This commit is contained in:
GL 2024-11-13 21:45:48 +08:00
parent b8c82e6612
commit f22436f772
15 changed files with 605 additions and 11 deletions

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AllBetValue: 0
BetButton: {fileID: 1227559357}
text1: {fileID: 1099774253}
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View File

@ -5,10 +5,12 @@ using UnityEngine.UI;
public class BettingBtn : MonoBehaviour
{
public static BettingBtn instance;
public GameObject BetList;
public Button NumBtn;
public Text BetText;
public float BetValue;//ͶעµÄÖµ
public float AllBetValue;//Ͷע×ÜÖµ
public Button BetButton;//ͶעµÄ°´Å¥
@ -18,9 +20,14 @@ public class BettingBtn : MonoBehaviour
public GameObject text4;
public GameObject text5;
public GameObject text6;
public List<GameObject> list=new List<GameObject>();
// Start is called before the first frame update
void Start()
{
instance = this;
BetList.SetActive(false);
NumBtn.onClick.AddListener(OnClickNumBtn);
BetButton.onClick.AddListener(OnClickBetBtn);
@ -44,36 +51,43 @@ public class BettingBtn : MonoBehaviour
if (PlayerInfo.instance.SetMoney(-BetValue))
{
text1.GetComponent<TextBox>().SetText(BetValue);
AllBetValue += BetValue;
}
break;
case 2:
if (PlayerInfo.instance.SetMoney(-BetValue))
{
text2.GetComponent<TextBox>().SetText(BetValue);
AllBetValue += BetValue;
}
break;
case 3:
if (PlayerInfo.instance.SetMoney(-BetValue))
{
text3.GetComponent<TextBox>().SetText(BetValue);
AllBetValue += BetValue;
}
break;
case 4:
if (PlayerInfo.instance.SetMoney(-BetValue))
{
text4.GetComponent<TextBox>().SetText(BetValue);
AllBetValue += BetValue;
}
break;
case 5:
if (PlayerInfo.instance.SetMoney(-BetValue))
{
text5.GetComponent<TextBox>().SetText(BetValue);
AllBetValue += BetValue;
}
break;
case 6:
if (PlayerInfo.instance.SetMoney(-BetValue))
{
text6.GetComponent<TextBox>().SetText(BetValue);
AllBetValue += BetValue;
}
break;
default:
@ -106,5 +120,90 @@ public class BettingBtn : MonoBehaviour
}
}
public void GiveMoney()
{
float AllMoney = text1.GetComponent<TextBox>().ReturnText() + text2.GetComponent<TextBox>().ReturnText() + text3.GetComponent<TextBox>().ReturnText()
+ text4.GetComponent<TextBox>().ReturnText() + text5.GetComponent<TextBox>().ReturnText() + text6.GetComponent<TextBox>().ReturnText();
switch (BossContro.instance.HouseId)
{
case 1:
text1.GetComponent<TextBox>().PlayAni();
ControMoney(text1);
break;
case 2:
text2.GetComponent<TextBox>().PlayAni();
ControMoney(text2);
break;
case 3:
text3.GetComponent<TextBox>().PlayAni();
ControMoney(text3);
break;
case 4:
text4.GetComponent<TextBox>().PlayAni();
ControMoney(text4);
break;
case 5:
text5.GetComponent<TextBox>().PlayAni();
ControMoney(text5);
break;
case 6:
text6.GetComponent<TextBox>().PlayAni();
ControMoney(text6);
break;
}
}
public void ControMoney(GameObject text)
{
float giveMoney= text.GetComponent<TextBox>().ReturnText();
text.GetComponent<TextBox>().SetText(-giveMoney);
float AllMoney = text1.GetComponent<TextBox>().ReturnText() + text2.GetComponent<TextBox>().ReturnText() + text3.GetComponent<TextBox>().ReturnText()
+ text4.GetComponent<TextBox>().ReturnText() + text5.GetComponent<TextBox>().ReturnText() + text6.GetComponent<TextBox>().ReturnText();
for (int i=0;i<list.Count;i++)
{
if (list[i]==text)
{
continue;
}
list[i].GetComponent<TextBox>().SetText(giveMoney*(list[i].GetComponent<TextBox>().ReturnText()/AllMoney));
}
}
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("δѡÔñ·¿¼ä");
break;
}
}
}

View File

@ -13,6 +13,7 @@ public class BossContro : MonoBehaviour
public Animator BossAni;//boos动画
public bool IsLeft;
public int HouseId;//·¿¼ä±àºÅ
// Start is called before the first frame update
void Start()
{

View File

@ -11,10 +11,11 @@ public class EggNum : MonoBehaviour
void Start()
{
instance = this;
}
public void SetEggNumText()
public void SetEggNumText(float start)
{
eggNumText.text = PlayerInfo.instance.Money.ToString();
StartCoroutine(Tools.AnimateText(start, PlayerInfo.instance.Money, 0.5f,eggNumText));
}
}

View File

@ -0,0 +1,106 @@
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class MoneyAnimation : MonoBehaviour
{
public Transform Parent; // 设置父节点调高层级避免被其他UI遮挡
public GameObject coinPrefab; // 金币的预制体
public Transform startPoint; // 金币生成的起点(例如箱子的位置)
public Transform[] targetPoints; // 目标点数组(例如 5 个目标点)
public int coinCount; // 生成的金币数量
public float spreadRadius; // 金币生成时的随机扩散半径
public float moveDuration; // 金币移动到目标点的时间
public float delayBetweenCoins; // 每个金币延迟启动的时间间隔
public float randomTargetRadius; // 每个金币到达目标点时,周围随机偏移的半径
private List<GameObject> coins = new List<GameObject>();
private void Start()
{
// 初始化工作(如果有需要)
}
public void PlayCoinAnimation()
{
int completedCount = 0; // 记录已经完成动画的金币数量
// 确保目标点数组有至少 1 个元素
if (targetPoints.Length == 0)
{
Debug.LogError("没有设置目标点!");
return;
}
// 生成所有金币
for (int i = 0; i < coinCount; i++)
{
// 在起点附近生成金币
Vector3 randomOffset = new Vector3(
Random.Range(-spreadRadius, spreadRadius),
Random.Range(-spreadRadius, spreadRadius),
0);
GameObject coin = Instantiate(coinPrefab, startPoint.position + randomOffset, Quaternion.identity, Parent);
coins.Add(coin);
}
// 将金币分配到目标点,每个目标点分配相同数量的金币
int coinsPerTarget = coinCount / targetPoints.Length;
List<List<GameObject>> groups = new List<List<GameObject>>();
// 将金币分配到每个目标点
int coinIndex = 0;
for (int i = 0; i < targetPoints.Length; i++)
{
List<GameObject> group = new List<GameObject>();
for (int j = 0; j < coinsPerTarget; j++)
{
if (coinIndex < coinCount)
{
group.Add(coins[coinIndex]);
coinIndex++;
}
}
groups.Add(group);
}
// 对于每个目标点,逐个动画地将每组金币移动到目标点
for (int i = 0; i < targetPoints.Length; i++)
{
Transform targetPoint = targetPoints[i];
List<GameObject> group = groups[i];
// 为每组金币启动逐个动画
for (int j = 0; j < group.Count; j++)
{
GameObject coin = group[j];
// 计算延迟时间,稍微增加一点间隔
float delay = j * delayBetweenCoins; // 每个金币的延迟
// 在目标点附近生成一个随机位置
Vector3 randomTargetPosition = targetPoint.position + new Vector3(
Random.Range(-randomTargetRadius, randomTargetRadius),
Random.Range(-randomTargetRadius, randomTargetRadius),
0);
// 使用 DOTween 移动金币到随机的目标点附近
coin.transform.DOMove(randomTargetPosition, moveDuration)
.SetDelay(delay) // 只有延迟,但不需要等前一个金币完成
.SetEase(Ease.InOutQuad) // 设置缓动类型
.OnComplete(() =>
{
completedCount++;
Destroy(coin); // 动画完成后销毁金币
// 当所有金币都完成动画时,执行其他操作
if (completedCount == coinCount)
{
// 在所有金币完成后执行你需要的操作,比如:
// BettingBtn.instance.GiveMoney();
}
});
}
}
}
}

View File

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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoneyContro : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

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@ -11,14 +11,16 @@ public class PlayerInfo : MonoBehaviour
void Start()
{
instance = this;
EggNum.instance.eggNumText.text=Money.ToString();
}
public bool SetMoney(float add)
{
if (Money+add>=0)
{
float start = Money;
Money += add;
EggNum.instance.SetEggNumText();
EggNum.instance.SetEggNumText(start);
return true;
}
Debug.Log("钱不够");

View File

@ -70,6 +70,10 @@ public class PlayerMove : MonoBehaviour
{
PlayerMovePos.instance.HouseId = 1;
}
else
{
BossContro.instance.HouseId = 1;
}
}
else if (EndPos == TypeEndPos2)
{
@ -79,6 +83,10 @@ public class PlayerMove : MonoBehaviour
{
PlayerMovePos.instance.HouseId = 2;
}
else
{
BossContro.instance.HouseId = 2;
}
}
else if(EndPos == TypeEndPos3)
{
@ -87,6 +95,10 @@ public class PlayerMove : MonoBehaviour
{
PlayerMovePos.instance.HouseId = 3;
}
else
{
BossContro.instance.HouseId = 3;
}
}
else if (EndPos == TypeEndPos4)
{
@ -95,6 +107,10 @@ public class PlayerMove : MonoBehaviour
{
PlayerMovePos.instance.HouseId = 4;
}
else
{
BossContro.instance.HouseId = 4;
}
}
else if (EndPos == TypeEndPos5)
{
@ -103,6 +119,10 @@ public class PlayerMove : MonoBehaviour
{
PlayerMovePos.instance.HouseId = 5;
}
else
{
BossContro.instance.HouseId = 5;
}
}
else if (EndPos == TypeEndPos6)
{
@ -111,6 +131,10 @@ public class PlayerMove : MonoBehaviour
{
PlayerMovePos.instance.HouseId = 6;
}
else
{
BossContro.instance.HouseId = 6;
}
}
@ -251,6 +275,9 @@ public class PlayerMove : MonoBehaviour
BossContro.instance.BossAni.SetInteger("State", 2);
yield return new WaitForSeconds(3f);
BossContro.instance.BossAni.SetInteger("State", 0);
BettingBtn.instance.GiveMoney();
yield return new WaitForSeconds(2f);
JudgeSuccOrFail();
}

View File

@ -18,7 +18,20 @@ public class TextBox : MonoBehaviour
public void SetText(float add)
{
float start = ParentHouse.GetComponent<HouseInfo>().Money;
ParentHouse.GetComponent<HouseInfo>().Money += add;
numText.text = ParentHouse.GetComponent<HouseInfo>().Money.ToString();
StartCoroutine(Tools.AnimateText(start, ParentHouse.GetComponent<HouseInfo>().Money,0.5f,numText));
}
public float ReturnText()
{
return ParentHouse.GetComponent<HouseInfo>().Money;
}
public void PlayAni()
{
ParentHouse.GetComponent<MoneyAnimation>().PlayCoinAnimation();
}
}

View File

@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Tools : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
public static IEnumerator AnimateText(float startValue, float endValue, float time, Text SetText)
{
float elapsedTime = 0f; // 已经过去的时间
while (elapsedTime < time)
{
elapsedTime += Time.deltaTime;
float t = elapsedTime / time;
// 计算当前值,使用 Mathf.Lerp 进行线性插值
int currentValue = Mathf.RoundToInt(Mathf.Lerp(startValue, endValue, t));
// 更新文本显示
SetText.text = currentValue.ToString();
yield return null; // 等待一帧
}
SetText.text = endValue.ToString();
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -0,0 +1,11 @@
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