Commit 74afdf22 authored by wanqing's avatar wanqing

ui逻辑

parent 50bfa0a1
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MonoBehaviour:
......
......@@ -43,6 +43,9 @@ public class BattleUI : MonoBehaviour
public GameObject m_symbolObj;//十字架图标
public GameObject m_takeBtnObj;//take按钮
public Text m_moveNumText;//移动次数
public GameObject m_strawberrySymbolObj;//草莓✔
public GameObject m_lemonSymbolObj;//柠檬✔
public GameObject m_orangeSymbolObj;//橙子✔
public LineUI m_lineUI;
public Action onStartBtn;
public Action onPosUpBtn;
......@@ -62,6 +65,7 @@ public class BattleUI : MonoBehaviour
//线的处理
private Stack<GameObject> m_objStack = new Stack<GameObject>();
private List<GameObject> m_objList = new List<GameObject>();
private List<GameObject> m_lineLst = new List<GameObject>();
public bool isDebug => m_bIsDebug;
private Color m_blueBgColor = new Color(135.0f/255.0f, 133.0f / 255.0f, 247.0f / 255.0f, 1.0f);
private Color m_greenBgColor = new Color(133.0f/255.0f, 247.0f / 255.0f, 146.0f / 255.0f, 1.0f);
......@@ -304,13 +308,16 @@ public class BattleUI : MonoBehaviour
varPos.y = -286.0f;
m_fruitSecondLineObj.SetActive(true);
}
m_fruitGroupRT.anchoredPosition = varPos;
m_moveNumText.text = string.Format("move {0:d}", GlobalConfig.FruitMoveTotalNum);
//m_fruitGroupRT.anchoredPosition = varPos;
m_moveNumText.text = string.Format("{0:d}", GlobalConfig.FruitMoveTotalNum);
SetStrawberryState(false);
SetLemonState(false);
SetOrangeState(false);
}
//设置移动次数
public void SetMoveNum(int num)
{
m_moveNumText.text = string.Format("move {0:d}", num);
m_moveNumText.text = string.Format("{0:d}", num);
}
//设置战斗UI状态
public void SetBattleObjState(bool bool_)
......@@ -475,13 +482,39 @@ public class BattleUI : MonoBehaviour
{
varLine.DrawLine(startP, finalP);
}
m_lineLst.Add(varObj);
}
//回收
public void RecycleLine()
{
for (int i = 0; i < m_objList.Count; i++)
for (int i = 0; i < m_lineLst.Count; i++)
{
ReturnObjectToPool(m_lineLst[i]);
}
m_lineLst.Clear();
}
//设置草莓状态
public void SetStrawberryState(bool value)
{
if(m_strawberrySymbolObj)
{
m_strawberrySymbolObj.SetActive(value);
}
}
//设置柠檬状态
public void SetLemonState(bool value)
{
if (m_lemonSymbolObj)
{
m_lemonSymbolObj.SetActive(value);
}
}
//设置橙子状态
public void SetOrangeState(bool value)
{
if (m_orangeSymbolObj)
{
ReturnObjectToPool(m_objList[i]);
m_orangeSymbolObj.SetActive(value);
}
}
private void OnDestroy()
......@@ -493,5 +526,7 @@ public class BattleUI : MonoBehaviour
m_objList.Clear();
m_objList = null;
m_objStack = null;
m_lineLst.Clear();
m_lineLst = null;
}
}
......@@ -11,12 +11,12 @@ public class LineUI : MonoBehaviour
public void DrawLine(Vector3 startP, Vector3 finalP)
{
Vector3 varStart = startP;
varStart.x = (varStart.x - Screen.width / 2f) / (Screen.height / GlobalConfig.NormalHeight);
varStart.y = (varStart.y - Screen.height / 2f) / (Screen.height / GlobalConfig.NormalHeight);
varStart.x = (varStart.x - Screen.width / 2f) / (Screen.width / GlobalConfig.NormalWidth);
varStart.y = (varStart.y - Screen.height / 2f) / (Screen.width / GlobalConfig.NormalWidth);
varStart.z = 0;
Vector3 varFinal = finalP;
varFinal.x = (varFinal.x - Screen.width / 2f) / (Screen.height / GlobalConfig.NormalHeight);
varFinal.y = (varFinal.y - Screen.height / 2f) / (Screen.height / GlobalConfig.NormalHeight);
varFinal.x = (varFinal.x - Screen.width / 2f) / (Screen.width / GlobalConfig.NormalWidth);
varFinal.y = (varFinal.y - Screen.height / 2f) / (Screen.width / GlobalConfig.NormalWidth);
varFinal.z = 0;
Vector3 rightPosition = (varStart + varFinal) / 2;
Vector3 rightRotation = varFinal - varStart;
......
......@@ -5,6 +5,8 @@ using UnityEngine;
public class FruitView : MonoBehaviour
{
public GlassView m_glassView;
public Glass1View m_glass1View;
public Animator m_animator;
public Transform m_fruitParent;
public HighlightingEffect m_highLightEffect;
public Transform m_cutTrans;//旋转叶片
......@@ -19,6 +21,15 @@ public class FruitView : MonoBehaviour
private List<GameObject> m_fruitDropEffect = new List<GameObject>();//流体特效
private Color m_hightColor = new Color(217.0f / 255.0f, 233.0f / 255.0f, 1.0f, 1.0f);
private int m_moveNum = 0;//移动次数
private SpriteRenderer m_spriteRender;
private void Awake()
{
if (m_animator)
{
m_spriteRender = m_animator.GetComponent<SpriteRenderer>();
m_spriteRender.enabled = false;
}
}
void Start()
{
GameServices.inputService.pad.onTouchUp += OnTouchUp;
......@@ -68,6 +79,10 @@ public class FruitView : MonoBehaviour
// 抬起回调
void OnTouchUp()
{
if(m_selectLst.Count <= 0)
{
return;
}
//水果变小重置
m_bIsTouchUp = true;
m_lastSelectItem = null;
......@@ -102,11 +117,11 @@ public class FruitView : MonoBehaviour
Invoke("DelayFail", 2.5f);
}
}
if(!IsConnectRight())
{
m_selectLst.Clear();//重置下状态
return;
}
//if(!IsConnectRight())
//{
// m_selectLst.Clear();//重置下状态
// return;
//}
for (int i = 0; i < m_selectLst.Count; i++)
{
m_selectLst[i].SetFrag();
......@@ -202,29 +217,171 @@ public class FruitView : MonoBehaviour
PoolManager.Instance.ReturnObjectToPool(m_selectLst[i].gameObject);
m_selectLst[i].ResetFragState();
}
if(m_glass1View)
{
m_glass1View.SetFruitNum(varStrawberryNum, varLemonNum, varOrangeNum);
}
if(m_glassView)
{
m_glassView.SetFruitNum(varStrawberryNum, varLemonNum, varOrangeNum);
}
m_selectLst.Clear();
//流体特效
if (varStrawberryNum > 0)
m_spriteRender.enabled = true;
if(varStrawberryNum > 0)
{
GameObject varEffect1 = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.StarwberryDropEffect);
varEffect1.transform.position = m_glassView.effectPos;
m_fruitDropEffect.Add(varEffect1);
}
if(varLemonNum > 0)
{
GameObject varEffect2 = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.LemonDropEffect);
varEffect2.transform.position = m_glassView.effectPos;
m_fruitDropEffect.Add(varEffect2);
if(varOrangeNum > 0)
{
m_animator.Play("juice_red");
GameServices.timerServices.Push(this, 0.5f, delegate
{
if (m_animator)
{
m_animator.Play("juice_yellow");
}
});
GameServices.timerServices.Push(this, 1.0f, delegate
{
if (m_animator)
{
m_animator.Play("juice_Orange");
}
});
GameServices.timerServices.Push(this, 1.5f, delegate
{
if (m_spriteRender)
{
m_spriteRender.enabled = false;
}
});
}
else
{
m_animator.Play("juice_red");
GameServices.timerServices.Push(this, 0.5f, delegate
{
if (m_animator)
{
m_animator.Play("juice_yellow");
}
});
GameServices.timerServices.Push(this, 1.0f, delegate
{
if (m_spriteRender)
{
m_spriteRender.enabled = false;
}
});
}
}
else
{
if (varOrangeNum > 0)
{
m_animator.Play("juice_red");
GameServices.timerServices.Push(this, 0.5f, delegate
{
if (m_animator)
{
m_animator.Play("juice_Orange");
}
});
GameServices.timerServices.Push(this, 1.0f, delegate
{
if (m_spriteRender)
{
m_spriteRender.enabled = false;
}
});
}
else
{
m_animator.Play("juice_red");
GameServices.timerServices.Push(this, 0.5f, delegate
{
if (m_spriteRender)
{
m_spriteRender.enabled = false;
}
});
}
}
}
else
{
if (varLemonNum > 0)
{
if (varOrangeNum > 0)
{
GameObject varEffect3 = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.OrangeDropEffect);
varEffect3.transform.position = m_glassView.effectPos;
m_fruitDropEffect.Add(varEffect3);
m_animator.Play("juice_yellow");
GameServices.timerServices.Push(this, 0.5f, delegate
{
if (m_animator)
{
m_animator.Play("juice_Orange");
}
Invoke("DelayClearDropEffect", 1.0f);
});
GameServices.timerServices.Push(this, 1.0f, delegate
{
if (m_spriteRender)
{
m_spriteRender.enabled = false;
}
});
}
else
{
m_animator.Play("juice_yellow");
GameServices.timerServices.Push(this, 0.5f, delegate
{
if (m_spriteRender)
{
m_spriteRender.enabled = false;
}
});
}
}
else
{
if (varOrangeNum > 0)
{
m_animator.Play("juice_Orange");
GameServices.timerServices.Push(this, 0.5f, delegate
{
if (m_spriteRender)
{
m_spriteRender.enabled = false;
}
});
}
}
}
//if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex ||
// BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelTwoIndex)
//{
// if (varStrawberryNum > 0)
// {
// GameObject varEffect1 = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.StarwberryDropEffect);
// varEffect1.transform.position = m_glassView.effectPos;
// m_fruitDropEffect.Add(varEffect1);
// }
// if (varLemonNum > 0)
// {
// GameObject varEffect2 = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.LemonDropEffect);
// varEffect2.transform.position = m_glassView.effectPos;
// m_fruitDropEffect.Add(varEffect2);
// }
// if (varOrangeNum > 0)
// {
// GameObject varEffect3 = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.OrangeDropEffect);
// varEffect3.transform.position = m_glassView.effectPos;
// m_fruitDropEffect.Add(varEffect3);
// }
// Invoke("DelayClearDropEffect", 1.0f);
//}
Invoke("DelayCreate", 0.2f);
}
//延迟生成
......@@ -486,7 +643,7 @@ public class FruitView : MonoBehaviour
private Vector3 curPos = Vector3.zero;
private float interval = 0.1f;
private List<Vector3> posList = new List<Vector3>();
public Material lineMaterial;
//public Material lineMaterial;
void sOnGUI()
{
Event e = Event.current;
......@@ -533,7 +690,7 @@ public class FruitView : MonoBehaviour
GL.PushMatrix();
GL.LoadOrtho();
lineMaterial.SetPass(0);
//lineMaterial.SetPass(0);
GL.Begin(GL.QUADS);
for (int i = 0; i < posList.Count - 1; i++)
{
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Glass1View : MonoBehaviour
{
public MeshRenderer m_strawberryRender;//草莓
public MeshRenderer m_lemonRender;//柠檬
public MeshRenderer m_orangeRender;//橙子
public Transform m_effectPos;//特效位置
public Vector3 effectPos => m_effectPos.position;
private float m_strawberryOffest;
private float m_lemonOffest;
private float m_orangeOffest;
private float m_strawberryNum;
private float m_lemonNum;
private float m_orangeNum;
private float m_strawberryMaxNum = 3.0f;
private float m_lemonMaxNum = 3.0f;
private float m_orangeMaxNum = 3.0f;
private bool m_bControl = true;
private float m_speed = 2.0f;
private Material m_strawberry;
private Material m_lemon;
private Material m_orange;
private string m_shaderFloatStr = "_FillAmount";//shader参数
private float m_strawberryValue = 0.0f;
private float m_lemonValue = 0.0f;
private float m_orangeValue = 0.0f;
private void Awake()
{
m_strawberry = m_strawberryRender.material;
m_lemon = m_lemonRender.material;
m_orange = m_orangeRender.material;
}
//数量
public void SetFruitNum(int num1, int num2, int num3)
{
m_strawberryNum += num1;
if (m_strawberryNum > m_strawberryMaxNum)
{
m_strawberryNum = m_strawberryMaxNum;
}
m_lemonNum += num2;
if (m_lemonNum > m_lemonMaxNum)
{
m_lemonNum = m_lemonMaxNum;
}
m_orangeNum += num3;
if (m_orangeNum > m_orangeMaxNum)
{
m_orangeNum = m_orangeMaxNum;
}
}
private void Update()
{
if (!BattleCtrl.instance.isStartBattle || BattleCtrl.instance.isEndBattle)
{
return;
}
if (m_strawberryOffest < m_strawberryNum)
{
m_strawberryOffest += Time.deltaTime * m_speed;
if(m_lemonOffest > 0)
{
if (m_orange.GetFloat(m_shaderFloatStr) > 0.4f)
{
m_orange.SetFloat(m_shaderFloatStr, m_orange.GetFloat(m_shaderFloatStr) - m_strawberryOffest / 1000);
}
}
else
{
if(m_orange.GetFloat(m_shaderFloatStr) > 0.5f)
{
m_orange.SetFloat(m_shaderFloatStr, m_orange.GetFloat(m_shaderFloatStr) - m_strawberryOffest / 1000);
}
}
if (m_lemonOffest > 0)
{
if (m_lemon.GetFloat(m_shaderFloatStr) > 0.5f)
{
m_lemon.SetFloat(m_shaderFloatStr, m_lemon.GetFloat(m_shaderFloatStr) - m_strawberryOffest / 1000);
}
}
else
{
m_lemon.SetFloat(m_shaderFloatStr, m_strawberry.GetFloat(m_shaderFloatStr) - m_lemonOffest / 10);
}
m_strawberry.SetFloat(m_shaderFloatStr, 0.9f - m_strawberryOffest/10);
}
if (m_lemonOffest < m_lemonNum)
{
m_lemonOffest += Time.deltaTime * m_speed;
if (m_strawberryOffest > 0)
{
if (m_orange.GetFloat(m_shaderFloatStr) > 0.4f)
{
m_orange.SetFloat(m_shaderFloatStr, m_orange.GetFloat(m_shaderFloatStr) - m_lemonOffest / 1000);
}
}
else
{
if (m_orange.GetFloat(m_shaderFloatStr) > 0.5f)
{
m_orange.SetFloat(m_shaderFloatStr, m_orange.GetFloat(m_shaderFloatStr) - m_lemonOffest / 1000);
}
}
if (m_strawberry.GetFloat(m_shaderFloatStr) >= 1.0f)
{
m_lemon.SetFloat(m_shaderFloatStr, 0.9f - m_lemonOffest / 10);
}
else
{
m_lemon.SetFloat(m_shaderFloatStr, m_strawberry.GetFloat(m_shaderFloatStr) - m_lemonOffest / 30);
}
}
if (m_orangeOffest < m_orangeNum && m_orange)
{
m_orangeOffest += Time.deltaTime * m_speed;
if(m_lemon.GetFloat(m_shaderFloatStr) >= 1.0f)
{
m_orange.SetFloat(m_shaderFloatStr, 0.9f - m_orangeOffest / 10);
}
else
{
m_orange.SetFloat(m_shaderFloatStr, m_lemon.GetFloat(m_shaderFloatStr) - m_orangeOffest / 30);
}
}
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
{
if (m_strawberryOffest >= m_strawberryMaxNum && m_lemonOffest >= m_lemonMaxNum
&& m_bControl)
{
m_bControl = false;
BattleCtrl.instance.OnBattleWin();
}
}
else if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelTwoIndex
|| BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelThreeIndex)
{
if (m_strawberryOffest >= m_strawberryMaxNum && m_lemonOffest >= m_lemonMaxNum
&& m_orangeOffest >= m_orangeMaxNum && m_bControl)
{
m_bControl = false;
BattleCtrl.instance.OnBattleWin();
}
}
}
//private void OnDestroy()
//{
// m_orange.SetFloat(m_shaderFloatStr, 1.0f);
// m_lemon.SetFloat(m_shaderFloatStr, 1.0f);
// m_strawberry.SetFloat(m_shaderFloatStr, 1.0f);
//}
}
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......@@ -25,23 +25,38 @@ public class GlassView : MonoBehaviour
private bool m_bControl = true;
private float m_speed = 2.0f;
private float m_startPos = 0.28f;
private void Awake()
{
m_strawberry.gameObject.SetActive(false);
m_lemon.gameObject.SetActive(false);
if(m_orange)
{
m_orange.gameObject.SetActive(false);
}
}
//数量
public void SetFruitNum(int num1,int num2,int num3)
{
m_strawberryNum += num1;
if (m_strawberryNum > m_strawberryMaxNum)
if (m_strawberryNum >= m_strawberryMaxNum)
{
m_strawberryNum = m_strawberryMaxNum;
BattleCtrl.instance.battleUI.SetStrawberryState(true);
}
m_lemonNum += num2;
if(m_lemonNum > m_lemonMaxNum)
if(m_lemonNum >= m_lemonMaxNum)
{
m_lemonNum = m_lemonMaxNum;
BattleCtrl.instance.battleUI.SetLemonState(true);
}
m_orangeNum += num3;
if(m_orangeNum > m_orangeMaxNum)
if(m_orangeNum >= m_orangeMaxNum)
{
m_orangeNum = m_orangeMaxNum;
BattleCtrl.instance.battleUI.SetOrangeState(true);
}
}
private void Update()
......@@ -52,57 +67,65 @@ public class GlassView : MonoBehaviour
}
if (m_strawberryOffest < m_strawberryNum)
{
m_strawberry.gameObject.SetActive(true);
m_strawberryOffest += Time.deltaTime * m_speed;
Vector3 varSize = m_strawberry.localScale;
varSize.y = m_strawberryOffest/10.0f;
varSize.y = m_strawberryOffest;
m_strawberry.localScale = varSize;
//草莓位置
Vector3 varPosStrawberry = m_strawberry.localPosition;
varPosStrawberry.y = m_startPos;
m_strawberry.localPosition = varPosStrawberry;
//柠檬位置
Vector3 varPos = m_lemon.localPosition;
varPos.y = m_strawberry.localScale.y / 10.0f + m_strawberry.localScale.y / 60.0f;
varPos.y = m_startPos + m_strawberry.localScale.y / 10.0f;
m_lemon.localPosition = varPos;
//橙子位置
if(m_orange)
{
Vector3 varOrangePos = m_orange.localPosition;
varOrangePos.y = m_strawberry.localScale.y / 10.0f + m_strawberry.localScale.y / 60.0f
+ m_lemon.localScale.y / 10.0f + m_lemon.localScale.y / 60.0f;
varOrangePos.y = m_startPos + m_strawberry.localScale.y / 10.0f
+ m_lemon.localScale.y / 10.0f;
m_orange.localPosition = varOrangePos;
}
}
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/10.0f;
varSize.y = m_lemonOffest;
m_lemon.localScale = varSize;
Vector3 varPos = m_lemon.localPosition;
varPos.y = m_strawberry.localScale.y / 10.0f + m_strawberry.localScale.y / 60.0f;
varPos.y = m_startPos+m_strawberry.localScale.y / 10.0f;
m_lemon.localPosition = varPos;
if (m_orange)
{
Vector3 varOrangePos = m_orange.localPosition;
varOrangePos.y = m_strawberry.localScale.y / 10.0f + m_strawberry.localScale.y / 60.0f
+ m_lemon.localScale.y / 10.0f + m_lemon.localScale.y / 60.0f;
varOrangePos.y = m_startPos + m_strawberry.localScale.y / 10.0f
+ m_lemon.localScale.y / 10.0f;
m_orange.localPosition = varOrangePos;
}
}
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 / 10.0f;
varSize.y = m_orangeOffest;
m_orange.localScale = varSize;
Vector3 varPos = m_orange.localPosition;
varPos.y = m_strawberry.localScale.y / 10.0f + m_strawberry.localScale.y / 60.0f
+ m_lemon.localScale.y / 10.0f + m_lemon.localScale.y / 60.0f;
varPos.y = m_startPos+m_strawberry.localScale.y / 10.0f
+ m_lemon.localScale.y / 10.0f;
m_orange.localPosition = varPos;
}
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
......
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