Commit 201de911 authored by wanqing's avatar wanqing

关卡逻辑

parent 1cc895a9
...@@ -165,8 +165,11 @@ MonoBehaviour: ...@@ -165,8 +165,11 @@ MonoBehaviour:
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......
...@@ -84,6 +84,7 @@ public class BattleUI : MonoBehaviour ...@@ -84,6 +84,7 @@ public class BattleUI : MonoBehaviour
// 当前关卡再来一次 // 当前关卡再来一次
void LoadCurLevel() void LoadCurLevel()
{ {
m_loseObj.SetActive(false);
m_successObj.SetActive(false); m_successObj.SetActive(false);
BattleCtrl.instance.levelManager.LoadCurLevel(); BattleCtrl.instance.levelManager.LoadCurLevel();
//SceneManager.LoadScene(0); //SceneManager.LoadScene(0);
...@@ -103,6 +104,8 @@ public class BattleUI : MonoBehaviour ...@@ -103,6 +104,8 @@ public class BattleUI : MonoBehaviour
//选择关卡 //选择关卡
void SelectLevel() void SelectLevel()
{ {
m_loseObj.SetActive(false);
m_successObj.SetActive(false);
m_selectLevelObj.SetActive(true); m_selectLevelObj.SetActive(true);
} }
//开始游戏 //开始游戏
......
...@@ -5,28 +5,37 @@ using RayFire; ...@@ -5,28 +5,37 @@ using RayFire;
public class BombView : MonoBehaviour public class BombView : MonoBehaviour
{ {
public GameObject m_bombParticleObj;//炸弹粒子 public Transform m_rootTrans;//root节点
//public GameObject m_bombParticleObj;//炸弹粒子
private RayfireBomb m_curBomb;//当前的炸弹 private RayfireBomb m_curBomb;//当前的炸弹
private GameObject m_curBombEffect;//当前炸弹特效 private GameObject m_curBombEffect;//当前炸弹特效
private bool m_bCanBePlace = true;//是否能放置炸弹 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
private bool m_bControlFail = true;//控制失败
private float m_rate = 0.2f;//百分比
private void Awake()
{
m_totalChildNum = m_rootTrans.childCount;
}
//设置炸弹 //设置炸弹
void SetBomb(RayfireBomb rayfireBomb) void SetBomb(RayfireBomb rayfireBomb)
{ {
if(m_bombParticleObj) //if(m_bombParticleObj)
{ //{
m_bombParticleObj.SetActive(false); // m_bombParticleObj.SetActive(false);
} //}
m_curBomb = rayfireBomb; m_curBomb = rayfireBomb;
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex) //if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
{ //{
m_curBomb.range = 0.5f; // m_curBomb.range = 0.5f;
} //}
else if(BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelTwoIndex) //else if(BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelTwoIndex)
{ //{
m_curBomb.range = 1.5f; // m_curBomb.range = 1.5f;
} //}
m_bCanBePlace = false; m_bCanBePlace = false;
} }
//设置放置状态 //设置放置状态
...@@ -61,7 +70,7 @@ public class BombView : MonoBehaviour ...@@ -61,7 +70,7 @@ public class BombView : MonoBehaviour
} }
private void Update() private void Update()
{ {
if (!BattleCtrl.instance.isStartBattle) if (!BattleCtrl.instance.isStartBattle || BattleCtrl.instance.isEndBattle)
{ {
return; return;
} }
...@@ -69,6 +78,27 @@ public class BombView : MonoBehaviour ...@@ -69,6 +78,27 @@ public class BombView : MonoBehaviour
{ {
Clicked(); Clicked();
} }
Debug.LogError(m_rootTrans.childCount + "................." + m_totalChildNum);
if(m_rootTrans.childCount <= m_totalChildNum* m_rate && m_bControlWin)
{
m_bControlWin = false;
BattleCtrl.instance.OnBattleWin();
}
if (BattleCtrl.instance.battleUI.IsLeftEmtryBomb && !BattleCtrl.instance.battleUI.IsBombButtonCanInteractable
&& m_rootTrans.childCount > m_totalChildNum * m_rate && m_bControlFail)
{
m_bControlFail = false;
Invoke("CheckFail", 3);
}
}
//检查是否失败
void CheckFail()
{
if (BattleCtrl.instance.isEndBattle)
{
return;
}
BattleCtrl.instance.OnBattleFail();
} }
void Clicked() void Clicked()
......
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......
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