wangguan
2020-10-29 2613a8dcdb08a6413326e10adef919c14e026527
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using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Core.Utilities;
using TowerDefense.Level;
using System;
using Protobuf;
 
/**
 * 无尽模式道具掉落管理器
 * @Author: chenxin
 * @Date: 2020-10-20 15:00:12
 */
namespace KTGMGemClient
{
    public class EndlessDrop
    {
        /// <summary>
        /// 唯一id,用于区分每一个掉落,获得掉落时EndlessDropManager会为id分配值
        /// </summary>
        public int Id;
 
        /// <summary>
        /// 配置数据
        /// </summary>
        public reward Reward;
 
        /// <summary>
        /// 自动拾取时间
        /// </summary>
        public float AutoPickupTime;
 
        /// <summary>
        /// 未拾取经历时间 > 自动拾取时间,自动获得
        /// </summary>
        public float ElapsedTime;
 
        /// <summary>
        /// 是否拾取完成,自动拾取/玩家手动点击拾取完成,拾取完成意味着真正的获得了掉落,清理场景时也要获得所有还未拾取的掉落
        /// </summary>
        public bool IsPickupCompleted;
    }
 
    public class EndlessDropReward : MonoBehaviour
    {
        /// <summary>
        /// 发光粒子特效
        /// </summary>
        public ParticleSystem LightParticle;
 
        /// <summary>
        /// item图标
        /// </summary>
        public Image Icon;
 
        /// <summary>
        /// 自动拾取时间
        /// </summary>
        public float AutoPickupTime { get; set; } = 5f;
 
        public EndlessDrop DropData;
 
        private string path = "UI/Props/";
 
        public event Action<EndlessDrop> ClickDropEvent;
 
        // Start is called before the first frame update
        private void Start()
        {
            ClickDropEvent += EndlessDropManager.instance.OnClickDrop;
        }
 
        public void OnClick()
        {
            if (ClickDropEvent != null)
                ClickDropEvent(DropData);
        }
 
        public void SetIcon()
        {
            string resId = "";
 
            if (DropData.Reward.id == 0)
                resId = $"{path}{(int)DropData.Reward.type}";
            else
                resId = $"{path}{(int)DropData.Reward.type}_${DropData.Reward.id}";
            Icon.sprite = Resources.Load<Sprite>(resId);
            Icon.SetNativeSize();
        }
 
        /// <summary>
        /// 播放发光的粒子特效
        /// </summary>
        public void PlayParticle()
        {
            LightParticle.Play();
        }
    }
}