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xujr
BoomMaster
Commits
201de911
Commit
201de911
authored
Jan 27, 2021
by
wanqing
Browse files
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关卡逻辑
parent
1cc895a9
Changes
10
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10 changed files
with
13805 additions
and
13609 deletions
+13805
-13609
.suo
BoomMaster/.vs/BoomMaster/v16/.suo
+0
-0
DemoScenes.unity
BoomMaster/Assets/#A1_Scenes/DemoScenes.unity
+5
-2
BattleUI.cs
BoomMaster/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+3
-0
BombView.cs
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
+44
-14
BattleUI.prefab
BoomMaster/Assets/#A3_Prefabs/BattleUI.prefab
+15
-15
Level1.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level1.prefab
+127
-95
Level2.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level2.prefab
+143
-111
Level3.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level3.prefab
+12561
-12529
Level4.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level4.prefab
+632
-600
Level5.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level5.prefab
+275
-243
No files found.
BoomMaster/.vs/BoomMaster/v16/.suo
View file @
201de911
No preview for this file type
BoomMaster/Assets/#A1_Scenes/DemoScenes.unity
View file @
201de911
...
...
@@ -165,8 +165,11 @@ MonoBehaviour:
m_Name
:
m_EditorClassIdentifier
:
levelPrefs
:
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...
...
BoomMaster/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
201de911
...
...
@@ -84,6 +84,7 @@ public class BattleUI : MonoBehaviour
// 当前关卡再来一次
void
LoadCurLevel
()
{
m_loseObj
.
SetActive
(
false
);
m_successObj
.
SetActive
(
false
);
BattleCtrl
.
instance
.
levelManager
.
LoadCurLevel
();
//SceneManager.LoadScene(0);
...
...
@@ -103,6 +104,8 @@ public class BattleUI : MonoBehaviour
//选择关卡
void
SelectLevel
()
{
m_loseObj
.
SetActive
(
false
);
m_successObj
.
SetActive
(
false
);
m_selectLevelObj
.
SetActive
(
true
);
}
//开始游戏
...
...
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
View file @
201de911
...
...
@@ -5,28 +5,37 @@ using RayFire;
public
class
BombView
:
MonoBehaviour
{
public
GameObject
m_bombParticleObj
;
//炸弹粒子
public
Transform
m_rootTrans
;
//root节点
//public GameObject m_bombParticleObj;//炸弹粒子
private
RayfireBomb
m_curBomb
;
//当前的炸弹
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
private
bool
m_bControlFail
=
true
;
//控制失败
private
float
m_rate
=
0.2f
;
//百分比
private
void
Awake
()
{
m_totalChildNum
=
m_rootTrans
.
childCount
;
}
//设置炸弹
void
SetBomb
(
RayfireBomb
rayfireBomb
)
{
if
(
m_bombParticleObj
)
{
m_bombParticleObj
.
SetActive
(
false
);
}
//
if(m_bombParticleObj)
//
{
//
m_bombParticleObj.SetActive(false);
//
}
m_curBomb
=
rayfireBomb
;
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelOneIndex
)
{
m_curBomb
.
range
=
0.5f
;
}
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelTwoIndex
)
{
m_curBomb
.
range
=
1.5f
;
}
//
if (BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
//
{
//
m_curBomb.range = 0.5f;
//
}
//
else if(BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelTwoIndex)
//
{
//
m_curBomb.range = 1.5f;
//
}
m_bCanBePlace
=
false
;
}
//设置放置状态
...
...
@@ -61,7 +70,7 @@ public class BombView : MonoBehaviour
}
private
void
Update
()
{
if
(!
BattleCtrl
.
instance
.
isStartBattle
)
if
(!
BattleCtrl
.
instance
.
isStartBattle
||
BattleCtrl
.
instance
.
isEndBattle
)
{
return
;
}
...
...
@@ -69,6 +78,27 @@ public class BombView : MonoBehaviour
{
Clicked
();
}
Debug
.
LogError
(
m_rootTrans
.
childCount
+
"................."
+
m_totalChildNum
);
if
(
m_rootTrans
.
childCount
<=
m_totalChildNum
*
m_rate
&&
m_bControlWin
)
{
m_bControlWin
=
false
;
BattleCtrl
.
instance
.
OnBattleWin
();
}
if
(
BattleCtrl
.
instance
.
battleUI
.
IsLeftEmtryBomb
&&
!
BattleCtrl
.
instance
.
battleUI
.
IsBombButtonCanInteractable
&&
m_rootTrans
.
childCount
>
m_totalChildNum
*
m_rate
&&
m_bControlFail
)
{
m_bControlFail
=
false
;
Invoke
(
"CheckFail"
,
3
);
}
}
//检查是否失败
void
CheckFail
()
{
if
(
BattleCtrl
.
instance
.
isEndBattle
)
{
return
;
}
BattleCtrl
.
instance
.
OnBattleFail
();
}
void
Clicked
()
...
...
BoomMaster/Assets/#A3_Prefabs/BattleUI.prefab
View file @
201de911
...
...
@@ -2169,7 +2169,7 @@ MonoBehaviour:
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:
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m_LineSpacing
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'
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m_Text
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GameObject
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m_ObjectHideFlags
:
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...
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:
0
m_VerticalOverflow
:
0
m_LineSpacing
:
1
m_Text
:
'
?'
m_Text
:
3
---
!u!1
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GameObject
:
m_ObjectHideFlags
:
0
...
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m_HorizontalOverflow
:
0
m_VerticalOverflow
:
0
m_LineSpacing
:
1
m_Text
:
'
?'
m_Text
:
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---
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GameObject
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m_ObjectHideFlags
:
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fileID
:
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m_NavMeshLayer
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m_StaticEditorFlags
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m_IsActive
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m_IsActive
:
1
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RectTransform
:
m_ObjectHideFlags
:
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...
...
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m_Icon
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fileID
:
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m_NavMeshLayer
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m_StaticEditorFlags
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m_IsActive
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m_IsActive
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---
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m_IsActive
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m_Sprite
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guid
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,
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}
m_Type
:
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m_PreserveAspect
:
0
m_FillCenter
:
1
...
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m_PrefabInstance
:
{
fileID
:
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}
m_PrefabAsset
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{
fileID
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}
m_GameObject
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m_EditorHideFlags
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}
m_Name
:
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m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
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m_GameObject
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m_EditorHideFlags
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guid
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m_Name
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m_OnCullStateChanged
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m_PersistentCalls
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m_Calls
:
[]
m_Sprite
:
{
fileID
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m_Type
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m_PreserveAspect
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m_FillCenter
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m_PrefabInstance
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fileID
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m_PrefabAsset
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m_GameObject
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m_Name
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m_PersistentCalls
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:
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m_Sprite
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{
fileID
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m_Name
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...
...
BoomMaster/Assets/Res/Prefabs/Levels/Level1.prefab
View file @
201de911
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BoomMaster/Assets/Res/Prefabs/Levels/Level2.prefab
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201de911
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BoomMaster/Assets/Res/Prefabs/Levels/Level3.prefab
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201de911
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BoomMaster/Assets/Res/Prefabs/Levels/Level4.prefab
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BoomMaster/Assets/Res/Prefabs/Levels/Level5.prefab
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