Commit 26d68fe9 authored by Yuyang's avatar Yuyang

Merge remote-tracking branch 'origin/master' into YuYang

parents 0c2e5578 8f5e2173
......@@ -166,7 +166,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
levelPrefs:
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- {fileID: 5172993215029228962, guid: dea24af8619dcf749af7f9f2088520b3, type: 3}
--- !u!1 &543166196
GameObject:
......
......@@ -25,6 +25,11 @@ public class PropSelectUI : MonoBehaviour
public Button m_coinButton;
public Button m_KnifeButton;
private int m_needMoneyOne = 10;
private int m_needMoneyTwo = 40;
private int m_needMoneyThree = 80;
private int m_needMoneyFour = 100;
//private bool m_bIsBuyOne;
//private bool m_bIsBuyTwo;
//private bool m_bIsBuyThree;
......@@ -43,21 +48,23 @@ public class PropSelectUI : MonoBehaviour
//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_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)
//if (m_strengthButton)
//{
// m_strengthButton.enabled = varCoin >= 10;
//}
//if(m_doubleButton)
//if (m_doubleButton)
//{
// m_doubleButton.enabled = varCoin >= 100;
//}
//if(m_coinButton)
//if (m_coinButton)
//{
// m_coinButton.enabled = varCoin >= 10;
//}
......
......@@ -37,6 +37,9 @@ public class BombView : MonoBehaviour
private GameObject m_curPropModelObj;
private Animator m_curPropAnimator;
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 void Awake()
{
m_totalChildNum = m_rootTrans.childCount - 1;
......@@ -73,7 +76,7 @@ public class BombView : MonoBehaviour
{
HideAllModel();
m_curPropModelObj = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.prop1Obj);
PauseAnimator();
PlayIdle();
m_curPropModelObj.transform.position = m_propStartPos[1].position;
}
//道具2生成
......@@ -81,7 +84,7 @@ public class BombView : MonoBehaviour
{
HideAllModel();
m_curPropModelObj = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.prop2Obj);
PauseAnimator();
PlayIdle();
m_curPropModelObj.transform.position = m_propStartPos[2].position;
}
//道具3生成
......@@ -89,7 +92,7 @@ public class BombView : MonoBehaviour
{
HideAllModel();
m_curPropModelObj = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.prop3Obj);
PauseAnimator();
PlayIdle();
m_curPropModelObj.transform.position = m_propStartPos[3].position;
}
//道具4生成
......@@ -97,30 +100,30 @@ public class BombView : MonoBehaviour
{
HideAllModel();
m_curPropModelObj = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.prop4Obj);
PauseAnimator();
PlayIdle();
m_curPropModelObj.transform.position = m_propStartPos[4].position;
}
//暂停动画
void PauseAnimator()
void PlayAnim(int value, string argName = "Value")
{
m_curPropAnimator = m_curPropModelObj.GetComponent<Animator>();
if (m_curPropAnimator)
if (m_curPropAnimator.GetInteger(argName) != value)
{
m_curPropAnimator.enabled = false;
m_curPropAnimator.SetInteger(argName, value);
}
}
//播放动画
void PlayAnimator()
{
if(m_curPropAnimator)
//播放待机动画
void PlayIdle()
{
m_curPropAnimator.enabled = true;
m_curPropAnimator = m_curPropModelObj.GetComponent<Animator>();
PlayAnim(0);
}
if (m_curPropModelObj)
//播放攻击动画
void PlayAttackAnimator()
{
m_curPropModelObj.SetActive(false);
m_curPropModelObj.SetActive(true);
}
PlayAnim(1);
GameServices.timerServices.Push(this, 1.0f, delegate
{
PlayIdle();
});
}
//隐藏模型
......@@ -138,9 +141,9 @@ public class BombView : MonoBehaviour
{
return;
}
m_curRotateAngle = m_cameraTrans.localEulerAngles.y;
m_curRotateAngle -= dir.x * Time.deltaTime* m_rotateSpeed;
m_cameraTrans.localRotation = Quaternion.Euler(0, m_curRotateAngle, 0);
//m_curRotateAngle = m_cameraTrans.localEulerAngles.y;
//m_curRotateAngle -= dir.x * Time.deltaTime* m_rotateSpeed;
//m_cameraTrans.localRotation = Quaternion.Euler(0, m_curRotateAngle, 0);
}
//设置炸弹
void SetBomb(RayfireBomb go)
......@@ -171,6 +174,8 @@ public class BombView : MonoBehaviour
// m_bombStateView.PlayBombAni();
//}
BattleCtrl.instance.battleUI.OnClickBoomBtn();
PlayAttackAnimator();
}
//画线
void DrawLine()
......@@ -195,24 +200,24 @@ 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.gameObject.SetActive(false);
//lineRenderer.positionCount = 0;
//回收
//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;
}
});
//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.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()
......@@ -269,6 +274,58 @@ public class BombView : MonoBehaviour
m_lstDamage.Clear();
m_lstDamage = null;
}
private void FixedUpdate()
{
if(!BattleCtrl.instance.isStartBattle)
{
return;
}
if(Input.GetMouseButtonDown(0))
{
m_bMouseUpEnd = false;
m_pathPos.Add(Input.mousePosition);
}
if (Input.GetMouseButton(0))
{
m_pathPos.Add(Input.mousePosition);
}
////if (Input.GetMouseButtonUp(0))
////{
//// m_pathPos.Add(Input.mousePosition);
//// m_bMouseUpEnd = true;
//// if(m_curPropModelObj)
//// {
//// if(m_pathPos.Count > 0)
//// {
//// Vector3 pos = Camera.main.WorldToScreenPoint(m_curPropModelObj.transform.position);//将对象坐标换成屏幕坐标
//// Vector3 mousePos = new Vector3(m_pathPos[0].x, m_pathPos[0].y, pos.z);//让鼠标的屏幕坐标与对象坐标一致
//// Vector3 modelPos = Camera.main.ScreenToWorldPoint(mousePos);
//// m_curPropModelObj.transform.position = modelPos;
//// }
//// m_curPropModelObj.SetActive(true);
//// }
////}
////if (m_bMouseUpEnd && m_curPropModelObj)
////{
//// Vector3 pos = Camera.main.WorldToScreenPoint(m_curPropModelObj.transform.position);//将对象坐标换成屏幕坐标
        ////    Vector3 mousePos = new Vector3(m_pathPos[m_curPathIndex].x, m_pathPos[m_curPathIndex].y, pos.z);//让鼠标的屏幕坐标与对象坐标一致
//// Vector3 modelPos = Camera.main.ScreenToWorldPoint(mousePos);
//// modelPos.x = 7.0f;
//// modelPos.y -= 2.5f;
//// //m_curPropModelObj.transform.position = modelPos;
//// m_curPropModelObj.transform.position = Vector3.Lerp(m_curPropModelObj.transform.position, modelPos, 0.2f);
//// m_curPathIndex++;
//// if(m_curPathIndex >= m_pathPos.Count)
//// {
//// m_bMouseUpEnd = false;
//// m_curPathIndex = 0;
//// m_pathPos.Clear();
//// m_curPropModelObj.SetActive(false);
//// m_curPropModelObj.transform.position = m_propStartPos[4].position;
//// }
////}
}
private void Update()
{
if (!BattleCtrl.instance.isStartBattle || BattleCtrl.instance.isEndBattle
......@@ -360,7 +417,7 @@ public class BombView : MonoBehaviour
{
//BattleCtrl.instance.battleUI.SetSelectUIState(false);
//一个炸弹的
//m_bCanBePlace = false;
m_bCanBePlace = false;
//GameObject go = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.rayfireBombObj);
//go.transform.position = hit.point;
//SetBomb(go.GetComponent<RayfireBomb>());
......@@ -369,9 +426,7 @@ public class BombView : MonoBehaviour
////Vector3 varVec3 = hit.point;
////varVec3.x += 0.1f;
////m_firstBombPos = varVec3;
//BattleCtrl.instance.battleUI.SetBomb();
PauseAnimator();
PlayAnimator();
BattleCtrl.instance.battleUI.SetBomb();
//两个炸弹的
//if (!m_bControlDoubleBomb)
//{
......
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......@@ -81,6 +82,20 @@ MeshRenderer:
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......@@ -141,7 +141,7 @@ AnimationClip:
m_Level: 0
m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 0
m_LoopTime: 1
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0
......
......@@ -100,7 +100,7 @@ AnimationClip:
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m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 0
m_LoopTime: 1
m_LoopBlend: 0
m_LoopBlendOrientation: 0
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......
......@@ -100,7 +100,7 @@ AnimationClip:
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m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 0
m_LoopTime: 1
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0
......
......@@ -10,7 +10,8 @@ AnimatorState:
m_Name: Porps1_Idle
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_Transitions:
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m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
......@@ -34,7 +35,13 @@ AnimatorController:
m_PrefabAsset: {fileID: 0}
m_Name: Props1
serializedVersion: 5
m_AnimatorParameters: []
m_AnimatorParameters:
- m_Name: Value
m_Type: 3
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m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_AnimatorLayers:
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m_Name: Base Layer
......@@ -48,6 +55,31 @@ AnimatorController:
m_IKPass: 0
m_SyncedLayerAffectsTiming: 0
m_Controller: {fileID: 9100000}
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AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
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m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: -3192207249383302874}
m_Solo: 0
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m_ExitTime: 0.75
m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1102 &6730958153914027838
AnimatorState:
serializedVersion: 5
......@@ -58,7 +90,8 @@ AnimatorState:
m_Name: Porps1_Attack
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_Transitions:
- {fileID: 6134554771990712325}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
......@@ -74,6 +107,31 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
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AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
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m_DstState: {fileID: 6730958153914027838}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.75
m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1107 &8519655877581282680
AnimatorStateMachine:
serializedVersion: 5
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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AnimatorState:
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......@@ -10,7 +35,8 @@ AnimatorState:
m_Name: Porps2_Attack
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_Transitions:
- {fileID: -1910028426042056281}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
......@@ -26,6 +52,31 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
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AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
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AnimatorController:
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......@@ -34,7 +85,13 @@ AnimatorController:
m_PrefabAsset: {fileID: 0}
m_Name: Props2
serializedVersion: 5
m_AnimatorParameters: []
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m_Type: 3
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......@@ -48,6 +105,18 @@ AnimatorController:
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m_Controller: {fileID: 9100000}
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......@@ -58,7 +127,8 @@ AnimatorState:
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m_CycleOffset: 0
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......@@ -74,6 +144,25 @@ AnimatorState:
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......@@ -85,7 +174,7 @@ AnimatorStateMachine:
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m_Position: {x: 270, y: 60, z: 0}
- serializedVersion: 1
m_State: {fileID: 2659269805789241262}
m_Position: {x: 230, y: 250, z: 0}
......
......@@ -25,6 +25,31 @@ AnimatorStateMachine:
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: 1249685987117816153}
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......@@ -33,7 +58,13 @@ AnimatorController:
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m_Name: Props3
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m_Name: Base Layer
......@@ -57,7 +88,8 @@ AnimatorState:
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m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
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......@@ -73,6 +105,31 @@ AnimatorState:
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......@@ -83,7 +140,8 @@ AnimatorState:
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......
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