Commit 42f80e69 authored by wanqing's avatar wanqing

添加机器人

parent ae244c18
This diff is collapsed.
......@@ -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, 1.0f).onComplete = delegate ()
varRT.DOAnchorPos(varVec2, 0.5f).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, 1.0f).onComplete = delegate ()
varRT.DOAnchorPos(varVec2, 0.5f).onComplete = delegate ()
{
m_sq = DOTween.Sequence();
m_sq.Append(m_progressCombo.DOFillAmount(varComboAmount, 0.5f));
......
......@@ -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, 0.96f, -0.219f);
private Vector3 m_backToSelectSize = Vector3.one * 0.2f;
private Vector3 m_backToSelectPos = new Vector3(-0.759f, 1.175f, -0.219f);
private Vector3 m_backToSelectSize = Vector3.one * 0.3f;
//绑定右手节点
private Vector3 m_rightNodePos = new Vector3(0.14f, -0.437f, 0.382f);
private Vector3 m_rightNodePos = new Vector3(0.241f, -0.669f, 0.586f);
private Quaternion m_m_rightNodeRotation = Quaternion.Euler(-9.834f, -18.59f, -96.063f);
//按下Ok键
private bool m_bOk = false;
......
......@@ -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();
}
......
......@@ -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,-0.66f);
private Vector3 m_FinalCameraPos = new Vector3(0, 1.64f, -1.56f);
private Quaternion m_StartCameraRotation = Quaternion.Euler(0, 0, 0);
private Vector3 m_StartCameraPos = new Vector3(0, 0.67f, -1.738f);
private Vector3 m_FinalCameraPos = new Vector3(0, 0.67f, -1.738f);
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 = 0.51f;
m_camera.DOMove(varPos, 1.0f).onComplete = delegate () {
varPos.y = 0.67f;
m_camera.DOMove(varPos, 0.5f).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
......
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