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wanqing
BoomMaster
Commits
1ffcf381
Commit
1ffcf381
authored
Mar 04, 2021
by
wanqing
Browse files
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Browse Files
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Plain Diff
修改动画
parent
b04e2d4e
Changes
20
Expand all
Show whitespace changes
Inline
Side-by-side
Showing
20 changed files
with
1823 additions
and
1505 deletions
+1823
-1505
DemoScenes.unity
BoomMaster/Assets/#A1_Scenes/DemoScenes.unity
+6
-5
PropSelectUI.cs
BoomMaster/Assets/#A2_Scripts/Battle/UI/PropSelectUI.cs
+77
-62
BombView.cs
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
+36
-3
BattleUI.prefab
BoomMaster/Assets/#A3_Prefabs/BattleUI.prefab
+12
-12
Props1.prefab
BoomMaster/Assets/#C1_Models/Props/Prefab/Props1.prefab
+1
-1
Props1Parent.prefab
...Master/Assets/#C1_Models/Props/Prefab/Props1Parent.prefab
+518
-0
Props1Parent.prefab.meta
...r/Assets/#C1_Models/Props/Prefab/Props1Parent.prefab.meta
+7
-0
Props2Parent.prefab
...Master/Assets/#C1_Models/Props/Prefab/Props2Parent.prefab
+406
-0
Props2Parent.prefab.meta
...r/Assets/#C1_Models/Props/Prefab/Props2Parent.prefab.meta
+7
-0
Props3Parent.prefab
...Master/Assets/#C1_Models/Props/Prefab/Props3Parent.prefab
+289
-0
Props3Parent.prefab.meta
...r/Assets/#C1_Models/Props/Prefab/Props3Parent.prefab.meta
+7
-0
Props4Parent.prefab
...Master/Assets/#C1_Models/Props/Prefab/Props4Parent.prefab
+174
-0
Props4Parent.prefab.meta
...r/Assets/#C1_Models/Props/Prefab/Props4Parent.prefab.meta
+7
-0
Porps1_Idle.anim
BoomMaster/Assets/#C2_Animations/Porps1_Idle.anim
+1
-117
Props1.controller
BoomMaster/Assets/#C2_Animations/Props1.controller
+2
-2
Props2.controller
BoomMaster/Assets/#C2_Animations/Props2.controller
+2
-2
Props3.controller
BoomMaster/Assets/#C2_Animations/Props3.controller
+2
-2
Level7.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level7.prefab
+9
-524
Level8.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level8.prefab
+1
-1
Level9.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level9.prefab
+259
-774
No files found.
BoomMaster/Assets/#A1_Scenes/DemoScenes.unity
View file @
1ffcf381
...
...
@@ -166,8 +166,9 @@ MonoBehaviour:
m_Name
:
m_EditorClassIdentifier
:
levelPrefs
:
-
{
fileID
:
8039451421880427360
,
guid
:
3be717467d3392c47b7b4ffc29dad449
,
type
:
3
}
-
{
fileID
:
3451800651537292262
,
guid
:
31f084bd887ce134099cf3e3a2d8fdfe
,
type
:
3
}
-
{
fileID
:
5172993215029228962
,
guid
:
dea24af8619dcf749af7f9f2088520b3
,
type
:
3
}
-
{
fileID
:
8917163245792337139
,
guid
:
dea24af8619dcf749af7f9f2088520b3
,
type
:
3
}
---
!u!1
&543166196
GameObject
:
m_ObjectHideFlags
:
0
...
...
@@ -357,13 +358,13 @@ MonoBehaviour:
type
:
3
}
m_bombRocketEffectObj
:
{
fileID
:
4754847857784994706
,
guid
:
a84bbde962df02046b0a7fac252d20bc
,
type
:
3
}
m_prop1Obj
:
{
fileID
:
4347695764793259067
,
guid
:
863353e07104c684ea1ec1f87b455702
,
m_prop1Obj
:
{
fileID
:
8738227612834926235
,
guid
:
b6277fb5e272c7d4ca3fe96a5ccc571a
,
type
:
3
}
m_prop2Obj
:
{
fileID
:
2630166727635670252
,
guid
:
4a06caa1c21cadb45b0586732e11d2c9
,
m_prop2Obj
:
{
fileID
:
613928655656575005
,
guid
:
70bcd958a01d35d46b076a3b8e96ae38
,
type
:
3
}
m_prop3Obj
:
{
fileID
:
5
765396706313039231
,
guid
:
ef7be189413111e4b974eaf395cde588
,
m_prop3Obj
:
{
fileID
:
5
442833753317127627
,
guid
:
e0ab4bcfef0648e4a9a08c17dbc1316c
,
type
:
3
}
m_prop4Obj
:
{
fileID
:
8438712675754401916
,
guid
:
2f25afe74da731446a51e24257ce9b3b
,
m_prop4Obj
:
{
fileID
:
3379856167765465296
,
guid
:
e5c154c270c589848aaf87c4338775b2
,
type
:
3
}
---
!u!1001
&173206295174090797
PrefabInstance
:
...
...
BoomMaster/Assets/#A2_Scripts/Battle/UI/PropSelectUI.cs
View file @
1ffcf381
...
...
@@ -43,88 +43,101 @@ public class PropSelectUI : MonoBehaviour
}
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_KnifeObj.SetActive(true);
//m_strengthMaskObj.SetActive(varCoin < m_needMoneyOne);
//m_doubleMaskObj.SetActive(varCoin < m_needMoneyTwo);
//m_coinMaskObj.SetActive(varCoin < m_needMoneyThree);
//m_KnifeMaskObj.SetActive(varCoin < m_needMoneyFour);
//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_KnifeObj
.
SetActive
(
true
);
m_strengthMaskObj
.
SetActive
(
varCoin
<
m_needMoneyOne
);
m_doubleMaskObj
.
SetActive
(
varCoin
<
m_needMoneyTwo
);
m_coinMaskObj
.
SetActive
(
varCoin
<
m_needMoneyThree
);
m_KnifeMaskObj
.
SetActive
(
varCoin
<
m_needMoneyFour
);
m_strengthSymbolObj
.
SetActive
(
false
);
m_doubleSymbolObj
.
SetActive
(
false
);
m_coinSymbolObj
.
SetActive
(
false
);
m_KnifeSymbolObj
.
SetActive
(
false
);
if
(
m_strengthButton
)
{
m_strengthButton
.
enabled
=
varCoin
>=
m_needMoneyOne
;
}
if
(
m_doubleButton
)
{
m_doubleButton
.
enabled
=
varCoin
>=
m_needMoneyTwo
;
}
if
(
m_coinButton
)
{
m_coinButton
.
enabled
=
varCoin
>=
m_needMoneyThree
;
}
if
(
m_KnifeButton
)
{
m_KnifeButton
.
enabled
=
varCoin
>=
m_needMoneyFour
;
}
//m_bIsBuyOne = false;
//m_bIsBuyTwo = false;
//m_bIsBuyThree = false;
m_bIsBuy
=
false
;
}
public
void
SetState
(
bool
value
)
{
int
varCoin
=
LocalRecord
.
GetIntRecord
(
GlobalConfig
.
CoinReCordKey
);
m_strengthMaskObj
.
SetActive
(!
value
||
varCoin
<
10
||
m_bIsBuy
);
m_doubleMaskObj
.
SetActive
(!
value
||
varCoin
<
100
||
m_bIsBuy
);
m_coinMaskObj
.
SetActive
(!
value
||
varCoin
<
10
||
m_bIsBuy
);
m_strengthButton
.
enabled
=
value
&&
varCoin
>=
10
&&
!
m_bIsBuy
;
m_doubleButton
.
enabled
=
value
&&
varCoin
>=
100
&&
!
m_bIsBuy
;
m_coinButton
.
enabled
=
value
&&
varCoin
>=
10
&&
!
m_bIsBuy
;
m_strengthMaskObj
.
SetActive
(!
value
||
varCoin
<
m_needMoneyOne
||
m_bIsBuy
);
m_doubleMaskObj
.
SetActive
(!
value
||
varCoin
<
m_needMoneyTwo
||
m_bIsBuy
);
m_coinMaskObj
.
SetActive
(!
value
||
varCoin
<
m_needMoneyThree
||
m_bIsBuy
);
m_KnifeMaskObj
.
SetActive
(!
value
||
varCoin
<
m_needMoneyFour
||
m_bIsBuy
);
m_strengthButton
.
enabled
=
value
&&
varCoin
>=
m_needMoneyOne
&&
!
m_bIsBuy
;
m_doubleButton
.
enabled
=
value
&&
varCoin
>=
m_needMoneyTwo
&&
!
m_bIsBuy
;
m_coinButton
.
enabled
=
value
&&
varCoin
>=
m_needMoneyThree
&&
!
m_bIsBuy
;
m_KnifeButton
.
enabled
=
value
&&
varCoin
>=
m_needMoneyFour
&&
!
m_bIsBuy
;
}
//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
.
SetCoin
(-
m_needMoneyOne
);
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
.
SetCoin
(-
m_needMoneyTwo
);
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
.
SetCoin
(-
m_needMoneyThree
);
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
.
battleUI
.
SetCoin
(-
m_needMoneyFour
);
m_bIsBuy
=
true
;
SetOpenState
();
m_KnifeMaskObj
.
SetActive
(
true
);
m_KnifeButton
.
enabled
=
false
;
m_KnifeSymbolObj
.
SetActive
(
true
);
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
bombView
.
CreateProp4Model
();
}
//开始
...
...
@@ -153,11 +166,13 @@ public class PropSelectUI : MonoBehaviour
//{
// m_coinObj.SetActive(varCoin >= 10);
//}
m_strengthMaskObj
.
SetActive
(
varCoin
<
10
||
m_bIsBuy
);
m_doubleMaskObj
.
SetActive
(
varCoin
<
100
||
m_bIsBuy
);
m_coinMaskObj
.
SetActive
(
varCoin
<
10
||
m_bIsBuy
);
m_strengthButton
.
enabled
=
varCoin
>=
10
&&
!
m_bIsBuy
;
m_doubleButton
.
enabled
=
varCoin
>=
100
&&
!
m_bIsBuy
;
m_coinButton
.
enabled
=
varCoin
>=
10
&&
!
m_bIsBuy
;
m_strengthMaskObj
.
SetActive
(
varCoin
<
m_needMoneyOne
||
m_bIsBuy
);
m_doubleMaskObj
.
SetActive
(
varCoin
<
m_needMoneyTwo
||
m_bIsBuy
);
m_coinMaskObj
.
SetActive
(
varCoin
<
m_needMoneyThree
||
m_bIsBuy
);
m_KnifeMaskObj
.
SetActive
(
varCoin
<
m_needMoneyThree
||
m_bIsBuy
);
m_strengthButton
.
enabled
=
varCoin
>=
m_needMoneyOne
&&
!
m_bIsBuy
;
m_doubleButton
.
enabled
=
varCoin
>=
m_needMoneyTwo
&&
!
m_bIsBuy
;
m_coinButton
.
enabled
=
varCoin
>=
m_needMoneyThree
&&
!
m_bIsBuy
;
m_KnifeButton
.
enabled
=
varCoin
>=
m_needMoneyFour
&&
!
m_bIsBuy
;
}
}
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
View file @
1ffcf381
...
...
@@ -40,6 +40,8 @@ public class BombView : MonoBehaviour
private
List
<
Vector3
>
m_pathPos
=
new
List
<
Vector3
>();
//记录滑动路径点
private
int
m_curPathIndex
=
0
;
private
bool
m_bMouseUpEnd
=
false
;
private
Vector3
m_hitPoint
=
Vector3
.
zero
;
private
int
m_curModelIndex
=
0
;
private
void
Awake
()
{
m_totalChildNum
=
m_rootTrans
.
childCount
-
1
;
...
...
@@ -74,37 +76,46 @@ public class BombView : MonoBehaviour
//道具1生成
public
void
CreateProp1Model
()
{
m_curModelIndex
=
1
;
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop1Obj
);
m_curPropAnimator
=
m_curPropModelObj
.
GetComponentInChildren
<
Animator
>();
PlayIdle
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
1
].
position
;
}
//道具2生成
public
void
CreateProp2Model
()
{
m_curModelIndex
=
2
;
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop2Obj
);
m_curPropAnimator
=
m_curPropModelObj
.
GetComponentInChildren
<
Animator
>();
PlayIdle
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
2
].
position
;
}
//道具3生成
public
void
CreateProp3Model
()
{
m_curModelIndex
=
3
;
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop3Obj
);
m_curPropAnimator
=
m_curPropModelObj
.
GetComponentInChildren
<
Animator
>();
PlayIdle
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
3
].
position
;
}
//道具4生成
public
void
CreateProp4Model
()
{
m_curModelIndex
=
4
;
HideAllModel
();
m_curPropModelObj
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
prop4Obj
);
m_curPropAnimator
=
m_curPropModelObj
.
GetComponentInChildren
<
Animator
>();
PlayIdle
();
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
4
].
position
;
}
void
PlayAnim
(
int
value
,
string
argName
=
"Value"
)
{
Debug
.
LogError
(
m_curPropAnimator
);
if
(
m_curPropAnimator
.
GetInteger
(
argName
)
!=
value
)
{
m_curPropAnimator
.
SetInteger
(
argName
,
value
);
...
...
@@ -113,17 +124,38 @@ public class BombView : MonoBehaviour
//播放待机动画
void
PlayIdle
()
{
m_curPropAnimator
=
m_curPropModelObj
.
GetComponent
<
Animator
>();
PlayAnim
(
0
);
}
//播放攻击动画
void
PlayAttackAnimator
()
{
Vector3
varPos
=
m_curPropModelObj
.
transform
.
position
;
varPos
.
y
=
m_hitPoint
.
y
;
//if (m_curModelIndex == 1)
//{
//}
//else if(m_curModelIndex == 2)
//{
//}
//else if (m_curModelIndex == 3)
//{
// varPos.y = m_hitPoint.y - 2.0f;
//}
varPos
.
z
+=
m_hitPoint
.
z
;
m_curPropModelObj
.
transform
.
position
=
varPos
;
PlayAnim
(
1
);
GameServices
.
timerServices
.
Push
(
this
,
1.0f
,
delegate
{
PlayIdle
();
});
GameServices
.
timerServices
.
Push
(
this
,
2.0f
,
delegate
{
if
(
m_curPropModelObj
)
{
m_curPropModelObj
.
transform
.
position
=
m_propStartPos
[
m_curModelIndex
].
position
;
}
});
}
//隐藏模型
...
...
@@ -413,9 +445,9 @@ public class BombView : MonoBehaviour
if
(
Physics
.
Raycast
(
ray
,
out
hit
))
{
if
(
hit
.
collider
.
tag
==
"Target"
&&
m_bCanBePlace
)
if
(
hit
.
collider
.
tag
==
"Target"
&&
m_bCanBePlace
&&
m_curPropModelObj
)
{
//
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);
...
...
@@ -426,6 +458,7 @@ public class BombView : MonoBehaviour
////Vector3 varVec3 = hit.point;
////varVec3.x += 0.1f;
////m_firstBombPos = varVec3;
m_hitPoint
=
hit
.
point
;
BattleCtrl
.
instance
.
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1ffcf381
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{
fileID
:
0
}
m_bombView
:
{
fileID
:
3451800651537292261
}
curLevelIndex
:
0
curLevelIndex
:
1
---
!u!114
&3451800651537292261
MonoBehaviour
:
m_ObjectHideFlags
:
0
...
...
BoomMaster/Assets/Res/Prefabs/Levels/Level9.prefab
View file @
1ffcf381
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