Commit f0fc7aed authored by wanqing's avatar wanqing

修改流体逻辑

parent c680c2aa
This diff is collapsed.
......@@ -52,7 +52,7 @@ public class BattleUI : MonoBehaviour
public Text m_lemonGoalNum;
public Text m_orangeGoalNum;
public Text m_comboText;
public Text m_goodText;
public Image m_goodImage;
public LineUI m_lineUI;
public Transform m_starParent;//星级
public Sprite m_fullStarSprite;//满星星
......@@ -73,7 +73,9 @@ public class BattleUI : MonoBehaviour
public GameObject m_starFruitNumObj;
public GameObject m_starNoOtherObj;
public Text m_starLevel;
public Water2D_Spawner m_waterSpawner;
public GameObject m_waterCameraObj;
public Sprite m_goodSprite;
public Sprite m_excellentSprite;
public Action onStartBtn;
public Action onPosUpBtn;
public Action onPosDownBtn;
......@@ -94,7 +96,9 @@ public class BattleUI : MonoBehaviour
private float m_fadeAlpha = 0.0f;
private bool m_bSelectToMain = false;//选择场景跳到主场景
private bool m_bMainToSelect = false;//主场景跳到选择场景
public bool bMainToSelect => m_bMainToSelect;
private bool m_bfadeState = false;
public bool bfadeState => m_bfadeState;
private bool m_bLoadSceneFinish = false;//场景是否加载完成
private int m_startIndex = 0;//点击开始次数
private GameObject m_cameraRenderObj;
......@@ -748,24 +752,24 @@ public class BattleUI : MonoBehaviour
//设置good表现
public void SetGoodShow(int num)
{
string str = "";
Sprite str;
if(num > 0)
{
if (num <= 1)
{
str = "Good";
str = m_goodSprite;
}
else
{
str = "Excellent";
str = m_excellentSprite;
}
m_goodText.text = str;
CanvasGroupFade varCanvas = m_goodText.GetComponent<CanvasGroupFade>();
m_goodImage.sprite = str;
CanvasGroupFade varCanvas = m_goodImage.GetComponent<CanvasGroupFade>();
if (varCanvas)
{
varCanvas.ResetState();
}
m_goodText.gameObject.SetActive(true);
m_goodImage.gameObject.SetActive(true);
}
}
void MoveFinish()
......@@ -842,6 +846,7 @@ public class BattleUI : MonoBehaviour
m_bLoadSceneFinish = false;
m_fadeAlpha = 0.0f;
m_bSelectToMain = false;
m_waterCameraObj.SetActive(true);
}
}
}
......@@ -862,6 +867,8 @@ public class BattleUI : MonoBehaviour
BattleCtrl.instance.levelManager.SetSelectLevelState(true);
PoolManager.Instance.ReturnObjectToPool(m_cameraRenderObj);
BattleCtrl.instance.levelManager.curLevel.fruitView.RecycleSmallBall();
m_waterCameraObj.SetActive(false);
BattleCtrl.instance.levelManager.curLevel.fruitView.DelayClearWaterEffect();
}
}
else
......
......@@ -66,11 +66,13 @@ public class GlassView : MonoBehaviour
public void SetFruitNum(int num1,int num2,int num3)
{
m_fruitNum += num1 + num2 + num3;
if(m_fruitNum >= GlobalConfig.ProgressFruitNumNeed)
BattleCtrl.instance.levelManager.curLevel.progressFruitNum = (int)m_fruitNum;
if (m_fruitNum >= GlobalConfig.ProgressFruitNumNeed)
{
m_fruitNum = GlobalConfig.ProgressFruitNumNeed;
BattleCtrl.instance.levelManager.curLevel.CalculateStar();
BattleCtrl.instance.OnBattleWin();
}
BattleCtrl.instance.levelManager.curLevel.progressFruitNum = (int)m_fruitNum;
//m_strawberryNum += num1;
//if (m_strawberryNum >= GlobalConfig.StrawberryRandomNum)
//{
......@@ -99,25 +101,25 @@ public class GlassView : MonoBehaviour
{
return;
}
if(m_strawberryOffest < m_fruitNum)
{
m_strawberry.gameObject.SetActive(true);
m_strawberryOffest += Time.deltaTime * m_speed;
//if(m_strawberryOffest < m_fruitNum)
//{
// m_strawberry.gameObject.SetActive(true);
// m_strawberryOffest += Time.deltaTime * m_speed;
Vector3 varSize = m_strawberry.localScale;
varSize.y = m_strawberryOffest / (float)GlobalConfig.ProgressFruitNumNeed * 0.9f;
m_strawberry.localScale = varSize;
// Vector3 varSize = m_strawberry.localScale;
// varSize.y = m_strawberryOffest / (float)GlobalConfig.ProgressFruitNumNeed * 0.9f;
// m_strawberry.localScale = varSize;
//草莓位置
Vector3 varPosStrawberry = m_strawberry.localPosition;
varPosStrawberry.y = m_startPos;
m_strawberry.localPosition = varPosStrawberry;
// //草莓位置
// Vector3 varPosStrawberry = m_strawberry.localPosition;
// varPosStrawberry.y = m_startPos;
// m_strawberry.localPosition = varPosStrawberry;
//遮罩大小
Vector3 varMaskSize = m_maskTrans.localScale;
varSize.y = m_strawberry.localScale.y;
m_maskTrans.localScale = varSize;
}
// //遮罩大小
// Vector3 varMaskSize = m_maskTrans.localScale;
// varSize.y = m_strawberry.localScale.y;
// m_maskTrans.localScale = varSize;
//}
//if (m_strawberryOffest < m_sportNum)
//{
// m_strawberry.gameObject.SetActive(true);
......@@ -242,12 +244,12 @@ public class GlassView : MonoBehaviour
// BattleCtrl.instance.levelManager.curLevel.CalculateStar();
// BattleCtrl.instance.OnBattleWin();
//}
if(m_strawberryOffest >= GlobalConfig.ProgressFruitNumNeed && m_bControl)
{
m_bControl = false;
BattleCtrl.instance.levelManager.curLevel.CalculateStar();
BattleCtrl.instance.OnBattleWin();
}
//if(m_strawberryOffest >= GlobalConfig.ProgressFruitNumNeed && m_bControl)
//{
// m_bControl = false;
// BattleCtrl.instance.levelManager.curLevel.CalculateStar();
// BattleCtrl.instance.OnBattleWin();
//}
}
else if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelTwoIndex
|| BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelThreeIndex)
......
......@@ -51,23 +51,95 @@ public class CacheManager : MonoBehaviour
[SerializeField]
private GameObject m_cmobo3EffectObj;//cmobo3
[SerializeField]
private GameObject m_waterStarwberryObj;//水插件草莓
private GameObject m_waterStarwberry1_1Obj;//水插件草莓1
[SerializeField]
private GameObject m_waterStarwberry1Obj;//水插件草莓
private GameObject m_waterStarwberry1_2Obj;
[SerializeField]
private GameObject m_waterStarwberry2Obj;//水插件草莓
private GameObject m_waterStarwberry1_3Obj;
[SerializeField]
private GameObject m_waterLemonObj;//水插件柠檬
private GameObject m_waterStarwberry1_4Obj;
[SerializeField]
private GameObject m_waterLemon1Obj;//水插件柠檬
private GameObject m_waterStarwberry1_5Obj;
[SerializeField]
private GameObject m_waterLemon2Obj;//水插件柠檬
private GameObject m_waterStarwberry2_1Obj;//水插件草莓2
[SerializeField]
private GameObject m_waterOrangeObj;//水插件橙子
private GameObject m_waterStarwberry2_2Obj;
[SerializeField]
private GameObject m_waterOrange1Obj;//水插件橙子
private GameObject m_waterStarwberry2_3Obj;
[SerializeField]
private GameObject m_waterOrange2Obj;//水插件橙子
private GameObject m_waterStarwberry2_4Obj;
[SerializeField]
private GameObject m_waterStarwberry2_5Obj;
[SerializeField]
private GameObject m_waterStarwberry3_1Obj;//水插件草莓3
[SerializeField]
private GameObject m_waterStarwberry3_2Obj;
[SerializeField]
private GameObject m_waterStarwberry3_3Obj;
[SerializeField]
private GameObject m_waterStarwberry3_4Obj;
[SerializeField]
private GameObject m_waterStarwberry3_5Obj;
[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_waterLemon2_1Obj;//水插件柠檬2
[SerializeField]
private GameObject m_waterLemon2_2Obj;
[SerializeField]
private GameObject m_waterLemon2_3Obj;
[SerializeField]
private GameObject m_waterLemon2_4Obj;
[SerializeField]
private GameObject m_waterLemon2_5Obj;
[SerializeField]
private GameObject m_waterLemon3_1Obj;//水插件柠檬3
[SerializeField]
private GameObject m_waterLemon3_2Obj;
[SerializeField]
private GameObject m_waterLemon3_3Obj;
[SerializeField]
private GameObject m_waterLemon3_4Obj;
[SerializeField]
private GameObject m_waterLemon3_5Obj;
[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_waterOrange2_1Obj;//水插件橙子2
[SerializeField]
private GameObject m_waterOrange2_2Obj;
[SerializeField]
private GameObject m_waterOrange2_3Obj;
[SerializeField]
private GameObject m_waterOrange2_4Obj;
[SerializeField]
private GameObject m_waterOrange2_5Obj;
[SerializeField]
private GameObject m_waterOrange3_1Obj;//水插件橙子3
[SerializeField]
private GameObject m_waterOrange3_2Obj;
[SerializeField]
private GameObject m_waterOrange3_3Obj;
[SerializeField]
private GameObject m_waterOrange3_4Obj;
[SerializeField]
private GameObject m_waterOrange3_5Obj;
public GameObject lineObj => m_lineObj;
public GameObject LemonObj => m_LemonObj;
public GameObject OrangeObj => m_OrangeObj;
......@@ -91,15 +163,51 @@ public class CacheManager : MonoBehaviour
public GameObject cmobo1EffectObj => m_cmobo1EffectObj;
public GameObject cmobo2EffectObj => m_cmobo2EffectObj;
public GameObject cmobo3EffectObj => m_cmobo3EffectObj;
public GameObject waterStarwberryObj => m_waterStarwberryObj;
public GameObject waterStarwberry1Obj => m_waterStarwberry1Obj;
public GameObject waterStarwberry2Obj => m_waterStarwberry2Obj;
public GameObject waterLemonObj => m_waterLemonObj;
public GameObject waterLemon1Obj => m_waterLemon1Obj;
public GameObject waterLemon2Obj => m_waterLemon2Obj;
public GameObject waterOrangeObj => m_waterOrangeObj;
public GameObject waterOrange1Obj => m_waterOrange1Obj;
public GameObject waterOrange2Obj => m_waterOrange2Obj;
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 waterStarwberry2_1Obj => m_waterStarwberry2_1Obj;
public GameObject waterStarwberry2_2Obj => m_waterStarwberry2_2Obj;
public GameObject waterStarwberry2_3Obj => m_waterStarwberry2_3Obj;
public GameObject waterStarwberry2_4Obj => m_waterStarwberry2_4Obj;
public GameObject waterStarwberry2_5Obj => m_waterStarwberry2_5Obj;
public GameObject waterStarwberry3_1Obj => m_waterStarwberry3_1Obj;
public GameObject waterStarwberry3_2Obj => m_waterStarwberry3_2Obj;
public GameObject waterStarwberry3_3Obj => m_waterStarwberry3_3Obj;
public GameObject waterStarwberry3_4Obj => m_waterStarwberry3_4Obj;
public GameObject waterStarwberry3_5Obj => m_waterStarwberry3_5Obj;
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 waterLemon2_1Obj => m_waterLemon2_1Obj;
public GameObject waterLemon2_2Obj => m_waterLemon2_2Obj;
public GameObject waterLemon2_3Obj => m_waterLemon2_3Obj;
public GameObject waterLemon2_4Obj => m_waterLemon2_4Obj;
public GameObject waterLemon2_5Obj => m_waterLemon2_5Obj;
public GameObject waterLemon3_1Obj => m_waterLemon3_1Obj;
public GameObject waterLemon3_2Obj => m_waterLemon3_2Obj;
public GameObject waterLemon3_3Obj => m_waterLemon3_3Obj;
public GameObject waterLemon3_4Obj => m_waterLemon3_4Obj;
public GameObject waterLemon3_5Obj => m_waterLemon3_5Obj;
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 waterOrange2_1Obj => m_waterOrange2_1Obj;
public GameObject waterOrange2_2Obj => m_waterOrange2_2Obj;
public GameObject waterOrange2_3Obj => m_waterOrange2_3Obj;
public GameObject waterOrange2_4Obj => m_waterOrange2_4Obj;
public GameObject waterOrange2_5Obj => m_waterOrange2_5Obj;
public GameObject waterOrange3_1Obj => m_waterOrange3_1Obj;
public GameObject waterOrange3_2Obj => m_waterOrange3_2Obj;
public GameObject waterOrange3_3Obj => m_waterOrange3_3Obj;
public GameObject waterOrange3_4Obj => m_waterOrange3_4Obj;
public GameObject waterOrange3_5Obj => m_waterOrange3_5Obj;
public static CacheManager Instance = null;
void Awake()
{
......
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......@@ -20,7 +20,10 @@ public class MetaballParticleClass : MonoBehaviour
_active = value;
if (MObject)
{
MObject.SetActive(value);
//if(value)
{
MObject.SetActive(value);
}
if (tr)
tr.Clear();
......@@ -174,7 +177,10 @@ public class MetaballParticleClass : MonoBehaviour
if (delta > LifeTime)
{
delta *= 0;
Active = false;
if(BattleCtrl.instance.battleUI.bMainToSelect && BattleCtrl.instance.battleUI.bfadeState)
{
Active = false;
}
}
else
{
......
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