1
This commit is contained in:
@@ -0,0 +1,20 @@
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using UnityEngine;
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public static class ClipboardUtility
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{
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/// <summary>
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/// 设置剪贴板文本(Windows / macOS / iOS / Android 通用)
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/// </summary>
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public static void SetText(string text)
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{
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GUIUtility.systemCopyBuffer = text ?? string.Empty;
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}
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/// <summary>
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/// 获取剪贴板文本(Windows / macOS / iOS / Android 通用)
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/// </summary>
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public static string GetText()
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{
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return GUIUtility.systemCopyBuffer;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 2ea59a640a284524d8d6d4433be059c1
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -15,7 +15,7 @@ public class SubUIBase : UIBase
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[HideInInspector] public SubUIManager uIManager;
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public Button btn_Close;
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Vector3 standardSize;
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Vector3 standardSize=Vector3.one;
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public UIEffect uIEffect=UIEffect.tan;
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public virtual void Awake()
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{
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File diff suppressed because it is too large
Load Diff
@@ -38,7 +38,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses.ChineseChess
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/// <summary>
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/// 金币数量
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/// </summary>
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public int gold { get; set; } = 1000;
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public int gold { get; set; }
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}
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[Serializable]
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/// <summary>
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@@ -82,7 +82,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses.ChineseChess
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/// <summary>
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/// 金币数量
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/// </summary>
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public int gold { get; set; } = 1000;
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public int gold { get; set; }
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}
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[Serializable]
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/// <summary>
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@@ -164,7 +164,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses.ChineseChess
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/// <summary>
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/// 金币数量
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/// </summary>
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public int gold { get; set; } = 0;
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public int gold { get; set; }
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}
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@@ -1,125 +1,260 @@
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using Assets.MyGame.Scripts.Net.API;
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using Spine.Unity;
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//using Assets.MyGame.Scripts.Net.API;
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//using Spine.Unity;
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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 System.Linq;
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//using TMPro;
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//using Unity.VisualScripting;
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//using UnityEngine;
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//using UnityEngine.UI;
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//public class SitPosData : MonoBehaviour
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//{
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// [Header("用户id")]
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// public string user;
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// [Header("座位id")]
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// public int posID;
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// [Header("金币")]
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// public TextMeshProUGUI tMP_TurretConsumeNum;
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// public TextMeshProUGUI tMP_GoldNum;
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// public Button btn_TurretAdd;
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// public Button btn_TurretMinus;
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// public long goldNum;
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// public long consumeGoldNum;
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// [Header("炮台")]
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// public Dictionary<string, TurretData> dic_Turrets=new Dictionary<string, TurretData>();
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// public List<TurretData> list_Turrets=new List<TurretData>();
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// public int currentTurretIndex = 0;
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// public string currentTurretID = "";
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// public TurretData currentTurret;
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// [Header("锁定")]
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// public MonsterContral monCotl_Lock;
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// public Transform monCotl_Lock_Position;
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// public bool isLock=false;
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// public GameObject lockFX;
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// [Header("当前炮塔")]
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// public Transform tra_CurrTurret;
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// public Transform tra_CurrFly; //星际迷航特有
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// public GameObject changeTurretList;
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// public Action<TurretState> OnStateChange;
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// public void ChangeState(TurretState state)
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// {
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// OnStateChange?.Invoke(state);
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// }
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// public void Awake()
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// {
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// //list_Turrets.Sort((td1,td2) =>
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// //{
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// // return td1.turretID.CompareTo(td2.turretLevel);
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// //});
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// dic_Turrets = list_Turrets.ToDictionary(td => td.turretID);
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// btn_TurretAdd.onClick.AddListener(() =>
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// {
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// ChangeTurretAddConsumeNum(1000);
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// });
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// btn_TurretMinus.onClick.AddListener(() =>
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// {
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// ChangeTurretMinusConsumeNum(1000);
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// });
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// }
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// public void Update()
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// {
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// }
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// public void ChangeTurret(int n=0)
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// {
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// if (currentTurretIndex>list_Turrets.Count|| currentTurretIndex<0)
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// {
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// //currentTurretIndex = currentTurretIndex;
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// }
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// else
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// {
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// currentTurretIndex = n;
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// }
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// if (currentTurret != null)
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// {
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// currentTurret.gameObject.SetActive(false);
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// }
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// currentTurretID = list_Turrets[currentTurretIndex].turretID; //dic_Turrets[currentTurretID];
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// currentTurret=dic_Turrets[currentTurretID];
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// currentTurret.gameObject.SetActive(true);
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// // ⭐ 关键:把状态机入口绑定到当前炮台
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// OnStateChange = currentTurret.ChangeState;
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// gameObject.SetActive(true);
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// tra_CurrTurret =currentTurret.transform.GetChild(0);
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// tra_CurrFly = currentTurret.transform.GetChild(1);
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// }
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// public void ChangeTurretConsumeNum(int n = 0)
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// {
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// consumeGoldNum = n;
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// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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// }
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// public void ChangeTurretAddConsumeNum(int n = 0)
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// {
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// consumeGoldNum += n;
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// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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// }
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// public void ChangeTurretMinusConsumeNum(int n = 0)
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// {
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// consumeGoldNum -= n;
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// tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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// }
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// public bool ConsumeGold(int bl=1)
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// {
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// long temp = goldNum - consumeGoldNum*bl;
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// if (temp > 0)
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// {
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// goldNum = temp;
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// tMP_GoldNum.text = goldNum.ToString();
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// return true;
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// }
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// return false;
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// }
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//}
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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 System.Linq;
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using TMPro;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UI;
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public class SitPosData : MonoBehaviour
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{
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[Header("用户id")]
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// -------------------------
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// 玩家信息
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// -------------------------
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public string user;
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[Header("座位id")]
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public int posID;
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[Header("金币")]
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public long goldNum;
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public long consumeGoldNum;
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public TextMeshProUGUI tMP_TurretConsumeNum;
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public TextMeshProUGUI tMP_GoldNum;
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public Button btn_TurretAdd;
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public Button btn_TurretMinus;
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public long goldNum;
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public long consumeGoldNum;
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[Header("炮台")]
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public Dictionary<string, TurretData> dic_Turrets=new Dictionary<string, TurretData>();
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public List<TurretData> list_Turrets=new List<TurretData>();
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// -------------------------
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// 炮台管理
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// -------------------------
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public List<TurretData> list_Turrets = new List<TurretData>();
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public Dictionary<string, TurretData> dic_Turrets = new Dictionary<string, TurretData>();
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public int currentTurretIndex = 0;
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public string currentTurretID = "";
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public TurretData currentTurret;
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[Header("锁定")]
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// 状态机入口(GameMainPanel 调用)
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public Action<TurretState> OnStateChange;
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// -------------------------
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// 炮台旋转
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// -------------------------
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public Transform tra_CurrTurret;
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public float currentAngle;
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// -------------------------
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// 锁定系统
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// -------------------------
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public MonsterContral monCotl_Lock;
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public Transform monCotl_Lock_Position;
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public bool isLock=false;
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public bool isLock;
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public GameObject lockFX;
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[Header("当前炮塔")]
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public SkeletonGraphic skeletonAnimation;
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public Animation old_CurrAnimation;
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public Transform tra_CurrTurret;
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public Transform tra_CurrFly; //星际迷航特有
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// -------------------------
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// UI
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// -------------------------
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public Button btn_TurretAdd;
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public Button btn_TurretMinus;
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public GameObject changeTurretList;
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public void Awake()
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private void Awake()
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{
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//list_Turrets.Sort((td1,td2) =>
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//{
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// return td1.turretID.CompareTo(td2.turretLevel);
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//});
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dic_Turrets = list_Turrets.ToDictionary(td => td.turretID);
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btn_TurretAdd.onClick.AddListener(() =>
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{
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ChangeTurretAddConsumeNum(1000);
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});
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btn_TurretMinus.onClick.AddListener(() =>
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{
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ChangeTurretMinusConsumeNum(1000);
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dic_Turrets = list_Turrets.ToDictionary(t => t.turretID);
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});
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btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum(1000));
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btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum(1000));
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}
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public void Update()
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// -------------------------
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// 切换炮台
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// -------------------------
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public void ChangeTurret(int index)
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{
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}
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public void ChangeTurret(int n=0)
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{
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if (currentTurretIndex>list_Turrets.Count|| currentTurretIndex<0)
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{
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//currentTurretIndex = currentTurretIndex;
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}
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else
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{
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currentTurretIndex = n;
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}
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if (currentTurret != null)
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{
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currentTurret.gameObject.SetActive(false);
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}
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currentTurretID = list_Turrets[currentTurretIndex].turretID; //dic_Turrets[currentTurretID];
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currentTurret=dic_Turrets[currentTurretID];
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currentTurretIndex = Mathf.Clamp(index, 0, list_Turrets.Count - 1);
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currentTurret = list_Turrets[currentTurretIndex];
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currentTurret.gameObject.SetActive(true);
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|
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// 绑定状态机入口
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OnStateChange = currentTurret.ChangeState;
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gameObject.SetActive(true);
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tra_CurrTurret =currentTurret.transform.GetChild(0);
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tra_CurrFly = currentTurret.transform.GetChild(1);
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||||
skeletonAnimation = currentTurret.obj_Animation.GetComponent<SkeletonGraphic>();
|
||||
old_CurrAnimation = currentTurret.obj_Animation.GetComponent<Animation>();
|
||||
|
||||
// 缓存旋转点
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||||
tra_CurrTurret = currentTurret.transform.GetChild(0);
|
||||
}
|
||||
public void ChangeTurretConsumeNum(int n = 0)
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||||
|
||||
// -------------------------
|
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// 切换状态(GameMainPanel 调用)
|
||||
// -------------------------
|
||||
public void ChangeState(TurretState state)
|
||||
{
|
||||
consumeGoldNum = n;
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tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
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||||
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||||
OnStateChange?.Invoke(state);
|
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}
|
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public void ChangeTurretAddConsumeNum(int n = 0)
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||||
|
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// -------------------------
|
||||
// 炮台旋转
|
||||
// -------------------------
|
||||
public void SetRotation(float angle)
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{
|
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currentAngle = angle;
|
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tra_CurrTurret.rotation = Quaternion.Euler(0, 0, angle);
|
||||
}
|
||||
|
||||
// -------------------------
|
||||
// 获取发射点(给 GameMainPanel)
|
||||
// -------------------------
|
||||
public Vector2 GetBulletStartPos()
|
||||
{
|
||||
return currentTurret.GetBulletStartWorldPos();
|
||||
}
|
||||
|
||||
// -------------------------
|
||||
// 金币消耗
|
||||
// -------------------------
|
||||
public bool ConsumeGold(int mul = 1)
|
||||
{
|
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long temp = goldNum - consumeGoldNum * mul;
|
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if (temp < 0) return false;
|
||||
|
||||
goldNum = temp;
|
||||
tMP_GoldNum.text = goldNum.ToString();
|
||||
return true;
|
||||
}
|
||||
|
||||
public void ChangeTurretAddConsumeNum(int n)
|
||||
{
|
||||
consumeGoldNum += n;
|
||||
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
|
||||
|
||||
}
|
||||
public void ChangeTurretMinusConsumeNum(int n = 0)
|
||||
|
||||
public void ChangeTurretMinusConsumeNum(int n)
|
||||
{
|
||||
consumeGoldNum -= n;
|
||||
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
|
||||
|
||||
}
|
||||
public bool ConsumeGold(int bl=1)
|
||||
{
|
||||
long temp = goldNum - consumeGoldNum*bl;
|
||||
if (temp > 0)
|
||||
{
|
||||
goldNum = temp;
|
||||
tMP_GoldNum.text = goldNum.ToString();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,32 +1,180 @@
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public enum TurretAnimType
|
||||
{
|
||||
None = 0,
|
||||
skeletonAnimation = 1,
|
||||
animation = 2,
|
||||
animator = 3
|
||||
}
|
||||
|
||||
public enum TurretState
|
||||
{
|
||||
None = 0,
|
||||
Idle = 1,
|
||||
Attack = 2,
|
||||
|
||||
LaserStart = 3,
|
||||
LaserLoop = 4,
|
||||
LaserEnd = 5
|
||||
}
|
||||
|
||||
public class TurretData : MonoBehaviour
|
||||
{
|
||||
[Header("基础")]
|
||||
public string turretID;
|
||||
public int turretLevel;
|
||||
public SitPosData setPosData;
|
||||
public Button btn_AddTurretNum;
|
||||
public Button btn_SubTractTurretNum;
|
||||
|
||||
public GameObject bulletPrefab;
|
||||
public GameObject bulletPrefab_Two;
|
||||
public Transform tra_BulletStartPosition;
|
||||
public GameObject obj_Animation;
|
||||
public string startTurret;
|
||||
public void OnEnable()
|
||||
|
||||
[Header("动画组件")]
|
||||
public SkeletonGraphic skeletonAnimation;
|
||||
public Animation old_CurrAnimation;
|
||||
public Animator new_CurrAnimation;
|
||||
public TurretAnimType currTurretType;
|
||||
public bool isFrenzy=false;
|
||||
|
||||
|
||||
[Header("动画名")]
|
||||
public string idleAnim;
|
||||
public string attackAnim;
|
||||
|
||||
public string laserStartAnim;
|
||||
public string laserLoopAnim;
|
||||
public string laserEndAnim;
|
||||
|
||||
private TurretState currState;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
foreach (var item in GetComponentsInChildren<SkeletonGraphic>())
|
||||
if (setPosData != null)
|
||||
setPosData.OnStateChange = ChangeState;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
PlayState(TurretState.Idle);
|
||||
}
|
||||
public Vector2 GetBulletStartWorldPos()
|
||||
{
|
||||
if (tra_BulletStartPosition == null)
|
||||
return Vector2.zero;
|
||||
|
||||
// 如果是 UI RectTransform(UGUI)
|
||||
RectTransform rect = tra_BulletStartPosition.GetComponent<RectTransform>();
|
||||
if (rect != null)
|
||||
{
|
||||
if (item.gameObject.activeSelf)
|
||||
{
|
||||
item.AnimationState.SetAnimation(0, startTurret, false);
|
||||
}
|
||||
|
||||
// 1. UI 本地坐标 → Canvas 坐标
|
||||
Vector2 canvasPos = CoordinateTransformation.AnchoredPos_ToCanvas(
|
||||
rect,
|
||||
UIManager.Instance.uiRoot.GetComponent<Canvas>()
|
||||
);
|
||||
|
||||
// 2. Canvas 坐标 → 世界坐标
|
||||
return CoordinateTransformation.CanvasToWorld(
|
||||
canvasPos,
|
||||
UIManager.Instance.uiRoot.GetComponent<RectTransform>(),
|
||||
Camera.main
|
||||
);
|
||||
}
|
||||
|
||||
// 如果不是 UI(比如 3D Transform)
|
||||
return tra_BulletStartPosition.position;
|
||||
}
|
||||
|
||||
public void SetFrenzy(bool value)
|
||||
{
|
||||
isFrenzy = value;
|
||||
|
||||
if (skeletonAnimation != null)
|
||||
skeletonAnimation.timeScale = isFrenzy ? 2f : 1f;
|
||||
|
||||
if (new_CurrAnimation != null)
|
||||
new_CurrAnimation.speed = isFrenzy ? 2f : 1f;
|
||||
|
||||
if (old_CurrAnimation != null)
|
||||
{
|
||||
foreach (AnimationState state in old_CurrAnimation)
|
||||
state.speed = isFrenzy ? 2f : 1f;
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeState(TurretState newState)
|
||||
{
|
||||
if (currState == newState) return;
|
||||
|
||||
currState = newState;
|
||||
PlayState(newState);
|
||||
}
|
||||
|
||||
private void PlayState(TurretState state)
|
||||
{
|
||||
switch (currTurretType)
|
||||
{
|
||||
case TurretAnimType.skeletonAnimation:
|
||||
PlaySkeleton(state);
|
||||
break;
|
||||
|
||||
case TurretAnimType.animation:
|
||||
PlayLegacy(state);
|
||||
break;
|
||||
|
||||
case TurretAnimType.animator:
|
||||
PlayAnimator(state);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void PlaySkeleton(TurretState state)
|
||||
{
|
||||
if (skeletonAnimation == null) return;
|
||||
|
||||
string anim = state switch
|
||||
{
|
||||
TurretState.Idle => idleAnim,
|
||||
TurretState.Attack => attackAnim,
|
||||
|
||||
TurretState.LaserStart => laserStartAnim,
|
||||
TurretState.LaserLoop => laserLoopAnim,
|
||||
TurretState.LaserEnd => laserEndAnim,
|
||||
|
||||
_ => idleAnim
|
||||
};
|
||||
|
||||
bool loop = state == TurretState.Attack || state == TurretState.LaserLoop;
|
||||
|
||||
skeletonAnimation.AnimationState.SetAnimation(0, anim, loop);
|
||||
|
||||
// 激光开始 → 自动进入 Loop
|
||||
if (state == TurretState.LaserStart)
|
||||
{
|
||||
skeletonAnimation.AnimationState.AddAnimation(0, laserLoopAnim, true, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayLegacy(TurretState state)
|
||||
{
|
||||
if (old_CurrAnimation == null) return;
|
||||
|
||||
string anim = state switch
|
||||
{
|
||||
TurretState.Idle => idleAnim,
|
||||
TurretState.Attack => attackAnim,
|
||||
|
||||
TurretState.LaserStart => laserStartAnim,
|
||||
TurretState.LaserLoop => laserLoopAnim,
|
||||
TurretState.LaserEnd => laserEndAnim,
|
||||
|
||||
_ => idleAnim
|
||||
};
|
||||
|
||||
old_CurrAnimation.Play(anim);
|
||||
}
|
||||
|
||||
private void PlayAnimator(TurretState state)
|
||||
{
|
||||
if (new_CurrAnimation == null) return;
|
||||
|
||||
new_CurrAnimation.SetInteger("State", (int)state);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ZhanShenTurret : TurretData
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
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||||
// Update is called once per frame
|
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void Update()
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{
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}
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@@ -1,13 +1,18 @@
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using Assets.MyGame.Scripts.Net.WebResponses.ChineseChess;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
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using UnityEngine;
|
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using UnityEngine.UI;
|
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|
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public class UIChineseChessCreateRoom : SubUIBase
|
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{
|
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public Button btn_CreateRoom_Hei;
|
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public Button btn_CreateRoom_Red;
|
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public Button btn_CreateRoom;
|
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public Button btn_CopyPassword;
|
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public Toggle toggle_Red;
|
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public Toggle toggle_Black;
|
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public TMP_InputField tMPInput_Password;
|
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int gameType=1;
|
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// Start is called before the first frame update
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public override void Awake()
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{
|
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@@ -19,7 +24,29 @@ public class UIChineseChessCreateRoom : SubUIBase
|
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// gameType=1,
|
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// });
|
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//});
|
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|
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btn_CopyPassword.onClick.AddListener(() =>
|
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{
|
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ClipboardUtility.SetText(tMPInput_Password.text);
|
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});
|
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toggle_Black.onValueChanged.AddListener((a) =>
|
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{
|
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gameType = 1;
|
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});
|
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toggle_Red.onValueChanged.AddListener((a) =>
|
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{
|
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gameType = 2;
|
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});
|
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tMPInput_Password.onValueChanged.AddListener((a) =>
|
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{
|
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if (a[a.Length-1]>57|| a[a.Length - 1]<48)
|
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{
|
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tMPInput_Password.text = a.Substring(0,a.Length - 1);
|
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}
|
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if (a.Length>6)
|
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{
|
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tMPInput_Password.text=a.Substring(0,6);
|
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}
|
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});
|
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|
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}
|
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protected override void OnShow(object args = null)
|
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@@ -28,30 +55,26 @@ public class UIChineseChessCreateRoom : SubUIBase
|
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if (args != null)
|
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{
|
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var v = (ChineseChessGameClassList.ChessGameRoom)args;
|
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btn_CreateRoom_Hei.onClick.RemoveAllListeners();
|
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btn_CreateRoom_Red.onClick.RemoveAllListeners();
|
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btn_CreateRoom.onClick.RemoveAllListeners();
|
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|
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btn_CreateRoom_Hei.onClick.AddListener(() =>
|
||||
btn_CreateRoom.onClick.AddListener(() =>
|
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{
|
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WebSocketSendList.CreateRoomChineseChess(new Assets.MyGame.Scripts.Net.WebResponses.ChineseChess.ChineseChessGameClassList.CreateRoomParam
|
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if (tMPInput_Password.text.Length==6)
|
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{
|
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gameType = 1,
|
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gold = 1000,
|
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password = "123456",
|
||||
roomId=v.roomId,
|
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userId= GameManager.Instance.user.id
|
||||
});
|
||||
});
|
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btn_CreateRoom_Red.onClick.AddListener(() =>
|
||||
{
|
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WebSocketSendList.CreateRoomChineseChess(new Assets.MyGame.Scripts.Net.WebResponses.ChineseChess.ChineseChessGameClassList.CreateRoomParam
|
||||
WebSocketSendList.CreateRoomChineseChess(new Assets.MyGame.Scripts.Net.WebResponses.ChineseChess.ChineseChessGameClassList.CreateRoomParam
|
||||
{
|
||||
gameType = gameType,
|
||||
gold = 1000,
|
||||
password = tMPInput_Password.text,
|
||||
roomId = v.roomId,
|
||||
userId = GameManager.Instance.user.id
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
gameType = 2,
|
||||
gold = 1000,
|
||||
password = "123456",
|
||||
roomId = v.roomId,
|
||||
userId = GameManager.Instance.user.id
|
||||
});
|
||||
UIManager.Instance.ShowBoardError("密码格式不正确");
|
||||
}
|
||||
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -19,11 +19,12 @@ public class UIChineseChessDistrict : SubUIBase
|
||||
|
||||
public override void Awake()
|
||||
{
|
||||
btn_Close.onClick.AddListener(() =>
|
||||
{
|
||||
UIManager.Instance.Close(UIPanel.MainGamePanelZGXQ);
|
||||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel);
|
||||
});
|
||||
base.Awake();
|
||||
//btn_Close.onClick.AddListener(() =>
|
||||
//{
|
||||
// UIManager.Instance.Close(UIPanel.MainGamePanelZGXQ);
|
||||
// UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel);
|
||||
//});
|
||||
|
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|
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|
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@@ -88,7 +89,7 @@ public class UIChineseChessDistrict : SubUIBase
|
||||
tran.name = item.roomId;
|
||||
itemListDic.Add(item.roomId, tran);
|
||||
ChineseChessMainPanel.dic_RoomData[item.roomId]=(item);
|
||||
var slider = tran.transform.GetChild(1).GetComponent<Slider>();
|
||||
var slider = tran.transform.GetChild(0).GetComponent<Slider>();
|
||||
int allPlayerCount = item.users.Count;
|
||||
//int allPlayerCount = item.currentOnlinePlayerCount + item.robotCount;
|
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slider.value = (float)allPlayerCount / 2;
|
||||
@@ -100,8 +101,8 @@ public class UIChineseChessDistrict : SubUIBase
|
||||
{
|
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slider.fillRect.GetChild(0).gameObject.SetActive(false);
|
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}
|
||||
tran.transform.GetChild(2).GetComponent<TextMeshProUGUI>().text = allPlayerCount + "/" + 2;
|
||||
tran.transform.GetChild(3).GetComponent<TextMeshProUGUI>().text = item.roomId.ToString();
|
||||
tran.transform.GetChild(1).GetComponent<TextMeshProUGUI>().text = allPlayerCount + "/" + 2;
|
||||
tran.transform.GetChild(2).GetComponent<TextMeshProUGUI>().text = item.roomId.Split("-")[1].ToString();
|
||||
i++;
|
||||
}
|
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scroll.horizontalNormalizedPosition = 0;
|
||||
|
||||
@@ -3,23 +3,47 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
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public class UIChineseChessJoinRoom : SubUIBase
|
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{
|
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public TMP_InputField tMPInput_Password;
|
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public Button btn_Notarize;
|
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public Button btn_Paste;
|
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public override void Awake()
|
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{
|
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base.Awake();
|
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btn_Paste.onClick.AddListener(() =>
|
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{
|
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tMPInput_Password.text = ClipboardUtility.GetText();
|
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});
|
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}
|
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protected override void OnShow(object args = null)
|
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{
|
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base.OnShow(args);
|
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var v = (ChineseChessGameClassList.ChessGameRoom)args;
|
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btn_Notarize.onClick.RemoveAllListeners();
|
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|
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btn_Notarize.onClick.AddListener(() =>
|
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{
|
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if (tMPInput_Password.text.Length == 6)
|
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{
|
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WebSocketSendList.JoinGameChineseChess(v.roomId, tMPInput_Password.text, GameManager.Instance.user.id);
|
||||
}
|
||||
else
|
||||
{
|
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UIManager.Instance.ShowBoardError("密码格式错误");
|
||||
}
|
||||
});
|
||||
if (args != null)
|
||||
{
|
||||
var v = (ChineseChessGameClassList.ChessGameRoom)args;
|
||||
tMPInput_Password.text = "";
|
||||
tMPInput_Password.onValueChanged.RemoveAllListeners();
|
||||
tMPInput_Password.onValueChanged.AddListener((a) =>
|
||||
{
|
||||
if (a.Length == 6)
|
||||
if (a.Length > 6)
|
||||
{
|
||||
WebSocketSendList.JoinGameChineseChess(v.roomId,a,GameManager.Instance.user.id);
|
||||
tMPInput_Password.text = a.Substring(0, 6);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -4241,7 +4241,7 @@ GameObject:
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 0
|
||||
m_IsActive: 1
|
||||
--- !u!224 &7454869339547118872
|
||||
RectTransform:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@@ -30,8 +30,11 @@ public class GameMainPanel_Base : UIBase
|
||||
#if UNITY_EDITOR
|
||||
public void OnGUI()
|
||||
{
|
||||
if (GameManager.Instance.gameData.currRoomData != null)
|
||||
{
|
||||
textMeshProUGUI_RoomID.text = GameManager.Instance.gameData.currRoomData.roomId;
|
||||
|
||||
textMeshProUGUI_RoomID.text = GameManager.Instance.gameData.currRoomData.roomId;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -26,6 +26,7 @@ public class UIHome_BY_MySelectRoomPanel : SubUIBase
|
||||
float horizontalNormalizedPosition;
|
||||
public override void Awake()
|
||||
{
|
||||
|
||||
btn_NextPage.onClick.AddListener(() =>
|
||||
{
|
||||
|
||||
@@ -50,6 +51,7 @@ public class UIHome_BY_MySelectRoomPanel : SubUIBase
|
||||
Hide();
|
||||
|
||||
});
|
||||
|
||||
//panel_RoomItemPrefab.onClick.AddListener(() =>
|
||||
//{
|
||||
// GameManager.Instance.StartGame();
|
||||
@@ -73,7 +75,7 @@ public class UIHome_BY_MySelectRoomPanel : SubUIBase
|
||||
}
|
||||
itemPage.Clear();
|
||||
text_PageNum.text = pageNum + "/" + itemPage.Count;
|
||||
panel_PanelParent.SetActive(false);
|
||||
//panel_PanelParent.SetActive(false);
|
||||
if (args != null)
|
||||
{
|
||||
int i = 0;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -137932,7 +137932,7 @@ Material:
|
||||
- _MaskSoftnessY: 0
|
||||
- _Metallic: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _OutlineSoftness: 0
|
||||
- _OutlineSoftness: 0.192
|
||||
- _OutlineUVSpeedX: 0
|
||||
- _OutlineUVSpeedY: 0
|
||||
- _OutlineWidth: 0
|
||||
|
||||
Reference in New Issue
Block a user