Commit 8ec69cb0 authored by wanqing's avatar wanqing

爆破关卡逻辑整理

parent aff84cda
......@@ -22,7 +22,7 @@
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class FirstLevelTrigger : MonoBehaviour
{
public Transform m_targetTrans;
private Vector3 m_pos = new Vector3(0, 5.2f, 0);
private Quaternion m_rotation = Quaternion.identity;
//public Transform m_targetTrans;
//private Vector3 m_pos = new Vector3(0, 5.2f, 0);
//private Quaternion m_rotation = Quaternion.identity;
//private void OnTriggerEnter(Collider other)
//{
// if (other.gameObject.CompareTag("Target"))
// {
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.CatchObjEnterTarget();
// BattleCtrl.instance.OnBattleWin();
// m_targetTrans.localPosition = m_pos;
// m_targetTrans.localRotation = m_rotation;
// }
//}
public Transform m_carTrans;
public GameObject m_yellowBodyObj;
public Transform m_playerTrans;
private bool m_bControl = true;
private bool m_bControlPass = true;
private GameObject m_cubeObj;
private void Awake()
{
m_cubeObj = m_playerTrans.Find("Cube").gameObject;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Target"))
if (other.tag == "Final" && m_bControlPass)
{
BattleCtrl.instance.levelManager.curLevel.chainRopeView.CatchObjEnterTarget();
m_bControlPass = false;
m_yellowBodyObj.gameObject.SetActive(false);
Invoke("PassLevelAnimation", 3);
}
}
void PassLevelAnimation()
{
m_carTrans.DOLocalMoveZ(9, 2).SetEase(Ease.Linear).OnComplete(() => {
BattleCtrl.instance.OnBattleWin();
m_targetTrans.localPosition = m_pos;
m_targetTrans.localRotation = m_rotation;
});
}
// Update is called once per frame
void Update()
{
if (m_bControl && m_playerTrans.position.y < 5.4f)
{
m_cubeObj.SetActive(false);
m_bControl = false;
}
}
}
......@@ -35,6 +35,8 @@ public class BattleUI : MonoBehaviour
public GameObject m_successResultMaskObj;//胜利结算maskobj
public GameObject m_ShowMouseObj;//显示手指图标obj
public GameObject m_HideMouseObj;//隐藏手指图标obj
public GameObject[] m_boomUIS;//爆炸Ui
public Button m_boomBtn;//炸弹按钮
public Action onStartBtn;
public Action onPosUpBtn;
public Action onPosDownBtn;
......@@ -46,6 +48,7 @@ public class BattleUI : MonoBehaviour
//private Text m_ShowOrHideMouseText;//显示或隐藏手指text
private int m_mouseIndex = 0;//点击次数
private bool m_bIsShowMouse = true;//是否显示手指图标
private int m_bombIndex = 0;//炸弹计数
void Awake()
{
m_dragBtn.onClick.AddListener(SetDragMode);
......@@ -64,6 +67,10 @@ public class BattleUI : MonoBehaviour
GameServices.audioServices.PlayBgm(GameServices.configService.audioConfig.GameBgm);
GameServices.configService.playerConfig.ClawMoveSpeed = 0.4f;//开始默认值
}
private void Start()
{
m_boomBtn.interactable = false;
}
void SetDragMode()
{
BattleCtrl.instance.levelManager.curLevel.chainView.SetDragMode(true);
......@@ -223,6 +230,13 @@ public class BattleUI : MonoBehaviour
/// 加载关卡后调用
public void OnAfterLoadLevel()
{
//重置状态
m_bombIndex = 0;
for(int i = 0;i<m_boomUIS.Length;i++)
{
m_boomUIS[i].SetActive(true);
}
m_levelText.text = string.Format("Level {0:D}", BattleCtrl.instance.levelManager.CurLevelIndex + 1);
Camera varCam = BattleCtrl.instance.levelManager.curLevel.cam;
......@@ -269,4 +283,22 @@ public class BattleUI : MonoBehaviour
m_HideMouseObj.SetActive(false);
m_bIsShowMouse = false;
}
//设置炸弹
public void SetBomb()
{
if (m_bombIndex >= 3)
return;
m_boomBtn.interactable = true;
m_boomUIS[m_bombIndex].SetActive(false);
m_bombIndex++;
}
//点击爆破按钮
public void OnClickBoomBtn()
{
BattleCtrl.instance.levelManager.curLevel.bombView.StartBomb();
m_boomBtn.interactable = false;
BattleCtrl.instance.levelManager.curLevel.bombView.SetPlaceState(m_bombIndex < 3);
}
}
......@@ -6,18 +6,45 @@ using RayFire;
public class BombView : MonoBehaviour
{
public GameObject m_bombParticleObj;//炸弹粒子
private RayfireBomb m_rayfireBomb;//炸弹预设
public GameObject m_bombEffectObj;//炸弹特效
public RayfireBomb m_rayfireBomb;//炸弹预设
private RayfireBomb m_curBomb;//当前的炸弹
private bool m_bCanBePlace = true;//是否能放置炸弹
//设置炸弹
void SetBomb(RayfireBomb rayfireBomb)
{
m_bombParticleObj?.SetActive(false);
m_curBomb = rayfireBomb;
m_bCanBePlace = false;
}
//设置放置状态
public void SetPlaceState(bool value)
{
m_bCanBePlace = value;
}
//开始炸
public void StartBomb()
{
GameObject fx = PoolManager.Instance.GetObjectFromPool(m_bombEffectObj);
fx.transform.position = m_curBomb.transform.position;
m_curBomb?.Explode(0);
m_curBomb.gameObject.SetActive(false);
//回收
PoolManager.Instance.ReturnObjectToPool(m_curBomb.gameObject);
GameServices.timerServices.Push(this, 1.0f, delegate
{
PoolManager.Instance.ReturnObjectToPool(fx);
});
}
private void Update()
{
if (!BattleCtrl.instance.isStartBattle)
{
return;
}
if (Input.GetMouseButtonDown(0))
{
Clicked();
......@@ -32,11 +59,12 @@ public class BombView : MonoBehaviour
if (Physics.Raycast(ray, out hit))
{
if (hit.collider.tag == "Target" && GameManager.Instance.canBePlace)
if (hit.collider.tag == "Target" && m_bCanBePlace)
{
GameObject go = Instantiate(m_rayfireBomb.gameObject) as GameObject;
GameObject go = PoolManager.Instance.GetObjectFromPool(m_rayfireBomb.gameObject);
go.transform.position = hit.point;
SetBomb(go.GetComponent<RayfireBomb>());
BattleCtrl.instance.battleUI.SetBomb();
}
}
}
......
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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
class Pool
{
private Stack<GameObject> m_objStack = new Stack<GameObject>();
private List<GameObject> m_objList = new List<GameObject>();
//the root obj for unused obj
private GameObject m_rootObj;
private float lastUsedTime = -1;
//private PoolInflationType inflationType;
private string poolName;
private string prefabPath;
private GameObject m_instanceObj;
//private int objectsInUse = 0;
//public int GetObjectsInUse { get { return objectsInUse; } }
public Pool(GameObject go)
{
lastUsedTime = Time.time;
m_instanceObj = go;
this.poolName = go.name;
//this.inflationType = type;
m_rootObj = new GameObject(poolName + "Pool");
m_rootObj.transform.SetParent(PoolManager.Instance.transform);
}
public GameObject GetPoolObject()
{
GameObject varGo = null;
if (m_objStack.Count > 0)
{
varGo = m_objStack.Pop();
}
else
{
varGo = GameObject.Instantiate(m_instanceObj);
varGo.name = varGo.name.Replace("(Clone)", "");
m_objList.Add(varGo);
}
varGo.SetActive(true);
varGo.transform.SetParent(m_rootObj.transform);
return varGo;
}
//o(1)
public void ReturnObjectToPool(GameObject go)
{
if (go)
{
m_objStack.Push(go);
go.SetActive(false);
}
}
public void DestroyObj()
{
GameObject.Destroy(m_rootObj);
m_rootObj = null;
m_objList.Clear();
m_objList = null;
m_objStack = null;
}
}
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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class PoolManager : MonoBehaviour
{
//obj pool
private Dictionary<string, Pool> m_poolDict = new Dictionary<string, Pool>();
private static PoolManager m_instance = null;
public static PoolManager Instance
{
get
{
if (m_instance == null)
{
GameObject GO = new GameObject("ResourceManager", typeof(PoolManager));
// Kanglai: if we have `GO.hideFlags |= HideFlags.DontSave;`, we will encounter Destroy problem when exit playing
// However we should keep using this in Play mode only!
m_instance = GO.GetComponent<PoolManager>();
if (Application.isPlaying)
{
//DontDestroyOnLoad(mInstance.gameObject);
}
else
{
Debug.LogWarning("[ResourceManager] You'd better ignore ResourceManager in Editor mode");
}
}
return m_instance;
}
}
private Pool GetPool(GameObject go)
{
if (!m_poolDict.ContainsKey(go.name))
{
m_poolDict[go.name] = new Pool(go);
}
return m_poolDict[go.name];
}
/// <summary>
/// Returns an available object from the pool
/// OR null in case the pool does not have any object available & can grow size is false.
/// </summary>
/// <param name="poolName"></param>
/// <returns></returns>
public GameObject GetObjectFromPool(GameObject go)
{
GameObject varGo = null;
Pool pool = GetPool(go);
if (pool != null)
{
varGo = pool.GetPoolObject();
}
return varGo;
}
/// <summary>
/// Return obj to the pool
/// </summary>
/// <param name="go"></param>
public void ReturnObjectToPool(GameObject go)
{
//PoolObject po = go.GetComponent<PoolObject>();
if (go != null)
{
Pool pool = null;
if (m_poolDict.TryGetValue(go.name, out pool))
{
pool.ReturnObjectToPool(go);
}
}
}
void OnDestroy()
{
for (int i = 0; i < m_poolDict.Count; i++)
{
var item = m_poolDict.ElementAt(i);
if(item.Value != null)
{
item.Value.DestroyObj();
}
}
m_poolDict.Clear();
m_poolDict = null;
}
}
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