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wanqing
3D Fruit
Commits
f0fc7aed
Commit
f0fc7aed
authored
May 13, 2021
by
wanqing
Browse files
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Plain Diff
修改流体逻辑
parent
c680c2aa
Changes
8
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Showing
8 changed files
with
207664 additions
and
149331 deletions
+207664
-149331
DemoScenes.unity
3D Fruit/Assets/#A1_Scenes/DemoScenes.unity
+197603
-139595
BattleUI.cs
3D Fruit/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+15
-8
FruitView.cs
3D Fruit/Assets/#A2_Scripts/Battle/View/FruitView.cs
+242
-42
GlassView.cs
3D Fruit/Assets/#A2_Scripts/Battle/View/GlassView.cs
+26
-24
CacheManager.cs
3D Fruit/Assets/#A2_Scripts/Pool/CacheManager.cs
+126
-18
BattleUI.prefab
3D Fruit/Assets/#A3_Prefabs/BattleUI.prefab
+9180
-9181
Level0.prefab
3D Fruit/Assets/Res/Levels/Level0.prefab
+464
-461
MetaballParticleClass.cs
3D Fruit/Assets/Water2D/Core/MetaballParticleClass.cs
+8
-2
No files found.
3D Fruit/Assets/#A1_Scenes/DemoScenes.unity
View file @
f0fc7aed
This diff is collapsed.
Click to expand it.
3D Fruit/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
f0fc7aed
...
...
@@ -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_good
Text
.
text
=
str
;
CanvasGroupFade
varCanvas
=
m_good
Text
.
GetComponent
<
CanvasGroupFade
>();
m_good
Image
.
sprite
=
str
;
CanvasGroupFade
varCanvas
=
m_good
Image
.
GetComponent
<
CanvasGroupFade
>();
if
(
varCanvas
)
{
varCanvas
.
ResetState
();
}
m_good
Text
.
gameObject
.
SetActive
(
true
);
m_good
Image
.
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
...
...
3D Fruit/Assets/#A2_Scripts/Battle/View/FruitView.cs
View file @
f0fc7aed
This diff is collapsed.
Click to expand it.
3D Fruit/Assets/#A2_Scripts/Battle/View/GlassView.cs
View file @
f0fc7aed
...
...
@@ -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
)
...
...
3D Fruit/Assets/#A2_Scripts/Pool/CacheManager.cs
View file @
f0fc7aed
...
...
@@ -51,23 +51,95 @@ public class CacheManager : MonoBehaviour
[
SerializeField
]
private
GameObject
m_cmobo3EffectObj
;
//cmobo3
[
SerializeField
]
private
GameObject
m_waterStarwberry
Obj
;
//水插件草莓
private
GameObject
m_waterStarwberry
1_1Obj
;
//水插件草莓1
[
SerializeField
]
private
GameObject
m_waterStarwberry1
Obj
;
//水插件草莓
private
GameObject
m_waterStarwberry1
_2Obj
;
[
SerializeField
]
private
GameObject
m_waterStarwberry
2Obj
;
//水插件草莓
private
GameObject
m_waterStarwberry
1_3Obj
;
[
SerializeField
]
private
GameObject
m_water
LemonObj
;
//水插件柠檬
private
GameObject
m_water
Starwberry1_4Obj
;
[
SerializeField
]
private
GameObject
m_water
Lemon1Obj
;
//水插件柠檬
private
GameObject
m_water
Starwberry1_5Obj
;
[
SerializeField
]
private
GameObject
m_water
Lemon2Obj
;
//水插件柠檬
private
GameObject
m_water
Starwberry2_1Obj
;
//水插件草莓2
[
SerializeField
]
private
GameObject
m_water
OrangeObj
;
//水插件橙子
private
GameObject
m_water
Starwberry2_2Obj
;
[
SerializeField
]
private
GameObject
m_water
Orange1Obj
;
//水插件橙子
private
GameObject
m_water
Starwberry2_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
()
{
...
...
3D Fruit/Assets/#A3_Prefabs/BattleUI.prefab
View file @
f0fc7aed
This diff is collapsed.
Click to expand it.
3D Fruit/Assets/Res/Levels/Level0.prefab
View file @
f0fc7aed
This diff is collapsed.
Click to expand it.
3D Fruit/Assets/Water2D/Core/MetaballParticleClass.cs
View file @
f0fc7aed
...
...
@@ -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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