提交 d36fba3c 编写于 作者: 1 1140874156@qq.com

技能栏样式修改;ESC界面按钮增加。

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......@@ -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()
{
......
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();
});
......
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();
}
}
}
}
}
}
}
}
}
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......@@ -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();
}
}
}
}
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();
}
}
}
}
}
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......@@ -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;
}
}
}
}
......@@ -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;
......
......@@ -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(vehicleCurrentRoom.mainBranchID))
if (restRoomSequence.Contains(vehicleActiveRoom.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() - vehicleCurrentRoom.mainBranchID) > 1 ||
Mathf.Abs(activedMainBranchRoomID.Peek() - vehicleActiveRoom.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 = vehicleCurrentRoom.mainBranchID - 1; i <= vehicleCurrentRoom.mainBranchID + 1; i++)
for (int i = vehicleActiveRoom.mainBranchID - 1; i <= vehicleActiveRoom.mainBranchID + 1; i++)
{
if (!activedMainBranchRoomID.Contains(i) && i >= segmentBeginPosition[vehicleCurSegnment] && i <= segmentEndPosition[vehicleCurSegnment])
{
......
......@@ -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;
}
}
......
......@@ -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();
}
}
}
......@@ -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;
}
......
......@@ -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;
......
......@@ -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;
......
......@@ -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;
......
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