Commit c3a5c6ee authored by wanqing's avatar wanqing

修改逻辑

parent 377386aa
...@@ -38,7 +38,7 @@ RenderSettings: ...@@ -38,7 +38,7 @@ RenderSettings:
m_ReflectionIntensity: 1 m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0} m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0} m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.37311992, g: 0.38074034, b: 0.35872713, a: 1} m_IndirectSpecularColor: {r: 0.37311926, g: 0.38073996, b: 0.35872698, a: 1}
m_UseRadianceAmbientProbe: 0 m_UseRadianceAmbientProbe: 0
--- !u!157 &4 --- !u!157 &4
LightmapSettings: LightmapSettings:
...@@ -283,7 +283,7 @@ MonoBehaviour: ...@@ -283,7 +283,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: eac3ab1cd8d56dc4fb10ca3966649e25, type: 3} m_Script: {fileID: 11500000, guid: eac3ab1cd8d56dc4fb10ca3966649e25, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
battleUI: {fileID: 6833933616594028096} battleUI: {fileID: 8593838211060038329}
m_levelManager: {fileID: 186647396} m_levelManager: {fileID: 186647396}
--- !u!1 &1872965180 --- !u!1 &1872965180
GameObject: GameObject:
...@@ -330,7 +330,7 @@ MonoBehaviour: ...@@ -330,7 +330,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 65d718b4fac224944ad7728793e3fdc7, type: 3} m_Script: {fileID: 11500000, guid: 65d718b4fac224944ad7728793e3fdc7, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
pad: {fileID: 6833933617919537183} pad: {fileID: 8593838212385393894}
--- !u!114 &1872965183 --- !u!114 &1872965183
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -359,18 +359,13 @@ MonoBehaviour: ...@@ -359,18 +359,13 @@ MonoBehaviour:
type: 3} type: 3}
m_rayfireBombObj: {fileID: 7079061562166580387, guid: 4a54442bb4207004c9595cc36ec83f59, m_rayfireBombObj: {fileID: 7079061562166580387, guid: 4a54442bb4207004c9595cc36ec83f59,
type: 3} type: 3}
--- !u!1001 &2551918300351401871 --- !u!1001 &6445015490357435694
PrefabInstance: PrefabInstance:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 2 serializedVersion: 2
m_Modification: m_Modification:
m_TransformParent: {fileID: 0} m_TransformParent: {fileID: 0}
m_Modifications: m_Modifications:
- target: {fileID: 6064464676328073066, guid: 919382978f5e2684ba83e6daf6491458,
type: 3}
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
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type: 3} type: 3}
propertyPath: m_Name propertyPath: m_Name
...@@ -483,11 +478,11 @@ PrefabInstance: ...@@ -483,11 +478,11 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 919382978f5e2684ba83e6daf6491458, type: 3} m_SourcePrefab: {fileID: 100100000, guid: 919382978f5e2684ba83e6daf6491458, type: 3}
--- !u!114 &6833933616594028096 stripped --- !u!114 &8593838211060038329 stripped
MonoBehaviour: MonoBehaviour:
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type: 3} type: 3}
m_PrefabInstance: {fileID: 2551918300351401871} m_PrefabInstance: {fileID: 6445015490357435694}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0} m_GameObject: {fileID: 0}
m_Enabled: 1 m_Enabled: 1
...@@ -495,11 +490,11 @@ MonoBehaviour: ...@@ -495,11 +490,11 @@ MonoBehaviour:
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MonoBehaviour: MonoBehaviour:
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type: 3} type: 3}
m_PrefabInstance: {fileID: 2551918300351401871} m_PrefabInstance: {fileID: 6445015490357435694}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0} m_GameObject: {fileID: 0}
m_Enabled: 1 m_Enabled: 1
......
...@@ -94,9 +94,8 @@ public class BattleCtrl : MonoBehaviour ...@@ -94,9 +94,8 @@ public class BattleCtrl : MonoBehaviour
/// </summary> /// </summary>
void StartBattle() void StartBattle()
{ {
_IsStartBattle = true;
Invoke("DelayHandle", 0.1f);
//if (curLevel.curLevelIndex == 0)//第一关,记录玩家选择的pien //if (curLevel.curLevelIndex == 0)//第一关,记录玩家选择的pien
//{ //{
// GlobalData.roleSelectData = homeUI.GetRoleSelectData(); // GlobalData.roleSelectData = homeUI.GetRoleSelectData();
...@@ -105,6 +104,10 @@ public class BattleCtrl : MonoBehaviour ...@@ -105,6 +104,10 @@ public class BattleCtrl : MonoBehaviour
//curLevel.OnStartBattle(); //curLevel.OnStartBattle();
} }
void DelayHandle()
{
_IsStartBattle = true;
}
/// <summary> /// <summary>
/// 战斗失败回调 /// 战斗失败回调
......
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
public class PropSelectUI : MonoBehaviour public class PropSelectUI : MonoBehaviour
{ {
...@@ -10,27 +11,60 @@ public class PropSelectUI : MonoBehaviour ...@@ -10,27 +11,60 @@ public class PropSelectUI : MonoBehaviour
public GameObject m_strengthSymbolObj; public GameObject m_strengthSymbolObj;
public GameObject m_doubleSymbolObj; public GameObject m_doubleSymbolObj;
public GameObject m_coinSymbolObj; public GameObject m_coinSymbolObj;
public GameObject m_strengthMaskObj;
public GameObject m_doubleMaskObj;
public GameObject m_coinMaskObj;
private Button m_strengthButton;
private Button m_doubleButton;
private Button m_coinButton;
private void Awake()
{
m_strengthButton = m_strengthObj.GetComponent<Button>();
m_doubleButton = m_doubleObj.GetComponent<Button>();
m_coinButton = m_coinObj.GetComponent<Button>();
}
public void Show() public void Show()
{ {
gameObject.SetActive(true); gameObject.SetActive(true);
int varCoin = LocalRecord.GetIntRecord(GlobalConfig.CoinReCordKey); int varCoin = LocalRecord.GetIntRecord(GlobalConfig.CoinReCordKey);
m_strengthObj.SetActive(varCoin >= 10); m_strengthObj.SetActive(true);
m_doubleObj.SetActive(varCoin >= 20); m_doubleObj.SetActive(true);
m_coinObj.SetActive(varCoin >= 10); m_coinObj.SetActive(true);
m_strengthMaskObj.SetActive(varCoin < 10);
m_doubleMaskObj.SetActive(varCoin < 20);
m_coinMaskObj.SetActive(varCoin < 10);
m_strengthSymbolObj.SetActive(false); m_strengthSymbolObj.SetActive(false);
m_doubleSymbolObj.SetActive(false); m_doubleSymbolObj.SetActive(false);
m_coinSymbolObj.SetActive(false); m_coinSymbolObj.SetActive(false);
if(m_strengthButton)
{
m_strengthButton.enabled = true;
}
if(m_doubleButton)
{
m_doubleButton.enabled = true;
}
if(m_coinButton)
{
m_coinButton.enabled = true;
}
} }
public void SetState(bool value) public void SetState(bool value)
{ {
gameObject.SetActive(value); m_strengthMaskObj.SetActive(!value);
m_doubleMaskObj.SetActive(!value);
m_coinMaskObj.SetActive(!value);
m_strengthButton.enabled = value;
m_doubleButton.enabled = value;
m_coinButton.enabled = value;
} }
//点击加强 //点击加强
public void OnClickStrength() public void OnClickStrength()
{ {
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_strengthObj.SetActive(false);
m_strengthSymbolObj.SetActive(true); m_strengthSymbolObj.SetActive(true);
} }
...@@ -39,7 +73,7 @@ public class PropSelectUI : MonoBehaviour ...@@ -39,7 +73,7 @@ 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_doubleObj.SetActive(false);
m_doubleSymbolObj.SetActive(true); m_doubleSymbolObj.SetActive(true);
} }
...@@ -48,7 +82,7 @@ public class PropSelectUI : MonoBehaviour ...@@ -48,7 +82,7 @@ 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_coinObj.SetActive(false);
m_coinSymbolObj.SetActive(true); m_coinSymbolObj.SetActive(true);
} }
......
...@@ -190,8 +190,7 @@ public class BombView : MonoBehaviour ...@@ -190,8 +190,7 @@ public class BombView : MonoBehaviour
} }
private void Update() private void Update()
{ {
if (!BattleCtrl.instance.isStartBattle || BattleCtrl.instance.isEndBattle if (!BattleCtrl.instance.isStartBattle || BattleCtrl.instance.isEndBattle)
/*|| BattleCtrl.instance.SelectPropState*/)
{ {
return; return;
} }
......
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