Commit 322067c6 authored by wanqing's avatar wanqing

代码提交

parent 37647745
This diff is collapsed.
......@@ -77,6 +77,8 @@ public class BattleUI : MonoBehaviour
public GameObject m_waterCameraObj;
public Sprite m_goodSprite;
public Sprite m_excellentSprite;
public Button m_refreshBtn;//刷新按钮
public DecorateUI m_decorateUI;
public Action onStartBtn;
public Action onPosUpBtn;
public Action onPosDownBtn;
......@@ -134,6 +136,7 @@ public class BattleUI : MonoBehaviour
m_startBtn.onClick.AddListener(StartBtn);
m_settingBtn.onClick.AddListener(SettingBtn);
m_okBtn.onClick.AddListener(OkBtn);
m_refreshBtn.onClick.AddListener(RefreshBtn);
//m_posUpBtn.onClick.AddListener(PosUpBtn);
//m_posDownBtn.onClick.AddListener(PosDownBtn);
//m_fieldFarBtn.onClick.AddListener(FieldFarBtn);
......@@ -214,7 +217,23 @@ public class BattleUI : MonoBehaviour
void OkBtn()
{
SetOkBtnState(false);
ChangeMainToSelectScene();
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.AppendCallback(delegate ()
{
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
{
BattleCtrl.instance.levelManager.curLevel.fruitView.StartMoveWater();
}
});
}
//refresh按钮状态
public void SetRefreshBtnState(bool value)
{
m_refreshBtn.gameObject.SetActive(value);
}
//ok按钮状态
public void SetOkBtnState(bool value)
......@@ -536,9 +555,10 @@ public class BattleUI : MonoBehaviour
}
}
//刷新
public void RefreshBtn()
void RefreshBtn()
{
GlobalConfig.Refresh();
//GlobalConfig.Refresh();
BattleCtrl.instance.levelManager.curLevel.fruitView.Refresh();
}
//设置炸弹
public void SetBomb()
......@@ -873,7 +893,8 @@ public class BattleUI : MonoBehaviour
m_loseObj.SetActive(false);
//水果刚体状态重置
GlobalConfig.SetFruitRigidState(false);
//BattleCtrl.instance.levelManager.curLevel.fruitView.DelayClearWaterEffect();
//水流体重置
BattleCtrl.instance.levelManager.curLevel.fruitView.ClearWaterEffect();
}
}
else
......@@ -892,6 +913,11 @@ public class BattleUI : MonoBehaviour
ss.a = m_fadeAlpha;
m_fadeMaskImage.color = ss;
}
//设置流水相机状态
public void SetWaterCameraState(bool value)
{
m_waterCameraObj.SetActive(value);
}
//设置icon数量
public void SetNeedIconNum(int num)
{
......@@ -914,6 +940,11 @@ public class BattleUI : MonoBehaviour
m_needIconSymbol.SetActive(value);
}
}
//显示装饰界面
public void ShowDecorateUI()
{
m_decorateUI.gameObject.SetActive(true);
}
private void OnDestroy()
{
for (int i = 0; i < m_objList.Count; i++)
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class DecorateUI : MonoBehaviour
{
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<float> m_StartAction;
// 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);
}
void OnButton1()
{
HideAllButton();
}
void OnButton2()
{
HideAllButton();
}
void OnButton3()
{
HideAllButton();
}
void HideAllButton()
{
m_bStart = true;
m_button1.gameObject.SetActive(false);
m_button2.gameObject.SetActive(false);
m_button3.gameObject.SetActive(false);
}
// Update is called once per frame
void Update()
{
if (m_curProgress > 0.0f && Input.GetMouseButtonUp(0))
{
m_bStart = false;
m_StopAction?.Invoke(m_curProgress);
}
if (m_bStart)
{
if (m_bMax)
{
m_curProgress -= Time.deltaTime;
if (m_curProgress <= 0.0f)
{
m_bMax = false;
}
}
else
{
m_curProgress += Time.deltaTime;
if(m_curProgress >= 1.0f)
{
m_bMax = true;
}
}
m_progressImage.fillAmount = m_curProgress;
m_StartAction?.Invoke(m_curProgress);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class Collider2DView : MonoBehaviour
{
public GameObject m_bottomObj;
public GameObject m_openObj;
// Start is called before the first frame update
void Start()
{
}
//开始移动
public void StartMove()
{
m_bottomObj.SetActive(false);
m_openObj.SetActive(true);
//transform.DOLocalMoveY(10.0f, 3.0f).onComplete = delegate ()
//{
//};
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using System;
public class FruitItemFragView : MonoBehaviour
{
private MeshRenderer m_meshRender;
private GameObject m_childObj;
private MeshRenderer[] m_fragTrans;//碎块
private List<Vector3> m_fragPos = new List<Vector3>();//碎块初始位置
private List<Quaternion> m_fragQua = new List<Quaternion>();//碎块初始旋转
private bool m_bControl = true;
public Action m_finishAction;
public Action m_finishCollider;
private void Awake()
{
m_meshRender = GetComponent<MeshRenderer>();
if (transform.childCount > 0)
{
Transform varTransChild = transform.GetChild(0);
if (varTransChild)
{
m_childObj = varTransChild.gameObject;
if (m_childObj)
{
m_fragTrans = m_childObj.GetComponentsInChildren<MeshRenderer>();
for (int i = 0; i < m_fragTrans.Length; i++)
{
Transform varTrans = m_fragTrans[i].transform;
m_fragPos.Add(varTrans.localPosition);
m_fragQua.Add(varTrans.localRotation);
}
}
}
}
}
private void OnCollisionEnter(Collision other)
{
if(string.Equals(other.gameObject.name,"Cut") && m_bControl)
{
m_bControl = false;
m_finishCollider?.Invoke();
if (m_meshRender)
{
m_meshRender.enabled = false;
}
if (m_childObj)
{
m_childObj.transform.localScale = Vector3.one;
m_childObj.SetActive(true);
//m_childObj.transform.DOScale(Vector3.zero, 1.5f);
m_childObj.transform.DOScale(Vector3.zero, 1.0f).onComplete = delegate ()
{
m_finishAction?.Invoke();
};
}
}
}
//重置碎块状态
public void ResetFragState()
{
m_bControl = true;
if (m_meshRender)
{
m_meshRender.enabled = true;
}
if (m_childObj)
{
m_childObj.SetActive(false);
}
if (m_fragTrans != null)
{
for (int i = 0; i < m_fragTrans.Length; i++)
{
m_fragTrans[i].transform.localPosition = m_fragPos[i];
m_fragTrans[i].transform.localRotation = m_fragQua[i];
}
}
}
}
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......@@ -15,6 +15,7 @@ public class FruitItemView : MonoBehaviour
private MeshRenderer m_meshRender;
private GameObject m_childObj;
private MeshRenderer[] m_fragTrans;//碎块
private FruitItemFragView[] m_fragView;
private List<Vector3> m_fragPos = new List<Vector3>();//碎块初始位置
private List<Quaternion> m_fragQua = new List<Quaternion>();//碎块初始旋转
private LiquidContainer m_liquidContainer;//流体特效容器
......@@ -24,6 +25,10 @@ public class FruitItemView : MonoBehaviour
private Vector3 m_liquidStartPos;
private Quaternion m_liquidStartQua;
private Vector3 m_liquidStartScale;
private int m_fragIndex;
private int m_fragLayer = 14;
private int m_startLayer = 1;
private bool m_bControlCollider = true;
private void Awake()
{
......@@ -31,7 +36,7 @@ public class FruitItemView : MonoBehaviour
m_meshRender = GetComponent<MeshRenderer>();
//m_meshRender.sortingLayerID = 1;
//m_meshRender.sortingOrder = 1;
if(transform.childCount > 0)
if (transform.childCount > 0)
{
Transform varTransChild = transform.GetChild(0);
if (varTransChild)
......@@ -46,6 +51,12 @@ public class FruitItemView : MonoBehaviour
m_fragPos.Add(varTrans.localPosition);
m_fragQua.Add(varTrans.localRotation);
}
m_fragView = m_childObj.GetComponentsInChildren<FruitItemFragView>();
for(int i = 0;i< m_fragView.Length;i++)
{
m_fragView[i].m_finishAction += OnFinish;
m_fragView[i].m_finishCollider += OnFinishCollider;
}
}
}
}
......@@ -125,6 +136,7 @@ public class FruitItemView : MonoBehaviour
{
m_childObj.SetActive(true);
}
gameObject.layer = m_fragLayer;
//显示特效
if (m_effect)
{
......@@ -152,9 +164,48 @@ public class FruitItemView : MonoBehaviour
//m_effect.Spawn();
}
}
//完成小碎块
void OnFinish()
{
m_fragIndex++;
if(m_fragIndex >= 3)
{
ReBack();
m_fragIndex = 0;
}
Invoke("DelayReset", 2.0f);
}
//完成碰撞
void OnFinishCollider()
{
if(m_bControlCollider)
{
m_bControlCollider = false;
BattleCtrl.instance.levelManager.curLevel.fruitView.WaterFruit(this);
}
}
private void ReBack()
{
PoolManager.Instance.ReturnObjectToPool(gameObject);
for (int i = 0; i < m_fragView.Length; i++)
{
m_fragView[i].ResetFragState();
}
ResetFragState();
}
//3秒后还原状态
void DelayReset()
{
if(gameObject.layer == m_fragLayer)
{
ReBack();
}
}
//重置碎块状态
public void ResetFragState()
{
m_bControlCollider = true;
m_fragIndex = 0;
if (m_meshRender)
{
m_meshRender.enabled = true;
......@@ -163,7 +214,8 @@ public class FruitItemView : MonoBehaviour
{
m_childObj.SetActive(false);
}
if(m_fragTrans != null)
gameObject.layer = m_startLayer;
if (m_fragTrans != null)
{
for (int i = 0; i < m_fragTrans.Length; i++)
{
......@@ -176,4 +228,16 @@ public class FruitItemView : MonoBehaviour
// m_effect.SetActive(false);
//}
}
private void OnDestroy()
{
if(m_fragView != null)
{
for (int i = 0; i < m_fragView.Length; i++)
{
m_fragView[i].m_finishAction -= OnFinish;
m_fragView[i].m_finishCollider -= OnFinishCollider;
}
}
}
}
......@@ -60,10 +60,15 @@ public class GlassView : MonoBehaviour
if (m_sportNum >= GlobalConfig.ProgressFruitNumNeed)
{
m_sportNum = GlobalConfig.ProgressFruitNumNeed;
BattleCtrl.instance.levelManager.curLevel.CalculateStar();
//BattleCtrl.instance.levelManager.curLevel.CalculateStar();
BattleCtrl.instance.OnBattleWin();
}
}
//草莓数量
public void SetOnlyStrawberryNum(int num)
{
m_strawberryNum = num;
}
//水果数量
public void SetFruitNum(int num1,int num2,int num3)
{
......@@ -75,24 +80,24 @@ public class GlassView : MonoBehaviour
//BattleCtrl.instance.levelManager.curLevel.CalculateStar();
//BattleCtrl.instance.OnBattleWin();
}
m_strawberryNum += num1;
if (m_strawberryNum >= GlobalConfig.ProgressFruitNumNeed)
{
m_strawberryNum = GlobalConfig.ProgressFruitNumNeed;
//BattleCtrl.instance.battleUI.SetStrawberryState(true);
}
m_lemonNum += num2;
if (m_lemonNum >= GlobalConfig.ProgressFruitNumNeed)
{
m_lemonNum = GlobalConfig.ProgressFruitNumNeed;
//BattleCtrl.instance.battleUI.SetLemonState(true);
}
m_orangeNum += num3;
if (m_orangeNum >= GlobalConfig.ProgressFruitNumNeed)
{
m_orangeNum = GlobalConfig.ProgressFruitNumNeed;
//BattleCtrl.instance.battleUI.SetOrangeState(true);
}
//m_strawberryNum += num1;
//if (m_strawberryNum >= GlobalConfig.ProgressFruitNumNeed)
//{
// m_strawberryNum = GlobalConfig.ProgressFruitNumNeed;
// //BattleCtrl.instance.battleUI.SetStrawberryState(true);
//}
//m_lemonNum += num2;
//if (m_lemonNum >= GlobalConfig.ProgressFruitNumNeed)
//{
// m_lemonNum = GlobalConfig.ProgressFruitNumNeed;
// //BattleCtrl.instance.battleUI.SetLemonState(true);
//}
//m_orangeNum += num3;
//if (m_orangeNum >= GlobalConfig.ProgressFruitNumNeed)
//{
// m_orangeNum = GlobalConfig.ProgressFruitNumNeed;
// //BattleCtrl.instance.battleUI.SetOrangeState(true);
//}
//BattleCtrl.instance.battleUI.SetStrawberryNum((int)m_strawberryNum);
//BattleCtrl.instance.battleUI.SetLemonNum((int)m_lemonNum);
//BattleCtrl.instance.battleUI.SetOrangeNum((int)m_orangeNum);
......@@ -147,7 +152,7 @@ public class GlassView : MonoBehaviour
m_strawberryOffest += Time.deltaTime * m_speed;
Vector3 varSize = m_strawberry.localScale;
varSize.y = m_strawberryOffest / (float)GlobalConfig.ProgressFruitNumNeed * 0.9f;
varSize.y = m_strawberryOffest / (float)GlobalConfig.ProgressFruitNumNeed;
m_strawberry.localScale = varSize;
//草莓位置
......@@ -180,81 +185,80 @@ public class GlassView : MonoBehaviour
//}
//m_maskTrans.localScale = varSize;
}
if (m_lemonOffest < m_lemonNum)
{
m_lemon.gameObject.SetActive(true);
m_lemonOffest += Time.deltaTime * m_speed;
//if (m_lemonOffest < m_lemonNum)
//{
// m_lemon.gameObject.SetActive(true);
// m_lemonOffest += Time.deltaTime * m_speed;
Vector3 varSize = m_lemon.localScale;
varSize.y = m_lemonOffest / (float)GlobalConfig.ProgressFruitNumNeed * 0.9f;
m_lemon.localScale = varSize;
// Vector3 varSize = m_lemon.localScale;
// varSize.y = m_lemonOffest / (float)GlobalConfig.ProgressFruitNumNeed * 0.9f;
// m_lemon.localScale = varSize;
Vector3 varPos = m_lemon.localPosition;
varPos.y = m_startPos + m_strawberry.localScale.y * m_power;
m_lemon.localPosition = varPos;
// Vector3 varPos = m_lemon.localPosition;
// varPos.y = m_startPos + m_strawberry.localScale.y * m_power;
// m_lemon.localPosition = varPos;
if (m_orange)
{
Vector3 varOrangePos = m_orange.localPosition;
varOrangePos.y = m_startPos + m_strawberry.localScale.y * m_power
+ m_lemon.localScale.y * m_power;
m_orange.localPosition = varOrangePos;
}
//遮罩大小
//Vector3 varMaskSize = m_maskTrans.localScale;
//if (m_orange)
//{
// varSize.y = m_strawberry.localScale.y + m_lemon.localScale.y + m_orange.localScale.y;
//}
//else
//{
// varSize.y = m_strawberry.localScale.y + m_lemon.localScale.y;
//}
//m_maskTrans.localScale = varSize;
}
if (m_orangeOffest < m_orangeNum && m_orange)
{
m_orange.gameObject.SetActive(true);
m_orangeOffest += Time.deltaTime * m_speed;
// if (m_orange)
// {
// Vector3 varOrangePos = m_orange.localPosition;
// varOrangePos.y = m_startPos + m_strawberry.localScale.y * m_power
// + m_lemon.localScale.y * m_power;
// m_orange.localPosition = varOrangePos;
// }
// //遮罩大小
// //Vector3 varMaskSize = m_maskTrans.localScale;
// //if (m_orange)
// //{
// // varSize.y = m_strawberry.localScale.y + m_lemon.localScale.y + m_orange.localScale.y;
// //}
// //else
// //{
// // varSize.y = m_strawberry.localScale.y + m_lemon.localScale.y;
// //}
// //m_maskTrans.localScale = varSize;
//}
//if (m_orangeOffest < m_orangeNum && m_orange)
//{
// m_orange.gameObject.SetActive(true);
// m_orangeOffest += Time.deltaTime * m_speed;
Vector3 varSize = m_orange.localScale;
varSize.y = m_orangeOffest / (float)GlobalConfig.ProgressFruitNumNeed * 0.9f;
m_orange.localScale = varSize;
// Vector3 varSize = m_orange.localScale;
// varSize.y = m_orangeOffest / (float)GlobalConfig.ProgressFruitNumNeed * 0.9f;
// m_orange.localScale = varSize;
Vector3 varPos = m_orange.localPosition;
varPos.y = m_startPos + m_strawberry.localScale.y * m_power
+ m_lemon.localScale.y * m_power;
m_orange.localPosition = varPos;
//遮罩大小
//Vector3 varMaskSize = m_maskTrans.localScale;
//varSize.y = m_strawberry.localScale.y + m_lemon.localScale.y + m_orange.localScale.y;
//m_maskTrans.localScale = varSize;
}
// Vector3 varPos = m_orange.localPosition;
// varPos.y = m_startPos + m_strawberry.localScale.y * m_power
// + m_lemon.localScale.y * m_power;
// m_orange.localPosition = varPos;
// //遮罩大小
// //Vector3 varMaskSize = m_maskTrans.localScale;
// //varSize.y = m_strawberry.localScale.y + m_lemon.localScale.y + m_orange.localScale.y;
// //m_maskTrans.localScale = varSize;
//}
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
{
//if(m_strawberryOffest >= m_strawberryNum && m_lemonOffest >= m_lemonNum)
//{
// m_fruitView.HideAnimator();
//}
if ((m_strawberryOffest+ m_lemonOffest + m_orangeOffest) >= 10.0f
&& m_bControl)
{
m_bControl = false;
BattleCtrl.instance.levelManager.curLevel.CalculateStar();
BattleCtrl.instance.OnBattleWin();
}
if((m_strawberryOffest + m_lemonOffest + m_orangeOffest) >= 12.0f
&& m_bTop)
{
m_bTop = false;
BattleCtrl.instance.OnFirstLevelTop();
}
//if (m_strawberryOffest >= GlobalConfig.ProgressFruitNumNeed && m_bControl)
//if ((m_strawberryOffest+ m_lemonOffest + m_orangeOffest) >= 10.0f
// && m_bControl)
//{
// m_bControl = false;
// BattleCtrl.instance.levelManager.curLevel.CalculateStar();
// //BattleCtrl.instance.levelManager.curLevel.CalculateStar();
// BattleCtrl.instance.OnBattleWin();
//}
//if((m_strawberryOffest + m_lemonOffest + m_orangeOffest) >= 12.0f
// && m_bTop)
//{
// m_bTop = false;
// BattleCtrl.instance.OnFirstLevelTop();
//}
if (m_strawberryNum > 0 && m_strawberryOffest >= m_strawberryNum && m_bControl)
{
m_bControl = false;
BattleCtrl.instance.battleUI.SetWaterCameraState(false);
}
}
else if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelTwoIndex
|| BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelThreeIndex)
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Water2D;
public class CacheManager : MonoBehaviour
{
......@@ -55,59 +56,11 @@ public class CacheManager : MonoBehaviour
[SerializeField]
private GameObject m_cmobo3EffectObj;//cmobo3
[SerializeField]
private GameObject m_waterStarwberry1_1Obj;//水插件草莓1
private Transform m_waterStarwberryParentObj;//水插件草莓
[SerializeField]
private GameObject m_waterStarwberry1_2Obj;
private Transform m_waterLemonParentObj;//水插件柠檬
[SerializeField]
private GameObject m_waterStarwberry1_3Obj;
[SerializeField]
private GameObject m_waterStarwberry1_4Obj;
[SerializeField]
private GameObject m_waterStarwberry1_5Obj;
[SerializeField]
private GameObject m_waterStarwberry1_6Obj;
[SerializeField]
private GameObject m_waterStarwberry1_7Obj;
[SerializeField]
private GameObject m_waterStarwberry1_8Obj;
[SerializeField]
private GameObject m_waterStarwberry1_9Obj;
[SerializeField]
private GameObject m_waterLemon1_1Obj;//水插件柠檬1
[SerializeField]
private GameObject m_waterLemon1_2Obj;
[SerializeField]
private GameObject m_waterLemon1_3Obj;
[SerializeField]
private GameObject m_waterLemon1_4Obj;
[SerializeField]
private GameObject m_waterLemon1_5Obj;
[SerializeField]
private GameObject m_waterLemon1_6Obj;
[SerializeField]
private GameObject m_waterLemon1_7Obj;
[SerializeField]
private GameObject m_waterLemon1_8Obj;
[SerializeField]
private GameObject m_waterLemon1_9Obj;
[SerializeField]
private GameObject m_waterOrange1_1Obj;//水插件橙子1
[SerializeField]
private GameObject m_waterOrange1_2Obj;
[SerializeField]
private GameObject m_waterOrange1_3Obj;
[SerializeField]
private GameObject m_waterOrange1_4Obj;
[SerializeField]
private GameObject m_waterOrange1_5Obj;
[SerializeField]
private GameObject m_waterOrange1_6Obj;
[SerializeField]
private GameObject m_waterOrange1_7Obj;
[SerializeField]
private GameObject m_waterOrange1_8Obj;
[SerializeField]
private GameObject m_waterOrange1_9Obj;
private Transform m_waterOrangeParentObj;//水插件橙子
public GameObject lineObj => m_lineObj;
public GameObject LemonObj => m_LemonObj;
public GameObject OrangeObj => m_OrangeObj;
......@@ -133,36 +86,15 @@ public class CacheManager : MonoBehaviour
public GameObject cmobo1EffectObj => m_cmobo1EffectObj;
public GameObject cmobo2EffectObj => m_cmobo2EffectObj;
public GameObject cmobo3EffectObj => m_cmobo3EffectObj;
public GameObject waterStarwberry1_1Obj => m_waterStarwberry1_1Obj;
public GameObject waterStarwberry1_2Obj => m_waterStarwberry1_2Obj;
public GameObject waterStarwberry1_3Obj => m_waterStarwberry1_3Obj;
public GameObject waterStarwberry1_4Obj => m_waterStarwberry1_4Obj;
public GameObject waterStarwberry1_5Obj => m_waterStarwberry1_5Obj;
public GameObject waterStarwberry1_6Obj => m_waterStarwberry1_6Obj;
public GameObject waterStarwberry1_7Obj => m_waterStarwberry1_7Obj;
public GameObject waterStarwberry1_8Obj => m_waterStarwberry1_8Obj;
public GameObject waterStarwberry1_9Obj => m_waterStarwberry1_9Obj;
public GameObject waterLemon1_1Obj => m_waterLemon1_1Obj;
public GameObject waterLemon1_2Obj => m_waterLemon1_2Obj;
public GameObject waterLemon1_3Obj => m_waterLemon1_3Obj;
public GameObject waterLemon1_4Obj => m_waterLemon1_4Obj;
public GameObject waterLemon1_5Obj => m_waterLemon1_5Obj;
public GameObject waterLemon1_6Obj => m_waterLemon1_6Obj;
public GameObject waterLemon1_7Obj => m_waterLemon1_7Obj;
public GameObject waterLemon1_8Obj => m_waterLemon1_8Obj;
public GameObject waterLemon1_9Obj => m_waterLemon1_9Obj;
public GameObject waterOrange1_1Obj => m_waterOrange1_1Obj;
public GameObject waterOrange1_2Obj => m_waterOrange1_2Obj;
public GameObject waterOrange1_3Obj => m_waterOrange1_3Obj;
public GameObject waterOrange1_4Obj => m_waterOrange1_4Obj;
public GameObject waterOrange1_5Obj => m_waterOrange1_5Obj;
public GameObject waterOrange1_6Obj => m_waterOrange1_6Obj;
public GameObject waterOrange1_7Obj => m_waterOrange1_7Obj;
public GameObject waterOrange1_8Obj => m_waterOrange1_8Obj;
public GameObject waterOrange1_9Obj => m_waterOrange1_9Obj;
public static CacheManager Instance = null;
private Water2D_Spawner[] m_strawberryArrayObj;
private Water2D_Spawner[] m_orangeArrayObj;
public Water2D_Spawner[] strawberryArrayObj => m_strawberryArrayObj;
public Water2D_Spawner[] orangeArrayObj => m_orangeArrayObj;
void Awake()
{
Instance = this;
m_strawberryArrayObj = m_waterStarwberryParentObj.GetComponentsInChildren<Water2D_Spawner>();
m_orangeArrayObj = m_waterOrangeParentObj.GetComponentsInChildren<Water2D_Spawner>();
}
}
......@@ -5,7 +5,7 @@ using System.Collections.Generic;
class Pool
{
private Stack<GameObject> m_objStack = new Stack<GameObject>();
private Queue<GameObject> m_objStack = new Queue<GameObject>();
private List<GameObject> m_objList = new List<GameObject>();
//the root obj for unused obj
......@@ -43,7 +43,7 @@ class Pool
GameObject varGo = null;
if (m_objStack.Count > 0)
{
varGo = m_objStack.Pop();
varGo = m_objStack.Dequeue();
}
else
{
......@@ -61,7 +61,7 @@ class Pool
{
if (go)
{
m_objStack.Push(go);
m_objStack.Enqueue(go);
go.SetActive(false);
}
}
......
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m_Layer: 8
m_Name: PlayerCamera
......@@ -78,14 +77,6 @@ Camera:
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Kaima/Other/BlackHole"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RightX("Right X", Float) = 0
_LeftX("Left X", Float) = 0
_Control("Born Control", Range(0, 2)) = 0
_BlackHolePos("Black Hole Position", Vector) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _RightX;
float _LeftX;
float _Control;
float4 _BlackHolePos;
float GetNormalizedDist(float worldPosX)
{
float range = _RightX - _LeftX;
float border = _RightX;
float dist = abs(worldPosX - border);
float normalizedDist = saturate(dist / range);
return normalizedDist;
}
v2f vert (appdata v)
{
v2f o;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 toBlackHole = mul(unity_WorldToObject, (_BlackHolePos - worldPos)).xyz;
float normalizedDist = GetNormalizedDist(worldPos.x);
float val = max(0, _Control - normalizedDist);
v.vertex.xyz += toBlackHole * val;
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
clip(_BlackHolePos.x - i.worldPos.x);
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Kaima/Other/BornFromY"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_TopY("Top Y", Float) = 0
_BottomY("Bottom Y", Float) = 0
_Control("Born Control", Range(0, 2)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _TopY;
float _BottomY;
float _Control;
float GetNormalizedDist(float worldPosY)
{
float range = _TopY - _BottomY;
float border = _TopY;
float dist = abs(worldPosY - border);
float normalizedDist = saturate(dist / range);
return normalizedDist;
}
v2f vert (appdata v)
{
v2f o;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 localPositiveY = mul(unity_WorldToObject, float4(0, 1, 0, 1)).xyz;
float normalizedDist = GetNormalizedDist(worldPos.y);
float val = max(0, _Control - normalizedDist);
v.vertex.xyz += localPositiveY * val;
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
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return col;
}
ENDCG
}
}
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Kaima/Other/Squash"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_TopY("Top Y", Float) = 0 //The top Y of the GameObject in world coord
_BottomY("Bottom Y", Float) = 0
_Control("Control Squash", Range(0, 1)) = 0 //control the level of squash
}
SubShader
{
Tags { "RenderType"="Opaque" }
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{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _TopY;
float _BottomY;
float _Control;
float GetNormalizedDist(float worldPosY)
{
float range = _TopY - _BottomY;
float border = _TopY;
float dist = abs(worldPosY - border);
float normalizedDist = saturate(dist / range);
return normalizedDist;
}
v2f vert (appdata v)
{
v2f o;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float worldPosY = mul(unity_ObjectToWorld, v.vertex).y;
float3 localNegativeY = mul(unity_WorldToObject, float4(0, -1, 0, 1)).xyz;
float normalizedDist = GetNormalizedDist(worldPosY);
float val = max(0, _Control - normalizedDist);
v.vertex.xyz += localNegativeY * val;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
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