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wanqing
BoomMaster
Commits
02358e3b
Commit
02358e3b
authored
Mar 04, 2021
by
Yuyang
Browse files
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Merge remote-tracking branch 'origin/master' into YuYang
parents
a6923685
afadc60a
Changes
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16 changed files
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23932 additions
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5384 deletions
+23932
-5384
.suo
BoomMaster/.vs/BoomMaster/v16/.suo
+0
-0
DemoScenes.unity
BoomMaster/Assets/#A1_Scenes/DemoScenes.unity
+11
-7
PropSelectUI.cs
BoomMaster/Assets/#A2_Scripts/Battle/UI/PropSelectUI.cs
+60
-51
BombView.cs
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
+128
-45
CacheManager.cs
BoomMaster/Assets/#A2_Scripts/Pool/CacheManager.cs
+12
-0
BattleUI.prefab
BoomMaster/Assets/#A3_Prefabs/BattleUI.prefab
+56
-24
BombPointView.prefab
BoomMaster/Assets/#A3_Prefabs/BombPointView.prefab
+85
-0
BombPointView.prefab.meta
BoomMaster/Assets/#A3_Prefabs/BombPointView.prefab.meta
+7
-0
Props1.prefab
BoomMaster/Assets/#C1_Models/Props/Prefab/Props1.prefab
+1
-1
Props3.prefab
BoomMaster/Assets/#C1_Models/Props/Prefab/Props3.prefab
+21
-1
Porps1_Attack.anim
BoomMaster/Assets/#C2_Animations/Porps1_Attack.anim
+1
-1
Porps2_Attack.anim
BoomMaster/Assets/#C2_Animations/Porps2_Attack.anim
+1
-1
Porps3_Attack.anim
BoomMaster/Assets/#C2_Animations/Porps3_Attack.anim
+1
-1
Level8.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level8.prefab
+5430
-5252
Level9.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level9.prefab
+18111
-0
Level9.prefab.meta
BoomMaster/Assets/Res/Prefabs/Levels/Level9.prefab.meta
+7
-0
No files found.
BoomMaster/.vs/BoomMaster/v16/.suo
View file @
02358e3b
No preview for this file type
BoomMaster/Assets/#A1_Scenes/DemoScenes.unity
View file @
02358e3b
...
...
@@ -165,12 +165,8 @@ MonoBehaviour:
m_Name
:
m_EditorClassIdentifier
:
levelPrefs
:
-
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:
916316864684617039
,
guid
:
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,
type
:
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fileID
:
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,
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:
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:
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fileID
:
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:
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,
type
:
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fileID
:
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,
guid
:
af2db092e9ac9a24b81ec302ad910588
,
type
:
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}
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fileID
:
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guid
:
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fileID
:
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:
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:
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fileID
:
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,
guid
:
dea24af8619dcf749af7f9f2088520b3
,
type
:
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}
---
!u!1
&543166196
GameObject
:
m_ObjectHideFlags
:
0
...
...
@@ -356,10 +352,18 @@ MonoBehaviour:
m_EditorClassIdentifier
:
m_bombEffectObj
:
{
fileID
:
1700217648693119091
,
guid
:
c8e49c3b7567ba44c9434bbb6049f364
,
type
:
3
}
m_rayfireBombObj
:
{
fileID
:
7079061562166580387
,
guid
:
4a54442bb4207004c9595cc36ec83f59
,
m_rayfireBombObj
:
{
fileID
:
2121187542943932037
,
guid
:
9d7d423e011aae4478807b6d475cdd8e
,
type
:
3
}
m_bombRocketEffectObj
:
{
fileID
:
4754847857784994706
,
guid
:
a84bbde962df02046b0a7fac252d20bc
,
type
:
3
}
m_prop1Obj
:
{
fileID
:
4347695764793259067
,
guid
:
863353e07104c684ea1ec1f87b455702
,
type
:
3
}
m_prop2Obj
:
{
fileID
:
2630166727635670252
,
guid
:
4a06caa1c21cadb45b0586732e11d2c9
,
type
:
3
}
m_prop3Obj
:
{
fileID
:
5765396706313039231
,
guid
:
ef7be189413111e4b974eaf395cde588
,
type
:
3
}
m_prop4Obj
:
{
fileID
:
8438712675754401916
,
guid
:
2f25afe74da731446a51e24257ce9b3b
,
type
:
3
}
---
!u!1001
&173206295174090797
PrefabInstance
:
m_ObjectHideFlags
:
0
...
...
BoomMaster/Assets/#A2_Scripts/Battle/UI/PropSelectUI.cs
View file @
02358e3b
...
...
@@ -34,36 +34,37 @@ public class PropSelectUI : MonoBehaviour
m_strengthButton
=
m_strengthObj
.
GetComponent
<
Button
>();
m_doubleButton
=
m_doubleObj
.
GetComponent
<
Button
>();
m_coinButton
=
m_coinObj
.
GetComponent
<
Button
>();
m_KnifeButton
=
m_KnifeObj
.
GetComponent
<
Button
>();
}
public
void
Show
()
{
gameObject
.
SetActive
(
true
);
int
varCoin
=
LocalRecord
.
GetIntRecord
(
GlobalConfig
.
CoinReCordKey
);
m_strengthObj
.
SetActive
(
true
);
m_doubleObj
.
SetActive
(
true
);
m_coinObj
.
SetActive
(
true
);
m_strengthMaskObj
.
SetActive
(
varCoin
<
10
);
m_doubleMaskObj
.
SetActive
(
varCoin
<
100
);
m_coinMaskObj
.
SetActive
(
varCoin
<
10
);
m_strengthSymbolObj
.
SetActive
(
false
);
m_doubleSymbolObj
.
SetActive
(
false
);
m_coinSymbolObj
.
SetActive
(
false
);
if
(
m_strengthButton
)
{
m_strengthButton
.
enabled
=
varCoin
>=
10
;
}
if
(
m_doubleButton
)
{
m_doubleButton
.
enabled
=
varCoin
>=
100
;
}
if
(
m_coinButton
)
{
m_coinButton
.
enabled
=
varCoin
>=
10
;
}
//m_bIsBuyOne = false;
//m_bIsBuyTwo = false;
//m_bIsBuyThree = false;
m_bIsBuy
=
false
;
//
gameObject.SetActive(true);
//
int varCoin = LocalRecord.GetIntRecord(GlobalConfig.CoinReCordKey);
//
m_strengthObj.SetActive(true);
//
m_doubleObj.SetActive(true);
//
m_coinObj.SetActive(true);
//
m_strengthMaskObj.SetActive(varCoin < 10);
//
m_doubleMaskObj.SetActive(varCoin < 100);
//
m_coinMaskObj.SetActive(varCoin < 10);
//
m_strengthSymbolObj.SetActive(false);
//
m_doubleSymbolObj.SetActive(false);
//
m_coinSymbolObj.SetActive(false);
//
if(m_strengthButton)
//
{
//
m_strengthButton.enabled = varCoin >= 10;
//
}
//
if(m_doubleButton)
//
{
//
m_doubleButton.enabled = varCoin >= 100;
//
}
//
if(m_coinButton)
//
{
//
m_coinButton.enabled = varCoin >= 10;
//
}
//
//
m_bIsBuyOne = false;
//
//
m_bIsBuyTwo = false;
//
//
m_bIsBuyThree = false;
//
m_bIsBuy = false;
}
public
void
SetState
(
bool
value
)
{
...
...
@@ -78,38 +79,46 @@ public class PropSelectUI : MonoBehaviour
//点击加强
public
void
OnClickStrength
()
{
BattleCtrl
.
instance
.
battleUI
.
SetBombStrength
();
BattleCtrl
.
instance
.
battleUI
.
SetCoin
(-
10
);
m_bIsBuy
=
true
;
SetOpenState
();
//m_strengthObj.SetActive(false);
m_strengthMaskObj
.
SetActive
(
true
);
m_strengthButton
.
enabled
=
false
;
m_strengthSymbolObj
.
SetActive
(
true
);
//BattleCtrl.instance.battleUI.SetBombStrength();
//BattleCtrl.instance.battleUI.SetCoin(-10);
//m_bIsBuy = true;
//SetOpenState();
////m_strengthObj.SetActive(false);
//m_strengthMaskObj.SetActive(true);
//m_strengthButton.enabled = false;
//m_strengthSymbolObj.SetActive(true);
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
bombView
.
CreateProp1Model
();
}
//点击double
public
void
OnClickDouble
()
{
BattleCtrl
.
instance
.
battleUI
.
SetBombDouble
();
BattleCtrl
.
instance
.
battleUI
.
SetCoin
(-
100
);
m_bIsBuy
=
true
;
SetOpenState
();
//m_doubleObj.SetActive(false);
m_doubleMaskObj
.
SetActive
(
true
);
m_doubleButton
.
enabled
=
false
;
m_doubleSymbolObj
.
SetActive
(
true
);
//BattleCtrl.instance.battleUI.SetBombDouble();
//BattleCtrl.instance.battleUI.SetCoin(-100);
//m_bIsBuy = true;
//SetOpenState();
////m_doubleObj.SetActive(false);
//m_doubleMaskObj.SetActive(true);
//m_doubleButton.enabled = false;
//m_doubleSymbolObj.SetActive(true);
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
bombView
.
CreateProp2Model
();
}
//点击金币
public
void
OnClickCoin
()
{
BattleCtrl
.
instance
.
battleUI
.
SetCoinDouble
();
BattleCtrl
.
instance
.
battleUI
.
SetCoin
(-
10
);
m_bIsBuy
=
true
;
SetOpenState
();
//m_coinObj.SetActive(false);
m_coinMaskObj
.
SetActive
(
true
);
m_coinButton
.
enabled
=
false
;
m_coinSymbolObj
.
SetActive
(
true
);
//BattleCtrl.instance.battleUI.SetCoinDouble();
//BattleCtrl.instance.battleUI.SetCoin(-10);
//m_bIsBuy = true;
//SetOpenState();
////m_coinObj.SetActive(false);
//m_coinMaskObj.SetActive(true);
//m_coinButton.enabled = false;
//m_coinSymbolObj.SetActive(true);
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
bombView
.
CreateProp3Model
();
}
//点击🔪
public
void
OnClickKnift
()
{
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
bombView
.
CreateProp4Model
();
}
//开始
public
void
OnClickStart
()
...
...
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
View file @
02358e3b
...
...
@@ -7,12 +7,13 @@ public class BombView : MonoBehaviour
{
public
Transform
m_cameraTrans
;
//相机
public
Transform
m_rootTrans
;
//root节点
public
LineRenderer
lineRenderer
;
//线段渲染器
public
Transform
m_propPosParent
;
//道具位置父节点
//public LineRenderer lineRenderer;//线段渲染器
//public GameObject m_bombParticleObj;//炸弹粒子
private
GameObject
m_curBomb
;
//当前的炸弹
private
BombState1View
m_bombStateView
;
//控制炸弹状态
//
private GameObject m_curBombEffect;//当前炸弹特效
private
RayfireBomb
m_curBomb
;
//当前的炸弹
//
private BombState1View m_bombStateView;//控制炸弹状态
private
GameObject
m_curBombEffect
;
//当前炸弹特效
private
bool
m_bCanBePlace
=
true
;
//是否能放置炸弹
private
int
m_totalChildNum
=
0
;
//总数
private
bool
m_bControlWin
=
true
;
//控制成功
...
...
@@ -31,9 +32,15 @@ public class BombView : MonoBehaviour
private
Vector3
m_secondBombPos
;
//第二个炸弹位置
private
bool
m_bControlDoubleBomb
=
false
;
//控制第二个炸弹的位置
private
Vector3
m_recordSecondBombPos
;
//位置记录
private
Transform
[]
m_propStartPos
;
private
GameObject
m_curPropModelObj
;
private
Animator
m_curPropAnimator
;
private
void
Awake
()
{
m_totalChildNum
=
m_rootTrans
.
childCount
-
1
;
m_propStartPos
=
m_propPosParent
.
GetComponentsInChildren
<
Transform
>();
}
private
void
Start
()
{
...
...
@@ -58,8 +65,71 @@ public class BombView : MonoBehaviour
//{
// m_rate = 0.2f;
//}
lineRenderer
.
startWidth
=
0.05f
;
lineRenderer
.
endWidth
=
0.05f
;
//lineRenderer.startWidth = 0.05f;
//lineRenderer.endWidth = 0.05f;
}
//道具1生成
public
void
CreateProp1Model
()
{
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop1Obj
);
PauseAnimator
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
1
].
position
;
}
//道具2生成
public
void
CreateProp2Model
()
{
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop2Obj
);
PauseAnimator
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
2
].
position
;
}
//道具3生成
public
void
CreateProp3Model
()
{
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop3Obj
);
PauseAnimator
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
3
].
position
;
}
//道具4生成
public
void
CreateProp4Model
()
{
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop4Obj
);
PauseAnimator
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
4
].
position
;
}
//暂停动画
void
PauseAnimator
()
{
m_curPropAnimator
=
m_curPropModelObj
.
GetComponent
<
Animator
>();
if
(
m_curPropAnimator
)
{
m_curPropAnimator
.
enabled
=
false
;
}
}
//播放动画
void
PlayAnimator
()
{
if
(
m_curPropAnimator
)
{
m_curPropAnimator
.
enabled
=
true
;
}
if
(
m_curPropModelObj
)
{
m_curPropModelObj
.
SetActive
(
false
);
m_curPropModelObj
.
SetActive
(
true
);
}
}
//隐藏模型
void
HideAllModel
()
{
if
(
m_curPropModelObj
)
{
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curPropModelObj
);
}
}
//移动
void
OnMove
(
Vector3
dir
)
...
...
@@ -73,7 +143,7 @@ public class BombView : MonoBehaviour
m_cameraTrans
.
localRotation
=
Quaternion
.
Euler
(
0
,
m_curRotateAngle
,
0
);
}
//设置炸弹
void
SetBomb
(
GameObject
go
)
void
SetBomb
(
RayfireBomb
go
)
{
//if(m_bombParticleObj)
//{
...
...
@@ -81,8 +151,8 @@ public class BombView : MonoBehaviour
//}
m_curBomb
=
go
;
m_bombStateView
=
go
.
GetComponent
<
BombState1View
>();
m_bombStateView
.
SetBombModel
();
//
m_bombStateView = go.GetComponent<BombState1View>();
//
m_bombStateView.SetBombModel();
//if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
//{
// m_curBomb.range = 0.5f;
...
...
@@ -96,18 +166,19 @@ public class BombView : MonoBehaviour
//播放动画
public
void
PlayBombAni
()
{
if
(
m_bombStateView
)
{
m_bombStateView
.
PlayBombAni
();
}
//if(m_bombStateView)
//{
// m_bombStateView.PlayBombAni();
//}
BattleCtrl
.
instance
.
battleUI
.
OnClickBoomBtn
();
}
//画线
void
DrawLine
()
{
float
varDis
=
Vector3
.
Distance
(
m_firstBombPos
,
m_secondBombPos
);
Vector3
varDir
=
(
m_secondBombPos
-
m_firstBombPos
).
normalized
;
lineRenderer
.
positionCount
=
m_lineIndex
+
1
;
lineRenderer
.
SetPosition
(
m_lineIndex
,
m_firstBombPos
+
varDir
*
m_lineIndex
*
(
varDis
/
4.0f
));
//
lineRenderer.positionCount = m_lineIndex + 1;
//
lineRenderer.SetPosition(m_lineIndex, m_firstBombPos + varDir * m_lineIndex * (varDis / 4.0f));
m_lineIndex
++;
if
(
m_lineIndex
>=
5
)
...
...
@@ -124,19 +195,24 @@ public class BombView : MonoBehaviour
//开始炸
public
void
StartBomb
()
{
//
m_curBombEffect = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.bombEffectObj);
//
m_curBombEffect.transform.position = m_curBomb.transform.position;
//
m_curBomb?.Explode(0);
m_bombStateView
.
StartBomb
();
m_curBomb
.
SetActive
(
false
);
lineRenderer
.
positionCount
=
0
;
m_curBombEffect
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
bombEffectObj
);
m_curBombEffect
.
transform
.
position
=
m_curBomb
.
transform
.
position
;
m_curBomb
?.
Explode
(
0
);
//
m_bombStateView.StartBomb();
m_curBomb
.
gameObject
.
SetActive
(
false
);
//
lineRenderer.positionCount = 0;
//回收
m_bombStateView
.
ClearState
();
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBomb
);
//GameServices.timerServices.Push(this, 1.0f, delegate
//{
// PoolManager.Instance.ReturnObjectToPool(m_curBombEffect);
//});
//m_bombStateView.ClearState();
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBomb
.
gameObject
);
m_curBomb
=
null
;
GameServices
.
timerServices
.
Push
(
this
,
1.0f
,
delegate
{
if
(
m_curBombEffect
)
{
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBombEffect
);
m_curBombEffect
=
null
;
}
});
InvokeRepeating
(
"CalculateDamageNum"
,
0.3f
,
0.1f
);
}
void
CalculateDamageNum
()
...
...
@@ -157,18 +233,23 @@ public class BombView : MonoBehaviour
}
private
void
OnDestroy
()
{
if
(
m_bombStateView
)
//if(m_bombStateView)
//{
// m_bombStateView.ClearState();
//}
HideAllModel
();
m_curPropModelObj
=
null
;
m_curPropAnimator
=
null
;
if
(
m_curBomb
)
{
m_bombStateView
.
ClearState
();
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBomb
.
gameObject
);
m_curBomb
=
null
;
}
if
(
m_curBomb
)
if
(
m_curBomb
Effect
)
{
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBomb
);
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBombEffect
);
m_curBombEffect
=
null
;
}
//if(m_curBombEffect)
//{
// PoolManager.Instance.ReturnObjectToPool(m_curBombEffect);
//}
if
(
GameServices
.
inputService
!=
null
)
{
GameServices
.
inputService
.
pad
.
onMoveVec3
-=
OnMove
;
...
...
@@ -277,18 +358,20 @@ public class BombView : MonoBehaviour
{
if
(
hit
.
collider
.
tag
==
"Target"
&&
m_bCanBePlace
)
{
BattleCtrl
.
instance
.
battleUI
.
SetSelectUIState
(
false
);
//
BattleCtrl.instance.battleUI.SetSelectUIState(false);
//一个炸弹的
m_bCanBePlace
=
false
;
GameObject
go
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
rayfireBombObj
);
//
m_bCanBePlace = false;
//
GameObject go = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.rayfireBombObj);
//go.transform.position = hit.point;
SetBomb
(
go
);
m_bombStateView
.
SetBombModelPos
(
hit
.
point
);
m_lastInputPos
=
Input
.
mousePosition
;
Vector3
varVec3
=
hit
.
point
;
varVec3
.
x
+=
0.1f
;
m_firstBombPos
=
varVec3
;
BattleCtrl
.
instance
.
battleUI
.
SetBomb
();
//SetBomb(go.GetComponent<RayfireBomb>());
////m_bombStateView.SetBombModelPos(hit.point);
////m_lastInputPos = Input.mousePosition;
////Vector3 varVec3 = hit.point;
////varVec3.x += 0.1f;
////m_firstBombPos = varVec3;
//BattleCtrl.instance.battleUI.SetBomb();
PauseAnimator
();
PlayAnimator
();
//两个炸弹的
//if (!m_bControlDoubleBomb)
//{
...
...
BoomMaster/Assets/#A2_Scripts/Pool/CacheManager.cs
View file @
02358e3b
...
...
@@ -10,9 +10,21 @@ public class CacheManager : MonoBehaviour
private
GameObject
m_rayfireBombObj
;
//炸弹预设
[
SerializeField
]
private
GameObject
m_bombRocketEffectObj
;
//火箭特效
[
SerializeField
]
private
GameObject
m_prop1Obj
;
//道具1
[
SerializeField
]
private
GameObject
m_prop2Obj
;
//道具1
[
SerializeField
]
private
GameObject
m_prop3Obj
;
//道具3
[
SerializeField
]
private
GameObject
m_prop4Obj
;
//道具4
public
GameObject
bombEffectObj
=>
m_bombEffectObj
;
public
GameObject
rayfireBombObj
=>
m_rayfireBombObj
;
public
GameObject
bombRocketEffectObj
=>
m_bombRocketEffectObj
;
public
GameObject
prop1Obj
=>
m_prop1Obj
;
public
GameObject
prop2Obj
=>
m_prop2Obj
;
public
GameObject
prop3Obj
=>
m_prop3Obj
;
public
GameObject
prop4Obj
=>
m_prop4Obj
;
public
static
CacheManager
Instance
=
null
;
void
Awake
()
{
...
...
BoomMaster/Assets/#A3_Prefabs/BattleUI.prefab
View file @
02358e3b
...
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m_Calls
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m_MethodName
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OnClick
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m_Arguments
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m_VerticalOverflow
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1
m_LineSpacing
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1
m_Text
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reward
m_Text
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m_Text
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m_VerticalOverflow
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m_Text
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m_Text
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m_UseGraphicAlpha
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m_Name
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m_TagString
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m_LineSpacing
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m_Text
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reward
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BoomMaster/Assets/#A3_Prefabs/BombPointView.prefab
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View file @
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