战斗逻辑,装备系统,人物界面逻辑修改

This commit is contained in:
Zhou 2024-11-29 18:18:36 +08:00
parent 61d7ec914f
commit 87978940ad
148 changed files with 15794 additions and 161 deletions

8
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 注册数据
/// </summary>
public class RegisterData
{
public Dictionary<string, string> registerInfo = new Dictionary<string, string>();
}

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@ -0,0 +1,184 @@
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class LoginPanel : BasePanel
{
//注册按钮
public Button btnRegister;
//登录按钮
public Button btnLogin;
//账号输入框
public InputField inputUser;
public Text txtPlaUser;
//密码输入框
public InputField inputPw;
public Text txtPlaPw;
public override void Init()
{
Debug.Log(Application.persistentDataPath);
GameDataMgr.Instance.Init();
btnRegister.onClick.AddListener(() =>
{
UIManager.Instance.ShowPanel<RegisterPanel>(E_UILayer.Bottom);
UIManager.Instance.HidePanel<LoginPanel>();
});
btnLogin.onClick.AddListener(() =>
{
//点击登录后 要验证用户密码 是否正确
//判断是否合法
if (inputPw.text.Length <= 6 || inputUser.text.Length <= 6)
{
//提示不合法
TipPanel panel = UIManager.Instance.ShowPanel<TipPanel>(E_UILayer.Bottom);
//改变提示面板上提示的内容
panel.ChangeInfo("账号和密码都必须大于6位");
return;
}
//验证 用户名和密码 是否 通过
if (GameDataMgr.Instance.CheckInfo(inputUser.text, inputPw.text))
{
//读取玩家数据
GameDataMgr.Instance.PlayerDataLoad(inputUser.text);
//登录成功
UIManager.Instance.ShowPanel<TopPanel>(E_UILayer.System);
UIManager.Instance.ShowPanel<BattlePanel>(E_UILayer.Bottom);
UIManager.Instance.ShowPanel<LowerPanel>(E_UILayer.System);
//隐藏自己
UIManager.Instance.HidePanel<LoginPanel>();
}
else
{
//登录失败
UIManager.Instance.ShowPanel<TipPanel>(E_UILayer.Middle).ChangeInfo("账号或密码错误");
}
});
//账号输入规范,只能输入大小写字母和数字
inputUser.onValueChanged.AddListener((value) =>
{
// 使用正则表达式,只保留大小写字母和数字
string userStr = Regex.Replace(value, @"[^a-zA-Z0-9]", "");
// 限制最多输入 16 个字符
if (userStr.Length > 16)
{
userStr = userStr.Substring(0, 16);
}
// 更新输入框内容
if (value != userStr)
{
inputUser.text = userStr;
}
});
//密码输入规范,只能输入大小写字母和数字
inputPw.onValueChanged.AddListener((value) =>
{
// 使用正则表达式,只保留大小写字母和数字
string pwStr = Regex.Replace(value, @"[^a-zA-Z0-9]", "");
// 限制最多输入 16 个字符
if (pwStr.Length > 16)
{
pwStr = pwStr.Substring(0, 16);
}
// 更新输入框内容
if (value != pwStr)
{
inputPw.text = pwStr;
}
});
}
void Update()
{
// 检测 Tab 键按下
if (Input.GetKeyDown(KeyCode.Tab))
{
// 获取当前选中的对象
GameObject currentSelected = EventSystem.current.currentSelectedGameObject;
// 判断当前对象是哪个输入框,并跳转到另一个输入框
if (currentSelected == inputUser.gameObject)
{
inputPw.Select();
if (inputUser.text== "")
{
txtPlaUser.text = "请输入账号";
}
if (inputPw.text== "")
{
txtPlaPw.text = "";
}
}
else if (currentSelected == inputPw.gameObject)
{
inputUser.Select();
if (inputPw.text == "")
{
txtPlaPw.text = "请输入密码";
}
if (inputUser.text == "")
{
txtPlaUser.text = "";
}
}
}
// 当鼠标点击输入框时
if (EventSystem.current.currentSelectedGameObject == inputUser.gameObject)
{
// 清空Placeholder
txtPlaUser.text = "";
if (inputPw.text == "")
{
txtPlaPw.text = "请输入密码";
}
}
if (EventSystem.current.currentSelectedGameObject == inputPw.gameObject)
{
// 清空Placeholder
txtPlaPw.text = "";
if (inputUser.text == "")
{
txtPlaUser.text = "请输入账号";
}
}
// 检测鼠标点击
if (Input.GetMouseButtonDown(0))
{
// 如果没有选中的对象清空所有Placeholder
if (EventSystem.current.currentSelectedGameObject == null)
{
if (string.IsNullOrEmpty(inputUser.text))
{
txtPlaUser.text = "请输入账号";
}
if (string.IsNullOrEmpty(inputPw.text))
{
txtPlaPw.text = "请输入密码";
}
}
}
}
/// <summary>
/// 注册成功后调用
/// </summary>
/// <param name="user"></param>
/// <param name="passward"></param>
public void SetInfo(string user, string passward)
{
inputUser.text = user;
inputPw.text = passward;
}
}

View File

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@ -0,0 +1,239 @@
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class RegisterPanel : BasePanel
{
public Button btnSure;
public Button btnCancel;
public InputField inputUser;
public Text txtPlaUser;
public InputField inputPw;
public Text txtPlaPw;
public InputField inputGameName;
public Text txtPlaName;
public override void Init()
{
btnCancel.onClick.AddListener(() =>
{
UIManager.Instance.HidePanel<RegisterPanel>();
UIManager.Instance.ShowPanel<LoginPanel>(E_UILayer.Middle);
});
btnSure.onClick.AddListener(() =>
{
//判断输入的账号密码 是否合理
if (inputPw.text.Length <= 6 || inputUser.text.Length <= 6||inputGameName.text.Length<=1)
{
//提示不合法
TipPanel panel = UIManager.Instance.ShowPanel<TipPanel>(E_UILayer.Middle);
//改变提示面板上提示的内容
panel.ChangeInfo("账号和密码都必须大于6位且角色名必须大于1位");
return;
}
//去注册账号密码
if (GameDataMgr.Instance.RegisterUser(inputUser.text, inputPw.text, inputGameName.text)==3)
{
//注册成功
//显示 登录面板
LoginPanel loginPanel = UIManager.Instance.ShowPanel<LoginPanel>(E_UILayer.Middle);
//跟新登录面板上的 用户名和密码
loginPanel.SetInfo(inputUser.text, inputPw.text);
//隐藏自己
UIManager.Instance.HidePanel<RegisterPanel>();
}
else if (GameDataMgr.Instance.RegisterUser(inputUser.text, inputPw.text, inputGameName.text) == 2)
{
//提示别人 用户名已经存在
TipPanel tipPanel = UIManager.Instance.ShowPanel<TipPanel>(E_UILayer.Middle);
//改变提示内容
tipPanel.ChangeInfo("角色名已存在,请重新输入角色名");
//角色名变为空,方便重新输入
inputGameName.text = "";
}
else
{
//提示别人 用户名已经存在
TipPanel tipPanel = UIManager.Instance.ShowPanel<TipPanel>(E_UILayer.Middle);
//改变提示内容
tipPanel.ChangeInfo("账户已存在");
//方便别人重新输入
inputUser.text = "";
inputPw.text = "";
}
});
//账号输入规范,只能输入大小写字母和数字
inputUser.onValueChanged.AddListener((value) =>
{
// 使用正则表达式,只保留大小写字母和数字
string userStr = Regex.Replace(value, @"[^a-zA-Z0-9]", "");
// 限制最多输入 16 个字符
if (userStr.Length > 16)
{
userStr = userStr.Substring(0, 16);
}
// 更新输入框内容
if (value != userStr)
{
inputUser.text = userStr;
}
});
//密码输入规范,只能输入大小写字母和数字
inputPw.onValueChanged.AddListener((value) =>
{
// 使用正则表达式,只保留大小写字母和数字
string pwStr = Regex.Replace(value, @"[^a-zA-Z0-9]", "");
// 限制最多输入 16 个字符
if (pwStr.Length > 16)
{
pwStr = pwStr.Substring(0, 16);
}
// 更新输入框内容
if (value != pwStr)
{
inputPw.text = pwStr;
}
});
//角色名输入规范,只能输入汉字
inputGameName.onValueChanged.AddListener((value) =>
{
// 使用正则表达式,只保留汉字
string chineseOnly = Regex.Replace(value, @"[^\u4e00-\u9fa5]", "");
// 限制最多输入 6 个汉字
if (chineseOnly.Length > 6)
{
chineseOnly = chineseOnly.Substring(0, 6);
}
// 如果当前输入框内容有变化,更新内容
if (value != chineseOnly)
{
inputGameName.text = chineseOnly;
}
});
}
void Update()
{
// 检测 Tab 键按下
if (Input.GetKeyDown(KeyCode.Tab))
{
// 获取当前选中的对象
GameObject currentSelected = EventSystem.current.currentSelectedGameObject;
// 判断当前对象是哪个输入框,并跳转到另一个输入框
if (currentSelected == inputUser.gameObject)
{
inputPw.Select();
if (inputUser.text == "")
{
txtPlaUser.text = "请输入账号";
}
if (inputPw.text == "")
{
txtPlaPw.text = "";
}
}
else if (currentSelected == inputPw.gameObject)
{
inputGameName.Select();
if (inputPw.text == "")
{
txtPlaPw.text = "请输入密码";
}
if (inputGameName.text == "")
{
txtPlaUser.text = "";
}
}
else if (currentSelected == inputGameName.gameObject)
{
inputUser.Select();
if (inputGameName.text == "")
{
txtPlaName.text = "请输入角色名(六个汉字)";
}
if (inputUser.text == "")
{
txtPlaUser.text = "";
}
}
}
// 当鼠标点击输入框时
if (EventSystem.current.currentSelectedGameObject == inputUser.gameObject)
{
// 清空Placeholder
txtPlaUser.text = "";
if (inputPw.text == "")
{
txtPlaPw.text = "请输入密码";
}
if (inputGameName.text=="")
{
txtPlaName.text = "请输入角色名(六个汉字)";
}
}
if (EventSystem.current.currentSelectedGameObject == inputPw.gameObject)
{
// 清空Placeholder
txtPlaPw.text = "";
if (inputUser.text == "")
{
txtPlaUser.text = "请输入账号";
}
if (inputGameName.text == "")
{
txtPlaName.text = "请输入角色名(六个汉字)";
}
}
if (EventSystem.current.currentSelectedGameObject == inputGameName.gameObject)
{
// 清空Placeholder
txtPlaName.text = "";
if (inputUser.text == "")
{
txtPlaUser.text = "请输入账号";
}
if (inputPw.text == "")
{
txtPlaPw.text = "请输入密码";
}
}
// 检测鼠标点击
if (Input.GetMouseButtonDown(0))
{
// 如果没有选中的对象清空所有Placeholder
if (EventSystem.current.currentSelectedGameObject == null)
{
if (string.IsNullOrEmpty(inputUser.text))
{
txtPlaUser.text = "请输入账号";
}
if (string.IsNullOrEmpty(inputPw.text))
{
txtPlaPw.text = "请输入密码";
}
if (string.IsNullOrEmpty(inputGameName.text))
{
txtPlaName.text = "请输入角色名(六个汉字)";
}
}
}
}
}

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TipPanel : BasePanel
{
public Button btnSure;
public Text txtTip;
public override void Init()
{
btnSure.onClick.AddListener(() =>
{
UIManager.Instance.HidePanel<TipPanel>();
});
}
public void ChangeInfo(string str)
{
txtTip.text= str;
}
}

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@ -32,11 +32,19 @@ public enum E_EventType
/// </summary>
E_Player_Wound,
/// <summary>
/// 对象池注册事件1 —— 参数string文字
/// 弹窗事件1 —— 参数string文字信息
/// </summary>
E_Pool_Register1,
/// <summary>
/// 对象池注册事件2 —— 参数string文字
/// 弹窗事件2 —— 参数string文字信息
/// </summary>
E_Pool_Register2
E_Pool_Register2,
/// <summary>
/// 灵气弹窗
/// </summary>
E_Pool_GasTip,
/// <summary>
/// 人物界面弹窗信息
/// </summary>
E_Pool_UserPanelTip,
}

View File

@ -0,0 +1,68 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using TMPro;
public class AddGasNum : MonoBehaviour
{
//文字信息
public Text txtInfo;
//上移速度
public float moveSpeed;
//向上偏移位置
public float moveOffset;
//隐藏速度
public float hideSpeed;
//位置
public RectTransform rec;
//透明组件
public CanvasGroup can;
//起始点
private Vector2 startPos;
private void OnEnable()
{
can.alpha = 1;
startPos = rec.localPosition;
}
void Update()
{
if (GameMgr.Instance.isUserNumAndGas)
{
ResetData();
return;
}
startPos.y += Time.deltaTime * moveSpeed;
if (startPos.y >= moveOffset)
{
startPos.y = moveOffset;
}
else
{
rec.localPosition = startPos;
}
if (startPos.y >= 100f)
{
can.alpha -= Time.deltaTime * hideSpeed;
if (can.alpha <= 0)
{
ResetData();
}
}
}
public void UpdateTxtInfo(string str)
{
txtInfo.text=str;
}
//重置数据并放入对象池内
public void ResetData()
{
can.alpha = 0;
rec.position = Vector3.zero;
PoolMgr.Instance.PushObj(this.gameObject);
}
}

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@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BtnEquip : MonoBehaviour
{
public Button btnSelf;
public Text txtName;
//µ±Ç°×°±¸µÄÐÅÏ¢
private EquipData nowEquipData;
// Start is called before the first frame update
void Start()
{
btnSelf.onClick.AddListener(() =>
{
UIManager.Instance.ShowPanel<EquipInfoPanel>(E_UILayer.System);
UIManager.Instance.GetPanel<EquipInfoPanel>().UpdatePanel(nowEquipData);
});
}
public void UpdatePanel(EquipData equip)
{
nowEquipData= equip;
txtName.text = equip.name;
txtName.color = GameMgr.Instance.HexToColor(equip.color);
}
}

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@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using System.Xml.Linq;
using UnityEngine;
using UnityEngine.UI;
public class BtnMaterial : MonoBehaviour
{
public Button btnSelf;
public Text txtName;
public Text txtNum;
private GoodsData nowGoods;
void Start()
{
//点击按钮更新背包面板上的文字描述
btnSelf.onClick.AddListener(() =>
{
UIManager.Instance.GetPanel<BagPanel>().UpdateTxtInfo(nowGoods);
});
}
public void UpdatePanel(GoodsData goods)
{
nowGoods = goods;
txtName.text = goods.name;
txtNum.text = goods.num.ToString();
}
}

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@ -12,6 +12,8 @@ public class MonsterObject : MonoBehaviour
public Text txtDragHp;
//怪物名字
public Text txtDragName;
//怪物的图片
public Image imgDrog;
//当前血量
private int hp;
@ -94,16 +96,14 @@ public class MonsterObject : MonoBehaviour
//玩家获得奖励
//玩家的总灵石 +=(怪物掉落+怪物掉落*玩家灵石加成)
int getStone = monster.stone + (int)(monster.stone * GameDataMgr.Instance.player.stoneAdd/100);
int getStone = monster.stone + (int)(monster.stone * (GameDataMgr.Instance.player.stoneAdd/100));
GameDataMgr.Instance.player.stone += getStone;
//玩家的总仙玉 +=(怪物掉落+怪物掉落*玩家仙玉加成)
int getYu = monster.yu + (int)(monster.yu * GameDataMgr.Instance.player.yuAdd/100);
GameDataMgr.Instance.player.yu += getYu;
//玩家的总灵气 +=(怪物掉落+怪物掉落*玩家灵气加成)
int getGas = monster.gas + (int)(monster.gas * GameDataMgr.Instance.player.gasAdd / 100);
GameDataMgr.Instance.player.gas += getGas;
//玩家背包增加源石和其他物品
//弹出奖励框 更新TopPanel的面板数据
GameMgr.Instance.StartTip(getStone,getYu,getGas);
GameMgr.Instance.StartTip(getStone,monster.yuan);
//保存玩家数据
GameDataMgr.Instance.PlayerDataSave();
}
@ -132,6 +132,7 @@ public class MonsterObject : MonoBehaviour
imgDragHp.sizeDelta = new Vector2(hpWide, imgDragHp.sizeDelta.y);
txtDragHp.text = GameMgr.Instance.SetNumber(monster.hp) + "/" + GameMgr.Instance.SetNumber(monster.hp);
hp = monster.hp;
imgDrog.color = GameMgr.Instance.HexToColor(monster.color);
//重置怪物面板时 把攻击时间归0
frontTime = Time.time;
}

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@ -0,0 +1,58 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using TMPro;
public class TipTool : MonoBehaviour
{
//文字信息
public Text txtInfo;
//上移速度
public float moveSpeed;
//隐藏速度
public float hideSpeed;
//位置
public RectTransform rec;
//透明组件
public CanvasGroup can;
//记录时间
private float addTime;
//起始点
private Vector2 startPos;
void OnEnable()
{
can.alpha = 1;
startPos = rec.localPosition;
}
void Update()
{
addTime += Time.deltaTime;
startPos.y += Time.deltaTime * moveSpeed;
if (startPos.y >= 300f)
{
startPos.y = 300f;
}
else
{
rec.localPosition = startPos;
}
if (addTime >= 1.5f)
{
can.alpha -=Time.deltaTime * hideSpeed;
if (can.alpha<=0)
{
can.alpha = 0;
addTime = 0;
rec.position=Vector3.zero;
PoolMgr.Instance.PushObj(this.gameObject);
}
}
}
public void UpdateTxtInfo(string str)
{
txtInfo.text=str;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TxtEntry : MonoBehaviour
{
public Text txtEntry;
public void UpdatePanel(string entry)
{
txtEntry.text = entry;
}
}

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@ -0,0 +1,69 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using TMPro;
public class UserTipTool : MonoBehaviour
{
//文字信息
public Text txtInfo;
//上移速度
public float moveSpeed;
//隐藏速度
public float hideSpeed;
//位置
public RectTransform rec;
//透明组件
public CanvasGroup can;
//记录时间
private float addTime;
//起始点
private Vector2 startPos;
void OnEnable()
{
can.alpha = 1;
startPos = rec.localPosition;
}
void Update()
{
if (GameMgr.Instance.isUserNumAndGas)
{
ResetData();
return;
}
addTime += Time.deltaTime;
startPos.y += Time.deltaTime * moveSpeed;
if (startPos.y >= 300f)
{
startPos.y = 300f;
}
else
{
rec.localPosition = startPos;
}
if (addTime >= 1.5f)
{
can.alpha -=Time.deltaTime * hideSpeed;
if (can.alpha<=0)
{
ResetData();
}
}
}
public void UpdateTxtInfo(string str)
{
txtInfo.text=str;
}
//重置数据并放入对象池内
public void ResetData()
{
can.alpha = 0;
addTime = 0;
rec.position = Vector3.zero;
PoolMgr.Instance.PushObj(this.gameObject);
}
}

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@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EquipData
{
public string name;
public int hp;
public int atk;
public int def;
public float crit;
public float critDamage;
public float kangCrit;
public float atkSpeed;
public float gasAdd;
public float yuAdd;
public float stoneAdd;
public int equipType;
public int equipQuality;
public string colorName;
public string color;
}

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@ -0,0 +1,217 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.CompilerServices;
using System.Threading;
using System.Xml.Serialization;
using LitJson;
using UnityEngine;
using UnityEngine.Networking;
public class GameDataMgr:SingletonAutoMono<GameDataMgr>
{
//静态变量 不要在外面去new
private RegisterData registerData;
//公共属性 方便外面获取,外面只能获取,不能修改
public RegisterData RegisterData => registerData;
//玩家属性
public PlayerData player;
//玩家装备信息(已穿戴和拥有的装备信息)
public UserEquipInfo userEquip;
//玩家物品信息
public UserGoodsInfo userGoods;
//怪物数据,固定属性
private List<MonsterData> monster;
public List<MonsterData> monsters => monster;
//玩家升级属性加成,固定属性
private List<UserUpgradeData> userUpGrade;
public List<UserUpgradeData> userUpGradeInfo => userUpGrade;
//装备属性加成,固定属性
private List<EquipData> equipData;
public List<EquipData> equipInfo => equipData;
//玩家物品
private List<GoodsData> goodsData;
public List<GoodsData> goods => goodsData;
//当前怪物时哪一只
public MonsterData nowMonster;
//public void Init()
//{
// //读取注册数据
// registerData = JsonMgr.Instance.LoadData<RegisterData>("RegisterData");
// //获取怪物数据
// monster = JsonMgr.Instance.LoadData<List<MonsterData>>("MonsterInfo");
// //读取玩家升级属性加成
// userUpGrade = JsonMgr.Instance.LoadData<List<UserUpgradeData>>("UserUpgradeInfo");
// //读取玩家装备属性加成
// equipData = JsonMgr.Instance.LoadData<List<EquipData>>("EquipInfo");
// //读取物品信息
// goodsData = JsonMgr.Instance.LoadData<List<GoodsData>>("GoodsInfo");
// nowMonster = monsters[0];
//}
public void Init()
{
//读取注册数据
registerData = JsonMgr.Instance.LoadData<RegisterData>("RegisterData");
//获取怪物数据
StartCoroutine(DataInit<List<MonsterData>>("MonsterInfo"));
//读取玩家升级属性加成
StartCoroutine(DataInit<List<UserUpgradeData>>("UserUpgradeInfo"));
//读取玩家装备属性加成
StartCoroutine(DataInit<List<EquipData>>( "EquipInfo"));
//读取物品信息
StartCoroutine(DataInit<List<GoodsData>>("GoodsInfo"));
}
private IEnumerator DataInit<T>(string name)
{
string path = Application.streamingAssetsPath + "/" + name + ".json";
// 安卓平台需要用UnityWebRequest
UnityWebRequest req = UnityWebRequest.Get(path);
yield return req.SendWebRequest();
if (req.result == UnityWebRequest.Result.Success)
{
string jsonStr = req.downloadHandler.text;
T data = JsonMapper.ToObject<T>(jsonStr);
Debug.Log("读取成功:" + jsonStr);
if (data is List<MonsterData>)
{
monster = data as List<MonsterData>;
nowMonster = monster[0];
}
if (data is List<UserUpgradeData>)
{
userUpGrade = data as List<UserUpgradeData>;
}
if (data is List<EquipData>)
{
equipData = data as List<EquipData>;
}
if (data is List<GoodsData>)
{
goodsData = data as List<GoodsData>;
}
}
else
{
Debug.LogError("读取失败:" + req.error+path);
}
}
/// <summary>
/// 读取本地玩家数据
/// </summary>
public void PlayerDataLoad(string txtUser)
{
player = JsonMgr.Instance.LoadData<PlayerData>(txtUser);
userEquip = JsonMgr.Instance.LoadData<UserEquipInfo>(txtUser + "equip");
userGoods = JsonMgr.Instance.LoadData<UserGoodsInfo>(txtUser + "goods");
}
/// <summary>
/// 保存玩家数据到本地
/// </summary>
/// <param name="txtUser"></param>
public void PlayerDataSave()
{
JsonMgr.Instance.SaveData(player,player.txtUser);
}
/// <summary>
/// 保存玩家装备数据到本地
/// </summary>
/// <param name="txtUser"></param>
public void EquipDataSave()
{
JsonMgr.Instance.SaveData(userEquip, player.txtUser+ "equip");
}
#region
//存储注册数据
public void SavaRegisterData()
{
JsonMgr.Instance.SaveData(registerData, "RegisterData");
}
//注册方法
public int RegisterUser(string userName, string passWord, string gameName)
{
//判断是否已经存在用户
if (registerData.registerInfo.ContainsKey(userName))
{
return 1;
}
//判断角色名是否存在
if (registerData.registerInfo.ContainsKey(gameName))
{
return 2;
}
//如果不存在 证明可以注册
//存储新用户名和密码 存储角色名
registerData.registerInfo.Add(userName, passWord);
registerData.registerInfo.Add(gameName, passWord);
//初始化玩家的数据,保存在本地
PlayerData newPlayer = new PlayerData();
newPlayer.name = gameName;
newPlayer.txtUser = userName;
JsonMgr.Instance.SaveData(newPlayer, userName);
//初始化玩家的装备信息,保存在本地
UserEquipInfo newEquipInfo=new UserEquipInfo();
newEquipInfo.itemEquip.Add(equipData[0]);
newEquipInfo.itemEquip.Add(equipData[1]);
newEquipInfo.itemEquip.Add(equipData[2]);
newEquipInfo.itemEquip.Add(equipData[3]);
newEquipInfo.itemEquip.Add(equipData[4]);
newEquipInfo.itemEquip.Add(equipData[5]);
newEquipInfo.itemEquip.Add(equipData[6]);
newEquipInfo.itemEquip.Add(equipData[7]);
newEquipInfo.itemEquip.Add(equipData[8]);
JsonMgr.Instance.SaveData(newEquipInfo, userName+"equip");
//初始化玩家的物品信息,保存本地
UserGoodsInfo newGoodsInfo = new UserGoodsInfo();
newGoodsInfo.goods.Add(goodsData[0]);
newGoodsInfo.goods[0].num = 1888;
newGoodsInfo.goods.Add(goodsData[1]);
newGoodsInfo.goods[1].num = 9999;
JsonMgr.Instance.SaveData(newGoodsInfo, userName + "goods");
//本地存储
SavaRegisterData();
//注册成功
return 3;
}
//验证用户名密码是否合法
public bool CheckInfo(string userName, string passWord)
{
if (registerData.registerInfo.ContainsKey(userName))
{
//密码相同 证明 登录成功
if (registerData.registerInfo[userName] == passWord)
{
return true;
}
}
//用户名和密码不合法
return false;
}
#endregion
}

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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GoodsData
{
public string name;
public int atkNum;
public int defNum;
public int num;
public int goodsType;
public string info;
}

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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MonsterData
{
//ID
public int id;
//츰俚
public string name;
//沂좆
public int hp;
//묑샌제
public int atk;
//렝徒제
public int def;
//묑샌珂쇌
public float atkTime;
//쥣柯쉽쟨
public int stone;
//都柯쉽쟨
public int yuan;
//밍膠奈<E886A0>
public string color;
//밍膠쓱썹
public string state;
}

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@ -0,0 +1,49 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 人物注册默认的数据
/// </summary>
public class PlayerData
{
//玩家账号
public string txtUser;
//人物名字
public string name;
//拥有灵气
public int gas = 0;
//灵石数量
public int stone = 0;
//仙玉数量
public int yu = 0;
//人物血量
public int hp=100;
//攻击力
public int atk=11;
//防御力
public int def=5;
//攻速加成
public float atkSpeed=0f;
//暴击加成
public float crit=0f;
//暴击伤害
public float critDamage=0f;
//每分钟灵气
public int minuteGas=60;
//灵气加成
public float gasAdd = 0f;
//抗暴率加成
public float kangCrit = 0f;
//灵石加成
public float stoneAdd = 0f;
//人物境界
public string state = "炼气境一重";
//境界ID对应升级属性的Id
public int stateId = 0;
//战斗力=血量*10+攻击力*20+防御力*20+攻速*1000+暴击*1000+暴击伤害*10+灵气加成*1+灵气加成*1000+抗爆率*1000+灵石加成*1000+每分钟灵气*10
public long figthing = 1920;
//攻击间隔
public float atkTime = 1.5f;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UserEquipInfo
{
//装备信息
public Dictionary<string,EquipData> dressEquip = new Dictionary<string,EquipData>();
//穿戴好的装备信息
public List<EquipData> itemEquip = new List<EquipData>();
}

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@ -0,0 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UserGoodsInfo
{
public List<GoodsData> goods=new List<GoodsData>();
}

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@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 玩家升级信息及加成
/// </summary>
public class UserUpgradeData
{
//境界
public string state;
//升级所需灵气
public int gas;
//血量加成
public int hp;
//攻击里加成
public int atk;
//防御力加成
public int def;
//每分钟灵气
public int minuteGas;
//字体颜色
public string color;
}

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@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace bonbon
{
public class FPSDisplay : MonoBehaviour
{
float deltaTime = 0.0f;
private void Awake()
{
DontDestroyOnLoad(gameObject);
}
void Update()
{
deltaTime += (Time.unscaledDeltaTime - deltaTime) * 0.1f;
}
void OnGUI()
{
int w = Screen.width, h = Screen.height;
GUIStyle style = new GUIStyle();
Rect rect = new Rect(0, 0, w, h * 2 / 100);
style.alignment = TextAnchor.UpperLeft;
style.fontSize = h * 2 / 100;
style.normal.textColor = new Color(0.0f, 0.5f, 0f, 1.0f);
float msec = deltaTime * 1000.0f;
float fps = 1.0f / deltaTime;
string text = string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps);
GUI.Label(rect, text, style);
}
}
}

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@ -0,0 +1,128 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
public class GameMgr:SingletonAutoMono<GameMgr>
{
//玩家是否开始攻击
public bool isStartAtk = true;
//飞剑是否应该消失
public bool isFeijianClose = false;
//人物界面灵气和弹窗是否立即消失
public bool isUserNumAndGas = false;
void Start()
{
StartCoroutine(UserGasAdd());
}
/// <summary>
/// 上线后每5秒自动加灵气
/// </summary>
IEnumerator UserGasAdd()
{
while (true)
{
yield return new WaitForSeconds(5f);
//具体显示的灵气数值
int gas = GameDataMgr.Instance.player.minuteGas / 12;
GameDataMgr.Instance.player.gas += gas;
if (UIManager.Instance.GetPanel<UserPanel>()!=null)
{
EventCenter.Instance.EventTrigger<int>(E_EventType.E_Pool_GasTip,gas);
}
//更新TopPanel面板上的数据
if (UIManager.Instance.GetPanel<TopPanel>() != null)
{
UIManager.Instance.GetPanel<TopPanel>().UpdatePanel();
}
//保存玩家数据
GameDataMgr.Instance.PlayerDataSave();
}
}
//玩家和怪物重置方法
public void StartInit()
{
StartCoroutine(InitPlayerAndMonster());
}
//玩家或者怪物死亡时等待1s重置怪物和玩家
private IEnumerator InitPlayerAndMonster()
{
yield return new WaitForSeconds(2f);
EventCenter.Instance.EventTrigger(E_EventType.E_Player_Init);
EventCenter.Instance.EventTrigger(E_EventType.E_Monster_Init);
//开启攻击
isStartAtk = true;
}
// 将数字转换为简化后的表示
public string SetNumber(long num)
{
if (num >= 1000000)
{
return ((float)num / 1000000).ToString("F2") + "百万";
}
else if (num >= 10000)
{
return ((float)num / 10000).ToString("F2") + "万";
}
else if (num >= 100000000)
{
return ((float)num / 100000000).ToString("F2") + "亿";
}
else
{
return num.ToString();
}
}
// 将十六进制颜色转换为 Color
public Color HexToColor(string hex)
{
byte r = byte.Parse(hex.Substring(0, 2), System.Globalization.NumberStyles.HexNumber);
byte g = byte.Parse(hex.Substring(2, 2), System.Globalization.NumberStyles.HexNumber);
byte b = byte.Parse(hex.Substring(4, 2), System.Globalization.NumberStyles.HexNumber);
return new Color32(r, g, b, 255);
}
public Color HexToColorAlaph(string hex)
{
byte r = byte.Parse(hex.Substring(0, 2), System.Globalization.NumberStyles.HexNumber);
byte g = byte.Parse(hex.Substring(2, 2), System.Globalization.NumberStyles.HexNumber);
byte b = byte.Parse(hex.Substring(4, 2), System.Globalization.NumberStyles.HexNumber);
return new Color32(r, g, b, 120);
}
/// <summary>
/// 弹出获得奖励消息
/// </summary>
/// <param name="stone"></param>
/// <param name="yu"></param>
/// <param name="gas"></param>
public void StartTip(int stone, int yuan)
{
StartCoroutine(TipMessage(stone, yuan));
}
/// <summary>
/// 弹窗奖励消息协程
/// </summary>
/// <param name="stone"></param>
/// <param name="yu"></param>
/// <param name="gas"></param>
/// <returns></returns>
IEnumerator TipMessage(int stone, int yuan)
{
if (UIManager.Instance.GetPanel<TopPanel>() != null)
{
UIManager.Instance.GetPanel<TopPanel>().UpdatePanel();
}
EventCenter.Instance.EventTrigger<string>(E_EventType.E_Pool_Register2, "你获得了灵石+" + SetNumber(stone));
yield return new WaitForSeconds(0.5f);
EventCenter.Instance.EventTrigger<string>(E_EventType.E_Pool_Register2, "你获得了源石+" + yuan);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Main : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
Time.timeScale = 0f;
UIManager.Instance.ShowPanel<LoginPanel>(E_UILayer.Bottom);
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SoundManager : MonoBehaviour
{
[SerializeField]
private AudioSource audioSource;
[SerializeField]
private AudioClip bg;
void Start()
{
audioSource=GetComponent<AudioSource>();
}
public void playBg()
{
audioSource.clip = bg;
audioSource.Play();
}
public void stopBg()
{
audioSource.Stop();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BagPanel : BasePanel
{
//按钮初始颜色是白色 点击后变成灰色
private string imgColor = "6A6A6A";
//按钮字体初始颜色 灰青
private string txtColor1 = "225555";
//按钮字体点击颜色 浅灰
private string txtColor2 = "CDDACF";
public Button btnAll;
public Button btnMater;
public Button btnPill;
public Button btnGong;
public Text txtAll;
public Text txtMater;
public Text txtPill;
public Text txtGong;
public Text txtStone;
public Text txtYu;
public Text txtInfo;
public ScrollRect sv;
//物品预设体
public GameObject btnMaterial;
//选择的按钮
private Button btnChoose;
//选择的文字
private Text txtChoose;
private UserGoodsInfo goods;
//装备集合,用于更新页面
private List<GameObject> goodsList = new List<GameObject>();
public override void Init()
{
btnChoose = btnAll;
txtChoose = txtAll;
goods=GameDataMgr.Instance.userGoods;
UpdatePanel();
//全部按钮
btnAll.onClick.AddListener(() =>
{
//不是当前按钮才更新
if (btnChoose != btnAll)
{
//更新界面
UpdateAllGoods();
}
});
//材料按钮
btnMater.onClick.AddListener(() =>
{
//不是当前按钮才更新
if (btnChoose != btnMater)
{
//更新界面
//设置按钮颜色
SetColor(btnMater, txtMater);
UpdateGoods(2);
}
});
//丹药按钮
btnPill.onClick.AddListener(() =>
{
//不是当前按钮才更新
if (btnChoose != btnPill)
{
//更新界面
//设置按钮颜色
SetColor(btnPill, txtPill);
UpdateGoods(1);
}
});
//功法按钮
btnGong.onClick.AddListener(() =>
{
//不是当前按钮才更新
if (btnChoose != btnGong)
{
//更新界面
//设置按钮颜色
SetColor(btnGong, txtGong);
UpdateGoods(3);
}
});
}
/// <summary>
/// 按钮点击改变按钮的颜色
/// </summary>
/// <param name="btn"></param>
/// <param name="txt"></param>
public void SetColor(Button btn, Text txt)
{
//设置颜色前先把上一次的按钮颜色重置
if (btnChoose != null && txtChoose != null)
{
btnChoose.image.color = Color.white;
txtChoose.color = GameMgr.Instance.HexToColor(txtColor1);
}
//然后设置此次点击的按钮颜色
btn.image.color = GameMgr.Instance.HexToColor(imgColor);
txt.color = GameMgr.Instance.HexToColor(txtColor2);
//设置为新的按钮,方便下一次重置颜色
btnChoose = btn;
txtChoose = txt;
}
//更新面板
public void UpdatePanel()
{
UpdateAllGoods();
SetColor(btnAll, txtAll);
txtStone.text = "灵石:"+GameMgr.Instance.SetNumber(GameDataMgr.Instance.player.stone);
txtYu.text = "仙玉:"+GameMgr.Instance.SetNumber(GameDataMgr.Instance.player.yu);
}
//全部物品
private void UpdateAllGoods()
{
//先清空物品列表
for (int i = 0; i < goodsList.Count; i++)
{
Destroy(goodsList[i]);
}
goodsList.Clear();
for (int i = 0; i < goods.goods.Count; i++)
{
GameObject go = Instantiate(btnMaterial);
go.GetComponent<BtnMaterial>().UpdatePanel(goods.goods[i]);
go.transform.SetParent(sv.content, false);
goodsList.Add(go);
}
txtInfo.text = "";
}
private void UpdateGoods(int goodsType)
{
//1丹药2材料
//先清空物品列表
for (int i = 0; i < goodsList.Count; i++)
{
Destroy(goodsList[i]);
}
goodsList.Clear();
for (int i = 0; i < goods.goods.Count; i++)
{
if (goods.goods[i].goodsType == goodsType)
{
GameObject go = Instantiate(btnMaterial);
go.GetComponent<BtnMaterial>().UpdatePanel(goods.goods[i]);
go.transform.SetParent(sv.content, false);
goodsList.Add(go);
}
}
txtInfo.text = "";
}
//文字描述
public void UpdateTxtInfo(GoodsData info)
{
txtInfo.text = "物品名称:"+info.name+"\n物品描述"+info.info;
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Threading;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class BattlePanel : BasePanel
{
//地图境界
public Text txtTitle;
//奖励
public Text txtAward;
//降低地图
public Button btnLowMap;
//提升地图
public Button btnUpMap;
//降低一层
public Button btnLowLev;
//提升一层
public Button btnUpLev;
//玩家对象
public PlayerObject playerObj;
//怪物对象
public MonsterObject monsterObj;
//伤害数字
public Transform damageUser;
public Transform damageMonster;
//对象池点12
public Transform target1;
public Transform target2;
void Awake()
{
//显示面板即把时间缩放变为1
if (Time.timeScale<1)
{
Time.timeScale = 1f;
}
//注册伤害数字弹出事件
EventCenter.Instance.AddEventListener<int>(E_EventType.E_Player_DamageNum, DamageUserNum);
EventCenter.Instance.AddEventListener<int>(E_EventType.E_Monster_DamageNum, DamageMonsterNum);
//注册重置玩家和怪物数据
EventCenter.Instance.AddEventListener(E_EventType.E_Player_Init,InitPlayerPanel);
EventCenter.Instance.AddEventListener(E_EventType.E_Monster_Init,InitMonsterPanel);
//注册弹窗信息
EventCenter.Instance.AddEventListener<string>(E_EventType.E_Pool_Register1, PoolTipTarget1);
EventCenter.Instance.AddEventListener<string>(E_EventType.E_Pool_Register2, PoolTipTarget2);
}
public override void Init()
{
//刚进来需要更新面板
UpdatePanel();
//点击降低地图按钮做什么
btnLowMap.onClick.AddListener(() =>
{
//按钮被点击提示面板
BtnOnclick2("降低地图按钮被点击了");
UpOrDownMap(-10, GameDataMgr.Instance.nowMonster);
});
//点击提升地图按钮做什么
btnUpMap.onClick.AddListener(() =>
{
BtnOnclick2("提升地图按钮被点击了");
UpOrDownMap(10, GameDataMgr.Instance.nowMonster);
});
//点击降低一层按钮做什么
btnLowLev.onClick.AddListener(() =>
{
BtnOnclick2("降低一层按钮被点击了");
UpOrDownLev(-1, GameDataMgr.Instance.nowMonster);
});
//点击提升一层按钮做什么
btnUpLev.onClick.AddListener(() =>
{
BtnOnclick2("提升一层按钮被点击了");
UpOrDownLev(1, GameDataMgr.Instance.nowMonster);
});
}
/// <summary>
/// 提升或降低一层境界
/// </summary>
/// <param name="num">提升或降低多少层数</param>
/// <param name="nowMonster">当前的怪物数据</param>
private void UpOrDownLev(int num,MonsterData monster)
{
int nowMonsterNum = GameDataMgr.Instance.monsters.IndexOf(monster);
int index1=nowMonsterNum/10;
nowMonsterNum += num;
int index2=nowMonsterNum/10;
if (nowMonsterNum > GameDataMgr.Instance.monsters.Count-1)
{
BtnOnclick1("怪物已达到最高境界");
return;
}
if (nowMonsterNum < 0)
{
BtnOnclick1("怪物已是最低境界");
return;
}
//改变地图成功
if (index1==index2)
{
//飞剑需要放入对象池
GameMgr.Instance.isFeijianClose = true;
GameDataMgr.Instance.nowMonster = GameDataMgr.Instance.monsters[nowMonsterNum];
//重置面板 包括玩家数据 怪物数据
UpdatePanel();
if (num>0)
{
BtnOnclick1("境界提高,怪物已更新");
}
else
{
BtnOnclick1("境界降低,怪物已更新");
}
}
else
{
BtnOnclick1("请提升角色境界");
}
}
/// <summary>
/// 地图提升或降低
/// </summary>
/// <param name="num"></param>
/// <param name="nowMonster"></param>
private void UpOrDownMap(int num, MonsterData monster)
{
int nowMonsterNum = GameDataMgr.Instance.monsters.IndexOf(monster);
//每次提升或降低地图都是从每十层的第一层开始
nowMonsterNum =nowMonsterNum/10*10+num;
if (nowMonsterNum > GameDataMgr.Instance.monsters.Count-1)
{
BtnOnclick1("怪物已达到最高境界");
return;
}
if (nowMonsterNum < 0)
{
BtnOnclick1("怪物已是最低境界");
return;
}
//改变地图成功
if (GameDataMgr.Instance.player.stateId >= nowMonsterNum)
{
//飞剑需要放入对象池
GameMgr.Instance.isFeijianClose = true;
GameDataMgr.Instance.nowMonster = GameDataMgr.Instance.monsters[nowMonsterNum];
//重置面板 包括玩家数据 怪物数据
UpdatePanel();
if (num > 0)
{
BtnOnclick1("境界提高,怪物已更新");
}
else
{
BtnOnclick1("境界降低,怪物已更新");
}
}
else
{
BtnOnclick1("请提升角色境界");
}
}
/// <summary>
/// 更新战斗面板上的界面显示
/// </summary>
private void UpdatePanel()
{
MonsterData monster = GameDataMgr.Instance.nowMonster;
//固定奖励
txtAward.text = "固定奖励:" + "灵石+" + GameMgr.Instance.SetNumber(monster.stone) + ",源石+" + monster.yuan;
//地图境界
txtTitle.text = monster.state;
//玩家是否开始攻击-开始
GameMgr.Instance.isStartAtk = true;
//飞剑回收仓库
GameMgr.Instance.isFeijianClose = true;
//重置玩家的数据和面板
InitPlayerPanel();
//重置怪物的数据和面板
InitMonsterPanel();
}
//上方提示栏
private void BtnOnclick1(string str)
{
EventCenter.Instance.EventTrigger(E_EventType.E_Pool_Register1, str);
}
//下方提示栏
private void BtnOnclick2(string str)
{
EventCenter.Instance.EventTrigger(E_EventType.E_Pool_Register2, str);
}
//初始化玩家的面板
private void InitPlayerPanel()
{
EventCenter.Instance.Claer(E_EventType.E_Player_Wound);
if (!playerObj.gameObject.activeSelf)
{
playerObj.gameObject.SetActive(true);
}
playerObj.UpdatePanel();
}
//初始化怪物的面板
private void InitMonsterPanel()
{
EventCenter.Instance.Claer(E_EventType.E_Monster_Wound);
if (!monsterObj.gameObject.activeSelf)
{
monsterObj.gameObject.SetActive(true);
}
monsterObj.UpdatePanel();
}
/// <summary>
/// 伤害数字弹窗1
/// </summary>
private void DamageUserNum(int damageHp)
{
//弹出减血量数字
GameObject go = PoolMgr.Instance.GetObj("Object/DamageNum");
go.transform.SetParent(damageUser, false);
go.transform.localPosition = Vector3.zero;
go.transform.localScale = Vector3.one;
go.GetComponent<DamageNum>().UpdateTxtInfo("-" + damageHp);
}
/// <summary>
/// 伤害数字弹窗2
/// </summary>
private void DamageMonsterNum(int damageHp)
{
//弹出减血量数字
GameObject go = PoolMgr.Instance.GetObj("Object/DamageNum");
go.transform.SetParent(damageMonster, false);
go.transform.localPosition = Vector3.zero;
go.transform.localScale = Vector3.one;
go.GetComponent<DamageNum>().UpdateTxtInfo("-" + damageHp);
}
/// <summary>
/// 公用的弹窗点1事件添加进事件中心
/// </summary>
/// <param name="str"></param>
private void PoolTipTarget1(string str)
{
GameObject obj = PoolMgr.Instance.GetObj("Object/TipTool");
obj.transform.SetParent(target1, false);
obj.transform.localPosition = Vector3.zero;
obj.transform.localScale = Vector3.one;
obj.GetComponent<TipTool>().UpdateTxtInfo(str);
}
/// <summary>
/// 公用的弹窗点1事件添加进事件中心
/// </summary>
/// <param name="str"></param>
private void PoolTipTarget2(string str)
{
GameObject obj = PoolMgr.Instance.GetObj("Object/TipTool");
obj.transform.SetParent(target2, false);
obj.transform.localPosition = Vector3.zero;
obj.transform.localScale = Vector3.one;
obj.GetComponent<TipTool>().UpdateTxtInfo(str);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BookPanel : BasePanel
{
public Button btnClose;
public override void Init()
{
btnClose.onClick.AddListener(() =>
{
UIManager.Instance.HidePanel<BookPanel>();
});
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ChainPanel : BasePanel
{
public Button btnClose;
public override void Init()
{
btnClose.onClick.AddListener(() =>
{
UIManager.Instance.HidePanel<ChainPanel>();
});
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EquipInfoPanel : BasePanel
{
public Button btnClose;
public Button btnDress;
public Button btnFenjie;
public Button btnChong;
public Text txtName;
public Text txtJingjie;
public Text txtQuality;
public Transform basicAtt;
public Transform addAtt;
public GameObject txtEntry;
//本装备属性
private EquipData equipData;
private PlayerData player;
public override void Init()
{
player = GameDataMgr.Instance.player;
btnClose.onClick.AddListener(() =>
{
UIManager.Instance.HidePanel<EquipInfoPanel>();
});
btnDress.onClick.AddListener(() =>
{
DressEquip();
UIManager.Instance.HidePanel<EquipInfoPanel>();
});
btnFenjie.onClick.AddListener(() =>
{
});
btnChong.onClick.AddListener(() =>
{
});
}
//给外界更新面板的方法
public void UpdatePanel(EquipData equip)
{
equipData = equip;
txtName.text=equip.name;
txtName.color = GameMgr.Instance.HexToColor(equip.color);
txtName.gameObject.GetComponent<Outline>().effectColor = GameMgr.Instance.HexToColorAlaph(equip.color);
txtJingjie.text=equip.name.Substring(0,2);
txtJingjie.color = GameMgr.Instance.HexToColor(equip.color);
txtJingjie.gameObject.GetComponent<Outline>().effectColor = GameMgr.Instance.HexToColorAlaph(equip.color);
txtQuality.text = equip.colorName;
txtQuality.color = GameMgr.Instance.HexToColor(equip.color);
txtQuality.gameObject.GetComponent<Outline>().effectColor = GameMgr.Instance.HexToColorAlaph(equip.color);
CreateTxtEntry(equip);
}
//更新装备属性条
private void CreateTxtEntry(EquipData equip)
{
GameObject go;
if (equip.hp!=0)
{
go = Instantiate(txtEntry);
go.transform.SetParent(basicAtt, false);
go.GetComponent<TxtEntry>().UpdatePanel("血量+"+equip.hp);
}
if (equip.atk != 0)
{
go = Instantiate(txtEntry);
go.transform.SetParent(basicAtt, false);
go.GetComponent<TxtEntry>().UpdatePanel("攻击力+" + equip.atk);
}
if (equip.def != 0)
{
go = Instantiate(txtEntry);
go.transform.SetParent(basicAtt, false);
go.GetComponent<TxtEntry>().UpdatePanel("防御力+" + equip.def);
}
if (equip.crit != 0f)
{
go = Instantiate(txtEntry);
go.transform.SetParent(basicAtt, false);
go.GetComponent<TxtEntry>().UpdatePanel("暴击率+" + equip.crit+"%");
}
if (equip.critDamage != 0f)
{
go = Instantiate(txtEntry);
go.transform.SetParent(basicAtt, false);
go.GetComponent<TxtEntry>().UpdatePanel("暴击伤害+" + equip.critDamage + "%");
}
if (equip.atkSpeed != 0f)
{
go = Instantiate(txtEntry);
go.transform.SetParent(addAtt, false);
go.GetComponent<TxtEntry>().UpdatePanel("攻击速度+" + equip.atkSpeed + "%");
}
if (equip.kangCrit != 0f)
{
go = Instantiate(txtEntry);
go.transform.SetParent(addAtt, false);
go.GetComponent<TxtEntry>().UpdatePanel("抗爆率+" + equip.kangCrit + "%");
}
if (equip.gasAdd != 0f)
{
go = Instantiate(txtEntry);
go.transform.SetParent(addAtt, false);
go.GetComponent<TxtEntry>().UpdatePanel("灵气加成+" + equip.gasAdd + "%");
}
if (equip.yuAdd != 0f)
{
go = Instantiate(txtEntry);
go.transform.SetParent(addAtt, false);
go.GetComponent<TxtEntry>().UpdatePanel("仙玉加成+" + equip.yuAdd + "%");
}
if (equip.stoneAdd != 0f)
{
go = Instantiate(txtEntry);
go.transform.SetParent(addAtt, false);
go.GetComponent<TxtEntry>().UpdatePanel("灵石加成+" + equip.stoneAdd + "%");
}
}
//玩家点击穿戴
private void DressEquip()
{
GameDataMgr.Instance.userEquip.itemEquip.Remove(equipData);
switch (equipData.equipType)
{
case 1:
AddEquip("tou");
break;
case 2:
AddEquip("yi");
break;
case 3:
AddEquip("shou");
break;
case 4:
AddEquip("yao");
break;
case 5:
AddEquip("tui");
break;
case 6:
AddEquip("xie");
break;
}
//玩家属性增加
PlayerDataAdd();
//更新装备面板
UIManager.Instance.GetPanel<EquipPanel>().UpdatePanel();
//更新玩家属性面板
UIManager.Instance.GetPanel<UserPanel>().UpdatePanel();
//保存数据
GameDataMgr.Instance.EquipDataSave();
GameDataMgr.Instance.PlayerDataSave();
}
private void AddEquip(string name)
{
if (GameDataMgr.Instance.userEquip.dressEquip.ContainsKey(name))
{
if (GameDataMgr.Instance.userEquip.dressEquip[name]!=null)
{
EquipData equip = GameDataMgr.Instance.userEquip.dressEquip[name];
GameDataMgr.Instance.userEquip.dressEquip[name] = equipData;
GameDataMgr.Instance.userEquip.itemEquip.Add(equip);
}
else
{
GameDataMgr.Instance.userEquip.dressEquip[name] = equipData;
}
}
else
{
GameDataMgr.Instance.userEquip.dressEquip.Add(name, equipData);
}
}
private void PlayerDataAdd()
{
player.hp += equipData.hp;
player.atk += equipData.atk;
player.def += equipData.def;
player.crit += equipData.crit;
player.critDamage += equipData.critDamage;
player.atkSpeed += equipData.atkSpeed;
player.kangCrit += equipData.kangCrit;
player.gasAdd += equipData.gasAdd;
player.stoneAdd += equipData.stoneAdd;
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class EquipPanel : BasePanel
{
//按钮初始颜色是白色 点击后变成灰色
private string imgColor = "A6A6A6";
//按钮字体初始颜色 灰青
private string txtColor1 = "4A5551";
//按钮字体点击颜色 浅灰
private string txtColor2 = "CDDACF";
public Button btnClose;
public Button btnTou;
public Button btnYi;
public Button btnShou;
public Button btnYao;
public Button btnTui;
public Button btnXie;
public Text txtTou;
public Text txtYi;
public Text txtShou;
public Text txtYao;
public Text txtTui;
public Text txtXie;
public Button btnAll;
public Button btnToukui;
public Button btnZhanPao;
public Button btnHuShou;
public Button btnHuYao;
public Button btnHuTui;
public Button btnZhanXue;
public Button btnFenJie;
public Text txtAll;
public Text txtToukui;
public Text txtZhanPao;
public Text txtHuShou;
public Text txtHuYao;
public Text txtHuTui;
public Text txtZhanXue;
public Text txtFenJie;
//上下滑动框
public ScrollRect sv;
//装备预设体
public GameObject btnEquip;
//选择的按钮
private Button btnChoose;
//选择的文字
private Text txtChoose;
private UserEquipInfo userEquip;
//装备集合,用于更新页面
private List<GameObject> equipList = new List<GameObject>();
public override void Init()
{
btnChoose = btnAll;
txtChoose = txtAll;
userEquip = GameDataMgr.Instance.userEquip;
//进页面就更新界面
UpdatePanel();
btnClose.onClick.AddListener(() =>
{
UIManager.Instance.HidePanel<EquipPanel>();
});
//全部按钮
btnAll.onClick.AddListener(() =>
{
//不是当前按钮才更新
if (btnChoose!=btnAll)
{
//更新界面
UpdateAllEquip();
}
});
//头盔按钮
btnToukui.onClick.AddListener(() =>
{
//不是当前按钮才更新
if (btnChoose != btnToukui)
{
//更新界面
//设置按钮颜色
SetColor(btnToukui, txtToukui);
UpdateEquip(1);
}
});
//战袍按钮
btnZhanPao.onClick.AddListener(() =>
{
//不是当前按钮才更新
if (btnChoose != btnZhanPao)
{
//更新界面
//设置按钮颜色
SetColor(btnZhanPao, txtZhanPao);
UpdateEquip(2);
}
});
//护手按钮
btnHuShou.onClick.AddListener(() =>
{
//不是当前按钮才更新
if (btnChoose != btnHuShou)
{
//更新界面
//设置按钮颜色
SetColor(btnHuShou, txtHuShou);
UpdateEquip(3);
}
});
//护腰按钮
btnHuYao.onClick.AddListener(() =>
{
//不是当前按钮才更新
if (btnChoose != btnHuYao)
{
//更新界面
//设置按钮颜色
SetColor(btnHuYao, txtHuYao);
UpdateEquip(4);
}
});
//护腿按钮
btnHuTui.onClick.AddListener(() =>
{
//不是当前按钮才更新
if (btnChoose != btnHuTui)
{
//更新界面
//设置按钮颜色
SetColor(btnHuTui, txtHuTui);
UpdateEquip(5);
}
});
//战靴按钮
btnZhanXue.onClick.AddListener(() =>
{
//不是当前按钮才更新
if (btnChoose != btnZhanXue)
{
//更新界面
//设置按钮颜色
SetColor(btnZhanXue, txtZhanXue);
UpdateEquip(6);
}
});
//分解按钮
btnFenJie.onClick.AddListener(() =>
{
//不是当前按钮才更新
if (btnChoose != btnFenJie)
{
//更新界面
//设置按钮颜色
SetColor(btnFenJie, txtFenJie);
UpdateAllEquip();
}
});
}
/// <summary>
/// 按钮点击改变按钮的颜色
/// </summary>
/// <param name="btn"></param>
/// <param name="txt"></param>
public void SetColor(Button btn, Text txt)
{
//设置颜色前先把上一次的按钮颜色重置
if (btnChoose != null && txtChoose != null)
{
btnChoose.image.color = Color.white;
txtChoose.color = GameMgr.Instance.HexToColor(txtColor1);
}
//然后设置此次点击的按钮颜色
btn.image.color = GameMgr.Instance.HexToColor(imgColor);
txt.color = GameMgr.Instance.HexToColor(txtColor2);
//设置为新的按钮,方便下一次重置颜色
btnChoose = btn;
txtChoose = txt;
}
/// <summary>
/// 面板更新
/// </summary>
public void UpdatePanel()
{
//更新全部
UpdateAllEquip();
//设置按钮颜色
SetColor(btnAll, txtAll);
//更新已穿戴装备
if (userEquip.dressEquip.ContainsKey("tou"))
{
txtTou.text = userEquip.dressEquip["tou"].name;
txtTou.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["tou"].color);
}
if (userEquip.dressEquip.ContainsKey("yi"))
{
txtYi.text = userEquip.dressEquip["yi"].name;
txtYi.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["yi"].color);
}
if (userEquip.dressEquip.ContainsKey("shou"))
{
txtShou.text = userEquip.dressEquip["shou"].name;
txtShou.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["shou"].color);
}
if (userEquip.dressEquip.ContainsKey("yao"))
{
txtYao.text = userEquip.dressEquip["yao"].name;
txtYao.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["yao"].color);
}
if (userEquip.dressEquip.ContainsKey("tui"))
{
txtTui.text = userEquip.dressEquip["tui"].name;
txtTui.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["tui"].color);
}
if (userEquip.dressEquip.ContainsKey("xie"))
{
txtXie.text = userEquip.dressEquip["xie"].name;
txtXie.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["xie"].color);
}
}
//按钮点击更新页面
private void UpdateEquip(int equipType)
{
//1 头2衣服3手4腰5腿6鞋
//先清空装备列表
for (int i = 0; i < equipList.Count; i++)
{
Destroy(equipList[i]);
}
equipList.Clear();
for (int i = 0; i < userEquip.itemEquip.Count; i++)
{
if (userEquip.itemEquip[i].equipType==equipType)
{
GameObject go = Instantiate(btnEquip);
go.GetComponent<BtnEquip>().UpdatePanel(userEquip.itemEquip[i]);
go.transform.SetParent(sv.content, false);
equipList.Add(go);
}
}
}
//全部装备
private void UpdateAllEquip()
{
//先清空装备列表
for (int i = 0; i < equipList.Count; i++)
{
Destroy(equipList[i]);
}
equipList.Clear();
for (int i = 0; i < userEquip.itemEquip.Count; i++)
{
GameObject go = Instantiate(btnEquip);
go.GetComponent<BtnEquip>().UpdatePanel(userEquip.itemEquip[i]);
go.transform.SetParent(sv.content,false);
equipList.Add(go);
}
}
void OnDestroy()
{
equipList = null;
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class LowerPanel : BasePanel
{
//按钮颜色,黄色
private string imgColor1 = "#FF9F00";
//按钮字体颜色,褐色
private string txtColor1 = "#A89500";
//暗蓝
private string txtColor2 = "#255746";
public Button btnFight;
public Button btnPerson;
public Button btnBag;
public Button btnWorld;
public TextMeshProUGUI txtFight;
public TextMeshProUGUI txtPerson;
public TextMeshProUGUI txtBag;
public TextMeshProUGUI txtWorld;
//选择的按钮
private Button btnChoose;
//选择的文字
private TextMeshProUGUI txtChoose;
//已选择的界面
private BasePanel choosePanel;
public override void Init()
{
//刚进游戏,按钮和文字选择为战斗
btnChoose = btnFight;
txtChoose = txtFight;
//战斗按钮
btnFight.onClick.AddListener(() =>
{
HidePanel(choosePanel);
SetColor(btnFight, txtFight);
UIManager.Instance.ShowPanel<BattlePanel>(E_UILayer.Bottom);
if (UIManager.Instance.GetPanel<TopPanel>() == null)
{
UIManager.Instance.ShowPanel<TopPanel>(E_UILayer.System);
}
choosePanel = null;
});
//人物按钮
btnPerson.onClick.AddListener(() =>
{
if (UIManager.Instance.GetPanel<UserPanel>() == null)
{
HidePanel(choosePanel);
SetColor(btnPerson, txtPerson);
UIManager.Instance.ShowPanel<UserPanel>(E_UILayer.Middle);
if (UIManager.Instance.GetPanel<TopPanel>() == null)
{
UIManager.Instance.ShowPanel<TopPanel>(E_UILayer.System);
}
choosePanel = UIManager.Instance.GetPanel<UserPanel>();
}
});
//背包按钮
btnBag.onClick.AddListener(() =>
{
if (UIManager.Instance.GetPanel<BagPanel>() == null)
{
HidePanel(choosePanel);
SetColor(btnBag, txtBag);
UIManager.Instance.ShowPanel<BagPanel>(E_UILayer.Middle);
if (UIManager.Instance.GetPanel<TopPanel>()!=null)
{
UIManager.Instance.HidePanel<TopPanel>();
}
choosePanel = UIManager.Instance.GetPanel<BagPanel>();
}
});
//世界按钮
btnWorld.onClick.AddListener(() =>
{
if (UIManager.Instance.GetPanel<WorldPanel>() == null)
{
HidePanel(choosePanel);
SetColor(btnWorld, txtWorld);
UIManager.Instance.ShowPanel<WorldPanel>(E_UILayer.Middle);
if (UIManager.Instance.GetPanel<TopPanel>() != null)
{
UIManager.Instance.HidePanel<TopPanel>();
}
choosePanel = UIManager.Instance.GetPanel<WorldPanel>();
}
});
}
/// <summary>
/// 按钮点击改变按钮的颜色
/// </summary>
/// <param name="btn"></param>
/// <param name="txt"></param>
public void SetColor(Button btn, TextMeshProUGUI txt)
{
Color imgColor, txtColor;
//设置颜色前先把上一次的按钮颜色重置
if (btnChoose!=null&&txtChoose!=null)
{
btnChoose.image.color = Color.white;
if (ColorUtility.TryParseHtmlString(txtColor2, out txtColor))
{
txtChoose.color = txtColor;
}
}
//然后设置此次点击的按钮颜色
if (ColorUtility.TryParseHtmlString(imgColor1, out imgColor))
{
btn.image.color = imgColor;
if (ColorUtility.TryParseHtmlString(txtColor1, out txtColor))
{
txt.color = txtColor;
}
}
//设置为新的按钮,方便下一次重置颜色
btnChoose = btn;
txtChoose = txt;
}
//隐藏面板
private void HidePanel(BasePanel choosePanel)
{
//当选择为空时,返回
if (choosePanel == null)
{
return;
}
switch (choosePanel)
{
case UserPanel:
UIManager.Instance.HidePanel<UserPanel>();
break;
case BagPanel:
UIManager.Instance.HidePanel<BagPanel>();
break;
case WorldPanel:
UIManager.Instance.HidePanel<WorldPanel>();
break;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MarketPanel : BasePanel
{
public Button btnClose;
public override void Init()
{
btnClose.onClick.AddListener(() =>
{
UIManager.Instance.HidePanel<MarketPanel>();
});
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PersonPanel : BasePanel
{
//血量
public Text txtHp;
//防御
public Text txtDef;
//攻击
public Text txtAtk;
//攻击速度
public Text txtAtkSpeed;
//暴击率
public Text txtCriChance;
//暴击伤害
public Text txtCriDamage;
//每分钟灵气
public Text txtMinuteAura;
//灵气加成
public Text txtBonusAura;
//抗暴击率
public Text txtAntRating;
//灵石加成
public Text txtBonusStone;
//经验值
public Text txtExp;
//灵剑按钮
public Button btnSword;
//装备按钮
public Button btnEquip;
//功法按钮
public Button btnMethod;
//炼体按钮
public Button btnPower;
public override void Init()
{
//点击灵剑按钮做什么
btnSword.onClick.AddListener(() =>
{
});
//点击装备按钮做什么
btnEquip.onClick.AddListener(() =>
{
});
//点击功法按钮做什么
btnMethod.onClick.AddListener(() =>
{
});
//点击炼体按钮做什么
btnPower.onClick.AddListener(() =>
{
});
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PrayPanel : BasePanel
{
public Button btnClose;
public override void Init()
{
btnClose.onClick.AddListener(() =>
{
UIManager.Instance.HidePanel<PrayPanel>();
});
}
}

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