2024.11.21修改,装备系统和物品系统以及打怪系统完成
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File diff suppressed because it is too large
Load Diff
@ -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>
|
||||
|
@ -32,21 +32,21 @@ public class DamageNum : MonoBehaviour
|
||||
{
|
||||
addTime += Time.deltaTime;
|
||||
startPos.y += Time.deltaTime * moveSpeed;
|
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rec.localPosition = startPos;
|
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if (startPos.y >= moveOffset)
|
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{
|
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startPos.y = moveOffset;
|
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}
|
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else
|
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{
|
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rec.localPosition = startPos;
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}
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if (addTime >= 1.5f)
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{
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can.alpha -=Time.deltaTime * hideSpeed;
|
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if (can.alpha<=0)
|
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{
|
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can.alpha = 0;
|
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addTime = 0;
|
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rec.position=Vector3.zero;
|
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PoolMgr.Instance.PushObj(this.gameObject);
|
||||
ResetData();
|
||||
}
|
||||
}
|
||||
}
|
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@ -55,4 +55,13 @@ public class DamageNum : MonoBehaviour
|
||||
{
|
||||
txtInfo.text=str;
|
||||
}
|
||||
|
||||
//重置数据并放入对象池内
|
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public void ResetData()
|
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{
|
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can.alpha = 0;
|
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addTime = 0;
|
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rec.position = Vector3.zero;
|
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PoolMgr.Instance.PushObj(this.gameObject);
|
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}
|
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}
|
@ -12,10 +12,19 @@ public class FeiJian : MonoBehaviour
|
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void OnEnable()
|
||||
{
|
||||
startPos = rec.localPosition;
|
||||
GameMgr.Instance.isFeijianClose = false;
|
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}
|
||||
|
||||
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)
|
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{
|
||||
this.transform.position = Vector3.zero;
|
||||
PoolMgr.Instance.PushObj(this.gameObject);
|
||||
return;
|
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}
|
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|
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startPos.x += Time.deltaTime* moveSpeed;
|
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rec.localPosition= startPos;
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}
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|
@ -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);
|
||||
|
@ -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
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd41c1f5deece994daa0c510fc7c5e27
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user