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czy
StockRunning
Commits
e2fd5710
Commit
e2fd5710
authored
Apr 27, 2021
by
czy
Browse files
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Plain Diff
UI优化和得分bug修改
parent
e426b9f4
Changes
7
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7 changed files
with
1502 additions
and
1316 deletions
+1502
-1316
DemoScenes.unity
StockRunning/Assets/#A1_Scenes/DemoScenes.unity
+101
-21
BattleCtrl.cs
StockRunning/Assets/#A2_Scripts/Battle/BattleCtrl.cs
+0
-7
BattleUI.cs
StockRunning/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+4
-0
AIMove.cs
StockRunning/Assets/My/Scripts/AI/AIMove.cs
+0
-5
PurseImage.cs
StockRunning/Assets/My/Scripts/Gold/PurseImage.cs
+22
-8
PlayerMove.cs
StockRunning/Assets/My/Scripts/Player/PlayerMove.cs
+3
-1
Level1.prefab
StockRunning/Assets/Prefabs/Level1.prefab
+1372
-1274
No files found.
StockRunning/Assets/#A1_Scenes/DemoScenes.unity
View file @
e2fd5710
...
...
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StockRunning/Assets/#A2_Scripts/Battle/BattleCtrl.cs
View file @
e2fd5710
...
...
@@ -85,15 +85,9 @@ public class BattleCtrl : MonoBehaviour
void
Start
()
{
battleUI
.
onStartBtn
+=
StartBattle
;
turnNextLevel
+=
UpdateTargetScore
;
UpdateTargetScore
();
}
public
void
UpdateTargetScore
()
{
targetScore
=
Score
*
Magnification
;
}
void
InitServices
()
...
...
@@ -277,7 +271,6 @@ public class BattleCtrl : MonoBehaviour
m_levelManager
.
onBeforeLoadLevel
-=
OnBeforeLoadLevel
;
m_levelManager
.
onAfterLoadLevel
-=
OnAfterLoadLevel
;
battleUI
.
onStartBtn
-=
StartBattle
;
turnNextLevel
-=
UpdateTargetScore
;
//battleUI.onStartBtn = null;
_GameServices
.
OnDisponse
();
_GameServices
=
null
;
...
...
StockRunning/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
e2fd5710
...
...
@@ -152,6 +152,10 @@ public class BattleUI : MonoBehaviour
// 进入下一关卡
public
void
NextLevelBtnDown
()
{
print
(
"点击NextButton:"
+
BattleCtrl
.
instance
.
Score
+
" "
+
BattleCtrl
.
instance
.
targetScore
);
BattleCtrl
.
instance
.
Score
=
BattleCtrl
.
instance
.
targetScore
;
BattleCtrl
.
instance
.
updateScore
?.
Invoke
();
print
(
""
+
BattleCtrl
.
instance
.
Score
);
BattleCtrl
.
instance
.
turnNextLevel
?.
Invoke
();
}
public
void
NextLevel
()
...
...
StockRunning/Assets/My/Scripts/AI/AIMove.cs
View file @
e2fd5710
...
...
@@ -130,12 +130,7 @@ public class AIMove : MonoBehaviour
{
if
(
SpeedLevel
<
MaxSpeedLevel
)
{
SpeedLevel
+=
1
;
BattleCtrl
.
instance
.
Score
++;
BattleCtrl
.
instance
.
updateScore
?.
Invoke
();
ChangeModel
();
}
other
.
gameObject
.
GetComponentInChildren
<
Gold
>().
PlayParticle
();
//吃金币特效
...
...
StockRunning/Assets/My/Scripts/Gold/PurseImage.cs
View file @
e2fd5710
...
...
@@ -4,11 +4,13 @@ using UnityEngine;
public
class
PurseImage
:
MonoBehaviour
{
private
RectTransform
recTransform
;
private
float
Speed
=
5f
;
private
Vector3
beginPos
;
private
Vector3
targetPos
;
private
int
targetScoreNumber
;
private
RectTransform
recTransform
;
//钱包的RectTransform
private
float
Speed
=
5f
;
//控制钱包的移动速度
private
Vector3
beginPos
;
//钱包原来的位置
private
Vector3
targetPos
;
//目标分数
private
float
WaitTime
=
2
;
private
float
timer
=
0
;
void
Start
()
{
recTransform
=
GetComponent
<
RectTransform
>();
...
...
@@ -24,10 +26,11 @@ public class PurseImage : MonoBehaviour
if
(
BattleCtrl
.
instance
.
isEndBattle
)
{
//游戏结束,钱袋移动到屏幕中心
recTransform
.
localPosition
=
Vector3
.
Lerp
(
recTransform
.
localPosition
,
targetPos
,
Speed
*
Time
.
deltaTime
);
//recTransform.localPosition=Camera.main.ScreenToViewportPoint(Vector3.one * 0.5f);
if
(
Vector3
.
Distance
(
recTransform
.
localPosition
,
targetPos
)
<
10
)
{
//开始更新分数。
print
(
BattleCtrl
.
instance
.
Score
+
"--"
+
BattleCtrl
.
instance
.
targetScore
);
BattleCtrl
.
instance
.
Score
=
(
int
)
Mathf
.
Lerp
(
BattleCtrl
.
instance
.
Score
,
BattleCtrl
.
instance
.
targetScore
,
5f
*
Time
.
deltaTime
);
BattleCtrl
.
instance
.
updateScore
?.
Invoke
();
...
...
@@ -37,8 +40,19 @@ public class PurseImage : MonoBehaviour
BattleCtrl
.
instance
.
Score
=
BattleCtrl
.
instance
.
targetScore
;
BattleCtrl
.
instance
.
updateScore
?.
Invoke
();
//进入下一关
print
(
"进入下一关"
);
BattleCtrl
.
instance
.
turnNextLevel
?.
Invoke
();
timer
+=
Time
.
deltaTime
;
if
(
timer
>=
WaitTime
)
{
timer
=
0
;
if
(
BattleCtrl
.
instance
.
IsWin
)
{
//胜利自动进入下一关。
print
(
"进入下一关"
);
BattleCtrl
.
instance
.
turnNextLevel
?.
Invoke
();
}
}
}
...
...
StockRunning/Assets/My/Scripts/Player/PlayerMove.cs
View file @
e2fd5710
...
...
@@ -337,6 +337,8 @@ public class PlayerMove : MonoBehaviour
{
//print("滑行结束");
BattleCtrl
.
instance
.
ExitScoreSettlementStatus
();
//获取滑行倍率
Physics
.
Raycast
(
transform
.
position
,
-
transform
.
up
,
out
hit
,
30
);
//print(hit.collider.name);
if
(
hit
.
collider
.
gameObject
.
GetComponent
<
TextMeshPro
>()
==
null
)
...
...
@@ -348,7 +350,7 @@ public class PlayerMove : MonoBehaviour
string
magnificationStr
=
hit
.
collider
.
gameObject
.
GetComponent
<
TextMeshPro
>().
text
.
Replace
(
"x"
,
""
);
BattleCtrl
.
instance
.
Magnification
=
Convert
.
ToInt32
(
magnificationStr
);
}
BattleCtrl
.
instance
.
UpdateTargetScore
()
;
BattleCtrl
.
instance
.
targetScore
=
BattleCtrl
.
instance
.
Score
*
BattleCtrl
.
instance
.
Magnification
;
}
}
...
...
StockRunning/Assets/Prefabs/Level1.prefab
View file @
e2fd5710
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