Commit ad75ebc1 authored by wanqing's avatar wanqing

修改代码

parent 0269731f
...@@ -7,9 +7,18 @@ public class PropSelectUI : MonoBehaviour ...@@ -7,9 +7,18 @@ public class PropSelectUI : MonoBehaviour
public GameObject m_strengthObj; public GameObject m_strengthObj;
public GameObject m_doubleObj; public GameObject m_doubleObj;
public GameObject m_coinObj; public GameObject m_coinObj;
public GameObject m_strengthSymbolObj;
public GameObject m_doubleSymbolObj;
public GameObject m_coinSymbolObj;
private void OnEnable() private void OnEnable()
{ {
SetOpenState(); int varCoin = LocalRecord.GetIntRecord(GlobalConfig.CoinReCordKey);
m_strengthObj.SetActive(varCoin >= 10);
m_doubleObj.SetActive(varCoin >= 20);
m_coinObj.SetActive(varCoin >= 10);
m_strengthSymbolObj.SetActive(false);
m_doubleSymbolObj.SetActive(false);
m_coinSymbolObj.SetActive(false);
} }
//点击加强 //点击加强
public void OnClickStrength() public void OnClickStrength()
...@@ -17,6 +26,8 @@ public class PropSelectUI : MonoBehaviour ...@@ -17,6 +26,8 @@ public class PropSelectUI : MonoBehaviour
BattleCtrl.instance.battleUI.SetBombStrength(); BattleCtrl.instance.battleUI.SetBombStrength();
BattleCtrl.instance.battleUI.SetCoin(-10); BattleCtrl.instance.battleUI.SetCoin(-10);
SetOpenState(); SetOpenState();
m_strengthObj.SetActive(false);
m_strengthSymbolObj.SetActive(true);
} }
//点击double //点击double
public void OnClickDouble() public void OnClickDouble()
...@@ -24,6 +35,8 @@ public class PropSelectUI : MonoBehaviour ...@@ -24,6 +35,8 @@ public class PropSelectUI : MonoBehaviour
BattleCtrl.instance.battleUI.SetBombDouble(); BattleCtrl.instance.battleUI.SetBombDouble();
BattleCtrl.instance.battleUI.SetCoin(-20); BattleCtrl.instance.battleUI.SetCoin(-20);
SetOpenState(); SetOpenState();
m_doubleObj.SetActive(false);
m_doubleSymbolObj.SetActive(true);
} }
//点击金币 //点击金币
public void OnClickCoin() public void OnClickCoin()
...@@ -31,6 +44,8 @@ public class PropSelectUI : MonoBehaviour ...@@ -31,6 +44,8 @@ public class PropSelectUI : MonoBehaviour
BattleCtrl.instance.battleUI.SetCoinDouble(); BattleCtrl.instance.battleUI.SetCoinDouble();
BattleCtrl.instance.battleUI.SetCoin(-10); BattleCtrl.instance.battleUI.SetCoin(-10);
SetOpenState(); SetOpenState();
m_coinObj.SetActive(false);
m_coinSymbolObj.SetActive(true);
} }
//开始 //开始
public void OnClickStart() public void OnClickStart()
...@@ -46,8 +61,17 @@ public class PropSelectUI : MonoBehaviour ...@@ -46,8 +61,17 @@ public class PropSelectUI : MonoBehaviour
void SetOpenState() void SetOpenState()
{ {
int varCoin = LocalRecord.GetIntRecord(GlobalConfig.CoinReCordKey); int varCoin = LocalRecord.GetIntRecord(GlobalConfig.CoinReCordKey);
if(m_strengthObj.activeSelf)
{
m_strengthObj.SetActive(varCoin >= 10); m_strengthObj.SetActive(varCoin >= 10);
}
if(m_doubleObj.activeSelf)
{
m_doubleObj.SetActive(varCoin >= 20); m_doubleObj.SetActive(varCoin >= 20);
}
if(m_coinObj.activeSelf)
{
m_coinObj.SetActive(varCoin >= 10); m_coinObj.SetActive(varCoin >= 10);
} }
}
} }
...@@ -136,6 +136,10 @@ public class BombStateView : MonoBehaviour ...@@ -136,6 +136,10 @@ public class BombStateView : MonoBehaviour
m_unrealBombState1Obj.SetActive(true); m_unrealBombState1Obj.SetActive(true);
m_curMat = m_unrealBombState2MeshRender.material; m_curMat = m_unrealBombState2MeshRender.material;
} }
}
//shader开始变化
public void StartShaderChange()
{
InvokeRepeating("SetShaderChange", 1.0f, Time.deltaTime); InvokeRepeating("SetShaderChange", 1.0f, Time.deltaTime);
} }
//shader参数变化 //shader参数变化
......
...@@ -29,6 +29,8 @@ public class BombView : MonoBehaviour ...@@ -29,6 +29,8 @@ public class BombView : MonoBehaviour
private Vector2 m_lastInputPos = Vector2.zero; private Vector2 m_lastInputPos = Vector2.zero;
private Vector3 m_firstBombPos;//第一个炸弹位置 private Vector3 m_firstBombPos;//第一个炸弹位置
private Vector3 m_secondBombPos;//第二个炸弹位置 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 void Awake() private void Awake()
{ {
m_totalChildNum = m_rootTrans.childCount - 1; m_totalChildNum = m_rootTrans.childCount - 1;
...@@ -171,6 +173,10 @@ public class BombView : MonoBehaviour ...@@ -171,6 +173,10 @@ public class BombView : MonoBehaviour
{ {
CancelInvoke("DrawLine"); CancelInvoke("DrawLine");
} }
if (IsInvoking("TimeLimitStartBomb"))
{
CancelInvoke("TimeLimitStartBomb");
}
m_lstDamage.Clear(); m_lstDamage.Clear();
m_lstDamage = null; m_lstDamage = null;
} }
...@@ -255,12 +261,13 @@ public class BombView : MonoBehaviour ...@@ -255,12 +261,13 @@ public class BombView : MonoBehaviour
if (Physics.Raycast(ray, out hit)) if (Physics.Raycast(ray, out hit))
{ {
if (hit.collider.tag == "Target" && m_bCanBePlace) if (hit.collider.tag == "Target" && m_bCanBePlace)
{
if(!m_bControlDoubleBomb)
{ {
GameObject go = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.rayfireBombObj); GameObject go = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.rayfireBombObj);
//go.transform.position = hit.point; //go.transform.position = hit.point;
SetBomb(go); SetBomb(go);
m_bombStateView.SetBombModelPos(hit.point); m_bombStateView.SetBombModelPos(hit.point);
BattleCtrl.instance.battleUI.SetBomb();
m_lastInputPos = Input.mousePosition; m_lastInputPos = Input.mousePosition;
Vector3 varVec3 = hit.point; Vector3 varVec3 = hit.point;
varVec3.x += 0.1f; varVec3.x += 0.1f;
...@@ -269,10 +276,30 @@ public class BombView : MonoBehaviour ...@@ -269,10 +276,30 @@ public class BombView : MonoBehaviour
if (BattleCtrl.instance.battleUI.IsBombDouble) if (BattleCtrl.instance.battleUI.IsBombDouble)
{ {
RandomCreateAnotherBomb(); RandomCreateAnotherBomb();
m_bControlDoubleBomb = true;
}
else
{
m_bCanBePlace = false;
BattleCtrl.instance.battleUI.SetBomb();
}
} }
else else
{ {
m_bControlDoubleBomb = false;
m_bCanBePlace = false; m_bCanBePlace = false;
BattleCtrl.instance.battleUI.SetBomb();//指定位置后开始炸
m_bombStateView.SetUnrealBombModelPos(hit.point);
m_bombStateView.StartShaderChange();
InvokeRepeating("DrawLine", 0.1f, 0.3f);
Vector3 varPoint = hit.point;
varPoint.x += 0.1f;
m_secondBombPos = varPoint;
//指定后要取消判定
if(IsInvoking("TimeLimitStartBomb"))
{
CancelInvoke("TimeLimitStartBomb");
}
} }
} }
} }
...@@ -295,13 +322,10 @@ public class BombView : MonoBehaviour ...@@ -295,13 +322,10 @@ public class BombView : MonoBehaviour
{ {
if (hit.collider.tag == "Target" && m_bCanBePlace) if (hit.collider.tag == "Target" && m_bCanBePlace)
{ {
m_bCanBePlace = false;
m_bombStateView.SetUnrealBombModelPos(hit.point); m_bombStateView.SetUnrealBombModelPos(hit.point);
m_bombStateView.SetUnrealBombModel(); m_bombStateView.SetUnrealBombModel();
InvokeRepeating("DrawLine", 0.1f, 0.3f); m_recordSecondBombPos = hit.point;
Vector3 varPoint = hit.point; Invoke("TimeLimitStartBomb", 5.0f);
varPoint.x += 0.1f;
m_secondBombPos = varPoint;
} }
} }
else else
...@@ -309,4 +333,16 @@ public class BombView : MonoBehaviour ...@@ -309,4 +333,16 @@ public class BombView : MonoBehaviour
RandomCreateAnotherBomb(); RandomCreateAnotherBomb();
} }
} }
//过5秒自己开始炸,如果玩家没有指定位置
void TimeLimitStartBomb()
{
m_bControlDoubleBomb = false;
m_bCanBePlace = false;
BattleCtrl.instance.battleUI.SetBomb();//指定位置后开始炸
m_bombStateView.StartShaderChange();
InvokeRepeating("DrawLine", 0.1f, 0.3f);
Vector3 varPoint = m_recordSecondBombPos;
varPoint.x += 0.1f;
m_secondBombPos = varPoint;
}
} }
...@@ -16690,6 +16690,9 @@ MonoBehaviour: ...@@ -16690,6 +16690,9 @@ MonoBehaviour:
m_strengthObj: {fileID: 935220169814444094} m_strengthObj: {fileID: 935220169814444094}
m_doubleObj: {fileID: 7970116045404573728} m_doubleObj: {fileID: 7970116045404573728}
m_coinObj: {fileID: 8702548051435287562} m_coinObj: {fileID: 8702548051435287562}
m_strengthSymbolObj: {fileID: 2810314833097530004}
m_doubleSymbolObj: {fileID: 5021344926088393427}
m_coinSymbolObj: {fileID: 859530928958322986}
--- !u!1 &7863706443067258471 --- !u!1 &7863706443067258471
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment