Merge branch 'master' of http://172.16.1.52:8090/r/GemBattle into master
# Conflicts:
# Assets/00000/package/Materials/Glow_033.mat
3 files renamed
4 files copied
1 files deleted
105 files added
31 files modified
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| | | public static void DebugSocket(int Errorcode) |
| | | { |
| | | string log = ""; |
| | | ErrorCode code = (ErrorCode)Errorcode; |
| | | if (GameConfig.OpenDebug) |
| | | { |
| | | switch (code) |
| | | { |
| | | case ErrorCode.Success: |
| | | log = "成功"; |
| | | UnityEngine.Debug.Log("成功"); |
| | | break; |
| | | case ErrorCode.ChannelIdNoExist: |
| | | log = "************** 渠道ID不存在 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 渠道ID不存在 **************"); |
| | | break; |
| | | case ErrorCode.UserNameInvalid: |
| | | log = "************** 账号名太短 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 账号名太短 **************"); |
| | | break; |
| | | case ErrorCode.UserPassWordInvalid: |
| | | log = "************** 账号密码不正确 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 账号密码不正确 **************"); |
| | | break; |
| | | case ErrorCode.UnknowError: |
| | | log = "************** 内部错误 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 内部错误 **************"); |
| | | break; |
| | | case ErrorCode.InputInvalid: |
| | | log = "************** 参数错误 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 参数错误 **************"); |
| | | break; |
| | | case ErrorCode.Timeout: |
| | | log = "************** 超时 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 超时 **************"); |
| | | break; |
| | | case ErrorCode.SessionKeyInvalid: |
| | | log = "************** 登陆失败,SessionKey错误 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 登陆失败,SessionKey错误 **************"); |
| | | break; |
| | | case ErrorCode.LoginNoUser: |
| | | log = "************** 没有角色,请创建 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 没有角色,请创建 **************"); |
| | | break; |
| | | case ErrorCode.NotEnoughMoney: |
| | | log = "************** 金币不足 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 金币不足 **************"); |
| | | break; |
| | | case ErrorCode.NotEnoughGold: |
| | | log = "************** 钻石不足 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 钻石不足 **************"); |
| | | break; |
| | | case ErrorCode.NotEnoughGem: |
| | | log = "************** 宝石不足 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 宝石不足 **************"); |
| | | break; |
| | | case ErrorCode.NotFoundFriend: |
| | | log = "************** 好友没有找到 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 好友没有找到 **************"); |
| | | break; |
| | | case ErrorCode.AlreadyFriend: |
| | | log = "************** 已经是好友了 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 已经是好友了 **************"); |
| | | break; |
| | | case ErrorCode.InBlockFriend: |
| | | log = "************** 黑名单不能添加好友 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 黑名单不能添加好友 **************"); |
| | | break; |
| | | case ErrorCode.MaxFriend: |
| | | log = "************** 好友已经达到上限 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 好友已经达到上限 **************"); |
| | | break; |
| | | case ErrorCode.MaxNickName: |
| | | log = "************** 昵称大于最大长度 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 昵称大于最大长度 **************"); |
| | | break; |
| | | case ErrorCode.InvalidNickName: |
| | | log = "************** 昵称有非法字符 **************"; |
| | | UnityEngine.Debug.LogWarning("************** 昵称有非法字符 **************"); |
| | | break; |
| | | case ErrorCode.MaxStoreLimit: |
| | | log = "************** !购买失败,超过最大限制 **************"; |
| | | UnityEngine.Debug.LogWarning("************** !购买失败,超过最大限制 **************"); |
| | | break; |
| | | case ErrorCode.NotEnoughStoreBuy: |
| | | log = "************** !购买失败,货币不足 **************"; |
| | | UnityEngine.Debug.LogWarning("************** !购买失败,货币不足 **************"); |
| | | break; |
| | | case ErrorCode.NotOpenPassPort: |
| | | log = "************** !高级通行证购买失败,活动未开启 **************"; |
| | | UnityEngine.Debug.LogWarning("************** !高级通行证购买失败,活动未开启 **************"); |
| | | break; |
| | | case ErrorCode.AlreadyPassPort: |
| | | log = "************** !高级通行证购买失败,已经购买了 **************"; |
| | | UnityEngine.Debug.LogWarning("************** !高级通行证购买失败,已经购买了 **************"); |
| | | break; |
| | | case ErrorCode.NeedVipPassPortTakeItem: |
| | | log = "************** !领取通行证奖励失败,不是高级通行证 **************"; |
| | | UnityEngine.Debug.LogWarning("************** !领取通行证奖励失败,不是高级通行证 **************"); |
| | | break; |
| | | case ErrorCode.NeedLevelPassPortTakeItem: |
| | | log = "************** !领取通行证奖励失败,等级不足 **************"; |
| | | UnityEngine.Debug.LogWarning("************** !领取通行证奖励失败,等级不足 **************"); |
| | | break; |
| | | case ErrorCode.AlreadyPassPortTakeItem: |
| | | log = "************** !领取通行证奖励失败,已经领取了 **************"; |
| | | UnityEngine.Debug.LogWarning("************** !领取通行证奖励失败,已经领取了 **************"); |
| | | break; |
| | | case ErrorCode.InvalidPassPortBuyLevel: |
| | | log = "************** !购买通行证等级失败,购买等级小于当前等级 **************"; |
| | | UnityEngine.Debug.LogWarning("************** !购买通行证等级失败,购买等级小于当前等级 **************"); |
| | | break; |
| | | case ErrorCode.HasUnlockArenaBox: |
| | | log = "************** ! 解锁失败,已经解锁了 **************"; |
| | | UnityEngine.Debug.LogWarning("************** ! 解锁失败,已经解锁了 **************"); |
| | | break; |
| | | case ErrorCode.OtherUnlockingArenaBox: |
| | | log = "************** ! 解锁失败,另一个在解锁中 **************"; |
| | | UnityEngine.Debug.LogWarning("************** ! 解锁失败,另一个在解锁中 **************"); |
| | | break; |
| | | case ErrorCode.NotTimeTakeArenaBox: |
| | | log = "************** ! 开宝箱失败,时间没到 **************"; |
| | | UnityEngine.Debug.LogWarning("************** ! 开宝箱失败,时间没到 **************"); |
| | | break; |
| | | } |
| | |
| | | return tmp; |
| | | } |
| | | |
| | | public static List<float> GetFloatList(JsonData jsData) |
| | | { |
| | | List<float> tmp = new List<float>(); |
| | | for (int i = 0; i <jsData.Count; i++) |
| | | { |
| | | tmp.Add(float.Parse(jsData[i].ToString())); |
| | | } |
| | | return tmp; |
| | | } |
| | | |
| | | public static string GetString(string s) |
| | | { |
| | | if (string.IsNullOrEmpty(s)) |
| | |
| | | fsmManager.Update(); |
| | | } |
| | | |
| | | UnityAction checkCallBack; |
| | | |
| | | UnityAction dieCallBack; |
| | | |
| | | public void SetSelf(bool isSelf,UnityAction ac) |
| | | public void SetSelf(bool isSelf,UnityAction checkAC,UnityAction dieAC) |
| | | { |
| | | this.isSelf = isSelf; |
| | | |
| | |
| | | EnemyDie tmpDie = new EnemyDie(m_renderer, isSelf ? matDie_Self : matDie_Oppo, AfterDie); |
| | | fsmManager.AddState(tmpDie); |
| | | |
| | | dieCallBack = ac; |
| | | checkCallBack = checkAC; |
| | | dieCallBack = dieAC; |
| | | |
| | | SetMove(); |
| | | } |
| | |
| | | |
| | | private void AfterAttack() |
| | | { |
| | | dieCallBack(); |
| | | checkCallBack(); |
| | | } |
| | | |
| | | //被攻击 |
| | |
| | | { |
| | | string[] allPath = new string[]{ |
| | | |
| | | "boss_skill.json", |
| | | "boss.json", |
| | | "geminfo.json", |
| | | "levelup.json", |
| | |
| | | "boxsequence.json", |
| | | "box.json", |
| | | "resource.json", |
| | | "endless_boss.json", |
| | | "endless_buff.json", |
| | | "endless_enemy.json", |
| | | "endless_port.json", |
| | |
| | | tablename = tablename.Replace(".json", ""); |
| | | List<tabledata> allData = new List<tabledata>(); |
| | | switch (tablename) { |
| | | |
| | | case "boss_skill": |
| | | //allData.Clear(); |
| | | foreach (JsonData item in data) |
| | | { |
| | | boss_skill tmp = boss_skill.CreateFromJson(item); |
| | | allData.Add(tmp as tabledata); |
| | | } |
| | | JsonDataCenter.allData.Add(tablename, allData); |
| | | break; |
| | | |
| | | |
| | | case "boss": |
| | | //allData.Clear(); |
| | |
| | | foreach (JsonData item in data) |
| | | { |
| | | resource tmp = resource.CreateFromJson(item); |
| | | allData.Add(tmp as tabledata); |
| | | } |
| | | JsonDataCenter.allData.Add(tablename, allData); |
| | | break; |
| | | |
| | | |
| | | case "endless_boss": |
| | | //allData.Clear(); |
| | | foreach (JsonData item in data) |
| | | { |
| | | endless_boss tmp = endless_boss.CreateFromJson(item); |
| | | allData.Add(tmp as tabledata); |
| | | } |
| | | JsonDataCenter.allData.Add(tablename, allData); |
| | |
| | | } |
| | | |
| | | |
| | | |
| | | //! 生成文件 boss_skill(boss技能表).xlsx |
| | | public class boss_skill : tabledata { |
| | | public int getid(){ |
| | | return id; |
| | | } |
| | | |
| | | // id |
| | | public int id; |
| | | |
| | | // 技能名称 |
| | | public string name; |
| | | |
| | | // 技能资源 |
| | | public int image; |
| | | |
| | | // 技能冷却时间 |
| | | public int cool_down; |
| | | |
| | | // 技能目标 |
| | | public List<int> target; |
| | | |
| | | // 技能范围 |
| | | public int tunnel; |
| | | |
| | | // 技能动作 |
| | | public int action; |
| | | |
| | | // 技能效果 |
| | | public List<float> effect; |
| | | |
| | | |
| | | |
| | | public static boss_skill CreateFromJson(JsonData item) |
| | | { |
| | | boss_skill _boss_skill = new boss_skill(); |
| | | |
| | | int index = 0; |
| | | _boss_skill.id = int.Parse(GameUtils.GetString(item[index++].ToString())); |
| | | _boss_skill.name = GameUtils.GetString(item[index++].ToString()); |
| | | _boss_skill.image = int.Parse(GameUtils.GetString(item[index++].ToString())); |
| | | _boss_skill.cool_down = int.Parse(GameUtils.GetString(item[index++].ToString())); |
| | | _boss_skill.target = GameUtils.GetIntList(item[index++]); |
| | | _boss_skill.tunnel = int.Parse(GameUtils.GetString(item[index++].ToString())); |
| | | _boss_skill.action = int.Parse(GameUtils.GetString(item[index++].ToString())); |
| | | _boss_skill.effect = GameUtils.GetFloatList(item[index++]); |
| | | |
| | | return _boss_skill; |
| | | } |
| | | |
| | | } |
| | | |
| | | //! 生成文件 B_BOSS生成表.xlsx |
| | | public class boss : tabledata { |
| | |
| | | |
| | | } |
| | | |
| | | //! 生成文件 endless_boss(无尽模式boss).xlsx |
| | | public class endless_boss : tabledata { |
| | | public int getid(){ |
| | | return id; |
| | | } |
| | | |
| | | // id |
| | | public int id; |
| | | |
| | | // Boss名称 |
| | | public string name; |
| | | |
| | | // BossAI |
| | | public int boss_ai; |
| | | |
| | | // Boss资源图 |
| | | public int image; |
| | | |
| | | // Boss技能组 |
| | | public List<int> skill; |
| | | |
| | | |
| | | |
| | | public static endless_boss CreateFromJson(JsonData item) |
| | | { |
| | | endless_boss _endless_boss = new endless_boss(); |
| | | |
| | | int index = 0; |
| | | _endless_boss.id = int.Parse(GameUtils.GetString(item[index++].ToString())); |
| | | _endless_boss.name = GameUtils.GetString(item[index++].ToString()); |
| | | _endless_boss.boss_ai = int.Parse(GameUtils.GetString(item[index++].ToString())); |
| | | _endless_boss.image = int.Parse(GameUtils.GetString(item[index++].ToString())); |
| | | _endless_boss.skill = GameUtils.GetIntList(item[index++]); |
| | | |
| | | return _endless_boss; |
| | | } |
| | | |
| | | } |
| | | |
| | | //! 生成文件 endless_buff(无尽模式buff).xlsx |
| | | public class endless_buff : tabledata { |
| | | public int getid(){ |
| | |
| | | { |
| | | if (this.healthVal <= 0.1) |
| | | { |
| | | Die(); |
| | | |
| | | //Debug.Log("删除多余的攻击Agent."); |
| | | } |
| | | } |
| | | |
| | | private void Die() |
| | | { |
| | | // 统一管理器内删除当前的Agent: |
| | | AgentInsManager.instance.removeAgent(this); |
| | | this.Remove(); |
| | | //Debug.Log("删除多余的攻击Agent."); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | if (mAnim == null) |
| | | { |
| | | changeMat = GetComponent<ChangeMat>(); |
| | | changeMat?.SetSelf(this.opponentAgent,CheckHealth); |
| | | changeMat?.SetSelf(this.opponentAgent, CheckHealth,Die); |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | AllDropList = new List<EndlessDrop>(); |
| | | DropObjDic = new Dictionary<int, GameObject>(); |
| | | allIconLis = new List<FlyImage>(); |
| | | } |
| | | |
| | | // Update is called once per frame |
| | |
| | | |
| | | if (AllDropList[i].ElapsedTime >= AllDropList[i].AutoPickupTime) |
| | | { |
| | | AllDropList[i].IsPickupCompleted = true; |
| | | SafelyCallObtainDrop(AllDropList[i]); |
| | | RemoveDrop(AllDropList[i].Id); |
| | | EndlessDropReward dropReward = DropObjDic[AllDropList[i].Id].GetComponent<EndlessDropReward>(); |
| | | dropReward?.OnClick(); |
| | | |
| | | //AllDropList[i].IsPickupCompleted = true; |
| | | //SafelyCallObtainDrop(AllDropList[i]); |
| | | //RemoveDrop(AllDropList[i].Id); |
| | | } |
| | | } |
| | | } |
| | |
| | | dropReward.DropData = drop; |
| | | dropReward.SetIcon(); |
| | | |
| | | GameObject mainUI = GameObject.Find("MainUI"); |
| | | GameObject mainUI = GameObject.Find("BottomUI"); |
| | | |
| | | Transform mainUITransform = mainUI.transform; |
| | | obj.transform.SetParent(mainUITransform, false); |
| | |
| | | DropObjDic.Add(drop.Id, obj); |
| | | } |
| | | |
| | | |
| | | List<FlyImage> allIconLis; |
| | | public GameObject drapIcon; |
| | | |
| | | public FlyImage CreateIcon(Transform ts) |
| | | { |
| | | for (int i = 0; i < allIconLis.Count; i++) |
| | | { |
| | | if (!allIconLis[i].gameObject.activeSelf) |
| | | { |
| | | allIconLis[i].gameObject.SetActive(true); |
| | | return allIconLis[i]; |
| | | } |
| | | } |
| | | |
| | | GameObject obj = Instantiate(drapIcon, ts); |
| | | FlyImage fly = obj.GetComponent<FlyImage>(); |
| | | allIconLis.Add(fly); |
| | | return fly; |
| | | |
| | | } |
| | | |
| | | public void FlyIcon(Transform ts, Sprite sp, Vector3 startP, Vector3 endP, bool useBezier) |
| | | { |
| | | StartCoroutine(CreateIcon(ts, sp, startP, endP, useBezier)); |
| | | } |
| | | |
| | | IEnumerator CreateIcon(Transform ts, Sprite sp, Vector3 startP, Vector3 endP, bool useBezier) |
| | | { |
| | | FlyImage fly; |
| | | |
| | | // for (int i = 0; i < 5; i++) |
| | | // { |
| | | // fly = CreateIcon(ts); |
| | | // fly.SetDestination(sp, startP, endP, useBezier); |
| | | // } |
| | | // yield return new WaitForSeconds(0.2f); |
| | | |
| | | for (int i = 0; i < 15; i++) |
| | | { |
| | | fly = CreateIcon(ts); |
| | | fly.SetDestination(sp, startP, endP, useBezier); |
| | | yield return new WaitForSeconds(0.01f); |
| | | |
| | | } |
| | | |
| | | yield break; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 调用掉落获得事件 |
| | | /// </summary> |
| | |
| | | using System; |
| | | using System.Collections.Generic; |
| | | using Core.Utilities; |
| | | using KTGMGemClient; |
| | | using TowerDefense.Level; |
| | |
| | | using UnityEngine; |
| | | using UnityEngine.UI; |
| | | |
| | | namespace TowerDefense.Towers.Placement |
| | | namespace TowerDefense.Towers.Placement { |
| | | |
| | | |
| | | |
| | | public class BuyButtonGroup |
| | | { |
| | | public BuyButtonGroup(Transform t,int x,int y) |
| | | { |
| | | this.button = t; |
| | | this.x = x; |
| | | this.y = y; |
| | | } |
| | | |
| | | |
| | | public Transform button; |
| | | public int x; |
| | | public int y; |
| | | }; |
| | | |
| | | /// <summary> |
| | | /// A tower placement location made from a grid. |
| | | /// Its origin is centered in the middle of the lower-right cell. It can be oriented in any direction |
| | |
| | | [RequireComponent(typeof(BoxCollider))] |
| | | public class TowerPlacementGridEndless : MonoBehaviour, IPlacementArea |
| | | { |
| | | [Range(0,100)] |
| | | public float buyButtonScaler=1.9f; |
| | | |
| | | private List<BuyButtonGroup> mBuyButtons = new List<BuyButtonGroup>(); |
| | | public static float GRID_OPENCASH = 100; |
| | | |
| | | /// <summary> |
| | |
| | | } |
| | | } |
| | | } |
| | | void FixedUpdate() |
| | | { |
| | | this.resizeBuyButtonSize(this.buyButtonScaler); |
| | | } |
| | | |
| | | void Update() |
| | | { |
| | | |
| | | |
| | | if (m_arrCoinGenTime == null || !EndlessUIStart.instance.IsGameRunning) return; |
| | | |
| | | float delta = Time.deltaTime; |
| | |
| | | m_AvailableCells = new bool[dimensions.x, dimensions.y]; |
| | | |
| | | opponent = false; |
| | | |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | preCalculateGridUIPos(); |
| | | } |
| | | |
| | | void resizeBuyButtonSize(float defaultVal=1.9f) |
| | | { |
| | | |
| | | |
| | | |
| | | foreach(BuyButtonGroup bbg in this.mBuyButtons) |
| | | { |
| | | Vector3 pos = bbg.button.position; |
| | | pos.x = arrGridCentPos[bbg.x, bbg.y].x; |
| | | pos.z = arrGridCentPos[bbg.x, bbg.y].y + (bbg.y - AttackRowNumbers) * defaultVal; |
| | | pos.y = 30; |
| | | bbg.button.position = pos; |
| | | bbg.button.localRotation = Quaternion.identity; |
| | | bbg.button.localScale = Vector3.one; |
| | | } |
| | | //for (int x = 0; x < dimensions.x; ++x) |
| | | //{ |
| | | // for (int y = dimensions.y - AttackRowNumbers; y < dimensions.y; ++y) |
| | | // { |
| | | // if (m_arrGridType[x, y] != PlacementGridType.EGridWaitBuy) continue; |
| | | |
| | | // GameObject container = GameObject.Find("BuyButtonContainer"); |
| | | // Button buyButton = Instantiate(waitBuyBtnPrefab); |
| | | // buyButton.transform.SetParent(container.transform); |
| | | |
| | | |
| | | // mBuyButtons.Add(new BuyButtonGroup(buyButton.transform, x, y)); |
| | | // //Camera.main.WorldToViewportPoint() |
| | | |
| | | // Vector3 pos = buyButton.transform.position; |
| | | // pos.x = arrGridCentPos[x, y].x; |
| | | // pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f; |
| | | // pos.y = 30; |
| | | // buyButton.transform.position = pos; |
| | | // buyButton.transform.localRotation = Quaternion.identity; |
| | | // buyButton.transform.localScale = Vector3.one; |
| | | |
| | | |
| | | // } |
| | | //} |
| | | |
| | | |
| | | } |
| | | /// <summary> |
| | | /// 预计算塔位格子对应的屏幕坐标以及塔位格子的屏幕尺寸 |
| | | /// WORK START: 计算屏幕坐标,然后开搞屏幕相关的内容。下午要把塔位上显示界面搞出来。 |
| | |
| | | /// </summary> |
| | | void preCalculateGridUIPos() |
| | | { |
| | | |
| | | arrGridCentPos = new Vector2[dimensions.x, dimensions.y]; |
| | | |
| | | Vector3 targetPos = GridToWorld(new IntVector2(0, 0), new IntVector2(1, 1)); |
| | |
| | | } |
| | | } |
| | | |
| | | |
| | | // 血条位置的设定 |
| | | PreCalculateTowerBloodUi(); |
| | | |
| | |
| | | Button buyButton = Instantiate(waitBuyBtnPrefab); |
| | | buyButton.transform.SetParent(container.transform); |
| | | |
| | | Vector3 pos = buyButton.transform.position; |
| | | pos.x = arrGridCentPos[x, y].x; |
| | | pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f; |
| | | pos.y = 30; |
| | | buyButton.transform.position = pos; |
| | | buyButton.transform.localRotation = Quaternion.identity; |
| | | buyButton.transform.localScale = Vector3.one; |
| | | |
| | | mBuyButtons.Add(new BuyButtonGroup(buyButton.transform, x, y)); |
| | | //Camera.main.WorldToViewportPoint() |
| | | |
| | | //Vector3 pos = buyButton.transform.position; |
| | | //pos.x = arrGridCentPos[x, y].x; |
| | | //pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f; |
| | | //pos.y = 30; |
| | | //buyButton.transform.position = pos; |
| | | //buyButton.transform.localRotation = Quaternion.identity; |
| | | //buyButton.transform.localScale = Vector3.one; |
| | | |
| | | // 设置按钮对应的点击功能 |
| | | EndlessTowerGridOpen tgo = buyButton.GetComponent<EndlessTowerGridOpen>(); |
| | |
| | | } |
| | | } |
| | | } |
| | | |
| | | this.resizeBuyButtonSize(); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// </summary> |
| | | public Action towerDestroyed; |
| | | |
| | | |
| | | /// <summary> |
| | | /// Provide the tower with data to initialize with |
| | | /// </summary> |
| | |
| | | // |
| | | // 初始化当前的局内Tower等级数据 |
| | | this.initInSceneTowerLevel(SceneTowerLvl.getInSceneTowerLvl(this.towerName)); |
| | | |
| | | if (gridPosition.y > 1) |
| | | { |
| | | currentTowerLevel.ResetScale(); |
| | | }else{ |
| | | currentTowerLevel.NormalScale(); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | get { return levelData.upgradeDescription; } |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// Initialises the Effects attached to this object |
| | | /// </summary> |
| | |
| | | m_ParentTower = tower; |
| | | } |
| | | |
| | | private Transform mat; |
| | | Vector3 normalScale; |
| | | |
| | | private Vector3 fireScale = new Vector3(1.6f, 1.6f, 1.84f); |
| | | private Vector3 woodScale = new Vector3(1.0f, 1.0f, 1.88f); |
| | | private Vector3 waterScale = new Vector3(1.0f, 1.0f, 1.88f); |
| | | |
| | | private void Awake() |
| | | { |
| | | mat = transform.Find("Cube"); |
| | | normalScale = new Vector3(1.5f, 1.5f, 1.5f); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 未上阵塔缩放,固定缩放 |
| | | /// </summary> |
| | | public void NormalScale() |
| | | { |
| | | mat.localScale = normalScale; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 上阵塔缩放 |
| | | /// </summary> |
| | | public void ResetScale() |
| | | { |
| | | if (transform.name.StartsWith("GrowUpTower")) |
| | | { |
| | | //火元素 |
| | | mat.localScale = fireScale; |
| | | } |
| | | else if (transform.name.StartsWith("BlinkTower")) |
| | | { |
| | | //木元素 |
| | | mat.localScale = woodScale; |
| | | } |
| | | else if (transform.name.StartsWith("CopyCatTower")) |
| | | { |
| | | //水元素 |
| | | //mat.localScale = woodScale; |
| | | |
| | | Vector3 scale = mat.localScale; |
| | | |
| | | if (!this.bScaleForCombat) |
| | | { |
| | | scale.z *= 1.267f; |
| | | mat.localScale = scale; |
| | | Vector3 pos = mat.localPosition; |
| | | pos.z -= 0.2f; |
| | | mat.localPosition = pos; |
| | | bScaleForCombat = true; |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 当前的TowerLevel设置为对应怪物的材质显示 |
| | | /// </summary> |
| | |
| | | if (t.name == "Cube") |
| | | { |
| | | t.GetComponent<MeshRenderer>().material = mat; |
| | | Vector3 scale = t.localScale; |
| | | //Vector3 scale = t.localScale; |
| | | |
| | | if (!this.bScaleForCombat) |
| | | { |
| | | scale.z *= 1.267f; |
| | | t.localScale = scale; |
| | | Vector3 pos = t.localPosition; |
| | | pos.z -= 0.2f; |
| | | t.localPosition = pos; |
| | | bScaleForCombat = true; |
| | | } |
| | | // if (!this.bScaleForCombat) |
| | | // { |
| | | // scale.z *= 1.267f; |
| | | // t.localScale = scale; |
| | | // Vector3 pos = t.localPosition; |
| | | // pos.z -= 0.2f; |
| | | // t.localPosition = pos; |
| | | // bScaleForCombat = true; |
| | | // } |
| | | } |
| | | } |
| | | } |
| | |
| | | using TowerDefense.Level; |
| | | using System; |
| | | using Protobuf; |
| | | using DG.Tweening; |
| | | |
| | | |
| | | /** |
| | | * 无尽模式道具掉落管理器 |
| | |
| | | |
| | | public event Action<EndlessDrop> ClickDropEvent; |
| | | |
| | | private bool isBox;//是否是宝箱 |
| | | private GameObject propBtn; |
| | | |
| | | // Start is called before the first frame update |
| | | private void Start() |
| | | { |
| | | ClickDropEvent += EndlessDropManager.instance.OnClickDrop; |
| | | propBtn = GameObject.Find("BottomUI/PropsObtained/PropButton"); |
| | | } |
| | | |
| | | public GameObject drapIcon; |
| | | public void OnClick() |
| | | { |
| | | if (isBox) |
| | | { |
| | | EndlessDropManager.instance.FlyIcon(transform.parent, Icon.sprite, transform.position, (propBtn.transform as RectTransform).position, true); |
| | | } |
| | | else |
| | | { |
| | | FlyImage fly = EndlessDropManager.instance.CreateIcon(transform.parent); |
| | | fly.SetDestination(Icon.sprite, transform.position, (propBtn.transform as RectTransform).position, false); |
| | | } |
| | | if (ClickDropEvent != null) |
| | | ClickDropEvent(DropData); |
| | | |
| | | } |
| | | |
| | | public void SetIcon() |
| | | { |
| | | string resId = ""; |
| | | Vector3 scale = Icon.rectTransform.localScale; |
| | | |
| | | if (DropData.Reward.id == 0) |
| | | { |
| | | resId = $"{path}{(int)DropData.Reward.type}"; |
| | | isBox = true; |
| | | } |
| | | else |
| | | { |
| | | resId = $"{path}{(int)DropData.Reward.type}_{DropData.Reward.id}"; |
| | | scale *= 1.5f; |
| | | isBox = false; |
| | | |
| | | } |
| | | Icon.sprite = Resources.Load<Sprite>(resId); |
| | | Icon.SetNativeSize(); |
| | | |
| | | //Debug.Log("开始缩放"); |
| | | Icon.rectTransform.localScale = scale * 0.5f; |
| | | Icon.rectTransform.DOScale(scale, 0.5f); |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | { |
| | | LightParticle.Play(); |
| | | } |
| | | |
| | | |
| | | } |
| | | } |
| | |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using UnityEngine.UI; |
| | | using DG.Tweening; |
| | | |
| | | /** |
| | | * 无尽模式掉落道具item脚本,主要用于刷新icon和品质底图 |
| | |
| | | { |
| | | Icon.sprite = sp; |
| | | Icon.SetNativeSize(); |
| | | Icon.transform.localScale = Vector3.zero; |
| | | Icon.transform.DOScale(Vector3.one, 0.1f); |
| | | } |
| | | |
| | | public void SetBg(Sprite sp) |
| | |
| | | using TowerDefense.Level; |
| | | using UnityEngine.UI; |
| | | using Protobuf; |
| | | using DG.Tweening; |
| | | |
| | | /** |
| | | * 无尽模式结算界面列表脚本 |
| | |
| | | private string iconPath = "UI/Props/"; |
| | | |
| | | private string bgPath = "UI/Props/Di/"; |
| | | private float slowTime = 0.1f;//物品挨个出现频率 |
| | | |
| | | //private float parentHeight;//父物体高度 |
| | | GridLayoutGroup myGroup; |
| | | |
| | | RectTransform myRect, gridRect; |
| | | |
| | | /// <summary> |
| | | /// Awake is called when the script instance is being loaded. |
| | | /// </summary> |
| | | void Awake() |
| | | { |
| | | //parentHeight = transform.parent.GetComponent<RectTransform>().sizeDelta.y; |
| | | myGroup = Grid.GetComponent<GridLayoutGroup>(); |
| | | gridRect = Grid.GetComponent<RectTransform>(); |
| | | myRect = GetComponent<RectTransform>(); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 刷新道具列表 |
| | | /// </summary> |
| | | public void RefreshList() |
| | | { |
| | | Invoke("StartLater", 0.1f); |
| | | |
| | | // if (Application.platform == RuntimePlatform.WindowsEditor) |
| | | // { |
| | | // Debug.Log(gameObject.activeSelf); |
| | | // //UnityEditor.EditorApplication.isPaused = true; |
| | | // } |
| | | |
| | | return; |
| | | List<EndlessDrop> list = EndlessDropManager.instance.GetAllObtainedDrop(); |
| | | |
| | | for (int i = 0; i < list.Count; ++i) |
| | |
| | | } |
| | | } |
| | | |
| | | private void StartLater() |
| | | { |
| | | StartCoroutine(ShowSlow()); |
| | | } |
| | | |
| | | IEnumerator ShowSlow() |
| | | { |
| | | List<EndlessDrop> list = EndlessDropManager.instance.GetAllObtainedDrop(); |
| | | |
| | | for (int i = 0; i < list.Count; ++i) |
| | | { |
| | | if (list[i].Reward.type == CURRENCY.Gold) |
| | | { |
| | | AddItem($"{(int)list[i].Reward.type}"); |
| | | yield return new WaitForSeconds(slowTime); |
| | | } |
| | | else |
| | | { |
| | | for (int j = 0; j < list[i].Reward.count; ++j) |
| | | { |
| | | AddItem($"{(int)list[i].Reward.type}_{list[i].Reward.id}"); |
| | | yield return new WaitForSeconds(slowTime); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | private void AddItem(string resId) |
| | | { |
| | | GameObject item = Instantiate(ItemPrefab); |
| | |
| | | propIcon.SetIcon(iconSp); |
| | | propIcon.SetBg(bgSp); |
| | | item.transform.SetParent(Grid.transform, false); |
| | | |
| | | if (gridRect.sizeDelta.y > myRect.sizeDelta.y && Grid.transform.childCount % myGroup.constraintCount == 1) |
| | | { |
| | | gridRect.DOAnchorPosY(gridRect.sizeDelta.y - myRect.sizeDelta.y + (item.transform as RectTransform).sizeDelta.y, 0.2f); |
| | | } |
| | | } |
| | | } |
| | | } |
| | |
| | | if (timeStatic) |
| | | timeStatic.gameObject.SetActive(false); |
| | | EndlessBuffSelect.instance.HideBuffUI(); |
| | | EndlessSettlement settlement = SettlementUI.transform.GetChild(0).GetComponent<EndlessSettlement>(); |
| | | EndlessSettlement settlement = SettlementUI.transform.Find("BgMask").GetComponent<EndlessSettlement>(); |
| | | settlement.Init(); |
| | | SettlementUI.SetActive(false); |
| | | EndlessMaskUI.instance.Hide(); |
New file |
| | |
| | | using System.Collections.Generic; |
| | | using DG.Tweening; |
| | | using UnityEngine; |
| | | using UnityEngine.UI; |
| | | |
| | | /// <summary> |
| | | /// 图片飞向宝箱脚本 |
| | | /// </summary> |
| | | public class FlyImage : MonoBehaviour |
| | | { |
| | | private Vector3 endP;//终点 |
| | | private Vector3 p1;//控制点,来调节曲线效果 |
| | | |
| | | private Vector3 startP;// |
| | | private int index; |
| | | private List<Vector3> point = new List<Vector3>(); |
| | | |
| | | private RectTransform ts; |
| | | /// <summary> |
| | | /// Awake is called when the script instance is being loaded. |
| | | /// </summary> |
| | | void Awake() |
| | | { |
| | | tmpImage = transform.GetComponent<Image>(); |
| | | ts = transform.GetComponent<RectTransform>(); |
| | | } |
| | | private Image tmpImage; |
| | | /// <summary> |
| | | /// 设置终点 |
| | | /// </summary> |
| | | /// <param name="endP">终点</param> |
| | | /// <param name="useBezier">是否使用贝塞尔</param> |
| | | public void SetDestination(Sprite sp, Vector3 startP, Vector3 endP, bool useBezier) |
| | | { |
| | | tmpImage.sprite = sp; |
| | | transform.position = startP; |
| | | ts.localPosition += RandomPos(); |
| | | if (useBezier) |
| | | { |
| | | index = 0; |
| | | //startP = transform.position; |
| | | p1 = transform.position + GetOffect(); |
| | | |
| | | point = new List<Vector3>(); |
| | | for (int i = 1; i < 101; i++) |
| | | { |
| | | Vector3 Bezierposition = BezierMath2(transform.position, p1, endP, (float)(i * 0.01)); |
| | | point.Add(Bezierposition); |
| | | } |
| | | |
| | | Bezier_Move(); |
| | | } |
| | | else |
| | | { |
| | | transform.DOMove(endP, 2f).SetEase(Ease.OutQuad).OnComplete(Close); |
| | | } |
| | | } |
| | | |
| | | bool isUp; |
| | | private Vector3 RandomPos() |
| | | { |
| | | Vector3 tmpV = Vector3.zero; |
| | | tmpV.x -= UnityEngine.Random.Range(10, 20); |
| | | int a = UnityEngine.Random.Range(-20, 20); |
| | | isUp = a > 0; |
| | | tmpV.z += a; |
| | | return tmpV; |
| | | } |
| | | |
| | | private Vector3 GetOffect() |
| | | { |
| | | Vector3 tmpV = Vector3.zero; |
| | | tmpV.x -= UnityEngine.Random.Range(10, 15); |
| | | if (isUp) |
| | | { |
| | | tmpV.z += UnityEngine.Random.Range(10, 20); |
| | | } |
| | | else |
| | | { |
| | | tmpV.z -= UnityEngine.Random.Range(10, 20); |
| | | } |
| | | |
| | | return tmpV; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 控制物体沿曲线移动 |
| | | /// </summary> |
| | | private void Bezier_Move() |
| | | { |
| | | if (index + 3 >= point.Count) |
| | | { |
| | | //到终点了 |
| | | Close(); |
| | | return; |
| | | } |
| | | else |
| | | { |
| | | transform.DOMove(point[index], 0.01f).OnComplete(Bezier_Move); |
| | | |
| | | index += 3; |
| | | } |
| | | } |
| | | |
| | | private void Close() |
| | | { |
| | | //Debug.Log("到终点了,可以消失了"); |
| | | |
| | | gameObject.SetActive(false); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 计算贝塞尔曲线 |
| | | /// </summary> |
| | | /// <param name="startP">开始点</param> |
| | | /// <param name="p1">控制点,来调节曲线效果</param> |
| | | /// <param name="endP">终点</param> |
| | | /// <param name="t">i * 0.01 100个点里面的比例</param> |
| | | /// <returns></returns> |
| | | private Vector3 BezierMath2(Vector3 startP, Vector3 p1, Vector3 endP, float t) |
| | | { |
| | | return (1 - t) * (1 - t) * startP + 2 * (1 - t) * t * p1 + t * t * endP; |
| | | } |
| | | |
| | | // <summary> |
| | | // 三次贝塞尔 |
| | | // </summary> |
| | | public static Vector3 Bezier_3(Vector3 startP, Vector3 p1, Vector3 p2, Vector3 endP, float t) |
| | | { |
| | | return (1 - t) * ((1 - t) * ((1 - t) * startP + t * p1) + t * ((1 - t) * p1 + t * p2)) + t * ((1 - t) * ((1 - t) * p1 + t * p2) + t * ((1 - t) * p2 + t * endP)); |
| | | } |
| | | } |
New file |
| | |
| | | fileFormatVersion: 2 |
| | | guid: 5775d385a42ffed458ba3c509a45b09f |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
| | | defaultReferences: [] |
| | | executionOrder: 0 |
| | | icon: {instanceID: 0} |
| | | userData: |
| | | assetBundleName: |
| | | assetBundleVariant: |
New file |
| | |
| | | [[10001,"魔法护盾",10001,20000,[2,1],1,10001,[0.3,0]],[10002,"泡泡炸弹",10002,20000,[3,1],2,10002,[10,5]],[10003,"召唤木桩",10003,20000,[3,1],3,10003,[3,2.5]]] |
copy from Assets/Prefabs/Enemies/wood 1.prefab.meta
copy to Assets/StreamingAssets/Table/boss_skill.json.meta
File was copied from Assets/Prefabs/Enemies/wood 1.prefab.meta |
| | |
| | | fileFormatVersion: 2 |
| | | guid: 573962ee443bb6844a08885cc8a57729 |
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| | | DefaultImporter: |
| | | externalObjects: {} |
| | | userData: |
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New file |
| | |
| | | [[1,"史莱姆大王",1,1,[10001]],[2,"捣蛋恶魔",1,2,[10002,10003]],[3,"精灵小偷",1,3,[10001,10002]]] |
copy from Assets/Prefabs/Enemies/wood 1.prefab.meta
copy to Assets/StreamingAssets/Table/endless_boss.json.meta
File was copied from Assets/Prefabs/Enemies/wood 1.prefab.meta |
| | |
| | | fileFormatVersion: 2 |
| | | guid: 573962ee443bb6844a08885cc8a57729 |
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