Commit 20bd6560 authored by wanqing's avatar wanqing

主流程逻辑

parent 5206bfc1
......@@ -807,7 +807,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!81 &562744628
AudioListener:
m_ObjectHideFlags: 0
......@@ -2376,8 +2376,12 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 2d99a7fe465cdfa4b85f5c040265762b, type: 3}
m_Name:
m_EditorClassIdentifier:
m_cheeseParent: {fileID: 0}
m_rotateTrans: {fileID: 1572669712}
m_rotateTarget: {fileID: 860938645}
m_rigidParent: {fileID: 0}
m_moveTrans: {fileID: 0}
m_movePint: []
--- !u!1 &1834126256
GameObject:
m_ObjectHideFlags: 0
......
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......@@ -169,7 +169,7 @@ public class BattleCtrl : MonoBehaviour
//延迟切换场景
void DelayChangeToSelectScene()
{
battleUI.ChangeMainToSelectScene();
//battleUI.ChangeMainToSelectScene();
}
/// <summary>
/// 加载关卡前调用
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SnowCollision : MonoBehaviour
{
private bool m_bControl = true;
private Rigidbody m_rigid;
private void Start()
{
m_rigid = GetComponent<Rigidbody>();
}
private void OnCollisionEnter(Collision other)
{
if (string.Equals(other.gameObject.name, "Ice") && m_bControl)
{
m_bControl = false;
m_rigid.isKinematic = true;
}
}
}
fileFormatVersion: 2
guid: d6d07649d17d6fa41b33735705fd6bb8
PrefabImporter:
guid: 2ed3ed594649f0e48a1d3031d4067ead
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -74,7 +74,7 @@ public class BattleUI : MonoBehaviour
public GameObject m_starFruitNumObj;
public GameObject m_starNoOtherObj;
public Text m_starLevel;
public GameObject m_waterCameraObj;
public Camera m_waterCameraObj;
public Sprite m_goodSprite;
public Sprite m_excellentSprite;
public Button m_refreshBtn;//刷新按钮
......@@ -87,6 +87,7 @@ public class BattleUI : MonoBehaviour
public Action onClawMoveSpeedAddBtn;
public Action onClawMoveSpeedDownBtn;
public Action onNextBtn;
public Action onOkBtn;
//private Text m_ShowOrHideMouseText;//显示或隐藏手指text
private int m_mouseIndex = 0;//点击次数
......@@ -216,12 +217,15 @@ public class BattleUI : MonoBehaviour
//ok
void OkBtn()
{
onOkBtn?.Invoke();
SetOkBtnState(false);
SetRefreshBtnState(false);
//ChangeMainToSelectScene();
m_sq = DOTween.Sequence();
m_sq.Append(Camera.main.transform.DOLocalMoveY(-2.27f, 2.0f));
m_sq.Join(m_waterCameraObj.transform.DOLocalMoveY(-6.7f, 2.0f));
m_sq.Append(Camera.main.transform.DOLocalMoveY(-1.5f, 2.0f));
m_sq.Join(Camera.main.DOOrthoSize(1.0f, 2.0f));
m_sq.Join(m_waterCameraObj.transform.DOLocalMoveY(-4.28f, 2.0f));
m_sq.Join(m_waterCameraObj.DOOrthoSize(3.33f, 2.0f));
m_sq.AppendCallback(delegate ()
{
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
......@@ -301,7 +305,8 @@ public class BattleUI : MonoBehaviour
//胜利
public void OnBattleWin()
{
Invoke("DelayWin", 0.2f);
DelayWin();
//Invoke("DelayWin", 0.2f);
//string varKey = BattleCtrl.instance.levelManager.CurLevelIndex.ToString();
//if (LocalRecord.HasKey(varKey))
//{
......@@ -330,7 +335,7 @@ public class BattleUI : MonoBehaviour
//胜利延迟
void DelayWin()
{
BattleCtrl.instance.levelManager.selectLevel.CameraMoveDown();
//BattleCtrl.instance.levelManager.selectLevel.CameraMoveDown();
m_nextLevelBtn.gameObject.SetActive(false);
m_successObj.SetActive(true);
m_selectLevelObj.SetActive(false);
......@@ -352,7 +357,7 @@ public class BattleUI : MonoBehaviour
float varNoOtherAmount = varNoOtherPro == 0 ? 1 : 0;
RectTransform varRT = m_successResultObj.GetComponent<RectTransform>();
Vector2 varVec2 = varRT.anchoredPosition;
varVec2.y = 254.0f;
varVec2.y = 21.0f;
varRT.DOAnchorPos(varVec2, 1.0f).onComplete = delegate ()
{
m_sq = DOTween.Sequence();
......@@ -846,6 +851,8 @@ public class BattleUI : MonoBehaviour
}
else
{
//删除上次得装饰品
BattleCtrl.instance.levelManager.curLevel.fruitView.DeleteCheese();
BattleCtrl.instance.levelManager.LoadNextLevel();
}
m_cameraRenderObj = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.PlayerCameraRenderObj);
......@@ -868,7 +875,7 @@ public class BattleUI : MonoBehaviour
m_bLoadSceneFinish = false;
m_fadeAlpha = 0.0f;
m_bSelectToMain = false;
m_waterCameraObj.SetActive(true);
SetWaterCameraState(true);
}
}
}
......@@ -889,12 +896,15 @@ public class BattleUI : MonoBehaviour
BattleCtrl.instance.levelManager.SetSelectLevelState(true);
PoolManager.Instance.ReturnObjectToPool(m_cameraRenderObj);
BattleCtrl.instance.levelManager.curLevel.fruitView.RecycleSmallBall();
m_waterCameraObj.SetActive(false);
SetWaterCameraState(false);
m_loseObj.SetActive(false);
//水果刚体状态重置
GlobalConfig.SetFruitRigidState(false);
//水流体重置
BattleCtrl.instance.levelManager.curLevel.fruitView.ClearWaterEffect();
//选择场景镜头
BattleCtrl.instance.levelManager.curLevel.fruitView.SetCupWaterPos();
BattleCtrl.instance.levelManager.selectLevel.SetCameraPosAndRotation();
}
}
else
......@@ -904,7 +914,7 @@ public class BattleUI : MonoBehaviour
{
m_fadeAlpha = 0.0f;
m_bMainToSelect = false;
OnBattleWin();
//OnBattleWin();
}
}
}
......@@ -916,7 +926,7 @@ public class BattleUI : MonoBehaviour
//设置流水相机状态
public void SetWaterCameraState(bool value)
{
m_waterCameraObj.SetActive(value);
m_waterCameraObj.gameObject.SetActive(value);
}
//设置icon数量
public void SetNeedIconNum(int num)
......@@ -940,10 +950,20 @@ public class BattleUI : MonoBehaviour
m_needIconSymbol.SetActive(value);
}
}
//显示装饰界面
public void ShowDecorateUI()
//设置装饰阶段1状态
public void ShowDecorateStage1(bool value)
{
m_decorateUI.gameObject.SetActive(true);
m_decorateUI.SetStage1State(value);
}
//设置装饰阶段2状态
public void ShowDecorateStage2(bool value)
{
m_decorateUI.SetStage2State(value);
}
//设置装饰阶段3状态
public void ShowDecorateStage3(bool value)
{
m_decorateUI.SetStage3State(value);
}
private void OnDestroy()
{
......
......@@ -6,34 +6,76 @@ using System;
public class DecorateUI : MonoBehaviour
{
//第一阶段
public GameObject m_stage1Obj;
public Image m_progressStage1Image;
public Button m_buttonStage1;
//第三阶段
public GameObject m_stage2Obj;
public Image m_progressStage2Image;
public Button m_buttonStage2;
//第三阶段
public GameObject m_stage3Obj;
public Image m_progressImage;
public Button m_button1;
public Button m_button2;
public Button m_button3;
private float m_curProgress = 0.0f;
private bool m_bStart = false;
private bool m_bMax = false;
public Action<float> m_StopAction;
public Action m_StopAction;
public Action<float> m_StartAction;
//阶段1
private float m_curStage1Progress = 0.0f;
public Action m_StopStage1Action;
public Action<float> m_StartStage1Action;
public Action m_FinishStage1;
//阶段2
private float m_curStage2Progress = 0.0f;
public Action m_StopStage2Action;
public Action<float> m_StartStage2Action;
public Action m_FinishStage2;
//阶段3
public Action m_prop1Action;
public Action m_prop2Action;
public Action m_prop3Action;
// Start is called before the first frame update
void Awake()
{
m_button1.onClick.AddListener(OnButton1);
m_button2.onClick.AddListener(OnButton2);
m_button3.onClick.AddListener(OnButton3);
m_buttonStage1.onClick.AddListener(OnButtonStage1);
m_buttonStage2.onClick.AddListener(OnButtonStage2);
}
void OnButton1()
{
HideAllButton();
m_prop1Action?.Invoke();
}
void OnButton2()
{
HideAllButton();
m_prop2Action?.Invoke();
}
void OnButton3()
{
HideAllButton();
m_prop3Action?.Invoke();
}
void OnButtonStage1()
{
m_FinishStage1?.Invoke();
}
void OnButtonStage2()
{
m_FinishStage2?.Invoke();
}
void HideAllButton()
{
m_bStart = true;
......@@ -41,34 +83,124 @@ public class DecorateUI : MonoBehaviour
m_button2.gameObject.SetActive(false);
m_button3.gameObject.SetActive(false);
}
//设置阶段1状态
public void SetStage1State(bool value)
{
m_stage1Obj.SetActive(value);
}
//设置阶段2状态
public void SetStage2State(bool value)
{
m_stage2Obj.SetActive(value);
if (value)
{
SetStage1State(false);
}
}
//设置阶段3状态
public void SetStage3State(bool value)
{
m_stage3Obj.SetActive(value);
if (value)
{
SetStage2State(false);
}
}
// Update is called once per frame
void Update()
{
if (m_curProgress > 0.0f && Input.GetMouseButtonUp(0))
UpdateStage1();
UpdateStage2();
UpdateStage3();
}
//阶段1更新
void UpdateStage1()
{
if (m_stage1Obj.activeSelf)
{
m_bStart = false;
m_StopAction?.Invoke(m_curProgress);
if (m_curStage1Progress > 0.0f && Input.GetMouseButtonUp(0))
{
m_StopStage1Action?.Invoke();
}
if (Input.GetMouseButton(0))
{
m_curStage1Progress += Time.deltaTime * 0.2f;
if (m_curStage1Progress > 1.0f)
{
m_curStage1Progress = 1.0f;
}
else
{
m_StartStage1Action?.Invoke(m_curStage1Progress);
}
m_progressStage1Image.fillAmount = m_curStage1Progress;
}
if (m_curStage1Progress >= 0.5f)
{
m_buttonStage1.gameObject.SetActive(true);
}
}
if (m_bStart)
}
//阶段2更新
void UpdateStage2()
{
if (m_stage2Obj.activeSelf)
{
if (m_bMax)
if (m_curStage2Progress > 0.0f && Input.GetMouseButtonUp(0))
{
m_curProgress -= Time.deltaTime;
if (m_curProgress <= 0.0f)
m_StopStage2Action?.Invoke();
}
if (Input.GetMouseButton(0))
{
m_curStage2Progress += Time.deltaTime;
if (m_curStage2Progress > 1.0f)
{
m_bMax = false;
m_curStage2Progress = 1.0f;
}
else
{
m_StartStage2Action?.Invoke(m_curStage2Progress);
}
m_progressStage2Image.fillAmount = m_curStage2Progress;
}
else
if (m_curStage2Progress >= 0.5f)
{
m_curProgress += Time.deltaTime;
if(m_curProgress >= 1.0f)
m_buttonStage2.gameObject.SetActive(true);
}
}
}
//阶段3更新
void UpdateStage3()
{
if (m_stage3Obj.activeSelf)
{
if (m_curProgress > 0.0f && Input.GetMouseButtonUp(0))
{
m_bStart = false;
m_StopAction?.Invoke();
m_curProgress = 0.0f;
}
if (m_bStart)
{
if (m_bMax)
{
m_curProgress -= Time.deltaTime;
if (m_curProgress <= 0.0f)
{
m_bMax = false;
}
}
else
{
m_bMax = true;
m_curProgress += Time.deltaTime;
if (m_curProgress >= 1.0f)
{
m_bMax = true;
}
}
m_progressImage.fillAmount = m_curProgress;
m_StartAction?.Invoke(m_curProgress);
}
m_progressImage.fillAmount = m_curProgress;
m_StartAction?.Invoke(m_curProgress);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class CheeseView : MonoBehaviour
{
//涂奶酪
public Transform m_rotateTrans;
public Transform m_rotateTarget;
public Transform m_cheeseTrans;
//撒葱花
public Transform m_rigidParent;
public Transform m_moveTrans;
public Vector3[] m_movePint;
//第三阶段
public Transform m_mouseTrans;
public Transform m_prop1Trans;
public Transform m_prop2Trans;
public Transform m_prop3Trans;
public GameObject m_mouseModelObj;
private Sequence m_sq;
private Vector3 m_startPos = new Vector3(2.514f, -1.65f, -0.25f);
private float m_speed = 200.0f;
private float m_time = 0.0f;
private float m_radius = 0.0f;//半径
private float m_angled;
private float m_posX1 = -0.4f;
......@@ -18,65 +35,220 @@ public class CheeseView : MonoBehaviour
private bool m_bControl1 = true;
private bool m_bControl2 = true;
private bool m_bFinish = false;
private bool m_bControl3 = true;
private bool m_bDelay = false;
private bool m_bCanMove = false;
private float m_moveTime = 0.01f;
private float m_delayTime = 0.2f;
//奶酪
private Vector3 m_startCheeseBrushPos;
//葱花
private Vector3 m_startRigidPos = new Vector3(2.7f, -1.0f, -0.18f);
private Vector3 m_startrigidBrushPos;
private Rigidbody[] m_rigidBody;
private float m_forwardSpeed = 0.0f;
private bool m_bIsForWard = false;//是否正向运动,开始默认正向
private int m_curIndex = 0;//当前路径节点
private bool m_bControlFinishNode = false;//控制完成一个节点
//手指
private Vector3 m_mouseTargetPos = new Vector3(2.4f, -1.43f, 0.0f);
private Vector3 m_mouseStartPos;
private Transform m_curSelectProp;
// Start is called before the first frame update
void Start()
{
Vector3 varVec3 = m_rotateTrans.localPosition;
varVec3.x = m_posX1;
m_rotateTrans.localPosition = varVec3;
m_radius = 0.4f;
//Invoke("DelayPos2", 1.0f);
m_rigidBody = m_rigidParent.GetComponentsInChildren<Rigidbody>(true);
m_startCheeseBrushPos = m_rotateTrans.localPosition;
m_startrigidBrushPos = m_moveTrans.localPosition;
m_mouseStartPos = m_mouseTrans.localPosition;
m_rotateTrans.DOLocalMove(m_startPos, 0.5f).onComplete = delegate()
{
m_radius = 0.1f;
//m_bCanMove = true;
};
}
void DelayPos2()
// Update is called once per frame
//void Update()
//{
// if(m_bCanMove)
// {
// m_angled += (m_speed * Time.deltaTime) % 360;//累加已经转过的角度
// float posX = m_radius * Mathf.Sin((m_angled) * Mathf.Deg2Rad);//计算x位置
// float posZ = m_radius * Mathf.Cos((m_angled) * Mathf.Deg2Rad);//计算y位置
// m_rotateTrans.localPosition = new Vector3(posX, 0, posZ) + m_rotateTarget.localPosition;//更新位置
// }
// //if (m_rotateTrans.localPosition.x <= -0.395f && m_bControl1 && m_bCanMove && m_bDelay)
// //{
// // m_bControl1 = false;
// // m_bCanMove = false;
// // m_bDelay = false;
// // m_radius = -m_posX2;
// // m_rotateTrans.DOLocalMoveX(m_posX2, m_moveTime).onComplete = delegate ()
// // {
// // m_bCanMove = true;
// // GameServices.timerServices.Push(this, m_delayTime, delegate
// // {
// // m_bDelay = true;
// // });
// // };
// //}
// //if (m_rotateTrans.localPosition.x <= -0.295f && m_bControl2 && !m_bControl1 && m_bDelay)
// //{
// // m_bControl2 = false;
// // m_bCanMove = false;
// // m_bDelay = false;
// // m_radius = -m_posX3;
// // m_rotateTrans.DOLocalMoveX(m_posX3, m_moveTime).onComplete = delegate ()
// // {
// // m_bCanMove = true;
// // GameServices.timerServices.Push(this, m_delayTime, delegate
// // {
// // m_bDelay = true;
// // });
// // };
// //}
// //if (m_rotateTrans.localPosition.x <= -0.195f && m_bControl3 && !m_bControl2 && !m_bControl1 && m_bDelay)
// //{
// // m_bControl3 = false;
// // m_bCanMove = false;
// // m_bDelay = false;
// // MoveOutCheeseBrush();
// //}
// //MoveRigid();
//}
//阶段1开始
public void StartStage1(float progress)
{
Vector3 varVec3 = m_rotateTrans.localPosition;
varVec3.x = m_posX2;
m_rotateTrans.localPosition = varVec3;
m_radius = 0.3f;
Invoke("DelayPos3", 1.0f);
m_angled += (m_speed * Time.deltaTime) % 360;//累加已经转过的角度
float posX = m_radius * Mathf.Sin((m_angled) * Mathf.Deg2Rad);//计算x位置
float posZ = m_radius * Mathf.Cos((m_angled) * Mathf.Deg2Rad);//计算y位置
float posY = progress * 0.15f;
m_rotateTrans.localPosition = new Vector3(posX, posY, posZ) + m_rotateTarget.localPosition;//更新位置
Vector3 varSize = m_cheeseTrans.localScale;
varSize.y = progress;
m_cheeseTrans.localScale = varSize;
m_cheeseTrans.gameObject.SetActive(true);
}
void DelayPos3()
//阶段1完成
public void FinishStage1()
{
Vector3 varVec3 = m_rotateTrans.localPosition;
varVec3.x = m_posX3;
m_rotateTrans.localPosition = varVec3;
m_radius = 0.2f;
Invoke("DelayFinish", 1.0f);
m_rotateTrans.DOLocalMove(m_startCheeseBrushPos, 0.5f).onComplete = delegate ()
{
m_rotateTrans.gameObject.SetActive(false);
m_moveTrans.DOLocalMove(m_startRigidPos, 0.5f).onComplete = delegate ()
{
BattleCtrl.instance.battleUI.ShowDecorateStage2(true);
m_bIsForWard = true;
};
};
}
void DelayFinish()
//阶段2开始
public void StartStage2(float progress)
{
//m_bFinish = true;
m_forwardSpeed = 0.5f;
MoveRigid();
}
// Update is called once per frame
void Update()
//阶段2停止
public void StopStage2()
{
m_angled += (m_speed * Time.deltaTime) % 360;//累加已经转过的角度
float posX = m_radius * Mathf.Sin(m_angled * Mathf.Deg2Rad);//计算x位置
float posZ = m_radius * Mathf.Cos(m_angled * Mathf.Deg2Rad);//计算y位置
m_rotateTrans.localPosition = new Vector3(posX, 0, posZ) + m_rotateTarget.localPosition;//更新位置
if(m_rotateTrans.localPosition.x <= -0.4f && m_bControl1)
m_forwardSpeed = 0.0f;
if(m_bControlFinishNode)
{
m_bControl1 = false;
Debug.LogError("aa");
m_bControlFinishNode = false;
}
//m_time += Time.deltaTime;
//if (m_time > 1.0f && m_time <= 2.0f)
//{
// if(m_bControl1)
// {
// m_bControl1 = false;
// }
//}
//else if (m_time > 2.0f && m_time <= 3.0f)
//{
//}
//if(!m_bFinish)
//{
// m_rotateTrans.RotateAround(m_rotateTarget.position, transform.up, m_speed);
//}
}
//阶段2完成
public void FinishStage2()
{
m_moveTrans.DOLocalMove(m_startrigidBrushPos, 0.5f).onComplete = delegate ()
{
m_moveTrans.gameObject.SetActive(false);
m_mouseTrans.DOLocalMove(m_mouseTargetPos, 0.5f).onComplete = delegate ()
{
BattleCtrl.instance.battleUI.ShowDecorateStage3(true);
};
};
}
//阶段3开始
public void StartStage3(float progress)
{
Vector3 varVec3 = m_mouseTrans.localPosition;
varVec3.x = m_mouseTargetPos.x + progress * 0.2f;
m_mouseTrans.localPosition = varVec3;
}
//阶段3停止
public void StopStage3()
{
if(m_curSelectProp)
{
m_curSelectProp.DOLocalMoveY(-0.55f, 0.5f).onComplete = delegate ()
{
m_mouseModelObj.SetActive(false);
BattleCtrl.instance.battleUI.ShowDecorateStage3(false);
Invoke("DelayChangeToSelectScene", 1.0f);
};
}
}
void DelayChangeToSelectScene()
{
BattleCtrl.instance.battleUI.ChangeMainToSelectScene();
}
//选择道具1
public void SelectProp1()
{
m_prop1Trans.gameObject.SetActive(true);
m_curSelectProp = m_prop1Trans;
}
//选择道具2
public void SelectProp2()
{
m_prop2Trans.gameObject.SetActive(true);
m_curSelectProp = m_prop2Trans;
}
//选择道具3
public void SelectProp3()
{
m_prop3Trans.gameObject.SetActive(true);
m_curSelectProp = m_prop3Trans;
}
//移动
void MoveRigid()
{
if (m_bIsForWard)
{
Vector3 varDir = m_movePint[m_curIndex] - m_moveTrans.localPosition;
m_moveTrans.localPosition += varDir.normalized * Time.deltaTime * m_forwardSpeed;
if (Vector3.SqrMagnitude(varDir) <= 0.002f && !m_bControlFinishNode)
{
m_bControlFinishNode = true;
//生成葱花位置
Vector3 varPos = m_rigidBody[m_curIndex].transform.localPosition;
varPos.x = m_movePint[m_curIndex].x-0.12f;
varPos.y = m_movePint[m_curIndex].y;
varPos.z = m_movePint[m_curIndex].z+0.04f;
m_rigidBody[m_curIndex].transform.localPosition = varPos;
m_rigidBody[m_curIndex].gameObject.SetActive(true);
m_curIndex++;
Invoke("DelayHandle", 0.02f);
if (m_curIndex == m_movePint.Length)
{
m_bIsForWard = false;
}
}
}
}
//延时处理
void DelayHandle()
{
m_bControlFinishNode = false;
}
//private void OnDestroy()
//{
// m_sq.Kill();
//}
}
......@@ -8,15 +8,16 @@ using DG.Tweening;
public class FruitView : MonoBehaviour
{
public GlassView m_glassView;
public Glass1View m_glass1View;
public Animator m_animator;
//public Glass1View m_glass1View;
//public Animator m_animator;
public Transform m_fruitParent;
public HighlightingEffect m_highLightEffect;
public Transform m_cutTrans;//旋转叶片
public Transform[] m_cutTrans;//旋转叶片
public float m_cutSpeed = 1;//旋转速度
public Collider2DView m_collider2dView;
public Transform m_cupWaterTrans;//装水的杯子
public Transform m_decorateTrans;//装饰
//public Transform m_decorateTargetTrans;//装饰旋转目标
public CheeseView m_cheeseView;//涂奶酪
//public EndlessContainer m_containerLeft;//左边流体控制
//public EndlessContainer m_containerRight;//右边流体控制
//public GameObject m_strawberryEffect;//草莓特效
......@@ -69,9 +70,16 @@ public class FruitView : MonoBehaviour
private bool m_isCanCutFruit = true;
//dotween
private Sequence m_sq;
//装饰
private GameObject m_decorateObj;
private float m_decorateStartPosX;
//装饰完回到选择场景
private Vector3 m_backToSelectPos = new Vector3(-0.488f, 0.849f, -0.219f);
private Vector3 m_backToSelectSize = Vector3.one * 0.2f;
//绑定左手节点
private Vector3 m_leftNodePos = new Vector3(0.359f, 0.472f, 0.071f);
private Quaternion m_m_leftNodeRotation = Quaternion.Euler(-9.834f, -18.59f, -96.063f);
//按下Ok键
private bool m_bOk = false;
private void Awake()
{
//if (m_animator)
......@@ -102,13 +110,22 @@ public class FruitView : MonoBehaviour
}
//m_moveNum = GlobalConfig.FruitMoveTotalNum;
BattleCtrl.instance.levelManager.curLevel.progressNoOther = 0;
if(m_decorateTrans)
{
m_decorateObj = m_decorateTrans.parent.gameObject;
m_decorateStartPosX = m_decorateTrans.localPosition.x;
}
//if(m_decorateTrans)
//{
// m_decorateStartPosX = m_decorateTrans.localPosition.x;
//}
BattleCtrl.instance.battleUI.m_decorateUI.m_StopStage1Action += OnStopStage1Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_StartStage1Action += OnStartStage1Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_StopStage2Action += OnStopStage2Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_StartStage2Action += OnStartStage2Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_StopAction += OnStopAction;
BattleCtrl.instance.battleUI.m_decorateUI.m_StartAction += OnStartAction;
BattleCtrl.instance.battleUI.m_decorateUI.m_FinishStage1 += OnFinishStage1Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_FinishStage2 += OnFinishStage2Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_prop1Action += OnSelectProp1Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_prop2Action += OnSelectProp2Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_prop3Action += OnSelectProp3Action;
BattleCtrl.instance.battleUI.onOkBtn += OnOkAction;
}
//是否正确三连
bool IsConnectRight()
......@@ -199,7 +216,7 @@ public class FruitView : MonoBehaviour
// 抬起回调
void OnTouchUp()
{
if(BattleCtrl.instance.isEndBattle)
if(BattleCtrl.instance.isEndBattle || m_bOk)
{
return;
}
......@@ -1100,7 +1117,7 @@ public class FruitView : MonoBehaviour
void Update()
{
UpdateCutRotate();
if (!BattleCtrl.instance.isStartBattle || BattleCtrl.instance.isEndBattle /*|| m_moveNum == 0*/)
if (!BattleCtrl.instance.isStartBattle || BattleCtrl.instance.isEndBattle || m_bOk/*|| m_moveNum == 0*/)
{
return;
}
......@@ -1117,9 +1134,12 @@ public class FruitView : MonoBehaviour
//旋转叶片
void UpdateCutRotate()
{
if(m_cutTrans)
if(m_cutTrans != null)
{
m_cutTrans.Rotate(transform.up* m_cutSpeed*100,Space.Self);
for(int i = 0;i< m_cutTrans.Length;i++)
{
m_cutTrans[i].Rotate(transform.up * m_cutSpeed * 100, Space.Self);
}
}
}
//刷新
......@@ -1135,56 +1155,177 @@ public class FruitView : MonoBehaviour
}
}
//ok按钮
public void OnOkAction()
{
m_bOk = true;
}
//开闸放水
public void StartMoveWater()
{
if(m_collider2dView)
if (m_collider2dView)
{
m_collider2dView.StartMove();
}
GameServices.timerServices.Push(this, 0.8f, delegate
{
if (m_glassView)
{
m_glassView.SetOnlyStrawberryNum(6);
}
});
Invoke("SetOnlyStrawberryNum", 0.8f);
Invoke("CupMove", 3.5f);
}
//开始涨果汁
void SetOnlyStrawberryNum()
{
if (m_glassView)
{
m_glassView.SetOnlyStrawberryNum(6);
}
}
//杯子移动
void CupMove()
{
m_sq = DOTween.Sequence();
m_sq.Append(Camera.main.transform.DOLocalMoveX(1.8f, 2.0f));
m_sq.Join(m_cupWaterTrans.DOLocalMoveX(6.0f, 2.0f));
m_sq.Append(Camera.main.transform.DOLocalMoveX(2.5f, 2.0f));
m_sq.Join(m_cupWaterTrans.DOLocalMoveX(8.38f, 2.0f));
m_sq.AppendCallback(delegate ()
{
BattleCtrl.instance.battleUI.ShowDecorateUI();
if(m_decorateObj)
{
m_decorateObj.SetActive(true);
}
CameraAni();
});
}
//装饰停止
void OnStopAction(float progress)
//杯子移动完后镜头动画
void CameraAni()
{
m_sq = DOTween.Sequence();
m_sq.Append(Camera.main.transform.DOLocalMove(new Vector3(2.494f,-0.265f,-1.564f), 1.0f));
m_sq.Join(Camera.main.transform.DOLocalRotateQuaternion(Quaternion.Euler(45,0,0), 1.0f));
m_sq.Join(Camera.main.DOOrthoSize(0.54f, 1.0f));
m_sq.AppendCallback(delegate ()
{
ShowCheese();
BattleCtrl.instance.battleUI.ShowDecorateStage1(true);
//if (m_decorateTrans)
//{
// m_decorateTrans.gameObject.SetActive(true);
//}
});
}
//装饰阶段1开始
void OnStartStage1Action(float progress)
{
if(m_cheeseView)
{
m_cheeseView.StartStage1(progress);
}
}
//装饰阶段1停止
void OnStopStage1Action()
{
//if (m_cheeseView)
//{
// m_cheeseView.StopStage1();
//}
}
//装饰阶段1完成
void OnFinishStage1Action()
{
if(m_cheeseView)
{
m_cheeseView.FinishStage1();
}
}
//装饰阶段2开始
void OnStartStage2Action(float progress)
{
if (m_decorateTrans)
if (m_cheeseView)
{
Vector3 varVec3 = m_decorateTrans.localPosition;
varVec3.x = m_decorateStartPosX + progress * 0.4f;
m_decorateTrans.localPosition = varVec3;
//开始下移
m_decorateTrans.DOLocalMoveY(-1.8f, 1.0f);
m_cheeseView.StartStage2(progress);
}
}
//装饰开始
//装饰阶段2停止
void OnStopStage2Action()
{
if (m_cheeseView)
{
m_cheeseView.StopStage2();
}
}
//装饰阶段2完成
void OnFinishStage2Action()
{
if (m_cheeseView)
{
m_cheeseView.FinishStage2();
}
}
//装饰阶段3开始
void OnStartAction(float progress)
{
if(m_decorateTrans)
if (m_cheeseView)
{
m_cheeseView.StartStage3(progress);
}
}
//装饰阶段3停止
void OnStopAction()
{
if (m_cheeseView)
{
m_cheeseView.StopStage3();
}
}
//选择道具1
void OnSelectProp1Action()
{
if (m_cheeseView)
{
m_cheeseView.SelectProp1();
}
}
//选择道具2
void OnSelectProp2Action()
{
if (m_cheeseView)
{
m_cheeseView.SelectProp2();
}
}
//选择道具3
void OnSelectProp3Action()
{
if (m_cheeseView)
{
m_cheeseView.SelectProp3();
}
}
//显示奶酪
void ShowCheese()
{
m_cheeseView.gameObject.SetActive(true);
m_cupWaterTrans.SetParent(m_cheeseView.transform);
}
//设置装饰位置
public void SetCupWaterPos()
{
if (m_cheeseView)
{
m_cheeseView.transform.SetParent(BattleCtrl.instance.levelManager.selectLevel.transform);
m_cheeseView.transform.localPosition = m_backToSelectPos;
m_cheeseView.transform.localScale = m_backToSelectSize;
}
}
//绑定装饰节点
public void BindCupLeftNode(Transform parent)
{
if(m_cheeseView)
{
m_cheeseView.transform.SetParent(parent);
m_sq = DOTween.Sequence();
m_sq.Join(m_cheeseView.transform.DOLocalMove(m_leftNodePos, 1.0f));
m_sq.Join(m_cheeseView.transform.DOLocalRotateQuaternion(m_m_leftNodeRotation, 1.0f));
}
}
//删除装饰品
public void DeleteCheese()
{
if (m_cheeseView)
{
Vector3 varVec3 = m_decorateTrans.localPosition;
varVec3.x = m_decorateStartPosX + progress * 0.4f;
m_decorateTrans.localPosition = varVec3;
Destroy(m_cheeseView.gameObject);
}
}
void Clicked()
......@@ -1380,8 +1521,18 @@ public class FruitView : MonoBehaviour
m_sq.Kill();
if(BattleCtrl.instance.battleUI.m_decorateUI)
{
BattleCtrl.instance.battleUI.m_decorateUI.m_StopStage1Action -= OnStopStage1Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_StartStage1Action -= OnStartStage1Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_StopStage2Action -= OnStopStage2Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_StartStage2Action -= OnStartStage2Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_StopAction -= OnStopAction;
BattleCtrl.instance.battleUI.m_decorateUI.m_StartAction -= OnStartAction;
BattleCtrl.instance.battleUI.m_decorateUI.m_FinishStage1 -= OnFinishStage1Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_FinishStage2 -= OnFinishStage2Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_prop1Action -= OnSelectProp1Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_prop2Action -= OnSelectProp2Action;
BattleCtrl.instance.battleUI.m_decorateUI.m_prop3Action -= OnSelectProp3Action;
BattleCtrl.instance.battleUI.onOkBtn -= OnOkAction;
}
}
}
......@@ -25,7 +25,7 @@ public class GlassView : MonoBehaviour
private bool m_bControl = true;
private bool m_bTop = true;
private float m_speed = 2.0f;
private float m_speed = 3.0f;
private string m_strawberryAni = "juice_red";
private string m_lemonAni = "juice_yellow";
......@@ -42,7 +42,10 @@ public class GlassView : MonoBehaviour
private void Awake()
{
m_strawberry.gameObject.SetActive(false);
m_lemon.gameObject.SetActive(false);
if(m_lemon)
{
m_lemon.gameObject.SetActive(false);
}
if(m_orange)
{
m_orange.gameObject.SetActive(false);
......@@ -161,9 +164,12 @@ public class GlassView : MonoBehaviour
m_strawberry.localPosition = varPosStrawberry;
//柠檬位置
Vector3 varPos = m_lemon.localPosition;
varPos.y = m_startPos + m_strawberry.localScale.y * m_power;
m_lemon.localPosition = varPos;
if(m_lemon)
{
Vector3 varPos = m_lemon.localPosition;
varPos.y = m_startPos + m_strawberry.localScale.y * m_power;
m_lemon.localPosition = varPos;
}
//橙子位置
if (m_orange)
......
......@@ -8,6 +8,7 @@ public class SelectLevelCtrl : MonoBehaviour
{
public Animator m_boyAni;
public Animator m_girlAni;
public Transform m_girlLeftHandNode;
public GameObject m_fruitEffectObj;
public GameObject m_sportEffectObj;
public Transform m_camera;
......@@ -20,7 +21,7 @@ public class SelectLevelCtrl : MonoBehaviour
private Vector3 m_girlStartPos;
private Quaternion m_girlStartRotation;
private float m_cameraPosY;
private Vector3 m_cameraPos;
//private string m_idle1 = "TK_idle1";
//private string m_idle3 = "TK_idle3";
//private string m_walk = "TK_walk1";
......@@ -28,6 +29,11 @@ public class SelectLevelCtrl : MonoBehaviour
private Sequence m_sq;
public Action onMoveFinish;
//镜头切换
private Vector3 m_StartCameraPos = new Vector3(0,0.82f,-0.66f);
private Vector3 m_FinalCameraPos = new Vector3(0, 1.64f, -1.56f);
private Quaternion m_StartCameraRotation = Quaternion.Euler(45, 0, 0);
// Start is called before the first frame update
void Start()
{
......@@ -41,7 +47,7 @@ public class SelectLevelCtrl : MonoBehaviour
m_girlStartPos = m_girlTrans.position;
m_girlStartRotation = m_girlTrans.rotation;
m_cameraPosY = m_camera.position.y;
m_cameraPos = m_camera.position;
BattleCtrl.instance.battleUI.onNextBtn += CameraMoveUp;
}
void PlayBoyAnim(int value, string argName = "value")
......@@ -143,10 +149,32 @@ public class SelectLevelCtrl : MonoBehaviour
//镜头向上移动
void CameraMoveUp()
{
Vector3 varPos = m_camera.position;
varPos.y = m_cameraPosY;
m_camera.DOMove(varPos, 1.0f).onComplete = delegate () {
NextStart();
BattleCtrl.instance.levelManager.curLevel.fruitView.BindCupLeftNode(m_girlLeftHandNode);
m_sq = DOTween.Sequence();
m_sq.Append(m_camera.DOLocalMove(m_cameraPos, 1.0f));
m_sq.Join(m_camera.DOLocalRotateQuaternion(Quaternion.identity, 1.0f));
m_sq.AppendCallback(NextStart);
}
//设置镜头位置和旋转
public void SetCameraPosAndRotation()
{
m_camera.localPosition = m_StartCameraPos;
m_camera.localRotation = m_StartCameraRotation;
Vector3 varBoyPos = m_boyTrans.position;
varBoyPos.x -= 1;
m_boyTrans.position = varBoyPos;
Vector3 varGirlPos = m_girlTrans.position;
varGirlPos.x -= 1;
m_girlTrans.position = varGirlPos;
Invoke("DelayPlayCameraAni", 1.0f);
}
//延迟播放镜头动画
void DelayPlayCameraAni()
{
m_camera.DOLocalMove(m_FinalCameraPos, 0.5f).onComplete = delegate ()
{
m_girlTrans.DOLocalMove(m_girlStartPos, 1.0f);
BattleCtrl.instance.battleUI.OnBattleWin();
};
}
private void OnDestroy()
......
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