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wanqing
3D Fruit
Commits
3cec31c9
Commit
3cec31c9
authored
Jun 08, 2021
by
Yuyang
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Merge remote-tracking branch 'origin/master' into Yuy
parents
f9fa9ab4
42f80e69
Changes
6
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6 changed files
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240288 additions
and
241086 deletions
+240288
-241086
DemoScenes.unity
3D Fruit/Assets/#A1_Scenes/DemoScenes.unity
+229051
-229051
BattleUI.cs
3D Fruit/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+2
-2
FruitView.cs
3D Fruit/Assets/#A2_Scripts/Battle/View/FruitView.cs
+3
-3
NpcFaceView.cs
3D Fruit/Assets/#A2_Scripts/Battle/View/NpcFaceView.cs
+39
-9
SelectLevelCtrl.cs
3D Fruit/Assets/#A2_Scripts/Level/SelectLevelCtrl.cs
+35
-9
SelectLevel.prefab
3D Fruit/Assets/Res/Levels/SelectLevel.prefab
+11158
-12012
No files found.
3D Fruit/Assets/#A1_Scenes/DemoScenes.unity
View file @
3cec31c9
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Click to expand it.
3D Fruit/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
3cec31c9
...
...
@@ -186,7 +186,7 @@ public class BattleUI : MonoBehaviour
RectTransform
varRT
=
m_successResultObj
.
GetComponent
<
RectTransform
>();
Vector2
varVec2
=
varRT
.
anchoredPosition
;
varVec2
.
y
=
m_resultStartPosY
;
varRT
.
DOAnchorPos
(
varVec2
,
1.0
f
).
onComplete
=
delegate
()
varRT
.
DOAnchorPos
(
varVec2
,
0.5
f
).
onComplete
=
delegate
()
{
m_successObj
.
SetActive
(
false
);
};
...
...
@@ -363,7 +363,7 @@ public class BattleUI : MonoBehaviour
RectTransform
varRT
=
m_successResultObj
.
GetComponent
<
RectTransform
>();
Vector2
varVec2
=
varRT
.
anchoredPosition
;
varVec2
.
y
=
23.0f
;
varRT
.
DOAnchorPos
(
varVec2
,
1.0
f
).
onComplete
=
delegate
()
varRT
.
DOAnchorPos
(
varVec2
,
0.5
f
).
onComplete
=
delegate
()
{
m_sq
=
DOTween
.
Sequence
();
m_sq
.
Append
(
m_progressCombo
.
DOFillAmount
(
varComboAmount
,
0.5f
));
...
...
3D Fruit/Assets/#A2_Scripts/Battle/View/FruitView.cs
View file @
3cec31c9
...
...
@@ -98,11 +98,11 @@ public class FruitView : MonoBehaviour
private
Sequence
m_sq
;
//装饰完回到选择场景
private
Vector3
m_backToSelectPos
=
new
Vector3
(-
0.
488f
,
0.96
f
,
-
0.219f
);
private
Vector3
m_backToSelectSize
=
Vector3
.
one
*
0.
2
f
;
private
Vector3
m_backToSelectPos
=
new
Vector3
(-
0.
759f
,
1.175
f
,
-
0.219f
);
private
Vector3
m_backToSelectSize
=
Vector3
.
one
*
0.
3
f
;
//绑定右手节点
private
Vector3
m_rightNodePos
=
new
Vector3
(
0.
14f
,
-
0.437f
,
0.382
f
);
private
Vector3
m_rightNodePos
=
new
Vector3
(
0.
241f
,
-
0.669f
,
0.586
f
);
private
Quaternion
m_m_rightNodeRotation
=
Quaternion
.
Euler
(-
9.834f
,
-
18.59f
,
-
96.063f
);
//按下Ok键
private
bool
m_bOk
=
false
;
...
...
3D Fruit/Assets/#A2_Scripts/Battle/View/NpcFaceView.cs
View file @
3cec31c9
...
...
@@ -15,27 +15,48 @@ public class NpcFaceView : MonoBehaviour
private
Material
m_normalMat
;
private
Material
m_happyMat
;
private
Material
m_disappointedMat
;
//是否是机器人
private
bool
m_bMachine
=
false
;
// Start is called before the first frame update
void
Awake
()
{
m_meshRender
=
m_faceParent
.
GetComponentsInChildren
<
MeshRenderer
>();
m_meshRender
=
m_faceParent
.
GetComponentsInChildren
<
MeshRenderer
>(
true
);
}
//设置材质
public
void
SetMat
(
Material
normal
,
Material
happy
,
Material
disappoint
)
public
void
SetMat
(
Material
normal
,
Material
happy
,
Material
disappoint
,
bool
isMachine
=
false
)
{
m_normalMat
=
normal
;
m_happyMat
=
happy
;
m_disappointedMat
=
disappoint
;
m_bMachine
=
isMachine
;
}
//设置表情
public
void
SetFace
()
{
for
(
int
i
=
0
;
i
<
m_meshRender
.
Length
;
i
++)
if
(
m_bMachine
)
{
m_meshRender
[
0
].
gameObject
.
SetActive
(
true
);
m_meshRender
[
1
].
gameObject
.
SetActive
(
false
);
m_meshRender
[
2
].
gameObject
.
SetActive
(
false
);
Invoke
(
"DelayPlayMachineEmoji"
,
0.5f
);
}
else
{
m_meshRender
[
i
].
sharedMaterial
=
m_normalMat
;
m_meshRender
[
i
].
transform
.
localScale
=
Vector3
.
one
;
for
(
int
i
=
0
;
i
<
m_meshRender
.
Length
;
i
++)
{
m_meshRender
[
i
].
sharedMaterial
=
m_normalMat
;
m_meshRender
[
i
].
transform
.
localScale
=
Vector3
.
one
;
}
Invoke
(
"DelayPlayEmoji"
,
0.5f
);
}
Invoke
(
"DelayPlayEmoji"
,
1.5f
);
}
//延迟播放机器人表情
void
DelayPlayMachineEmoji
()
{
m_meshRender
[
0
].
gameObject
.
SetActive
(
false
);
m_meshRender
[
1
].
gameObject
.
SetActive
(
true
);
m_meshRender
[
2
].
gameObject
.
SetActive
(
false
);
}
//延迟播放表情
void
DelayPlayEmoji
()
...
...
@@ -63,10 +84,19 @@ public class NpcFaceView : MonoBehaviour
//释放动画
public
void
OnKill
()
{
for
(
int
i
=
0
;
i
<
m_meshRender
.
Length
;
i
++)
if
(
m_bMachine
)
{
m_meshRender
[
0
].
gameObject
.
SetActive
(
true
);
m_meshRender
[
1
].
gameObject
.
SetActive
(
false
);
m_meshRender
[
2
].
gameObject
.
SetActive
(
false
);
}
else
{
m_meshRender
[
i
].
sharedMaterial
=
m_normalMat
;
m_meshRender
[
i
].
transform
.
localScale
=
Vector3
.
one
;
for
(
int
i
=
0
;
i
<
m_meshRender
.
Length
;
i
++)
{
m_meshRender
[
i
].
sharedMaterial
=
m_normalMat
;
m_meshRender
[
i
].
transform
.
localScale
=
Vector3
.
one
;
}
}
m_sq
.
Kill
();
}
...
...
3D Fruit/Assets/#A2_Scripts/Level/SelectLevelCtrl.cs
View file @
3cec31c9
...
...
@@ -31,6 +31,9 @@ public class SelectLevelCtrl : MonoBehaviour
public
Material
m_happyMat
;
public
Material
m_disappointedMat
;
//杯子
public
Transform
m_cupTrans
;
private
Transform
m_boyTrans
;
private
Vector3
m_boyStartPos
;
private
Quaternion
m_boyStartRotation
;
...
...
@@ -59,11 +62,14 @@ public class SelectLevelCtrl : MonoBehaviour
public
Action
onMoveFinish
;
//镜头切换
private
Vector3
m_StartCameraPos
=
new
Vector3
(
0
,
0.82f
,-
0.66
f
);
private
Vector3
m_FinalCameraPos
=
new
Vector3
(
0
,
1.64f
,
-
1.56
f
);
private
Quaternion
m_StartCameraRotation
=
Quaternion
.
Euler
(
0
,
0
,
0
);
private
Vector3
m_StartCameraPos
=
new
Vector3
(
0
,
0.67f
,
-
1.738
f
);
private
Vector3
m_FinalCameraPos
=
new
Vector3
(
0
,
0.67f
,
-
1.738
f
);
private
Quaternion
m_StartCameraRotation
=
Quaternion
.
Euler
(
6.5f
,
0
,
0
);
private
Vector3
m_moveTargetPos
=
new
Vector3
(
0
,
0.06f
,
0.172f
);
private
Vector3
m_moveTargetPos
=
new
Vector3
(
0
,
0.06f
,
0.172f
);
//移动的目标位置
private
float
m_startCupPosY
=
0.0f
;
//杯子开始位置Y
private
float
m_startEffectPosY
=
0.0f
;
//特效开始位置Y
private
Transform
m_curEffectTrans
;
// Start is called before the first frame update
void
Start
()
...
...
@@ -92,9 +98,11 @@ public class SelectLevelCtrl : MonoBehaviour
m_fiveTrans
=
m_fiveMachineAni
.
transform
;
m_fiveNpcFace
=
m_fiveTrans
.
GetComponent
<
NpcFaceView
>();
m_fiveNpcFace
.
SetMat
(
m_normalMat
,
m_happyMat
,
m_disappointedMat
);
m_fiveNpcFace
.
SetMat
(
m_normalMat
,
m_happyMat
,
m_disappointedMat
,
true
);
m_cameraPos
=
m_camera
.
position
;
m_startCupPosY
=
m_cupTrans
.
localPosition
.
y
;
m_startEffectPosY
=
m_fruitEffectObj
.
transform
.
localPosition
.
y
;
BattleCtrl
.
instance
.
battleUI
.
onNextBtn
+=
CameraMoveUp
;
}
void
PlayBoyAnim
(
int
value
,
string
argName
=
"value"
)
...
...
@@ -269,6 +277,7 @@ public class SelectLevelCtrl : MonoBehaviour
m_girlTrans
.
rotation
=
m_girlStartRotation
;
PlayBoyAnim
(
GlobalConfig
.
Ani_Idle1
);
PlayGirlAnim
(
GlobalConfig
.
Ani_Idle1
);
m_curEffectTrans
=
m_fruitEffectObj
.
transform
;
}
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelTwoIndex
)
{
...
...
@@ -278,6 +287,7 @@ public class SelectLevelCtrl : MonoBehaviour
m_threeTrans
.
rotation
=
m_boyStartRotation
;
PlayBoyAnim
(
GlobalConfig
.
Ani_Idle1
);
PlayThreeAnim
(
GlobalConfig
.
Ani_Idle1
);
m_curEffectTrans
=
m_sportEffectObj
.
transform
;
}
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelThreeIndex
)
{
...
...
@@ -287,6 +297,7 @@ public class SelectLevelCtrl : MonoBehaviour
m_fourTrans
.
rotation
=
m_boyStartRotation
;
PlayThreeAnim
(
GlobalConfig
.
Ani_Idle1
);
PlayFourAnim
(
GlobalConfig
.
Ani_Idle1
);
m_curEffectTrans
=
m_threeEffectObj
.
transform
;
}
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelFourIndex
)
{
...
...
@@ -296,6 +307,7 @@ public class SelectLevelCtrl : MonoBehaviour
m_fiveTrans
.
rotation
=
m_boyStartRotation
;
PlayFourAnim
(
GlobalConfig
.
Ani_Idle1
);
PlayFiveAnim
(
GlobalConfig
.
Ani_Idle1
);
m_curEffectTrans
=
m_fourEffectObj
.
transform
;
}
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelFiveIndex
)
{
...
...
@@ -305,23 +317,37 @@ public class SelectLevelCtrl : MonoBehaviour
m_girlTrans
.
rotation
=
m_boyStartRotation
;
PlayFiveAnim
(
GlobalConfig
.
Ani_Idle1
);
PlayGirlAnim
(
GlobalConfig
.
Ani_Idle1
);
m_curEffectTrans
=
m_fiveEffectObj
.
transform
;
}
//镜头位置
m_camera
.
localPosition
=
m_StartCameraPos
;
m_camera
.
localRotation
=
m_StartCameraRotation
;
//杯子位置
Vector3
varCupPos
=
m_cupTrans
.
localPosition
;
varCupPos
.
y
=
-
1.0f
;
m_cupTrans
.
localPosition
=
varCupPos
;
//特效位置
Vector3
varEffectPos
=
m_curEffectTrans
.
localPosition
;
varEffectPos
.
y
=
2.0f
;
m_curEffectTrans
.
localPosition
=
varEffectPos
;
DelayPlayCameraAni
();
}
//镜头向下移动
public
void
CameraMoveDown
()
{
Vector3
varPos
=
m_camera
.
position
;
varPos
.
y
=
0.
51
f
;
m_camera
.
DOMove
(
varPos
,
1.0
f
).
onComplete
=
delegate
()
{
varPos
.
y
=
0.
67
f
;
m_camera
.
DOMove
(
varPos
,
0.5
f
).
onComplete
=
delegate
()
{
};
}
//镜头向上移动
void
CameraMoveUp
()
{
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
.
Append
(
m_camera
.
DOLocalMove
(
m_cameraPos
,
0.5f
));
m_sq
.
Join
(
m_camera
.
DOLocalRotateQuaternion
(
Quaternion
.
identity
,
0.5f
));
m_sq
.
Join
(
m_cupTrans
.
DOLocalMoveY
(
m_startCupPosY
,
0.5f
));
m_sq
.
Join
(
m_curEffectTrans
.
DOLocalMoveY
(
m_startEffectPosY
,
0.5f
));
m_sq
.
AppendCallback
(
StartTake
);
}
//播放take动画
...
...
3D Fruit/Assets/Res/Levels/SelectLevel.prefab
View file @
3cec31c9
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Click to expand it.
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