提交 dfe3bf2e 编写于 作者: 3 3523663010@qq.com

checkin

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......@@ -60,11 +60,11 @@ 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()
{
if (turretList[index].GetComponent<Turret>().MSRequirement > GameManager.Instance.magicStone)
if (turretList[index].GetComponent<Turret>().turretData.MSRequirement > GameManager.Instance.magicStone)
return;
foreach (Collider2D c in Physics2D.OverlapCircleAll(mouseVisualTransfrom.position, 1f))
{
......
......@@ -125,12 +125,14 @@ public class GameManager : SingletonAutoMono<GameManager>
//关闭所有UI
UIManager.Instance.HidePanel("ESCpanel");
UIManager.Instance.HidePanel("BattlePanel");
Destroy(Instance.player.gameObject);
Destroy(Instance.vehicle.gameObject);
if(Instance.player)
Destroy(Instance.player.gameObject);
if(Instance.vehicle)
Destroy(Instance.vehicle.gameObject);
GameManager.Instance.magicStone = 0;
RoomGenerator.Instance.DestroyMap();
if(RoomGenerator.Instance)
RoomGenerator.Instance.DestroyMap();
}
//游戏通关结束
public void GameEnd()
......
......@@ -34,7 +34,7 @@ public class DoorControllTrigger : MonoBehaviour
}
if (player != null && other.name == player.name && isVehicleUpdated)
{
Debug.Log(other.name + " " + player.name);
//Debug.Log(other.name + " " + player.name);
if (!isPlayerUpdated)
{
isPlayerUpdated = true;
......
......@@ -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);
}
}
......
......@@ -13,6 +13,8 @@ public class SingletonMono<T> : MonoBehaviour where T: MonoBehaviour
{
get
{
if (instance == null)
return null;
//继承了Mono的脚本 不能够直接new
//只能通过拖动到对象上 或者 通过 加脚本的api AddComponent去加脚本
//U3D内部帮助我们实例化它
......
......@@ -13,10 +13,6 @@ public class NormalTurret : Turret
sprite = GetComponent<SpriteRenderer>();
sprite.sprite = FindSrpite();
}
private void Start()
{
Init();
}
protected override void Update()
{
base.Update();
......
......@@ -33,7 +33,7 @@ public abstract class Turret : BattleUnit, Interactable
public int MSRequirement;
private int baseMSRequirement;
protected int destoryReturnMS;
protected List<BattleUnit> enemyList = new List<BattleUnit>();
public List<BattleUnit> enemyList = new List<BattleUnit>();
protected float timer;
private int layer;
private bool canShoot = false;
......@@ -68,7 +68,7 @@ public abstract class Turret : BattleUnit, Interactable
{
data = new UpgradeData();
data.type = UpgradeType.Turret;
layer = LayerMask.GetMask("Door", "Wall", "Room", "Enemy");
layer = LayerMask.GetMask("Door", "Wall", "Enemy");
currentCD = 0;
level = 1;
BattleUnitData_SO battleUnitData = turretData.battleUnitData;
......
......@@ -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>
......@@ -68,7 +69,7 @@ public class BattlePanel : BasePanel
Slider slider = GetControl<Slider>("HP");
float nowHP = (float)currentHP / maxHP;
slider.value = nowHP;
Debug.Log(slider.value);
//Debug.Log(slider.value);
//修改动画currentHP参数
animator.SetFloat("currentHP", (float)currentHP / maxHP);
......@@ -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;
......@@ -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 +37,9 @@ public class ESCpanelCtrl : BasePanel
}
else
{
// GameManager.Instance.GameResume();
if (!(UIManager.Instance.panelStack.Count > 0)) {
GameManager.Instance.GameResume();
}
gameObject.SetActive(false);
}
}
......@@ -52,6 +54,9 @@ 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 +69,6 @@ public class ESCpanelCtrl : BasePanel
case "ReadingBtn":
UIManager.Instance.ShowPanel<ReadingPanelCtrl>("ReadingPanel", E_UI_Layer.System, null);
break;
default:
break;
}
......
......@@ -5,7 +5,7 @@ using UnityEngine;
public class RemindPanelCtrl : BasePanel
{
/// <summary>
/// ʾԼ
/// 显示自己
/// </summary>
public override void ShowMe()
{
......@@ -14,7 +14,7 @@ public class RemindPanelCtrl : BasePanel
}
/// <summary>
/// Լ
/// 隐藏自己
/// </summary>
public override void HideMe()
{
......
......@@ -12,7 +12,7 @@ public class SettingsPanelCtrl : BasePanel
private Text volumetext;
private Text speedtext;
/// <summary>
/// 显示自己
/// 显示自己
/// </summary>
public override void ShowMe()
{
......@@ -21,30 +21,30 @@ public class SettingsPanelCtrl : BasePanel
vbtext = GetControl<Text>("VibrationText");
bgmtext = GetControl<Text>("BGMtext");
gameObject.SetActive(true);
bgmtext.text = ((int)GameManager.Instance.bgmVolume * 100).ToString() + "%";
volumetext.text = ((int)GameManager.Instance.effectVolume * 100).ToString() + "%";
bgmtext.text = ((int)(GameManager.Instance.bgmVolume * 100)).ToString() + "%";
volumetext.text = ((int)(GameManager.Instance.effectVolume * 100)).ToString() + "%";
if (GameManager.Instance.openCameraShake)
{
vbtext.text = "震动开关(ON)";
vbtext.text = "震动开关(ON)";
}
else
{
vbtext.text = "震动开关(OFF)";
vbtext.text = "震动开关(OFF)";
}
if (PlayerPrefs.GetFloat("dashRate") == 1.2f)
{
speedtext.text = "移动加速( 慢 )";
speedtext.text = "移动加速( 慢 )";
}
else
{
speedtext.text = "移动加速( 快 )";
speedtext.text = "移动加速( 快 )";
}
Debug.Log("展示了设置面板");
Debug.Log("展示了设置面板");
}
/// <summary>
/// 藏自己
/// 隐藏自己
/// </summary>
public override void HideMe()
{
......@@ -64,14 +64,14 @@ public class SettingsPanelCtrl : BasePanel
case "VibrationBtn":
vbtext.text = VibrationControl(vbtext.text);
break;
//背景音乐的调节其实是两个按钮
//背景音乐的调节其实是两个按钮
case "BGMupBtn":
bgmtext.text = BGMControl(btnName, bgmtext.text);
break;
case "BGMdownBtn":
bgmtext.text = BGMControl(btnName, bgmtext.text);
break;
//音效的调节也是两个按钮
//音效的调节也是两个按钮
case "VolumeUpBtn":
volumetext.text = VolumeControl(btnName, volumetext.text);
break;
......@@ -87,21 +87,21 @@ public class SettingsPanelCtrl : BasePanel
}
}
/// <summary>
/// 控制震动开关的函数
/// 控制震动开关的函数
/// </summary>
/// <param name="text"></param>
/// <returns></returns>
public string VibrationControl(string text)
{
if (text == "震动开关(ON)")
if (text == "震动开关(ON)")
{
text = "震动开关(OFF)";
text = "震动开关(OFF)";
GameManager.Instance.openCameraShake = false;
}
else
{
text = "震动开关(ON)";
text = "震动开关(ON)";
GameManager.Instance.openCameraShake = true;
}
return text;
......@@ -109,38 +109,38 @@ public class SettingsPanelCtrl : BasePanel
}
/// <summary>
/// 控制移动加速按钮的函数
/// 控制移动加速按钮的函数
/// </summary>
/// <param name="text"></param>
/// <returns></returns>
public string SpeedControl(string text)
{
if (text == "移动加速( 快 )")
if (text == "移动加速( 快 )")
{
text = "移动加速( 慢 )";
text = "移动加速( 慢 )";
GameManager.Instance.DashRate = (float)1.2;
}
else
{
text = "移动加速( 快 )";
text = "移动加速( 快 )";
GameManager.Instance.DashRate = (float)1.5;
}
return text;
}
/// <summary>
/// BGM节函数
/// BGM调节函数
/// </summary>
/// <param name="bgmbtnName"></param>
/// <param name="text"></param>
/// <returns></returns>
public string BGMControl(string bgmbtnName, string text)
{
Debug.Log("bgm函数");
Debug.Log("bgm函数");
if (bgmbtnName == "BGMupBtn")
{
Debug.Log("bgm函数up if");
Debug.Log("bgm函数up if");
string str = text.Substring(0, text.Length - 1);
Debug.Log(str);
int bgm = Convert.ToInt32(str);
......@@ -170,7 +170,7 @@ public class SettingsPanelCtrl : BasePanel
return null;
}
/// <summary>
/// 音效控制函数
/// 音效控制函数
/// </summary>
/// <param name="bgmbtnName"></param>
/// <param name="text"></param>
......
......@@ -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;
......@@ -83,7 +83,7 @@ public class SkillPanelCtrl : BasePanel
turretIsClicked = turretList[index];
//Debug.Log("TurretX is clicked!");
BuildingManager.Instance.build(index);
CountX.text = (System.Convert.ToInt32(CountX.text) - 1).ToString();
//CountX.text = (System.Convert.ToInt32(CountX.text) - 1).ToString();
//switch (System.Convert.ToInt32(CountX.text))
//{
// case 0:
......
......@@ -10,6 +10,7 @@ public class StartPanel : BasePanel
/// </summary>
public override void ShowMe()
{
SaveManager.Instance.LoadSettings();
MusicMgr.Instance.PlayBkMusic("主题");
gameObject.SetActive(true);
}
......
......@@ -6,7 +6,7 @@ using System.Threading.Tasks;
public class MathValue : BaseManager<MathValue>
{
public static double upgradeLimit = 4;
public static double upgradeLimit = 0.25;
public static double upgradeBase = 2.1479;
public static double dropBase = 2;
public static double treasureBase = 3;
......
......@@ -62,7 +62,7 @@ public class NormalVehicle : Vehicle
{
//获取下一个房间中心点 寻路
destinationSetter.target = target;
speed = vehicleData.highSpeed;
speed = maxSpeed;
}
public override void Stop(Transform target)
......
......@@ -161,7 +161,8 @@ public abstract class Vehicle : BattleUnit
else
{
Debug.Log("玩家远离载具,载具缓慢移动");
Stop(RoomGenerator.Instance.vehicleNextRoom.transform);
if(RoomGenerator.Instance?.vehicleNextRoom)
Stop(RoomGenerator.Instance.vehicleNextRoom.transform);
}
playerDetectTimer = 0;
}
......
......@@ -40,7 +40,7 @@ public abstract class Bullet : MonoBehaviour
}
}
Vector3 hitPos = collision.bounds.ClosestPoint(transform.position);
Debug.Log("撞击到" + collision.name);
//Debug.Log("撞击到" + collision.name);
//调用特效
PlayeEffect(hitPos);
PoolMgr.Instance.PushObj(gameObject.name, gameObject);
......
......@@ -22,7 +22,7 @@ public class NormalBullet : Bullet
if (MoveDistance > BulletRange)
{
//回收
Debug.Log("超过距离回收");
//Debug.Log("超过距离回收");
PoolMgr.Instance.PushObj(gameObject.name, gameObject);
}
}
......
......@@ -41,7 +41,7 @@ public class ShotGun : Weapon
shootDirection = transform.rotation * Quaternion.AngleAxis(bulletAngle * (i - median) + bulletAngle / 2, Vector3.forward);
}
PoolMgr.Instance.GetObj("Prefabs/Bullets/" + weaponData.bullet.name, false, PassData);
Debug.Log($"第{i+1}个子弹 射击角度{shootDirection.eulerAngles}");
//Debug.Log($"第{i+1}个子弹 射击角度{shootDirection.eulerAngles}");
}
currentCD = 0;
}
......
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