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软件工程实践2022年春W班
麦丽素鸽
Project_AVE
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d36fba3c
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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d36fba3c
编写于
6月 16, 2022
作者:
1
1140874156@qq.com
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差异文件
技能栏样式修改;ESC界面按钮增加。
上级
bc6269bc
f98df513
变更
32
隐藏空白更改
内联
并排
Showing
32 changed file
with
1219 addition
and
457 deletion
+1219
-457
Assets/Resources/Prefabs/Players/astro.prefab
Assets/Resources/Prefabs/Players/astro.prefab
+3
-3
Assets/Resources/Prefabs/Players/cyborg.prefab
Assets/Resources/Prefabs/Players/cyborg.prefab
+3
-3
Assets/Resources/Prefabs/Players/scientist.prefab
Assets/Resources/Prefabs/Players/scientist.prefab
+3
-3
Assets/Resources/Prefabs/Rooms/Level1/BasicRoom 1.prefab
Assets/Resources/Prefabs/Rooms/Level1/BasicRoom 1.prefab
+124
-11
Assets/Resources/Prefabs/Rooms/Level1/RestRoom_1.prefab
Assets/Resources/Prefabs/Rooms/Level1/RestRoom_1.prefab
+148
-7
Assets/Resources/Prefabs/Rooms/Level2/BasicRoom 1.prefab
Assets/Resources/Prefabs/Rooms/Level2/BasicRoom 1.prefab
+142
-2
Assets/Resources/Prefabs/Rooms/Level2/BossRoom.prefab
Assets/Resources/Prefabs/Rooms/Level2/BossRoom.prefab
+317
-7
Assets/Resources/Prefabs/Rooms/Level2/RestRoom_1.prefab
Assets/Resources/Prefabs/Rooms/Level2/RestRoom_1.prefab
+147
-6
Assets/Resources/Prefabs/Rooms/RoomGenerator.prefab
Assets/Resources/Prefabs/Rooms/RoomGenerator.prefab
+1
-1
Assets/Resources/Prefabs/UI/BossHPPanel.prefab
Assets/Resources/Prefabs/UI/BossHPPanel.prefab
+12
-12
Assets/Resources/Prefabs/UI/ESCpanel.prefab
Assets/Resources/Prefabs/UI/ESCpanel.prefab
+124
-17
Assets/Resources/Prefabs/UI/SkillPanel.prefab
Assets/Resources/Prefabs/UI/SkillPanel.prefab
+1
-1
Assets/Resources/Prefabs/Vehicles/Vehicle_Normal.prefab
Assets/Resources/Prefabs/Vehicles/Vehicle_Normal.prefab
+2
-2
Assets/Scenes/RoomGenTestScene.unity
Assets/Scenes/RoomGenTestScene.unity
+2
-30
Assets/Scenes/SampleScene_k.unity
Assets/Scenes/SampleScene_k.unity
+0
-239
Assets/Scripts/GameManagers/BuildingManager.cs
Assets/Scripts/GameManagers/BuildingManager.cs
+1
-1
Assets/Scripts/GameManagers/GameManager.cs
Assets/Scripts/GameManagers/GameManager.cs
+3
-1
Assets/Scripts/Map/DoorControllTrigger.cs
Assets/Scripts/Map/DoorControllTrigger.cs
+75
-0
Assets/Scripts/Map/DoorControllTrigger.cs.meta
Assets/Scripts/Map/DoorControllTrigger.cs.meta
+11
-0
Assets/Scripts/Map/LoadNextLevelTrigger.cs
Assets/Scripts/Map/LoadNextLevelTrigger.cs
+9
-1
Assets/Scripts/Map/PathFinderTrigger.cs
Assets/Scripts/Map/PathFinderTrigger.cs
+54
-0
Assets/Scripts/Map/PathFinderTrigger.cs.meta
Assets/Scripts/Map/PathFinderTrigger.cs.meta
+11
-0
Assets/Scripts/Map/RestRoom.cs
Assets/Scripts/Map/RestRoom.cs
+2
-45
Assets/Scripts/Map/Room.cs
Assets/Scripts/Map/Room.cs
+0
-36
Assets/Scripts/Map/RoomGenerator.cs
Assets/Scripts/Map/RoomGenerator.cs
+10
-5
Assets/Scripts/Player/PlayerController.cs
Assets/Scripts/Player/PlayerController.cs
+3
-5
Assets/Scripts/UI/BattlePanel.cs
Assets/Scripts/UI/BattlePanel.cs
+5
-4
Assets/Scripts/UI/ESCpanelCtrl.cs
Assets/Scripts/UI/ESCpanelCtrl.cs
+4
-2
Assets/Scripts/UI/SkillPanelCtrl.cs
Assets/Scripts/UI/SkillPanelCtrl.cs
+2
-2
Assets/Scripts/UI/StepXCtrl.cs
Assets/Scripts/UI/StepXCtrl.cs
+0
-8
Assets/Scripts/Vehicles/Vehicle.cs
Assets/Scripts/Vehicles/Vehicle.cs
+0
-2
Assets/Scripts/Weapons/Weapon.cs
Assets/Scripts/Weapons/Weapon.cs
+0
-1
未找到文件。
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Assets/Scripts/GameManagers/BuildingManager.cs
浏览文件 @
d36fba3c
...
...
@@ -60,7 +60,7 @@ public class BuildingManager : SingletonAutoMono<BuildingManager>
inBuild
=
false
;
mouseVisualTransfrom
.
gameObject
.
SetActive
(
false
);
//禁用技能面板
UIManager
.
Instance
.
GetPanel
<
SkillPanelCtrl
>(
"SkillPanel"
).
isActive
=
false
;
UIManager
.
Instance
.
HidePanel
(
"SkillPanel"
)
;
}
void
PutTurret
()
{
...
...
Assets/Scripts/GameManagers/GameManager.cs
浏览文件 @
d36fba3c
using
Cinemachine
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
...
...
@@ -76,7 +77,7 @@ public class GameManager : SingletonAutoMono<GameManager>
public
void
NextLevel
()
{
//要先删除第一关场景的房间,不然再去调重新加载场景的函数时,不会消除原场景
RoomGenerator
.
Instance
.
DestroyMap
();
RoomGenerator
.
Instance
.
DestroyMap
();
SceneManager
.
LoadScene
(
"GameTestScene"
,
()
=>
{
magicStone
=
0
;
...
...
@@ -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
();
});
...
...
Assets/Scripts/Map/DoorControllTrigger.cs
0 → 100644
浏览文件 @
d36fba3c
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
DoorControllTrigger
:
MonoBehaviour
{
private
bool
isVehicleUpdated
=
false
;
private
bool
isPlayerUpdated
=
false
;
Room
room
;
// Start is called before the first frame update
void
Start
()
{
room
=
GetComponentInParent
<
Room
>();
}
// Update is called once per frame
void
Update
()
{
}
private
void
OnTriggerStay2D
(
Collider2D
other
)
{
Player
player
=
GameManager
.
Instance
.
player
;
Vehicle
vehicle
=
GameManager
.
Instance
.
vehicle
;
if
(
vehicle
!=
null
&&
other
.
name
==
vehicle
.
name
)
{
if
(!
isVehicleUpdated
)
{
isVehicleUpdated
=
true
;
RoomGenerator
.
Instance
.
vehicleActiveRoom
=
RoomGenerator
.
Instance
.
mainBranchRooms
[
room
.
mainBranchID
];
RoomGenerator
.
Instance
.
UpdateBarrackActive
();
}
}
if
(
player
!=
null
&&
other
.
name
==
player
.
name
&&
isVehicleUpdated
)
{
Debug
.
Log
(
other
.
name
+
" "
+
player
.
name
);
if
(!
isPlayerUpdated
)
{
isPlayerUpdated
=
true
;
if
(
room
.
mainBranchID
>
0
)
{
RoomGenerator
.
Instance
.
mainBranchRooms
[
room
.
mainBranchID
-
1
].
ShowDoor
();
}
if
(
RoomGenerator
.
Instance
.
restRooms
.
Contains
(
room
))
{
//Ϣ
room
.
ShowDoor
();
if
(
RoomGenerator
.
Instance
.
restRooms
.
Contains
(
room
))
{
RestRoom
restRoom
=
(
RestRoom
)
room
;
int
restRoomSegmentNo
=
restRoom
.
restRoomSegmentNo
;
Debug
.
Log
(
"call GenerateBranch"
);
RoomGenerator
.
Instance
.
GenerateBranch
(
restRoomSegmentNo
);
RoomGenerator
.
Instance
.
vehicleCurSegnment
=
restRoomSegmentNo
;
//
if
(
restRoomSegmentNo
>
0
)
{
for
(
int
i
=
RoomGenerator
.
Instance
.
segmentBeginPosition
[
restRoomSegmentNo
-
1
];
i
<=
RoomGenerator
.
Instance
.
segmentEndPosition
[
restRoomSegmentNo
-
1
];
i
++)
{
RoomGenerator
.
Instance
.
mainBranchRooms
[
i
].
DestoryAllSleepingEnemy
();
foreach
(
BarrackRoom
barrackRoom
in
RoomGenerator
.
Instance
.
mainBranchRooms
[
i
].
controlledBarrackrooms
)
{
barrackRoom
.
DestoryAllSleepingEnemy
();
barrackRoom
.
DestoryAllGeneratedEnemy
();
}
}
}
}
}
}
}
}
}
Assets/Scripts/Map/DoorControllTrigger.cs.meta
0 → 100644
浏览文件 @
d36fba3c
fileFormatVersion: 2
guid: 83234e6c35b0ab648b7d38f38090c201
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Map/LoadNextLevelTrigger.cs
浏览文件 @
d36fba3c
...
...
@@ -10,7 +10,15 @@ public class LoadNextLevelTrigger : MonoBehaviour
{
if
(
other
.
CompareTag
(
"Player"
))
{
GameManager
.
Instance
.
NextLevel
();
if
(
LevelManage
.
Instance
.
currentLevel
!=
LevelManage
.
Instance
.
levelLimit
)
{
GameManager
.
Instance
.
NextLevel
();
}
else
{
GameManager
.
Instance
.
EnterBase
();
}
}
}
}
Assets/Scripts/Map/PathFinderTrigger.cs
0 → 100644
浏览文件 @
d36fba3c
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
PathFinderTrigger
:
MonoBehaviour
{
private
bool
isUpdated
=
false
;
// Start is called before the first frame update
private
int
mainBranchID
;
Room
room
;
void
Start
()
{
room
=
GetComponentInParent
<
Room
>();
mainBranchID
=
room
.
mainBranchID
;
}
// Update is called once per frame
void
Update
()
{
}
private
void
OnTriggerEnter2D
(
Collider2D
other
)
{
Player
player
=
GameManager
.
Instance
.
player
;
Vehicle
vehicle
=
GameManager
.
Instance
.
vehicle
;
if
(
vehicle
!=
null
&&
other
.
name
==
vehicle
.
name
)
{
if
(!
isUpdated
)
{
//寮連렛쇌(관윅金口렛쇌)
isUpdated
=
true
;
RoomGenerator
.
Instance
.
vehicleCurrentRoom
=
RoomGenerator
.
Instance
.
mainBranchRooms
[
mainBranchID
];
//RoomGenerator.Instance.UpdateBarrackActive();
if
(
mainBranchID
<
RoomGenerator
.
Instance
.
basicRoomNumber
-
1
)
{
RoomGenerator
.
Instance
.
vehicleNextRoom
=
RoomGenerator
.
Instance
.
mainBranchRooms
[
mainBranchID
+
1
];
}
else
{
RoomGenerator
.
Instance
.
vehicleNextRoom
=
RoomGenerator
.
Instance
.
mainBranchRooms
[
mainBranchID
];
}
//金口렛쇌
if
(
RoomGenerator
.
Instance
.
restRooms
.
Contains
(
room
))
{
GameManager
.
Instance
.
vehicle
.
Rest
();
}
}
}
}
}
Assets/Scripts/Map/PathFinderTrigger.cs.meta
0 → 100644
浏览文件 @
d36fba3c
fileFormatVersion: 2
guid: a1a00bdd641c9f948a24d40070330010
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Map/RestRoom.cs
浏览文件 @
d36fba3c
...
...
@@ -6,6 +6,8 @@ public class RestRoom : Room
public
GameObject
FightButton
;
private
bool
isPlayerArriverd
=
false
;
public
void
Rest
()
{
...
...
@@ -72,49 +74,4 @@ public class RestRoom : Room
}
RoomGenerator
.
Instance
.
up
.
Apply
();
}
private
void
OnTriggerEnter2D
(
Collider2D
other
)
{
Vehicle
vehicle
=
GameManager
.
Instance
.
vehicle
;
if
(
vehicle
!=
null
&&
other
.
name
==
vehicle
.
name
)
{
if
(!
isUpdated
)
{
Debug
.
Log
(
"call GenerateBranch"
);
GameManager
.
Instance
.
vehicle
.
Rest
();
RoomGenerator
.
Instance
.
GenerateBranch
(
restRoomSegmentNo
);
RoomGenerator
.
Instance
.
vehicleCurSegnment
=
restRoomSegmentNo
;
ShowDoor
();
RoomGenerator
.
Instance
.
vehicleCurrentRoom
=
RoomGenerator
.
Instance
.
mainBranchRooms
[
mainBranchID
];
RoomGenerator
.
Instance
.
UpdateBarrackActive
();
//
if
(
restRoomSegmentNo
>
0
)
{
for
(
int
i
=
RoomGenerator
.
Instance
.
segmentBeginPosition
[
restRoomSegmentNo
-
1
];
i
<=
RoomGenerator
.
Instance
.
segmentEndPosition
[
restRoomSegmentNo
-
1
];
i
++)
{
RoomGenerator
.
Instance
.
mainBranchRooms
[
i
].
DestoryAllSleepingEnemy
();
foreach
(
BarrackRoom
barrackRoom
in
RoomGenerator
.
Instance
.
mainBranchRooms
[
i
].
controlledBarrackrooms
)
{
barrackRoom
.
DestoryAllSleepingEnemy
();
barrackRoom
.
DestoryAllGeneratedEnemy
();
}
}
}
if
(
mainBranchID
<
RoomGenerator
.
Instance
.
basicRoomNumber
-
1
)
{
RoomGenerator
.
Instance
.
vehicleNextRoom
=
RoomGenerator
.
Instance
.
mainBranchRooms
[
mainBranchID
+
1
];
}
else
{
RoomGenerator
.
Instance
.
vehicleNextRoom
=
RoomGenerator
.
Instance
.
mainBranchRooms
[
mainBranchID
];
}
isUpdated
=
true
;
}
}
}
}
Assets/Scripts/Map/Room.cs
浏览文件 @
d36fba3c
...
...
@@ -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
);
...
...
@@ -82,30 +70,6 @@ public class Room : MonoBehaviour
}
}
private
void
OnTriggerEnter2D
(
Collider2D
other
)
{
Vehicle
vehicle
=
GameManager
.
Instance
.
vehicle
;
if
(
vehicle
!=
null
&&
other
.
name
==
vehicle
.
name
)
{
if
(!
isUpdated
)
{
isUpdated
=
true
;
RoomGenerator
.
Instance
.
vehicleCurrentRoom
=
RoomGenerator
.
Instance
.
mainBranchRooms
[
mainBranchID
];
RoomGenerator
.
Instance
.
UpdateBarrackActive
();
if
(
mainBranchID
<
RoomGenerator
.
Instance
.
basicRoomNumber
-
1
)
{
RoomGenerator
.
Instance
.
vehicleNextRoom
=
RoomGenerator
.
Instance
.
mainBranchRooms
[
mainBranchID
+
1
];
}
else
{
RoomGenerator
.
Instance
.
vehicleNextRoom
=
RoomGenerator
.
Instance
.
mainBranchRooms
[
mainBranchID
];
}
}
}
}
protected
string
GetEnemyFilePath
(
GameObject
gameObject
)
{
string
path
=
"Prefabs/Enemys/"
+
gameObject
.
name
;
...
...
Assets/Scripts/Map/RoomGenerator.cs
浏览文件 @
d36fba3c
...
...
@@ -41,6 +41,7 @@ public class RoomGenerator : SingletonMono<RoomGenerator>
public
LayerMask
roomLayer
;
public
Room
vehicleCurrentRoom
;
public
Room
vehicleNextRoom
;
public
Room
vehicleActiveRoom
;
private
enum
Direction
{
up
,
down
,
left
,
right
};
...
...
@@ -130,6 +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
()
...
...
@@ -602,19 +605,20 @@ public class RoomGenerator : SingletonMono<RoomGenerator>
public
void
UpdateBarrackActive
()
{
//进入休息房间的情况
if
(
restRoomSequence
.
Contains
(
vehicle
Current
Room
.
mainBranchID
))
if
(
restRoomSequence
.
Contains
(
vehicle
Active
Room
.
mainBranchID
))
{
while
(
activedMainBranchRoomID
.
Count
!=
0
)
{
int
temp
=
activedMainBranchRoomID
.
Dequeue
();
mainBranchRooms
[
temp
].
ShowDoor
();
//
mainBranchRooms[temp].ShowDoor();
}
return
;
}
//先出队列
while
(
activedMainBranchRoomID
.
Count
!=
0
&&
(
Mathf
.
Abs
(
activedMainBranchRoomID
.
Peek
()
-
vehicle
Current
Room
.
mainBranchID
)
>
1
||
Mathf
.
Abs
(
activedMainBranchRoomID
.
Peek
()
-
vehicle
Active
Room
.
mainBranchID
)
>
1
||
activedMainBranchRoomID
.
Peek
()
<
segmentBeginPosition
[
vehicleCurSegnment
]
||
activedMainBranchRoomID
.
Peek
()
>
segmentEndPosition
[
vehicleCurSegnment
]
))
...
...
@@ -624,10 +628,11 @@ public class RoomGenerator : SingletonMono<RoomGenerator>
{
barrack
.
EndGenerateEnemy
();
}
mainBranchRooms
[
temp
].
ShowDoor
();
//mainBranchRooms[temp].ShowDoor();
//GameManager.Instance.player.transform.position = GameManager.Instance.vehicle.transform.position;//传送玩家
}
//再进队列
for
(
int
i
=
vehicle
CurrentRoom
.
mainBranchID
-
1
;
i
<=
vehicleCurrent
Room
.
mainBranchID
+
1
;
i
++)
for
(
int
i
=
vehicle
ActiveRoom
.
mainBranchID
-
1
;
i
<=
vehicleActive
Room
.
mainBranchID
+
1
;
i
++)
{
if
(!
activedMainBranchRoomID
.
Contains
(
i
)
&&
i
>=
segmentBeginPosition
[
vehicleCurSegnment
]
&&
i
<=
segmentEndPosition
[
vehicleCurSegnment
])
{
...
...
Assets/Scripts/Player/PlayerController.cs
浏览文件 @
d36fba3c
...
...
@@ -105,7 +105,7 @@ public class PlayerController : MonoBehaviour {
if
(
Input
.
GetKeyDown
(
KeyCode
.
B
)&&
UIManager
.
Instance
.
panelStack
.
Count
==
0
)
{
UIManager
.
Instance
.
GetPanel
<
SkillPanelCtrl
>(
"SkillPanel"
).
isActive
=
true
;
//UIManager.Instance.ShowPanel<BuildPanelCtrl>("BuildPanel", E_UI_Layer.System, null
);
UIManager
.
Instance
.
ShowPanel
<
SkillPanelCtrl
>(
"SkillPanel"
,
E_UI_Layer
.
System
);
}
}
...
...
@@ -244,17 +244,15 @@ 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
;
}
}
...
...
Assets/Scripts/UI/BattlePanel.cs
浏览文件 @
d36fba3c
...
...
@@ -47,6 +47,7 @@ public class BattlePanel : BasePanel
{
gameObject
.
SetActive
(
true
);
UIManager
.
Instance
.
ShowPanel
<
SkillPanelCtrl
>(
"SkillPanel"
,
E_UI_Layer
.
System
,
null
,
false
);
UIManager
.
Instance
.
GetPanel
<
SkillPanelCtrl
>(
"SkillPanel"
).
gameObject
.
SetActive
(
false
);
}
/// <summary>
...
...
@@ -137,10 +138,10 @@ public class BattlePanel : BasePanel
{
//空格是为了换行
case
UpgradeType
.
Weapon
:
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
;
statetext
.
text
=
"等级:"
+
d
.
level
+
" "
+
"攻击力:"
+
d
.
damage
+
" "
+
"攻击范围:"
+
Convert
.
ToInt32
(
d
.
attackRange
)
+
" "
+
"攻击速度:"
+
Convert
.
ToInt32
(
d
.
attackSpeed
)
+
" "
+
"升级魔石消耗:"
+
d
.
cost
;
break
;
case
UpgradeType
.
Turret
:
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
;
statetext
.
text
=
"等级:"
+
d
.
level
+
" "
+
"攻击力:"
+
d
.
damage
+
" "
+
"攻击范围:"
+
Convert
.
ToInt32
(
d
.
attackRange
)
+
" "
+
"攻击速度:"
+
Convert
.
ToInt32
(
d
.
attackSpeed
)
+
" "
+
"升级魔石消耗:"
+
d
.
cost
;
break
;
case
UpgradeType
.
Treasure
:
statetext
.
text
=
"打开这个宝箱"
+
" "
+
"需要消耗魔石:"
+
d
.
cost
;
...
...
@@ -152,7 +153,7 @@ public class BattlePanel : BasePanel
}
}
public
void
StateBarChanged
(
GameObject
?
data
)
public
void
StateBarChanged
(
GameObject
data
)
{
Image
image
=
GetControl
<
Image
>(
"StateBar"
);
Text
statetext
=
GetControl
<
Text
>(
"StateText"
);
...
...
@@ -167,7 +168,7 @@ public class BattlePanel : BasePanel
{
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
();
statetext
.
text
=
"等级:1"
+
" "
+
"攻击力:"
+
data
.
GetComponent
<
Turret
>().
turretData
.
damage
.
ToString
()
+
" "
+
"攻击范围:"
+
Convert
.
ToInt32
(
data
.
GetComponent
<
Turret
>().
turretData
.
weaponData
.
bulletRange
).
ToString
()
+
" "
+
"攻击速度:"
+
Convert
.
ToInt32
(
1
/
data
.
GetComponent
<
Turret
>().
turretData
.
weaponData
.
attackCD
).
ToString
()
+
" "
+
"升级魔石消耗:"
+
data
.
GetComponent
<
Turret
>().
turretData
.
weaponData
.
MSRequirement
.
ToString
();
}
}
}
Assets/Scripts/UI/ESCpanelCtrl.cs
浏览文件 @
d36fba3c
...
...
@@ -37,7 +37,7 @@ public class ESCpanelCtrl : BasePanel
}
else
{
GameManager
.
Instance
.
GameResume
();
//
GameManager.Instance.GameResume();
gameObject
.
SetActive
(
false
);
}
}
...
...
@@ -52,6 +52,9 @@ public class ESCpanelCtrl : BasePanel
UIManager
.
Instance
.
ShowPanel
<
RemindPanelCtrl
>(
"RemindPanel"
,
E_UI_Layer
.
System
,
null
);
toMenu
=
true
;
break
;
case
"BackToBaseBtn"
:
GameManager
.
Instance
.
GameOver
();
break
;
case
"HelpBtn"
:
UIManager
.
Instance
.
ShowPanel
<
HelpPanelCtrl
>(
"HelpPanel"
,
E_UI_Layer
.
System
,
null
);
break
;
...
...
@@ -64,7 +67,6 @@ public class ESCpanelCtrl : BasePanel
case
"ReadingBtn"
:
UIManager
.
Instance
.
ShowPanel
<
ReadingPanelCtrl
>(
"ReadingPanel"
,
E_UI_Layer
.
System
,
null
);
break
;
default
:
break
;
}
...
...
Assets/Scripts/UI/SkillPanelCtrl.cs
浏览文件 @
d36fba3c
...
...
@@ -47,6 +47,7 @@ public class SkillPanelCtrl : BasePanel
Init
();
Debug
.
Log
(
"SkillPanel is showing!"
);
gameObject
.
SetActive
(
true
);
isActive
=
true
;
}
/// <summary>
...
...
@@ -55,6 +56,7 @@ public class SkillPanelCtrl : BasePanel
public
override
void
HideMe
()
{
gameObject
.
SetActive
(
false
);
isActive
=
false
;
}
/// <summary>
...
...
@@ -62,8 +64,6 @@ public class SkillPanelCtrl : BasePanel
/// </summary>
public
void
Init
()
{
isActive
=
false
;
DeleteOldImage
();
BuildingManager
.
Instance
.
Init
();
turretList
=
BuildingManager
.
Instance
.
turretList
;
...
...
Assets/Scripts/UI/StepXCtrl.cs
浏览文件 @
d36fba3c
...
...
@@ -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
;
...
...
Assets/Scripts/Vehicles/Vehicle.cs
浏览文件 @
d36fba3c
...
...
@@ -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
;
...
...
Assets/Scripts/Weapons/Weapon.cs
浏览文件 @
d36fba3c
...
...
@@ -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
;
...
...
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