Commit afadc60a authored by wanqing's avatar wanqing

修改道具逻辑

parent 024835ba
......@@ -165,12 +165,8 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
levelPrefs:
- {fileID: 916316864684617039, guid: c94a0de6085d4e9499aee2b16e3087c8, type: 3}
- {fileID: 7511686585617871288, guid: 3446b365edf0d1a4f94b7e1a98204770, type: 3}
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- {fileID: 945570835972455969, guid: af2db092e9ac9a24b81ec302ad910588, type: 3}
- {fileID: 4014335436679012073, guid: 16d73164b8f5c7744892dd5fa4284980, type: 3}
- {fileID: 4176077394338190956, guid: 96ed4cec24368ce4bbc8b31c32895485, type: 3}
- {fileID: 6719220740506513315, guid: 31f084bd887ce134099cf3e3a2d8fdfe, type: 3}
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--- !u!1 &543166196
GameObject:
m_ObjectHideFlags: 0
......@@ -356,10 +352,18 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_bombEffectObj: {fileID: 1700217648693119091, guid: c8e49c3b7567ba44c9434bbb6049f364,
type: 3}
m_rayfireBombObj: {fileID: 7079061562166580387, guid: 4a54442bb4207004c9595cc36ec83f59,
m_rayfireBombObj: {fileID: 2121187542943932037, guid: 9d7d423e011aae4478807b6d475cdd8e,
type: 3}
m_bombRocketEffectObj: {fileID: 4754847857784994706, guid: a84bbde962df02046b0a7fac252d20bc,
type: 3}
m_prop1Obj: {fileID: 4347695764793259067, guid: 863353e07104c684ea1ec1f87b455702,
type: 3}
m_prop2Obj: {fileID: 2630166727635670252, guid: 4a06caa1c21cadb45b0586732e11d2c9,
type: 3}
m_prop3Obj: {fileID: 5765396706313039231, guid: ef7be189413111e4b974eaf395cde588,
type: 3}
m_prop4Obj: {fileID: 8438712675754401916, guid: 2f25afe74da731446a51e24257ce9b3b,
type: 3}
--- !u!1001 &173206295174090797
PrefabInstance:
m_ObjectHideFlags: 0
......
......@@ -34,36 +34,37 @@ public class PropSelectUI : MonoBehaviour
m_strengthButton = m_strengthObj.GetComponent<Button>();
m_doubleButton = m_doubleObj.GetComponent<Button>();
m_coinButton = m_coinObj.GetComponent<Button>();
m_KnifeButton = m_KnifeObj.GetComponent<Button>();
}
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_strengthMaskObj.SetActive(varCoin < 10);
m_doubleMaskObj.SetActive(varCoin < 100);
m_coinMaskObj.SetActive(varCoin < 10);
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_strengthMaskObj.SetActive(varCoin < 10);
//m_doubleMaskObj.SetActive(varCoin < 100);
//m_coinMaskObj.SetActive(varCoin < 10);
//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;
}
public void SetState(bool value)
{
......@@ -78,38 +79,46 @@ public class PropSelectUI : MonoBehaviour
//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.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.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.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.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.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.levelManager.curLevel.bombView.CreateProp3Model();
}
//点击🔪
public void OnClickKnift()
{
BattleCtrl.instance.levelManager.curLevel.bombView.CreateProp4Model();
}
//开始
public void OnClickStart()
......
......@@ -7,12 +7,13 @@ public class BombView : MonoBehaviour
{
public Transform m_cameraTrans;//相机
public Transform m_rootTrans;//root节点
public LineRenderer lineRenderer;//线段渲染器
public Transform m_propPosParent;//道具位置父节点
//public LineRenderer lineRenderer;//线段渲染器
//public GameObject m_bombParticleObj;//炸弹粒子
private GameObject m_curBomb;//当前的炸弹
private BombState1View m_bombStateView;//控制炸弹状态
//private GameObject m_curBombEffect;//当前炸弹特效
private RayfireBomb m_curBomb;//当前的炸弹
//private BombState1View m_bombStateView;//控制炸弹状态
private GameObject m_curBombEffect;//当前炸弹特效
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
......@@ -31,9 +32,15 @@ public class BombView : MonoBehaviour
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 Transform[] m_propStartPos;
private GameObject m_curPropModelObj;
private Animator m_curPropAnimator;
private void Awake()
{
m_totalChildNum = m_rootTrans.childCount - 1;
m_propStartPos = m_propPosParent.GetComponentsInChildren<Transform>();
}
private void Start()
{
......@@ -58,8 +65,71 @@ public class BombView : MonoBehaviour
//{
// m_rate = 0.2f;
//}
lineRenderer.startWidth = 0.05f;
lineRenderer.endWidth = 0.05f;
//lineRenderer.startWidth = 0.05f;
//lineRenderer.endWidth = 0.05f;
}
//道具1生成
public void CreateProp1Model()
{
HideAllModel();
m_curPropModelObj = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.prop1Obj);
PauseAnimator();
m_curPropModelObj.transform.position = m_propStartPos[1].position;
}
//道具2生成
public void CreateProp2Model()
{
HideAllModel();
m_curPropModelObj = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.prop2Obj);
PauseAnimator();
m_curPropModelObj.transform.position = m_propStartPos[2].position;
}
//道具3生成
public void CreateProp3Model()
{
HideAllModel();
m_curPropModelObj = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.prop3Obj);
PauseAnimator();
m_curPropModelObj.transform.position = m_propStartPos[3].position;
}
//道具4生成
public void CreateProp4Model()
{
HideAllModel();
m_curPropModelObj = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.prop4Obj);
PauseAnimator();
m_curPropModelObj.transform.position = m_propStartPos[4].position;
}
//暂停动画
void PauseAnimator()
{
m_curPropAnimator = m_curPropModelObj.GetComponent<Animator>();
if (m_curPropAnimator)
{
m_curPropAnimator.enabled = false;
}
}
//播放动画
void PlayAnimator()
{
if(m_curPropAnimator)
{
m_curPropAnimator.enabled = true;
}
if (m_curPropModelObj)
{
m_curPropModelObj.SetActive(false);
m_curPropModelObj.SetActive(true);
}
}
//隐藏模型
void HideAllModel()
{
if (m_curPropModelObj)
{
PoolManager.Instance.ReturnObjectToPool(m_curPropModelObj);
}
}
//移动
void OnMove(Vector3 dir)
......@@ -73,7 +143,7 @@ public class BombView : MonoBehaviour
m_cameraTrans.localRotation = Quaternion.Euler(0, m_curRotateAngle, 0);
}
//设置炸弹
void SetBomb(GameObject go)
void SetBomb(RayfireBomb go)
{
//if(m_bombParticleObj)
//{
......@@ -81,8 +151,8 @@ public class BombView : MonoBehaviour
//}
m_curBomb = go;
m_bombStateView = go.GetComponent<BombState1View>();
m_bombStateView.SetBombModel();
//m_bombStateView = go.GetComponent<BombState1View>();
//m_bombStateView.SetBombModel();
//if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
//{
// m_curBomb.range = 0.5f;
......@@ -96,18 +166,19 @@ public class BombView : MonoBehaviour
//播放动画
public void PlayBombAni()
{
if(m_bombStateView)
{
m_bombStateView.PlayBombAni();
}
//if(m_bombStateView)
//{
// m_bombStateView.PlayBombAni();
//}
BattleCtrl.instance.battleUI.OnClickBoomBtn();
}
//画线
void DrawLine()
{
float varDis = Vector3.Distance(m_firstBombPos, m_secondBombPos);
Vector3 varDir = (m_secondBombPos - m_firstBombPos).normalized;
lineRenderer.positionCount = m_lineIndex + 1;
lineRenderer.SetPosition(m_lineIndex, m_firstBombPos + varDir * m_lineIndex * (varDis / 4.0f));
//lineRenderer.positionCount = m_lineIndex + 1;
//lineRenderer.SetPosition(m_lineIndex, m_firstBombPos + varDir * m_lineIndex * (varDis / 4.0f));
m_lineIndex++;
if (m_lineIndex >= 5)
......@@ -124,19 +195,24 @@ 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.SetActive(false);
lineRenderer.positionCount = 0;
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);
//GameServices.timerServices.Push(this, 1.0f, delegate
//{
// PoolManager.Instance.ReturnObjectToPool(m_curBombEffect);
//});
//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()
......@@ -157,18 +233,23 @@ public class BombView : MonoBehaviour
}
private void OnDestroy()
{
if(m_bombStateView)
//if(m_bombStateView)
//{
// m_bombStateView.ClearState();
//}
HideAllModel();
m_curPropModelObj = null;
m_curPropAnimator = null;
if (m_curBomb)
{
m_bombStateView.ClearState();
PoolManager.Instance.ReturnObjectToPool(m_curBomb.gameObject);
m_curBomb = null;
}
if (m_curBomb)
if (m_curBombEffect)
{
PoolManager.Instance.ReturnObjectToPool(m_curBomb);
PoolManager.Instance.ReturnObjectToPool(m_curBombEffect);
m_curBombEffect = null;
}
//if(m_curBombEffect)
//{
// PoolManager.Instance.ReturnObjectToPool(m_curBombEffect);
//}
if (GameServices.inputService != null)
{
GameServices.inputService.pad.onMoveVec3 -= OnMove;
......@@ -277,18 +358,20 @@ public class BombView : MonoBehaviour
{
if (hit.collider.tag == "Target" && m_bCanBePlace)
{
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);
//m_bCanBePlace = false;
//GameObject go = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.rayfireBombObj);
//go.transform.position = hit.point;
SetBomb(go);
m_bombStateView.SetBombModelPos(hit.point);
m_lastInputPos = Input.mousePosition;
Vector3 varVec3 = hit.point;
varVec3.x += 0.1f;
m_firstBombPos = varVec3;
BattleCtrl.instance.battleUI.SetBomb();
//SetBomb(go.GetComponent<RayfireBomb>());
////m_bombStateView.SetBombModelPos(hit.point);
////m_lastInputPos = Input.mousePosition;
////Vector3 varVec3 = hit.point;
////varVec3.x += 0.1f;
////m_firstBombPos = varVec3;
//BattleCtrl.instance.battleUI.SetBomb();
PauseAnimator();
PlayAnimator();
//两个炸弹的
//if (!m_bControlDoubleBomb)
//{
......
......@@ -10,9 +10,21 @@ public class CacheManager : MonoBehaviour
private GameObject m_rayfireBombObj;//炸弹预设
[SerializeField]
private GameObject m_bombRocketEffectObj;//火箭特效
[SerializeField]
private GameObject m_prop1Obj;//道具1
[SerializeField]
private GameObject m_prop2Obj;//道具1
[SerializeField]
private GameObject m_prop3Obj;//道具3
[SerializeField]
private GameObject m_prop4Obj;//道具4
public GameObject bombEffectObj => m_bombEffectObj;
public GameObject rayfireBombObj => m_rayfireBombObj;
public GameObject bombRocketEffectObj => m_bombRocketEffectObj;
public GameObject prop1Obj => m_prop1Obj;
public GameObject prop2Obj => m_prop2Obj;
public GameObject prop3Obj => m_prop3Obj;
public GameObject prop4Obj => m_prop4Obj;
public static CacheManager Instance = null;
void Awake()
{
......
......@@ -273,7 +273,7 @@ MonoBehaviour:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 8857377566680284191}
m_MethodName: OnClickCoin
m_MethodName: OnClickKnift
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
......@@ -13018,7 +13018,7 @@ Animator:
m_GameObject: {fileID: 6064464677660112694}
m_Enabled: 1
m_Avatar: {fileID: 0}
m_Controller: {fileID: 9100000, guid: 014ad115100000000a4ad11510000000, type: 2}
m_Controller: {fileID: 9100000, guid: bb389cc2efde9ef4ba6b88a34ad44400, type: 2}
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m_ApplyRootMotion: 0
......
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......
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......
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m_IKOnFeet: 0
m_WriteDefaultValues: 1
m_Mirror: 0
m_SpeedParameterActive: 0
m_MirrorParameterActive: 0
m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0
m_Motion: {fileID: 7400000, guid: dc37b4e3c04330442ad112f87d71720f, type: 2}
m_Tag:
m_SpeedParameter:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
fileFormatVersion: 2
guid: 770fb26f08fbbae459033ae04e608a9d
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
......@@ -11080,7 +11080,7 @@ MonoBehaviour:
m_chainRopeView: {fileID: 0}
m_camera: {fileID: 0}
m_bombView: {fileID: 5172993215029228961}
curLevelIndex: 8
curLevelIndex: 1
--- !u!114 &5172993215029228961
MonoBehaviour:
m_ObjectHideFlags: 0
......
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