chenxin
2020-12-03 707ad8de4f4125ed13024a10e6b3082ea8b8a70a
飘字调整
13 files modified
138 ■■■■■ changed files
Assets/Prefabs/Enemies/Fire.prefab 10 ●●●● patch | view | raw | blame | history
Assets/Prefabs/Enemies/Water.prefab 10 ●●●● patch | view | raw | blame | history
Assets/Prefabs/Enemies/Wood.prefab 14 ●●●● patch | view | raw | blame | history
Assets/Prefabs/UI/SlowDownWord.prefab 2 ●●● patch | view | raw | blame | history
Assets/Scripts/Common/GameConfig.cs 1 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Economy/LootDrop.cs 2 ●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs 2 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Towers/Projectiles/BallisticAttack.cs 3 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Towers/Tower.cs 1 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Towers/TowerFireTrigger.cs 1 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs 74 ●●●● patch | view | raw | blame | history
Assets/UI/SlowDown.png patch | view | raw | blame | history
ProjectSettings/EditorBuildSettings.asset 18 ●●●●● patch | view | raw | blame | history
Assets/Prefabs/Enemies/Fire.prefab
@@ -745,22 +745,22 @@
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      objectReference: {fileID: 0}
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      propertyPath: m_LocalRotation.z
      value: -0
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      value: 0.7071068
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@@ -770,7 +770,7 @@
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      objectReference: {fileID: 0}
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Assets/Prefabs/Enemies/Water.prefab
@@ -710,22 +710,22 @@
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      objectReference: {fileID: 0}
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      objectReference: {fileID: 0}
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      propertyPath: m_LocalRotation.z
      value: -0
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      objectReference: {fileID: 0}
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      value: 0.7071068
      value: 0.49999994
      objectReference: {fileID: 0}
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@@ -735,7 +735,7 @@
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      propertyPath: m_LocalEulerAnglesHint.x
      value: 0
      value: 120
      objectReference: {fileID: 0}
    - target: {fileID: 4916796871218370802, guid: 3d8c8419dca866149b46e4ab68d15496,
        type: 3}
Assets/Prefabs/Enemies/Wood.prefab
@@ -629,32 +629,32 @@
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      propertyPath: m_LocalPosition.y
      value: 1.5
      value: 1.1527426
      objectReference: {fileID: 0}
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      propertyPath: m_LocalPosition.z
      value: 0
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      value: 0.7071068
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      objectReference: {fileID: 0}
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      objectReference: {fileID: 0}
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@@ -664,7 +664,7 @@
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      objectReference: {fileID: 0}
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        type: 3}
Assets/Prefabs/UI/SlowDownWord.prefab
@@ -36,7 +36,7 @@
  m_AnchorMin: {x: 0.5, y: 0.5}
  m_AnchorMax: {x: 0.5, y: 0.5}
  m_AnchoredPosition: {x: 0, y: 0}
  m_SizeDelta: {x: 79, y: 35}
  m_SizeDelta: {x: 68, y: 35}
  m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &5321523380136452434
CanvasRenderer:
Assets/Scripts/Common/GameConfig.cs
@@ -12,7 +12,6 @@
        /// <summary>
        /// LoadingScene 载入下一个场景的场景名
        /// </summary>
        // cx test
        public static string NextSceneName = "Endless2D";
        // public static string NextSceneName = "Endless";
Assets/Scripts/TowerDefense/Economy/LootDrop.cs
@@ -161,7 +161,7 @@
                    Vector3 pos = obj.transform.position;
                    pos.y = v;
                    obj.transform.position = pos;
                }, preY + 45, 0.2f)
                }, preY + 45, 0.5f)
                .SetEase(Ease.OutCubic));
            sequence.Append(DOTween.To(
                () => canvasGroup.alpha,
Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs
@@ -191,8 +191,6 @@
        /// </summary>
        /// <value></value>
        public int SelectBuffNeddLevels { get; set; }
        // cx test
        // public int SelectBuffNeddLevels { get; set; } = 2;
        /// <summary>
        /// buff是否选择完成
Assets/Scripts/TowerDefense/Towers/Projectiles/BallisticAttack.cs
@@ -163,7 +163,10 @@
                if (GameUI.instanceExists)
                    GameUI.instance.generateBloodText(backPos, basicDamage, crit);
                else if (EndlessGameUI.instanceExists && crit)
                {
                    EndlessGameUI.instance.generateBloodText(backPos, basicDamage, true);
                    EndlessGameUI.instance.FloatCritWord(backPos);
                }
            }
            // 播放受击动画:
Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -585,7 +585,6 @@
            currentLevel = level;
            // cx test 不需要删除,直接刷新等级显示还有body的显示即可
            if (CurrentTowerLevel != null)
                Destroy(CurrentTowerLevel.gameObject);
Assets/Scripts/TowerDefense/Towers/TowerFireTrigger.cs
@@ -18,7 +18,6 @@
        public void OnFire()
        {
            // cx test
            // if (!isStart)
            // {
            //     isStart = true;
Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs
@@ -1,6 +1,5 @@
using Core.Utilities;
using DG.Tweening;
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -13,17 +12,6 @@
    public Image CritWord;
    // Start is called before the first frame update
    void Start()
    {
    }
    // Update is called once per frame
    void Update()
    {
    }
    private float scaleOffect = 1.5f;
    /// <summary>
@@ -34,21 +22,35 @@
    /// <param name="text"></param>
    public void moveBloodText(float x, float y, string text, bool crit = false)
    {
        // 先设置Text的位置到一个标准位置
        // // 先设置Text的位置到一个标准位置
        // Vector3 pos = bloodText.transform.position;
        // pos.x = x;
        // pos.y = y;
        // pos.z = 0;
        // bloodText.transform.position = pos;
        // Vector3 sval = bloodText.transform.localScale;
        // sval.x = 1.0f;
        // sval.y = 1.0f;
        // sval.z = 1.0f;
        // bloodText.transform.localScale = sval * scaleOffect;
        // bloodText.text = text;
        // this.TextMove(bloodText, crit);
        Vector3 pos = bloodText.transform.position;
        pos.x = x;
        pos.y = y;
        pos.z = 0;
        bloodText.transform.position = pos;
        Vector3 sval = bloodText.transform.localScale;
        sval.x = 1.0f;
        sval.y = 1.0f;
        sval.z = 1.0f;
        bloodText.transform.localScale = sval * scaleOffect;
        bloodText.text = text;
        this.TextMove(bloodText, crit);
        Sequence sequence = DOTween.Sequence();
        bloodText.color = new Color(1f, 1f, 1f, 0.8f);
        sequence.Join(DOTween.To(() => bloodText.transform.position, (Vector3 v) => bloodText.transform.position = v,
            new Vector3(bloodText.transform.position.x + 20, bloodText.transform.position.y + 80, bloodText.transform.position.z), 0.2f));
        sequence.Append(DOTween.To(() => bloodText.color, (Color v) => bloodText.color = v, new Color(1f, 1f, 1f, 1f), 0.2f).SetEase(Ease.OutQuart));
        sequence.Append(DOTween.To(() => bloodText.color, (Color v) => bloodText.color = v, new Color(1f, 1f, 1f, 0f), 0.3f).SetDelay(0.5f));
        sequence.AppendCallback(() => { DestroyWord(); });
    }
    /// <summary>
@@ -58,38 +60,36 @@
    /// <param name="y"></param>
    public void FloatSlowDownWord(float x, float y)
    {
        // 先设置Text的位置到一个标准位置
        Vector3 pos = SlowDownWord.transform.position;
        pos.x = x;
        pos.y = y;
        pos.z = 0;
        SlowDownWord.transform.position = pos;
        Vector3 sval = SlowDownWord.transform.localScale;
        sval.x = 1.0f;
        sval.y = 1.0f;
        sval.z = 1.0f;
        SlowDownWord.transform.localScale = sval * scaleOffect;
        WordMove(SlowDownWord);
        Sequence sequence = DOTween.Sequence();
        SlowDownWord.color = new Color(1f, 1f, 1f, 0.8f);
        sequence.Join(DOTween.To(() => SlowDownWord.transform.position, (Vector3 v) => SlowDownWord.transform.position = v,
            new Vector3(SlowDownWord.transform.position.x + 50 + UnityEngine.Random.Range(-15, 15), SlowDownWord.transform.position.y + 50 + UnityEngine.Random.Range(-15, 15), SlowDownWord.transform.position.z), 0.2f));
        sequence.Append(DOTween.To(() => SlowDownWord.color, (Color v) => SlowDownWord.color = v, new Color(1f, 1f, 1f, 1f), 0.2f).SetEase(Ease.OutQuart));
        sequence.Append(DOTween.To(() => SlowDownWord.color, (Color v) => SlowDownWord.color = v, new Color(1f, 1f, 1f, 0f), 0.3f).SetDelay(0.5f));
        sequence.AppendCallback(() => { DestroyWord(); });
    }
    public void FloatCritWord(float x, float y)
    {
        // 先设置Text的位置到一个标准位置
        Vector3 pos = CritWord.transform.position;
        pos.x = x;
        pos.y = y;
        pos.z = 0;
        CritWord.transform.position = pos;
        Vector3 sval = CritWord.transform.localScale;
        sval.x = 1.0f;
        sval.y = 1.0f;
        sval.z = 1.0f;
        CritWord.transform.localScale = sval * scaleOffect;
        WordMove(CritWord, true);
        Sequence sequence = DOTween.Sequence();
        CritWord.color = new Color(1f, 1f, 1f, 0.8f);
        sequence.Join(DOTween.To(() => CritWord.transform.position, (Vector3 v) => CritWord.transform.position = v,
            new Vector3(CritWord.transform.position.x + 65, CritWord.transform.position.y + 25, CritWord.transform.position.z), 0.2f));
        sequence.Append(DOTween.To(() => CritWord.color, (Color v) => CritWord.color = v, new Color(1f, 1f, 1f, 1f), 0.2f).SetEase(Ease.OutQuart));
        sequence.Append(DOTween.To(() => CritWord.color, (Color v) => CritWord.color = v, new Color(1f, 1f, 1f, 0f), 0.3f).SetDelay(0.5f));
        sequence.AppendCallback(() => { DestroyWord(); });
    }
    private void WordMove(Graphic graphic, bool crit = false)
Assets/UI/SlowDown.png

ProjectSettings/EditorBuildSettings.asset
@@ -24,27 +24,9 @@
    path: Assets/Scenes/Levels/Battle/Endless2D.unity
    guid: 0a54d162fde195c44b566174040916f3
  - enabled: 0
    path: Assets/Scenes/Levels/Level1_Prototype/Prototype.unity
    guid: 7bc42fcc9882e4d6481d296b96346475
  - enabled: 0
    path: Assets/Scenes/MainMenu.unity
    guid: 52ec9ce582990433ba91d25f0b8a58c0
  - enabled: 0
    path: Assets/NiceVibrations/Demos/NiceVibrationsDemo.unity
    guid: a40d966b5d8df3140955c23cdc4994c8
  - enabled: 0
    path: Assets/Scenes/Levels/Level1/Level1.unity
    guid: 41171dfb75d104e408c9563c2b91e030
  - enabled: 0
    path: Assets/Scenes/Levels/Level2/Level2.unity
    guid: f1f1e0e236a174f65bd47b4b7651d94b
  - enabled: 0
    path: Assets/Scenes/Levels/Level3/Level3.unity
    guid: 5a958d11acaa34c4a9dff40362183e28
  - enabled: 0
    path: Assets/Scenes/Levels/Level4/Level4.unity
    guid: 62bfb8808bad14fdfa68f0e514c68d0c
  - enabled: 0
    path: Assets/Scenes/Levels/Level5/Level5.unity
    guid: fc4839b9a8d054242a87070a88f6b35c
  m_configObjects: {}