脚本更新,数据更新

This commit is contained in:
Zhou 2024-11-15 18:10:36 +08:00
parent 2ffdd17b37
commit b06ffa8134
41 changed files with 2604 additions and 1467 deletions

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@ -1,35 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
public class GameDataMgr
{
private static GameDataMgr instance=new GameDataMgr();
public static GameDataMgr Instance=>instance;
public PlayerData player;
public MonsterData monster;
private GameDataMgr()
{
player = new PlayerData();
monster = new MonsterData();
player.name = "蜀山派李逍遥";
player.hp = 122;
player.atk = 30;
player.def = 10;
player.figthing = 9999;
player.state = "金丹境八层";
player.stone = 1666666;
player.yu = 899999;
player.atkTime = 1.5f;
player.atkSpeed = 0.5f;
monster.name = "八部天龙";
monster.hp = 100;
monster.def = 15;
monster.atk = 20;
monster.atkTime = 2f;
}
}

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@ -1,12 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MonsterData
{
public string name;
public int hp;
public int atk;
public int def;
public float atkTime;
}

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@ -1,17 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerData
{
public string name;
public int hp;
public int atk;
public int def;
public string state;
public long figthing;
public long stone;
public long yu;
public float atkTime;
public float atkSpeed;
}

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@ -1,36 +0,0 @@
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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@ -1,14 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameMgr:SingletonAutoMono<GameMgr>
{
//玩家是否停止攻击
public bool isStopAtk = true;
void Awake()
{
}
}

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@ -17,24 +17,21 @@ public class MonsterObject : MonoBehaviour
private float hpWide = 240f;
//怪物是否死亡
public bool isDead = false;
public bool isDead;
//记录上一次攻击的时间
private float frontTime;
//怪物数据
private MonsterData monster;
void Awake()
{
Time.timeScale = 1f;
monster=GameDataMgr.Instance.monster;
hp = monster.hp;
}
// Start is called before the first frame update
void OnEnable()
{
isDead=false;
Time.timeScale = 1f;
monster = GameDataMgr.Instance.nowMonster;
hp = monster.hp;
EventCenter.Instance.AddEventListener<PlayerData>(E_EventType.E_Monster_Wound,Wound);
}
@ -84,11 +81,13 @@ public class MonsterObject : MonoBehaviour
public void Dead()
{
isDead = true;
GameMgr.Instance.isStopAtk = false;
GameMgr.Instance.isStartAtk = false;
//血条长度变为0
UpdateHp(0);
//弹出战斗胜利
EventCenter.Instance.EventTrigger<string>(E_EventType.E_Pool_Register1,"战斗胜利");
//清除受伤事件
EventCenter.Instance.Claer(E_EventType.E_Monster_Wound);
//玩家获得奖励
GameDataMgr.Instance.player.stone += 9999;
}
@ -105,6 +104,8 @@ public class MonsterObject : MonoBehaviour
imgDragHp.sizeDelta = new Vector2(hpWide, imgDragHp.sizeDelta.y);
txtDragHp.text = monster.hp + "/" + monster.hp;
hp = monster.hp;
//重置玩家面板时 把攻击时间归0
frontTime = Time.time;
}
void OnDestroy()
{

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@ -20,22 +20,22 @@ public class PlayerObject : MonoBehaviour
private int hp;
private float hpWide = 240f;
//玩家是否死亡
public bool isDead = false;
public bool isDead;
//记录上一次攻击的时间
private float frontTime;
void OnEnable()
{
player=GameDataMgr.Instance.player;
//是否死亡重置
isDead = false;
//数据重置
player =GameDataMgr.Instance.player;
hp = player.hp;
//重新注册玩家是否受伤
EventCenter.Instance.AddEventListener<MonsterData>(E_EventType.E_Player_Wound, Wound);
}
void Start()
{
EventCenter.Instance.AddEventListener<MonsterData>(E_EventType.E_Player_Wound,Wound);
}
// Update is called once per frame
void Update()
{
@ -45,7 +45,7 @@ public class PlayerObject : MonoBehaviour
return;
}
if (GameMgr.Instance.isStopAtk)
if (GameMgr.Instance.isStartAtk)
{
//检测和目标点达到移动条件时 就攻击
if (Time.time - frontTime >= player.atkTime)
@ -80,7 +80,9 @@ public class PlayerObject : MonoBehaviour
isDead = true;
UpdateHp(0);
//弹出失败框
EventCenter.Instance.EventTrigger<string>(E_EventType.E_Pool_Register1, "战斗失败");
//清空事件
EventCenter.Instance.Claer(E_EventType.E_Player_Wound);
//组件失活
this.gameObject.SetActive(false);
return;
@ -100,6 +102,8 @@ public class PlayerObject : MonoBehaviour
imgUserHp.sizeDelta = new Vector2(hpWide, imgUserHp.sizeDelta.y);
txtUserHp.text = player.hp + "/" + player.hp;
hp=player.hp;
//重置玩家面板时 把攻击时间归0
frontTime = Time.time;
}
//对象删除时,清空事件中心的事件

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@ -1,19 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Main : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
UIManager.Instance.ShowPanel<LoginPanel>(E_UILayer.Middle);
Time.timeScale = 0f;
}
// Update is called once per frame
void Update()
{
}
}

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@ -1,26 +0,0 @@
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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@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BagPanel : BasePanel
{
public override void Init()
{
}
}

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@ -1,89 +0,0 @@
using System.Collections;
using System.Collections.Generic;
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;
void Awake()
{
EventCenter.Instance.AddEventListener<PlayerObject>(E_EventType.E_Player_Init, InitPlayerPanel);
EventCenter.Instance.AddEventListener<MonsterObject>(E_EventType.E_Monster_Init, InitMonsterPanel);
}
public override void Init()
{
//点击降低地图按钮做什么
btnLowMap.onClick.AddListener(() =>
{
BtnOnclik("降低地图按钮被点击了");
GameMgr.Instance.isStopAtk = true;
EventCenter.Instance.EventTrigger<PlayerObject>(E_EventType.E_Player_Init,playerObj);
EventCenter.Instance.EventTrigger<MonsterObject>(E_EventType.E_Monster_Init, monsterObj);
});
//点击提升地图按钮做什么
btnUpMap.onClick.AddListener(() =>
{
BtnOnclik("提升地图按钮被点击了");
});
//点击降低一层按钮做什么
btnLowLev.onClick.AddListener(() =>
{
BtnOnclik("降低一层按钮被点击了");
});
//点击提升一层按钮做什么
btnUpLev.onClick.AddListener(() =>
{
BtnOnclik("提升一层按钮被点击了");
});
}
/// <summary>
/// 按钮点击
/// </summary>
/// <param name="str">文字改变</param>
private void BtnOnclik(string str)
{
EventCenter.Instance.EventTrigger<string>(E_EventType.E_Pool_Register2,str);
}
private void InitPlayerPanel(PlayerObject player)
{
player.UpdatePanel();
}
private void InitMonsterPanel(MonsterObject monster)
{
if (!monster.gameObject.activeSelf)
{
monster.gameObject.SetActive(true);
}
monster.UpdatePanel();
}
//对象删除时,清空事件中心的事件
void OnDestroy()
{
EventCenter.Instance.Clear();
}
}

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@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EventReigster : MonoBehaviour
{
//¶ÔÏó³Øµã1
public RectTransform target1;
//¶ÔÏó³Øµã2
public RectTransform target2;
void Awake()
{
EventCenter.Instance.AddEventListener<string>(E_EventType.E_Pool_Register1,PoolTarGet1);
EventCenter.Instance.AddEventListener<string>(E_EventType.E_Pool_Register2, PoolTarGet2);
}
private void PoolTarGet1(string str)
{
GameObject obj = PoolMgr.Instance.GetObj("Object/ToastTip");
obj.transform.SetParent(target1.transform, false);
obj.GetComponent<ToastTip>().UpdateTxtInfo(str);
}
private void PoolTarGet2(string str)
{
GameObject obj = PoolMgr.Instance.GetObj("Object/ToastTip");
obj.transform.SetParent(target2.transform, false);
obj.GetComponent<ToastTip>().UpdateTxtInfo(str);
}
}

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@ -1,33 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LoginPanel : BasePanel
{
//鬧꿍객큐
public Button btnRegister;
//되쩌객큐
public Button btnLogin;
//瑯뵀渴흙움
public InputField inputUser;
//쵱쯤渴흙움
public InputField inputPassword;
public override void Init()
{
btnRegister.onClick.AddListener(() =>
{
});
btnLogin.onClick.AddListener(() =>
{
UIManager.Instance.ShowPanel<TopPanel>(E_UILayer.System);
UIManager.Instance.ShowPanel<BattlePanel>(E_UILayer.Middle);
UIManager.Instance.ShowPanel<LowerPanel>(E_UILayer.System);
UIManager.Instance.HidePanel<LoginPanel>();
});
}
}

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@ -1,156 +0,0 @@
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;
choosePanel = UIManager.Instance.GetPanel<BattlePanel>();
//战斗按钮
btnFight.onClick.AddListener(() =>
{
if (UIManager.Instance.GetPanel<BattlePanel>() == null)
{
HidePanel(choosePanel);
SetColor(btnFight, txtFight);
UIManager.Instance.ShowPanel<BattlePanel>(E_UILayer.Middle);
if (UIManager.Instance.GetPanel<TopPanel>() == null)
{
UIManager.Instance.ShowPanel<TopPanel>(E_UILayer.Top);
}
choosePanel = UIManager.Instance.GetPanel<BattlePanel>();
}
});
//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;
}
private void HidePanel(BasePanel choosePanel)
{
switch (choosePanel)
{
case BattlePanel:
UIManager.Instance.HidePanel<BattlePanel>();
break;
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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@ -1,64 +0,0 @@
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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@ -1,23 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class TopPanel : BasePanel
{
//人物境界
public Text txtRealm;
//灵气
public Text txtAura;
//战斗力
public TextMeshProUGUI txtFighting;
//灵石
public Text txtStone;
//仙玉
public Text txtFairy;
public override void Init()
{
}
}

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@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UserPanel : BasePanel
{
public override void Init()
{
}
}

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@ -1,75 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class WorldPanel : BasePanel
{
//求道
public Button btnTaoist;
//签到
public Button btnSignIn;
//天榜
public Button btnList;
//集市
public Button btnMarket;
//祈福
public Button btnPary;
//炼器台
public Button btnChain;
//降妖除魔
public Button btnDemon;
//魔界
public Button btnDevildom;
//天书阁
public Button btnLoft;
public override void Init()
{
//点击求道按钮做什么
btnTaoist.onClick.AddListener(() =>
{
});
//点击签到按钮做什么
btnSignIn.onClick.AddListener(() =>
{
});
//点击天榜按钮做什么
btnList.onClick.AddListener(() =>
{
});
//点击集市按钮做什么
btnMarket.onClick.AddListener(() =>
{
});
//点击祈福按钮做什么
btnPary.onClick.AddListener(() =>
{
});
//点击炼器台按钮做什么
btnChain.onClick.AddListener(() =>
{
});
//点击降妖除魔按钮做什么
btnDemon.onClick.AddListener(() =>
{
});
//点击魔界按钮做什么
btnDevildom.onClick.AddListener(() =>
{
});
//点击天书阁按钮做什么
btnLoft.onClick.AddListener(() =>
{
});
}
}

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