2024.11.21修改,装备系统和物品系统以及打怪系统完成

This commit is contained in:
Zhou 2024-11-21 18:05:42 +08:00
parent b06ffa8134
commit f3e81969f0
38 changed files with 7313 additions and 10408 deletions

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m_Name: txtAtk
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m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -2519,7 +2519,7 @@ GameObject:
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m_Layer: 5
m_Name: Button (Legacy)
m_Name: btnTop
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -2719,6 +2719,24 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier:
btnEquip: {fileID: 194822492765395987}
btnJian: {fileID: 194822491624695900}
btnLian: {fileID: 194822491609294258}
btnGong: {fileID: 194822491228872649}
btnTop: {fileID: 194822493231740199}
txtRealm: {fileID: 194822493081996519}
outLine: {fileID: 194822493081996517}
txtGas: {fileID: 194822493016751592}
txtHp: {fileID: 194822493141304054}
txtAtk: {fileID: 194822493212616852}
txtDef: {fileID: 194822492000186788}
txtCrit: {fileID: 194822491226036814}
txtYu: {fileID: 194822491224466692}
txtKangCrit: {fileID: 194822493015005609}
txtAtkSpeed: {fileID: 194822492760081434}
txtCritDamage: {fileID: 194822491342610050}
txtGasAdd: {fileID: 194822491289249207}
txtStone: {fileID: 194822491534617042}
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@ -429,6 +429,8 @@ GameObject:
m_Component:
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@ -483,6 +485,49 @@ CanvasRenderer:
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File diff suppressed because it is too large Load Diff

View File

@ -8,9 +8,13 @@ using UnityEngine;
public enum E_EventType
{
/// <summary>
/// 怪物死亡事件 —— 参数Monster
/// 怪物伤害数字
/// </summary>
E_Monster_Dead,
E_Monster_DamageNum,
/// <summary>
/// 玩家伤害数字
/// </summary>
E_Player_DamageNum,
/// <summary>
/// 怪物受伤事件 ——参数Monster
/// </summary>

View File

@ -32,21 +32,21 @@ public class DamageNum : MonoBehaviour
{
addTime += Time.deltaTime;
startPos.y += Time.deltaTime * moveSpeed;
rec.localPosition = startPos;
if (startPos.y >= moveOffset)
{
startPos.y = moveOffset;
}
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);
ResetData();
}
}
}
@ -55,4 +55,13 @@ public class DamageNum : MonoBehaviour
{
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);
}
}

View File

@ -12,10 +12,19 @@ public class FeiJian : MonoBehaviour
void OnEnable()
{
startPos = rec.localPosition;
GameMgr.Instance.isFeijianClose = false;
}
void Update()
{
//飞剑在飞行过程中,如果切换了地图,要放入对象池
if (GameMgr.Instance.isFeijianClose)
{
this.transform.position = Vector3.zero;
PoolMgr.Instance.PushObj(this.gameObject);
return;
}
startPos.x += Time.deltaTime* moveSpeed;
rec.localPosition= startPos;
}

View File

@ -1,16 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class MonsterObject : MonoBehaviour
{
//血量字体生成点
public RectTransform damagePos;
//血条长度
public RectTransform imgDragHp;
//血量文字
public Text txtDragHp;
//怪物名字
public Text txtDragName;
//当前血量
private int hp;
@ -25,16 +26,6 @@ public class MonsterObject : MonoBehaviour
//怪物数据
private MonsterData monster;
// 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);
}
// Update is called once per frame
void Update()
{
@ -43,13 +34,16 @@ public class MonsterObject : MonoBehaviour
{
return;
}
//检测和目标点达到移动条件时 就攻击
if (Time.time - frontTime >= monster.atkTime)
//检测是否能开始攻击 就攻击
if (GameMgr.Instance.isStartAtk)
{
//记录这次攻击时的时间
frontTime = Time.time;
//玩家受到伤害
EventCenter.Instance.EventTrigger<MonsterData>(E_EventType.E_Player_Wound, monster);
if (Time.time - frontTime >= monster.atkTime)
{
//记录这次攻击时的时间
frontTime = Time.time;
//玩家受到伤害
EventCenter.Instance.EventTrigger<MonsterData>(E_EventType.E_Player_Wound, monster);
}
}
}
@ -62,26 +56,34 @@ public class MonsterObject : MonoBehaviour
}
//防御抵消伤害
//减少血量
hp = hp + monster.def - player.atk;
int damageHP = player.atk - monster.def;
//防止没有破防产生负数的情况
if (damageHP<0)
{
damageHP = 0;
}
hp -=damageHP;
//弹出减血量数字
GameObject go = PoolMgr.Instance.GetObj("Object/DamageNum");
go.transform.SetParent(damagePos, false);
go.GetComponent<DamageNum>().UpdateTxtInfo((player.atk-monster.def).ToString());
EventCenter.Instance.EventTrigger<int>(E_EventType.E_Monster_DamageNum,damageHP);
if (hp <= 0)
{
Dead();
//对象失活
this.gameObject.SetActive(false);
return;
}
UpdateHp(hp);
}
//死亡
public void Dead()
{
isDead = true;
//玩家和怪物停止攻击
GameMgr.Instance.isStartAtk = false;
//飞剑回收仓库
GameMgr.Instance.isFeijianClose = true;
//血条长度变为0
UpdateHp(0);
//弹出战斗胜利
@ -89,24 +91,58 @@ public class MonsterObject : MonoBehaviour
//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;
//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);
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;
//弹出奖励框 更新TopPanel的面板数据
GameMgr.Instance.StartTip(getStone,getYu,getGas);
//保存玩家数据
GameDataMgr.Instance.PlayerDataSave();
}
private void UpdateHp(int hp)
{
imgDragHp.sizeDelta = new Vector2(hpWide * hp / monster.hp, imgDragHp.sizeDelta.y);
txtDragHp.text = hp + "/" + monster.hp;
txtDragHp.text = GameMgr.Instance.SetNumber(hp) + "/" + GameMgr.Instance.SetNumber(monster.hp);
}
//重置面板上玩家的数据
//重置面板上怪物的数据
public void UpdatePanel()
{
imgDragHp.sizeDelta = new Vector2(hpWide, imgDragHp.sizeDelta.y);
txtDragHp.text = monster.hp + "/" + monster.hp;
//更新怪物数据
isDead = false;
Time.timeScale = 1f;
monster = GameDataMgr.Instance.nowMonster;
hp = monster.hp;
//重置玩家面板时 把攻击时间归0
//注册受伤事件
EventCenter.Instance.AddEventListener<PlayerData>(E_EventType.E_Monster_Wound, Wound);
//怪物名字更新
txtDragName.text = monster.name;
//怪物名字颜色更新
txtDragName.color = GameMgr.Instance.HexToColor(monster.color);
//重置血条
imgDragHp.sizeDelta = new Vector2(hpWide, imgDragHp.sizeDelta.y);
txtDragHp.text = GameMgr.Instance.SetNumber(monster.hp) + "/" + GameMgr.Instance.SetNumber(monster.hp);
hp = monster.hp;
//重置怪物面板时 把攻击时间归0
frontTime = Time.time;
//开始计时攻击
GameMgr.Instance.isStartAtk = true;
}
//失活也要注销事件
void OnDisable()
{
EventCenter.Instance.Claer(E_EventType.E_Monster_Wound);
}
void OnDestroy()
{
EventCenter.Instance.Claer(E_EventType.E_Monster_Wound);

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@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
using UnityEngine.UI;
@ -7,8 +8,6 @@ public class PlayerObject : MonoBehaviour
{
//飞剑生成点
public RectTransform feijianPos;
//血量字体生成点
public RectTransform damagePos;
//血条长度
public RectTransform imgUserHp;
//血量文字
@ -25,17 +24,6 @@ public class PlayerObject : MonoBehaviour
//记录上一次攻击的时间
private float frontTime;
void OnEnable()
{
//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);
}
// Update is called once per frame
void Update()
{
@ -68,22 +56,28 @@ public class PlayerObject : MonoBehaviour
}
//防御抵消伤害
//减少血量
hp = hp+player.def-monster.atk;
int damageHP = monster.atk - player.def;
//防止没有破防产生负数的情况
if (damageHP < 0)
{
damageHP = 0;
}
hp -= damageHP;
//弹出减血量数字
GameObject go = PoolMgr.Instance.GetObj("Object/DamageNum");
go.transform.SetParent(damagePos, false);
go.GetComponent<DamageNum>().UpdateTxtInfo((monster.atk - player.def).ToString());
EventCenter.Instance.EventTrigger<int>(E_EventType.E_Player_DamageNum, damageHP);
if (hp <= 0)
{
//死亡
isDead = true;
//飞剑回收仓库
GameMgr.Instance.isFeijianClose = 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;
}
@ -93,17 +87,35 @@ public class PlayerObject : MonoBehaviour
private void UpdateHp(int hp)
{
imgUserHp.sizeDelta = new Vector2(hpWide*hp / player.hp , imgUserHp.sizeDelta.y);
txtUserHp.text = hp + "/" + player.hp;
txtUserHp.text = GameMgr.Instance.SetNumber(hp) + "/" + GameMgr.Instance.SetNumber(player.hp);
}
//重置面板上玩家的数据
public void UpdatePanel()
{
//是否死亡重置
isDead = false;
//飞剑回收仓库
GameMgr.Instance.isFeijianClose = true;
//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);
imgUserHp.sizeDelta = new Vector2(hpWide, imgUserHp.sizeDelta.y);
txtUserHp.text = player.hp + "/" + player.hp;
txtUserHp.text = GameMgr.Instance.SetNumber(player.hp) + "/" + GameMgr.Instance.SetNumber(player.hp);
hp=player.hp;
//重置玩家面板时 把攻击时间归0
frontTime = Time.time;
//开始计时攻击
GameMgr.Instance.isStartAtk = true;
}
//失活也要注销事件
void OnDisable()
{
EventCenter.Instance.Claer(E_EventType.E_Player_Wound);
}
//对象删除时,清空事件中心的事件

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@ -1,56 +0,0 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using TMPro;
public class ToastTip : 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;
private void OnEnable()
{
can.alpha = 1;
startPos = rec.localPosition;
}
void Update()
{
addTime += Time.deltaTime;
startPos.y += Time.deltaTime * moveSpeed;
rec.localPosition = startPos;
if (startPos.y >= 300f)
{
startPos.y = 300f;
}
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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