using Core.Utilities;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using TowerDefense.UI.HUD;
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using UnityEngine;
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using UnityEngine.UI;
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using MoreMountains.NiceVibrations;
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using TowerDefense.Level;
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using DG.Tweening;
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public class UIStart : Singleton<UIStart>
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{
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public BuildSidebar buildSideBar = null;
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public TextMeshProUGUI countDownTextNew = null;
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public TextMeshProUGUI timeTextNew = null;
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public TextMeshProUGUI timeStatic = null;
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public Image bossPic = null; // 对应的Boss图片
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public Image uiStartMssk = null;// 倒计时整体的背景图片Mask
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/// <summary>
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/// 怪物刷新加速。
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/// </summary>
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public Image firstSpeedBg;
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public Image firstSpeedCent;
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public Image secondSpeedBg;
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public Image secondSpeedCent;
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public AudioSource bgMusic;
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public static float Max_GameTime = 50f;// 每一局的最长时间,用于界面显示倒计时.
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public static bool bFirstLoaded = false;
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public static bool bGameStart = false;
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protected float secToDo = 3f;
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protected float startTime = 0.0f;
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protected bool bossCreate = false;
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protected bool[] bVibrate;
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// Start is called before the first frame update
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void Start()
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{
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bVibrate = new bool[4];
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bVibrate[0] = bVibrate[1] = bVibrate[2] = bVibrate[3] = false;
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// 设置为顶层渲染:
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countDownTextNew.transform.SetAsLastSibling();
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if (timeStatic )
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{
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timeStatic.gameObject.SetActive(false);
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//timeTextNew.gameObject.SetActive(false);
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bossPic.gameObject.SetActive(false);
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}
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if( firstSpeedBg)
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{
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firstSpeedBg.gameObject.SetActive(false);
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secondSpeedBg.gameObject.SetActive(false);
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}
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}
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/// <summary>
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/// 当前游戏局的开始时间.
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/// </summary>
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public float gameStartTime
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{
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get { return this.startTime; }
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}
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protected string convertSec( float sec)
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{
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if (sec < 10)
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return "0" + Math.Floor( sec ).ToString();
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else
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return Math.Floor(sec).ToString();
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}
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/// <summary>
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/// 把当前的秒数变成字符串.
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/// </summary>
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/// <param name="sec"></param>
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/// <returns></returns>
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protected string convertTime( float sec)
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{
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if( sec < 60)
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{
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return "00:" + this.convertSec( sec );
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}
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else
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{
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float min = sec / 60;
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if (min < 10)
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{
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return "0" + Math.Floor(min).ToString() + ":" + convertSec( sec % 60 );
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}
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else
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{
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return Math.Floor(min).ToString() + ":" + convertSec( sec % 60);
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}
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}
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}
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/// <summary>
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/// 设置第一次加速.
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/// </summary>
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public void SetFirstSpeedUp()
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{
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firstSpeedBg.gameObject.SetActive(true);
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firstSpeedBg.color = new Color(1, 1, 1, 0);
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firstSpeedCent.color = new Color(1, 1, 1, 0);
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//设置一个DOTween队列
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Sequence seq = DOTween.Sequence();
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seq.Append(firstSpeedBg.DOColor(new Color(1, 1, 1, 1), 0.3f));
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seq.Join(firstSpeedCent.DOColor(new Color(1, 1, 1, 1), 0.3f));
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seq.AppendInterval(0.2f);
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seq.Append(firstSpeedBg.DOColor(new Color(1, 1, 1, 0.2f), 0.25f));
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seq.Join(firstSpeedCent.DOColor(new Color(1, 1, 1, 0.2f), 0.25f));
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seq.Append(firstSpeedBg.DOColor(new Color(1, 1, 1, 1.0f), 0.25f));
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seq.Join(firstSpeedCent.DOColor(new Color(1, 1, 1, 1.0f), 0.25f));
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seq.AppendInterval(0.2f);
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seq.Append(firstSpeedBg.DOColor(new Color(1, 1, 1, 0.2f), 0.25f));
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seq.Join(firstSpeedCent.DOColor(new Color(1, 1, 1, 0.2f), 0.25f));
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seq.Append(firstSpeedBg.DOColor(new Color(1, 1, 1, 1.0f), 0.25f));
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seq.Join(firstSpeedCent.DOColor(new Color(1, 1, 1, 1.0f), 0.25f));
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seq.AppendInterval(0.2f);
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seq.Append(firstSpeedCent.DOColor(new Color(1, 1, 1, 0), 0.5f));
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}
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/// <summary>
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/// 设置第二次加速
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/// </summary>
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public void SetSecondSpeedUp()
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{
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firstSpeedBg.gameObject.SetActive(false);
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secondSpeedBg.gameObject.SetActive(true);
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secondSpeedBg.gameObject.SetActive(true);
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secondSpeedBg.color = new Color(1, 1, 1, 0);
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secondSpeedCent.color = new Color(1, 1, 1, 0);
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//设置一个DOTween队列
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Sequence seq = DOTween.Sequence();
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seq.Append(secondSpeedBg.DOColor(new Color(1, 1, 1, 1), 0.3f));
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seq.Join(secondSpeedCent.DOColor(new Color(1, 1, 1, 1), 0.3f));
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seq.AppendInterval(0.2f);
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seq.Append(secondSpeedBg.DOColor(new Color(1, 1, 1, 0.2f), 0.25f));
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seq.Join(secondSpeedCent.DOColor(new Color(1, 1, 1, 0.2f), 0.25f));
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seq.Append(secondSpeedBg.DOColor(new Color(1, 1, 1, 1.0f), 0.25f));
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seq.Join(secondSpeedCent.DOColor(new Color(1, 1, 1, 1.0f), 0.25f));
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seq.AppendInterval(0.2f);
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seq.Append(secondSpeedBg.DOColor(new Color(1, 1, 1, 0.2f), 0.25f));
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seq.Join(secondSpeedCent.DOColor(new Color(1, 1, 1, 0.2f), 0.25f));
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seq.Append(secondSpeedBg.DOColor(new Color(1, 1, 1, 1.0f), 0.25f));
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seq.Join(secondSpeedCent.DOColor(new Color(1, 1, 1, 1.0f), 0.25f));
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seq.AppendInterval(0.2f);
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seq.Append(secondSpeedCent.DOColor(new Color(1, 1, 1, 0), 0.5f));
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}
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// Update is called once per frame
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void Update()
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{
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if( bGameStart)
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{
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startTime += Time.deltaTime;
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float finalTime = startTime; // Max_GameTime - startTime;
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/*if (finalTime <= 0)
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{
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if( !bossCreate)
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{
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bossCreate = true;
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AgentInsManager.instance.moveAllAgentToCenter();
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}
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finalTime = 0;
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}*/
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this.timeTextNew.text = this.convertTime( (float)Math.Ceiling( finalTime ) );
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}
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if ((!bFirstLoaded)&&(!bGameStart))
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{
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bFirstLoaded = true;
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secToDo = 4;
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}
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if(bFirstLoaded && (!bGameStart))
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{
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secToDo -= (Time.deltaTime * 1.0f); // 放慢时间用于调试
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if (secToDo >= 3)
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{
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countDownTextNew.text = "3";
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if( !bVibrate[3])
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{
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bVibrate[3] = true;
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MMVibrationManager.Haptic(HapticTypes.SoftImpact);
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}
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}
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else if (secToDo >= 2)
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{
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countDownTextNew.text = "2";
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if( !bVibrate[2])
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{
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bVibrate[2] = true;
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MMVibrationManager.Haptic(HapticTypes.MediumImpact);
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}
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}
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else if (secToDo >= 1)
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{
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countDownTextNew.text = "1";
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if( !bVibrate[1])
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{
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bVibrate[1] = true;
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MMVibrationManager.Haptic(HapticTypes.HeavyImpact);
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}
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}
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else if (secToDo < 1)
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{
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countDownTextNew.text = "GO!";
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if( !bVibrate[0])
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{
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bVibrate[0] = true;
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MMVibrationManager.Haptic(HapticTypes.HeavyImpact);
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}
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uiStartMssk.gameObject.SetActive(false);
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}
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// 开启游戏,且隐藏中间的数字.
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if( secToDo <= 0)
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{
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if (this.buildSideBar)
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{
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buildSideBar.StartWaveButtonPressed();
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}
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countDownTextNew.text = "";
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// 双方兵线都开始出兵.
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LevelManager.instance.BuildingCompleted();
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OpponentMgr.instance.StartWaves();
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timeTextNew.gameObject.SetActive(true);
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//timeStatic.gameObject.SetActive(true);
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//bossPic.gameObject.SetActive(true);
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bGameStart = true;
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// 开始播放背景音乐.
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if (bgMusic != null)
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bgMusic.Play();
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}
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}
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}
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}
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