName = "15151658596",
|
||||
// userName = "541236987",
|
||||
// password = "123456",
|
||||
// verifyCode = 111111
|
||||
//};
|
||||
@ -123,30 +120,18 @@ public class logoPanel : MonoBehaviour
|
||||
|
||||
private void OnClickYzmBtn()
|
||||
{
|
||||
if(isOpenYzm)
|
||||
{
|
||||
return;
|
||||
}
|
||||
pwdBtn.transform.position -= new Vector3(0f, 26.4f, 0f);
|
||||
yzmBtn.transform.position += new Vector3(0f, 26.4f, 0f);
|
||||
yzm.gameObject.SetActive(true);
|
||||
mm.gameObject.SetActive(false);
|
||||
isOpenYzm = true;
|
||||
isOpenPwd = false;
|
||||
}
|
||||
|
||||
private void OnClickPwdBtn()
|
||||
{
|
||||
if (isOpenPwd)
|
||||
{
|
||||
return;
|
||||
}
|
||||
pwdBtn.transform.position += new Vector3(0f, 26.4f, 0f);
|
||||
yzmBtn.transform.position -= new Vector3(0f, 26.4f, 0f);
|
||||
yzm.gameObject.SetActive(false);
|
||||
mm.gameObject.SetActive(true);
|
||||
isOpenPwd = true;
|
||||
isOpenYzm = false;
|
||||
}
|
||||
|
||||
// ·þÎñÆ÷·µ»ØµÄÊý¾Ý½á¹¹
|
||||
|
Loading…
Reference in New Issue
Block a user