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wanqing
3D Fruit
Commits
74afdf22
Commit
74afdf22
authored
Apr 25, 2021
by
wanqing
Browse files
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ui逻辑
parent
50bfa0a1
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23 changed files
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Browse.VC.db
3D Fruit/.vs/3D Fruit/v16/Browse.VC.db
+0
-0
DemoScenes.unity
3D Fruit/Assets/#A1_Scenes/DemoScenes.unity
+2
-242
BattleUI.cs
3D Fruit/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+40
-5
LineUI.cs
3D Fruit/Assets/#A2_Scripts/Battle/UI/LineUI.cs
+4
-4
FruitView.cs
3D Fruit/Assets/#A2_Scripts/Battle/View/FruitView.cs
+180
-23
Glass1View.cs
3D Fruit/Assets/#A2_Scripts/Battle/View/Glass1View.cs
+167
-0
Glass1View.cs.meta
3D Fruit/Assets/#A2_Scripts/Battle/View/Glass1View.cs.meta
+11
-0
GlassView.cs
3D Fruit/Assets/#A2_Scripts/Battle/View/GlassView.cs
+38
-15
BattleUI.prefab
3D Fruit/Assets/#A3_Prefabs/BattleUI.prefab
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-42
Cup3.fbx
3D Fruit/Assets/#C1_Models/Cup3.fbx
+0
-0
Cup3.fbx.meta
3D Fruit/Assets/#C1_Models/Cup3.fbx.meta
+96
-0
LiquidBottle 2.mat
3D Fruit/Assets/#C3_Materials/game/LiquidBottle 2.mat
+1
-1
LiquidBottle 3.mat
3D Fruit/Assets/#C3_Materials/game/LiquidBottle 3.mat
+4
-4
LiquidBottle 4.mat
3D Fruit/Assets/#C3_Materials/game/LiquidBottle 4.mat
+97
-0
LiquidBottle 4.mat.meta
3D Fruit/Assets/#C3_Materials/game/LiquidBottle 4.mat.meta
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Blent it Match.png
3D Fruit/Assets/#Z4_Icons/Blent it Match.png
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Blent it Match.png.meta
3D Fruit/Assets/#Z4_Icons/Blent it Match.png.meta
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Blent-it-Match_icon.png
3D Fruit/Assets/#Z4_Icons/Blent-it-Match_icon.png
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Blent-it-Match_icon.png.meta
3D Fruit/Assets/#Z4_Icons/Blent-it-Match_icon.png.meta
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Level0.prefab
3D Fruit/Assets/Res/Levels/Level0.prefab
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Level1.prefab
3D Fruit/Assets/Res/Levels/Level1.prefab
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Level2.prefab
3D Fruit/Assets/Res/Levels/Level2.prefab
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-257
ProjectSettings.asset
3D Fruit/ProjectSettings/ProjectSettings.asset
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-2
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...
...
@@ -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
;
}
}
3D Fruit/Assets/#A2_Scripts/Battle/UI/LineUI.cs
View file @
74afdf22
...
...
@@ -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
;
...
...
3D Fruit/Assets/#A2_Scripts/Battle/View/FruitView.cs
View file @
74afdf22
...
...
@@ -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
();
}
m_glassView
.
SetFruitNum
(
varStrawberryNum
,
varLemonNum
,
varOrangeNum
);
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
)
{
GameObject
varEffect1
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
StarwberryDropEffect
);
varEffect1
.
transform
.
position
=
m_glassView
.
effectPos
;
m_fruitDropEffect
.
Add
(
varEffect1
);
}
if
(
varLemonNum
>
0
)
m_spriteRender
.
enabled
=
true
;
if
(
varStrawberryNum
>
0
)
{
GameObject
varEffect2
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
LemonDropEffect
);
varEffect2
.
transform
.
position
=
m_glassView
.
effectPos
;
m_fruitDropEffect
.
Add
(
varEffect2
);
if
(
varLemonNum
>
0
)
{
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
;
}
});
}
}
}
if
(
varOrangeNum
>
0
)
else
{
GameObject
varEffect3
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
OrangeDropEffect
);
varEffect3
.
transform
.
position
=
m_glassView
.
effectPos
;
m_fruitDropEffect
.
Add
(
varEffect3
);
if
(
varLemonNum
>
0
)
{
if
(
varOrangeNum
>
0
)
{
m_animator
.
Play
(
"juice_yellow"
);
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_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
;
}
});
}
}
}
Invoke
(
"DelayClearDropEffect"
,
1.0f
);
//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
++)
{
...
...
3D Fruit/Assets/#A2_Scripts/Battle/View/Glass1View.cs
0 → 100644
View file @
74afdf22
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);
//}
}
3D Fruit/Assets/#A2_Scripts/Battle/View/Glass1View.cs.meta
0 → 100644
View file @
74afdf22
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guid: c298a08be82a8cf429599b7d9df852e7
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userData:
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assetBundleVariant:
3D Fruit/Assets/#A2_Scripts/Battle/View/GlassView.cs
View file @
74afdf22
...
...
@@ -24,24 +24,39 @@ 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_st
rawberry
.
localScale
.
y
/
10.0f
+
m_strawberry
.
localScale
.
y
/
6
0.0f
;
varPos
.
y
=
m_st
artPos
+
m_strawberry
.
localScale
.
y
/
1
0.0f
;
m_lemon
.
localPosition
=
varPos
;
//橙子位置
if
(
m_orange
)
{
Vector3
varOrangePos
=
m_orange
.
localPosition
;
varOrangePos
.
y
=
m_st
rawberry
.
localScale
.
y
/
10.0f
+
m_strawberry
.
localScale
.
y
/
6
0.0f
+
m_lemon
.
localScale
.
y
/
10.0f
+
m_lemon
.
localScale
.
y
/
60.0f
;
varOrangePos
.
y
=
m_st
artPos
+
m_strawberry
.
localScale
.
y
/
1
0.0f
+
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_st
rawberry
.
localScale
.
y
/
10.0f
+
m_strawberry
.
localScale
.
y
/
6
0.0f
;
varPos
.
y
=
m_st
artPos
+
m_strawberry
.
localScale
.
y
/
1
0.0f
;
m_lemon
.
localPosition
=
varPos
;
if
(
m_orange
)
{
Vector3
varOrangePos
=
m_orange
.
localPosition
;
varOrangePos
.
y
=
m_st
rawberry
.
localScale
.
y
/
10.0f
+
m_strawberry
.
localScale
.
y
/
6
0.0f
+
m_lemon
.
localScale
.
y
/
10.0f
+
m_lemon
.
localScale
.
y
/
60.0f
;
varOrangePos
.
y
=
m_st
artPos
+
m_strawberry
.
localScale
.
y
/
1
0.0f
+
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_st
rawberry
.
localScale
.
y
/
10.0f
+
m_strawberry
.
localScale
.
y
/
6
0.0f
+
m_lemon
.
localScale
.
y
/
10.0f
+
m_lemon
.
localScale
.
y
/
60.0f
;
varPos
.
y
=
m_st
artPos
+
m_strawberry
.
localScale
.
y
/
1
0.0f
+
m_lemon
.
localScale
.
y
/
10.0f
;
m_orange
.
localPosition
=
varPos
;
}
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelOneIndex
)
...
...
3D Fruit/Assets/#A3_Prefabs/BattleUI.prefab
View file @
74afdf22
This diff is collapsed.
Click to expand it.
3D Fruit/Assets/#C1_Models/Cup3.fbx
0 → 100644
View file @
74afdf22
File added
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74afdf22
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3D Fruit/Assets/#C3_Materials/game/LiquidBottle 2.mat
View file @
74afdf22
...
...
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...
...
3D Fruit/Assets/#C3_Materials/game/LiquidBottle 3.mat
View file @
74afdf22
...
...
@@ -13,7 +13,7 @@ Material:
m_LightmapFlags
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1
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...
...
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0.25943398
,
g
:
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,
b
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,
a
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:
{
r
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,
g
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1
,
b
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,
a
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1
}
-
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g
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0.
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,
g
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0.88235295
,
b
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0.09803921
,
a
:
1
}
-
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:
{
r
:
0.
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,
g
:
0.98039216
,
b
:
0.20784315
,
a
:
1
}
-
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:
{
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:
0.
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,
g
:
0.62352943
,
b
:
0.003921569
,
a
:
1
}
-
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:
{
r
:
0.
9019608
,
g
:
0.62352943
,
b
:
0.003921569
,
a
:
1
}
3D Fruit/Assets/#C3_Materials/game/LiquidBottle 4.mat
0 → 100644
View file @
74afdf22
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3D Fruit/Assets/Res/Levels/Level2.prefab
View file @
74afdf22
This diff is collapsed.
Click to expand it.
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View file @
74afdf22
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