提交 bb0d1448 编写于 作者: 4 499590026@qq.com

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......@@ -14,4 +14,6 @@ public class CameraShakeData_SO : ScriptableObject {
public float aveShieldBreakStrength;
[Label("潼야됴沂좆떰땡제똑")]
public float aveHPLowStrength;
[Label("BOSS瘻쌓뙈떰땡제똑")]
public float bossSwitchStepStrength;
}
......@@ -4,20 +4,20 @@ using UnityEngine;
[CreateAssetMenu(menuName = "Data/Create WeaponData ")]
public class WeaponData_SO : ScriptableObject
{
[Label("名称")]
[Label("名称")]
public string itemName;
[Label("子弹预制体")]
[Label("子弹预制体")]
public GameObject bullet;
[Label("攻击间隔")]
[Label("攻击间隔")]
public float attackCD;
[Label("弹速")]
[Label("弹速")]
public float speed;
[Label("害")]
[Label("伤害")]
public int damage;
[Label("射程")]
[Label("射程")]
public float bulletRange;
[Label("初次升级魔石")]
[Label("初次升级魔石")]
public int MSRequirement;
[Label("射击音效文件名称")]
[Label("射击音效文件名称")]
public string shootSoundName;
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum BossStep { Step1=1, Step2, Step3 }
public enum BossStep { Step1=1, Step2=2, Step3=3 }
public class Boss : Enemy
{
......@@ -12,11 +13,17 @@ public class Boss : Enemy
public BossStep currentStep;
public BossGun weapon;
public bool inShoot;
public event Action<int, int> OnHPChanged;
public override void Init()
{
base.Init();
currentStep = BossStep.Step1;
weapon.Init();
UIManager.Instance.ShowPanel<BossHPPanelCtrl>("BossHPPanel");
OnHPChanged += UIManager.Instance.GetPanel<BossHPPanelCtrl>("BossHPPanel").HPChanged;
HPChangedInvoke();
}
public override void Attack()
......@@ -29,8 +36,10 @@ public class Boss : Enemy
public override void Dead()
{
UIManager.Instance.HidePanel("BossHPPanel");
Debug.Log("怪物死亡");
int num = Random.Range(dropNum.minValue, dropNum.maxValue);
int num = UnityEngine.Random.Range(dropNum.minValue, dropNum.maxValue);
//boss不用计入小怪生成上限数量
//if (!isSleeping)
......@@ -65,8 +74,13 @@ public class Boss : Enemy
touchTimer = touchTime;
MusicMgr.Instance.PlaySound("enemy_hit", false);
currentHP -= damage;
if (currentHP / maxHP <= (1 - (int)currentStep / 3))
if (OnHPChanged != null)
{
OnHPChanged.Invoke(currentHP, maxHP);
}
if (currentHP * 1.0f / maxHP <= (1.0f - (int)currentStep / 3.0f))
{
Debug.Log("转阶段");
SwitchStep();
}
if (currentHP <= 0)
......@@ -76,7 +90,21 @@ public class Boss : Enemy
}
public void SwitchStep()
{
if ((int)currentStep < 3)
currentStep += 1;
if ((int)currentStep < 3) {
currentStep += 1;
CameraController.Instance.CameraShake(transform.gameObject,ShakeEvent.BossSwitchStep);
UIManager.Instance.ShowPanel<ChangeStagePanel>("ChangeStagePanel");
}
}
/// <summary>
/// 血量变化委托启动接口
/// </summary>
public void HPChangedInvoke()
{
if (OnHPChanged != null)
{
OnHPChanged.Invoke(currentHP, maxHP);
}
}
}
......@@ -59,6 +59,8 @@ public class BuildingManager : SingletonAutoMono<BuildingManager>
circleTip.SetActive(false);
inBuild = false;
mouseVisualTransfrom.gameObject.SetActive(false);
//禁用技能面板
UIManager.Instance.GetPanel<SkillPanelCtrl>("SkillPanel").isActive = false;
}
void PutTurret()
{
......
......@@ -8,7 +8,8 @@ public enum ShakeEvent {
PlayerHit,
PlayerHPTooLow,
AVEShieldBreak,
AVEHPTooLow
AVEHPTooLow,
BossSwitchStep
}
public class CameraController : SingletonAutoMono<CameraController> {
......@@ -49,6 +50,9 @@ public class CameraController : SingletonAutoMono<CameraController> {
case ShakeEvent.AVEHPTooLow:
impulseSource.GenerateImpulse(shakeData.aveHPLowStrength);
break;
case ShakeEvent.BossSwitchStep:
impulseSource.GenerateImpulse(shakeData.bossSwitchStepStrength);
break;
default:
break;
}
......
using Cinemachine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
......@@ -85,6 +86,7 @@ public class GameManager : SingletonAutoMono<GameManager>
GameResume();
GameManager.Instance.player.transform.position = Vector3.zero;
GameManager.Instance.vehicle.transform.position = Vector3.zero;
Camera.main.GetComponent<CinemachineBrain>().ActiveVirtualCamera.Follow = Instance.player.transform;
LevelManage.Instance.IncreaseLevel();
RoomGenerator.Instance.LoadMap();
});
......
......@@ -21,18 +21,6 @@ public class Room : MonoBehaviour
protected bool isUpdated = false;
//public bool isActivate;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void ShowDoor()
{
doorLeft.SetActive(roomLeft);
......
......@@ -131,6 +131,8 @@ public class RoomGenerator : SingletonMono<RoomGenerator>
g.SetDimensions(maxx - minx, maxy - miny, 1);
g.center = new Vector2((maxx + minx) / 2, (maxy + miny) / 2);
Debug.Log($"maxx is {maxx} minx is {minx} maxy is {maxy} miny is {miny} ");
Vector3[] points = { new Vector3(minx, 10, maxy), new Vector3(maxx, -15, maxy), new Vector3(minx, 10, miny), new Vector3(maxx, -15, miny) };
up.points = points;
AstarPath.active.Scan();
}
public void DestroyMap()
......
......@@ -40,7 +40,9 @@ public class Player : BattleUnit
private void FixedUpdate() {
FindInteractableObject();
if (!BuildingManager.Instance.inBuild){
FindInteractableObject();
}
}
private void Update() {
......
......@@ -48,10 +48,10 @@ public class PlayerController : MonoBehaviour {
isDashing = false;
}
//TODO:测试用
// private void Awake() {
// Init();
// }
// TODO:测试用
// private void Awake() {
// Init();
// }
// Update is called once per frame
void Update() {
......@@ -84,6 +84,7 @@ public class PlayerController : MonoBehaviour {
}
GetESCInput();
GameCheat();
TeleportToVehicle();
}
/// <summary>
/// 与可交互物体物体交互
......@@ -103,7 +104,8 @@ public class PlayerController : MonoBehaviour {
{
if (Input.GetKeyDown(KeyCode.B)&& UIManager.Instance.panelStack.Count == 0)
{
UIManager.Instance.ShowPanel<BuildPanelCtrl>("BuildPanel", E_UI_Layer.System, null);
UIManager.Instance.GetPanel<SkillPanelCtrl>("SkillPanel").isActive = true;
//UIManager.Instance.ShowPanel<BuildPanelCtrl>("BuildPanel", E_UI_Layer.System, null);
}
}
......@@ -242,17 +244,24 @@ public class PlayerController : MonoBehaviour {
{
if (Input.GetKey(KeyCode.F1))
{
player.currentWeapon.damage = 99999;
player.currentWeapon.damage = 1000;
player.maxHP = 999999;
player.maxSpeed = 10;
speed = 10;
player.currentHP = 999999;
player.currentWeapon.attackSpeed = 20;
GameManager.Instance.magicCore = 9999;
GameManager.Instance.magicStone = 9999;
GameManager.Instance.magicStone = 999999;
GameManager.Instance.vehicle.maxHP = 99999;
GameManager.Instance.vehicle.currentHP = 99999;
GameManager.Instance.vehicle.speed = 10;
}
}
/// <summary>
/// 把玩家传送到车的位置
/// </summary>
private void TeleportToVehicle() {
if (Input.GetKeyDown(KeyCode.F2)) {
GameManager.Instance.player.transform.position = GameManager.Instance.vehicle.transform.position;
}
}
}
......@@ -19,7 +19,6 @@ public class BattlePanel : BasePanel
private Animator animator;
private void OnEnable()
{
Debug.Log("BattlePanel is showing");
......@@ -39,15 +38,15 @@ public class BattlePanel : BasePanel
GameManager.Instance.player.MagicStoneChangedInvoke();
GameManager.Instance.vehicle.OnBarricadeChanged();
GameManager.Instance.vehicle.OnHPChanged();
//Debug.Log("展示状态栏11111111111111111111111111111");
//Debug.Log("展示状态栏333333333333333333333333333333");
}
/// <summary>
/// 显示自己
/// </summary>
public override void ShowMe()
{
gameObject.SetActive(true);
UIManager.Instance.ShowPanel<SkillPanelCtrl>("SkillPanel", E_UI_Layer.System, null, false);
}
/// <summary>
......@@ -56,6 +55,7 @@ public class BattlePanel : BasePanel
public override void HideMe()
{
gameObject.SetActive(false);
UIManager.Instance.HidePanel("SkillPanel", false);
}
/// <summary>
......@@ -121,31 +121,53 @@ public class BattlePanel : BasePanel
{
Image image = GetControl<Image>("StateBar");
Text statetext = GetControl<Text>("StateText");
Color background = new Color32(255, 255, 255, 100);
if (data == null)
{
Debug.Log("state null");
//Debug.Log("state null");
image.color = Color.clear;
statetext.text = null;
}
else
{
image.color = background;
UpgradeData d = data.Value;
Debug.Log("state" + d.type);
switch (d.type)
{
//空格是为了换行
case UpgradeType.Weapon:
statetext.text = "";
statetext.text = "等级:" + d.level + " " + "攻击力:" + d.damage + " " + "攻击范围:" + d.attackRange + " " + "攻击速度:" + d.attackSpeed + " " + "升级魔石消耗:" + d.cost;
break;
case UpgradeType.Turret:
statetext.text = "";
statetext.text = "等级:" + d.level + " " + "攻击力:" + d.damage + " " + "攻击范围:" + d.attackRange + " " + "攻击速度:" + d.attackSpeed + " " + "升级魔石消耗:" + d.cost;
break;
case UpgradeType.Treasure:
statetext.text = "";
statetext.text = "打开这个宝箱" + " " + "需要消耗魔石:" + d.cost;
// statetext.text = " "+"打开这个宝箱" + " " +"需要消耗魔石:" + d.cost;
break;
default:
break;
}
}
}
public void StateBarChanged(GameObject data)
{
Image image = GetControl<Image>("StateBar");
Text statetext = GetControl<Text>("StateText");
Color background = new Color32(255, 255, 255, 100);
if (data == null)
{
Debug.Log("state null");
image.color = Color.clear;
statetext.text = null;
}
else
{
image.color = background;
Debug.Log("state:building turret.");
statetext.text = "等级:1" + " " + "攻击力:" + data.GetComponent<Turret>().turretData.damage.ToString() + " " + "攻击范围:" + data.GetComponent<Turret>().turretData.weaponData.bulletRange.ToString() + " " + "攻击速度:" + (1 / data.GetComponent<Turret>().turretData.weaponData.attackCD).ToString() + " " + "升级魔石消耗:" + data.GetComponent<Turret>().turretData.weaponData.MSRequirement.ToString();
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BossHPPanelCtrl : BasePanel
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
/// <summary>
/// ʾԼ
/// </summary>
public override void ShowMe()
{
gameObject.SetActive(true);
}
/// <summary>
/// Լ
/// </summary>
public override void HideMe()
{
gameObject.SetActive(false);
}
public void HPChanged(int currentHP,int maxHP)
{
Slider slider = GetControl<Slider>("BossHP");
float nowHP = (float)currentHP / maxHP;
slider.value = nowHP;
//Debug.Log("!!!BossHP:" + slider.value);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CDTwinkling : MonoBehaviour {
private float lastAlpha;
private Image thisImg;
private PlayerController playerController;
private void OnEnable() {
thisImg = this.gameObject.GetComponent<Image>();
thisImg.color = Color.white;
lastAlpha = thisImg.color.a;
playerController = GameManager.Instance.player.GetComponent<PlayerController>();
}
private void Update() {
float thisAlpha = lastAlpha - (1.0f / playerController.dashCoolDown * Time.deltaTime);
Color color = new Color(1, 1, 1, thisAlpha);
thisImg.color = color;
lastAlpha = thisAlpha;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChangeStagePanel : BasePanel
{
private float activeTime;
/// <summary>
/// 显示自己
/// </summary>
public override void ShowMe()
{
gameObject.SetActive(true);
}
/// <summary>
/// 隐藏自己
/// </summary>
public override void HideMe()
{
gameObject.SetActive(false);
}
// Update is called once per frame
void Update()
{
activeTime -= Time.deltaTime;
if (activeTime <= 0.0f)
{
HideMe();
}
}
private void OnEnable()
{
activeTime = 1.0f;
}
}
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......@@ -10,22 +10,34 @@ public class DashIcon : MonoBehaviour {
private Image cdImg;
private PlayerController playerController;
private float totalCdTime;
private Image cdTwinkling;
private void OnEnable() {
Init();
}
// private void Start() {
// Init();
// }
private void Update() {
if (playerController.isDashing) {
cdImg.fillAmount = 1.0f;
cdTwinkling.gameObject.SetActive(false);
return;
}
cdImg.fillAmount -= 1.0f / totalCdTime * Time.deltaTime;
if (cdImg.fillAmount <= 0) {
cdTwinkling.gameObject.SetActive(true);
}
}
public void Init() {
cdImg = this.transform.GetChild(0).gameObject.GetComponent<Image>();
cdTwinkling = this.transform.GetChild(1).gameObject.GetComponent<Image>();
cdTwinkling.gameObject.SetActive(false);
cdImg.fillAmount = 0;
cdTwinkling.color = new Color(0, 0, 0, 0);
playerController = GameManager.Instance.player.GetComponent<PlayerController>();
totalCdTime = playerController.dashCoolDown;
}
......
......@@ -37,7 +37,7 @@ public class ESCpanelCtrl : BasePanel
}
else
{
GameManager.Instance.GameResume();
// GameManager.Instance.GameResume();
gameObject.SetActive(false);
}
}
......
......@@ -16,6 +16,10 @@ public class SkillPanelCtrl : BasePanel
private Text CountX;
private List<GameObject> turretList;
private GameObject turretIsClicked;
public bool isActive;
// Start is called before the first frame update
void Start()
{
......@@ -23,9 +27,16 @@ public class SkillPanelCtrl : BasePanel
}
// Update is called once per frame
void Update()
private void Update()
{
if (BuildingManager.Instance.inBuild && turretIsClicked != null)
{
UIManager.Instance.GetPanel<BattlePanel>("BattlePanel").StateBarChanged(turretIsClicked);
}
if (!BuildingManager.Instance.inBuild)
{
turretIsClicked = null;
}
}
/// <summary>
......@@ -51,6 +62,8 @@ public class SkillPanelCtrl : BasePanel
/// </summary>
public void Init()
{
isActive = false;
DeleteOldImage();
BuildingManager.Instance.Init();
turretList = BuildingManager.Instance.turretList;
......@@ -65,18 +78,42 @@ public class SkillPanelCtrl : BasePanel
//初始化点击事件
BtnX = TwrX.GetComponentInChildren<Button>();
BtnX.onClick.AddListener(() => {
if (BuildingManager.Instance.inBuild && System.Convert.ToInt32(CountX.text)>0)
if (isActive)// && System.Convert.ToInt32(CountX.text)>0
{
turretIsClicked = turretList[index];
//Debug.Log("TurretX is clicked!");
BuildingManager.Instance.build(index);
//UIManager.Instance.HidePanel("BuildPanel");
CountX.text = (System.Convert.ToInt32(CountX.text) - 1).ToString();
//switch (System.Convert.ToInt32(CountX.text))
//{
// case 0:
// TwrX.transform.GetChild(0).gameObject.SetActive(true);
// TwrX.transform.GetChild(1).gameObject.SetActive(false);
// CountX.gameObject.SetActive(false);
// break;
// case 1:
// TwrX.transform.GetChild(0).gameObject.SetActive(false);
// TwrX.transform.GetChild(1).gameObject.SetActive(false);
// CountX.gameObject.SetActive(false);
// break;
// default:
// TwrX.transform.GetChild(0).gameObject.SetActive(true);
// TwrX.transform.GetChild(1).gameObject.SetActive(true);
// CountX.gameObject.SetActive(true);
// break;
//}
}
});
//初始化图标
ImgX = TwrX.GetComponentInChildren<Image>();
ImgX = TwrX.GetComponentsInChildren<Image>()[0];
ImgX.sprite = turretList[index].GetComponent<SpriteRenderer>().sprite;
//初始化可建造数量n
CountX = TwrX.GetComponentInChildren<Text>();
CountX.text = "1";
//CountX = TwrX.GetComponentInChildren<Text>();
//CountX.text = "2";
}
TwrX.transform.SetParent(Step_Panel.transform);
......@@ -89,4 +126,40 @@ public class SkillPanelCtrl : BasePanel
Destroy(Step_Panel.transform.GetChild(i).gameObject);
}
}
public void refresh()
{
for (int i = 0; i < Step_Panel.transform.childCount; i++)
{
int index = i;
TwrX = Step_Panel.transform.GetChild(i).gameObject;
//刷新图标
ImgX = TwrX.GetComponentsInChildren<Image>()[0];
ImgX.sprite = turretList[index].GetComponent<SpriteRenderer>().sprite;
//刷新可建造数量n
//TODO:根据turretList里面的数据更新CountX
//switch (System.Convert.ToInt32(CountX.text))
//{
// case 0:
// TwrX.transform.GetChild(0).gameObject.SetActive(true);
// TwrX.transform.GetChild(1).gameObject.SetActive(false);
// CountX.gameObject.SetActive(false);
// break;
// case 1:
// TwrX.transform.GetChild(0).gameObject.SetActive(false);
// TwrX.transform.GetChild(1).gameObject.SetActive(false);
// CountX.gameObject.SetActive(false);
// break;
// default:
// TwrX.transform.GetChild(0).gameObject.SetActive(true);
// TwrX.transform.GetChild(1).gameObject.SetActive(true);
// CountX.gameObject.SetActive(true);
// break;
//}
}
}
}
......@@ -5,8 +5,6 @@ using UnityEngine.UI;
public class StartPanel : BasePanel
{
private Button btn;
/// <summary>
/// 显示自己
/// </summary>
......
......@@ -7,7 +7,6 @@ using UnityEngine.EventSystems;
public class StepXCtrl : MonoBehaviour
{
public Button btn;
public GameObject gameObject;
public Sprite imageActive;
public Sprite imageDefault;
public Sprite imagePush;
......@@ -21,13 +20,6 @@ public class StepXCtrl : MonoBehaviour
UIManager.AddCustomEventListener(btn, EventTriggerType.PointerExit, MouseNoEnter);
UIManager.AddCustomEventListener(btn, EventTriggerType.PointerUp, MouseNoEnter);
}
// Update is called once per frame
void Update()
{
}
private void MouseEnter(BaseEventData data)
{
btn.image.sprite = imageActive;
......
......@@ -36,21 +36,11 @@ public class TestGOCtrl : MonoBehaviour
}
}
if (Input.GetKeyDown(KeyCode.T))
if (Input.GetKeyDown(KeyCode.C))
{
if (UIManager.Instance.panelStack.Count > 0)
{
UIManager.Instance.HidePanel(UIManager.Instance.panelStack.Peek().name);
}
else
{
UIManager.Instance.ShowPanel<TowerUpPanelCtrl>("TowerUpgradePanel", E_UI_Layer.System, null);
}
UIManager.Instance.ShowPanel<ChangeStagePanel>("ChangeStagePanel", E_UI_Layer.Mid, null);
}
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TowerStepCtrl : BasePanel
{
private Image haveNo;
private Image textBkg;
private Text count;
public int test;
// Start is called before the first frame update
void Start()
{
haveNo = GetControl<Image>("HaveNo");
textBkg = GetControl<Image>("TextBackground");
count = GetControl<Text>("Count");
}
// Update is called once per frame
void Update()
{
}
/// <summary>
......@@ -34,8 +41,4 @@ public class TowerStepCtrl : BasePanel
gameObject.SetActive(false);
}
public void Init()
{
}
}
......@@ -6,7 +6,7 @@ using System.Threading.Tasks;
public class MathValue : BaseManager<MathValue>
{
public static double upgradeLimit = 1;
public static double upgradeLimit = 4;
public static double upgradeBase = 2.1479;
public static double dropBase = 2;
public static double treasureBase = 3;
......
......@@ -53,8 +53,6 @@ public abstract class Vehicle : BattleUnit
[HideInInspector]
public event Action<int, int> HPChangedEvent;
[HideInInspector]
public event Action BarricadeRecoveredEvent;
[HideInInspector]
protected Collider2D[] result;
protected Material shield;
protected GameObject shieldObj;
......
......@@ -43,7 +43,6 @@ public abstract class Weapon : MonoBehaviour,Interactable
public virtual void Init()
{
data = new UpgradeData();
data.type = UpgradeType.Weapon;
level = 1;
animator = GetComponent<Animator>();
damage = weaponData.damage;
......@@ -125,9 +124,27 @@ public abstract class Weapon : MonoBehaviour,Interactable
return data;
}
public UpgradeData? GetStates()
{
public UpgradeData? GetStates() {
data.type = UpgradeType.Weapon;
data.name = weaponData.itemName;
return GetCurrentData();
UpgradeData upgradeData = GetCurrentData();
if (upgradeData.damage == 0) {
upgradeData.damage = weaponData.damage;
}
if (upgradeData.level == 0) {
upgradeData.level = 1;
}
if (upgradeData.attackRange == 0) {
upgradeData.attackRange = weaponData.bulletRange;
}
if (upgradeData.attackSpeed == 0) {
upgradeData.attackSpeed = 1 / weaponData.attackCD;
}
if (upgradeData.cost == 0) {
upgradeData.cost = weaponData.MSRequirement;
}
return upgradeData;
}
}
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