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File diff suppressed because it is too large
@ -1,12 +0,0 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class PlayerAnimAudio : MonoBehaviour |
|||
{ |
|||
//音效播放器
|
|||
public void AttackVoicePlayer() |
|||
{ |
|||
AudioManager.Instance.AttackVoicePlayer(); |
|||
} |
|||
} |
|||
@ -1,11 +0,0 @@ |
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guid: 7ec67cb98ea39d84d8a0401cc0a9c43e |
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@ -1,36 +0,0 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class BulletMove : MonoBehaviour |
|||
{ |
|||
public Vector3 destination;//Ä¿µÄµØ
|
|||
float time=0; |
|||
Vector3 startPoint; |
|||
[Header("ËÙ¶È")] |
|||
public float speed = 2f; |
|||
|
|||
private void Start() |
|||
{ |
|||
startPoint = transform.position; |
|||
|
|||
Vector3 direction = destination - startPoint; |
|||
float angle = Vector3.SignedAngle(transform.forward, direction, transform.up); |
|||
transform.Rotate(new Vector3(0, angle, 0)); |
|||
} |
|||
private void Update() |
|||
{ |
|||
MoveToDestination(); |
|||
} |
|||
|
|||
public void MoveToDestination() |
|||
{ |
|||
transform .position = Vector3.Lerp(startPoint, destination, time += Time.deltaTime * speed); |
|||
|
|||
if(Vector3 .Distance (this .transform .position ,destination )<0.1f) |
|||
{ |
|||
Destroy(this.gameObject); |
|||
} |
|||
} |
|||
|
|||
} |
|||
@ -1,11 +0,0 @@ |
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guid: ec9656599a9a8604fbc9f1c74367605c |
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defaultReferences: [] |
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userData: |
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@ -1,27 +0,0 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class BulletFather : MonoBehaviour |
|||
{ |
|||
[Header("×Óµ¯Ò©Ô¤ÖÆÌå")] |
|||
public GameObject bullet; |
|||
|
|||
public IEnumerator CreateBulleNode(List<MapUnity> destinationMapUnity) |
|||
{ |
|||
for (int i = 0; i < destinationMapUnity.Count; i++) |
|||
{ |
|||
var bulle = Instantiate(bullet, transform.position, bullet.transform.localRotation); |
|||
if (i < destinationMapUnity.Count - 1) |
|||
{ |
|||
StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(destinationMapUnity[i].transform, GameManager.Instance.player.transform)); |
|||
//yield return new WaitForSeconds(0.1f);
|
|||
} |
|||
else |
|||
{ |
|||
yield return StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(destinationMapUnity[i].transform, GameManager.Instance.player.transform)); |
|||
} |
|||
yield return null; |
|||
} |
|||
} |
|||
} |
|||
@ -1,11 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: db15616011d4af54ab96675691ae89d9 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
|||
assetBundleVariant: |
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@ -1,67 +0,0 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class BulletNode : MonoBehaviour |
|||
{ |
|||
public Vector3 destination;//目的地
|
|||
public float time = 0; |
|||
public Vector3 startPoint; |
|||
[Header("速度")] |
|||
public float speed = 2f; |
|||
[Header("时间")] |
|||
public float waitTimes = 4f; |
|||
[Header("类型")] |
|||
public BulletType bulletType; |
|||
public enum BulletType |
|||
{ |
|||
speed, |
|||
waitTime |
|||
} |
|||
public virtual IEnumerator MoveToDestination(Transform inputDestination,Transform inputStartPoint) |
|||
{ |
|||
|
|||
startPoint = inputStartPoint.position; |
|||
destination = inputDestination.position; |
|||
destination.y = startPoint.y-0.5f; |
|||
|
|||
// Vector3 direction = destination - startPoint;
|
|||
// float angle = Vector3.SignedAngle(transform.forward, direction, transform.up);
|
|||
// transform.Rotate(new Vector3(0, angle, 0));
|
|||
Debug.Log("发射" + startPoint + "结束" + destination); |
|||
//曲线中点
|
|||
Vector3 middleMark = (startPoint + destination) * 0.5f; |
|||
// middleMark.x += Random.Range(-1f,1f);
|
|||
// middleMark.y += Random.Range(0.5f,1f);
|
|||
// middleMark.z += Random.Range(-1f, 1f);
|
|||
middleMark.y += 2; |
|||
List <Vector3 > linePath = PlayerStatsManager .Instance .CalculatePath (9,startPoint,middleMark,destination); |
|||
if (bulletType == BulletType.speed ) |
|||
{ |
|||
for (int i = 1;i<linePath .Count;i++) |
|||
{ |
|||
time = 0; |
|||
Debug.Log("linePath[i - 1]" + linePath[i - 1] + "linePath[i]" + linePath[i]); |
|||
while (true) |
|||
{ |
|||
transform.position = Vector3.Lerp(linePath[i-1], linePath[i], time += Time.deltaTime * speed); |
|||
if (time >= 1) |
|||
{ |
|||
break; |
|||
} |
|||
yield return null; |
|||
} |
|||
} |
|||
Destroy(this.gameObject); |
|||
yield break; |
|||
} |
|||
else if(bulletType == BulletType.waitTime) |
|||
{ |
|||
transform.position = destination; |
|||
yield return new WaitForSeconds(waitTimes); |
|||
Destroy(this.gameObject); |
|||
yield break; |
|||
} |
|||
|
|||
} |
|||
} |
|||
@ -1,11 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 2c4c68fbd63d1244999ce6738430b7df |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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userData: |
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assetBundleName: |
|||
assetBundleVariant: |
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@ -1,37 +0,0 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class FireStraightBullet : BulletNode |
|||
{ |
|||
public GameObject destroyBoom; |
|||
public GameObject targetPlan;//夷能
|
|||
bool isDone; |
|||
public override IEnumerator MoveToDestination(Transform inputDestination, Transform inputStartPoint) |
|||
{ |
|||
startPoint = inputStartPoint.position; |
|||
destination = inputDestination.position; |
|||
// destination.y = startPoint.y -0.5f;
|
|||
// destination.y = startPoint.y-0.35f;
|
|||
|
|||
//譜協了崔
|
|||
transform.position = startPoint; |
|||
//廬�
|
|||
Vector3 direction = destination - startPoint; |
|||
float angle = Vector3.SignedAngle(transform.forward, direction, transform.up); |
|||
transform.eulerAngles = new Vector3(0, angle, 0); |
|||
|
|||
//譜崔夷能了崔
|
|||
// transform.GetComponent<ParticleSystem>().collision.AddPlane(inputDestination);//譜協当弉
|
|||
targetPlan .transform .position =inputDestination.position; |
|||
yield return new WaitUntil(() => isDone == true); |
|||
yield break; |
|||
} |
|||
|
|||
private void OnParticleCollision(GameObject other ) |
|||
{ |
|||
Instantiate(destroyBoom, destination, destroyBoom.transform.rotation); |
|||
isDone = true; |
|||
Destroy(this.gameObject); |
|||
} |
|||
} |
|||
@ -1,11 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 40dd363d248ee6b4dbe5c9c529b9d3c6 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,372 +0,0 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using System.IO; |
|||
using System.Linq; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.UI; |
|||
using static Name; |
|||
using static TurnMaster; |
|||
public class Player : MonoBehaviour |
|||
{ |
|||
public int step; |
|||
public int startPositionX, startPositionY; |
|||
public HashSet<MapUnity> influencePreviewPool=new HashSet<MapUnity>();//记录预览影响的对象池
|
|||
|
|||
[Header("层级检测")] |
|||
public LayerMask chooseNodeLayerMask;//移动射线选择的层级
|
|||
public LayerMask playerLayerMask;//角色层级
|
|||
[Header("路径")] |
|||
public List<MapUnity> movePath = new List<MapUnity>(); |
|||
|
|||
[Header("动画器")] |
|||
public Animator anim; |
|||
public Animator colorAnim;//切换颜色动画
|
|||
[Header("跑步速度")] |
|||
public float speed =2; |
|||
[Header("跳跃曲线节点数")] |
|||
public float posCount; |
|||
[Header("跳跃高度")] |
|||
public float jumpHeight = 2; |
|||
[Header("跳跃速度")] |
|||
public float jumpSpeed = 10; |
|||
public AnimationCurve speedCurve; |
|||
[Header("步数标识个数集(UI)")] |
|||
public int stepIconCount; |
|||
public Transform StepIconFather; |
|||
public GameObject stepIconPrefab; |
|||
[Header("地块实时buff")] |
|||
public Image standOnBuff; |
|||
public Sprite defaultBuff; |
|||
public Sprite onRed; |
|||
public Sprite onGreen; |
|||
public Sprite onBule; |
|||
public Sprite onBlack; |
|||
[Header("寻路目的地")] |
|||
public GameObject playerMoveDestination; |
|||
MapUnity currentMapunity; |
|||
public bool destinationCannotUpdate; |
|||
[Header("寻路路线")] |
|||
public LineRenderer moveLineRenderer; |
|||
private int id = Shader.PropertyToID("_MainTex"); |
|||
private void Start() |
|||
{ |
|||
// Invoke("StartPlayer", 4f);
|
|||
|
|||
} |
|||
public void StartPlayer() |
|||
{ |
|||
MapUnity currentNode = GameManager.Instance.X[startPositionX].Y[startPositionY]; |
|||
currentNode.playerOn = true; |
|||
GameManager.Instance.playerOn = currentNode; |
|||
GameManager .Instance .lastPlayerOn = currentNode; |
|||
this.gameObject.transform.position = new Vector3(currentNode.transform.position.x,0.5f, currentNode.transform.position.z); |
|||
//this.gameObject.transform.SetParent(currentNode.CylinderFloor.transform);
|
|||
} |
|||
public void Update() |
|||
{ |
|||
if(GameManager .Instance .complete ==true ) |
|||
{ |
|||
if (Mouse.current.leftButton.wasPressedThisFrame &&TurnMaster .Instance .turn == Turn.playerTurn && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.useCard && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.banAction) |
|||
{ |
|||
if (GameManager.Instance.playerState.currentStepRange > 0 && !Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.banStep)) |
|||
{ |
|||
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value); |
|||
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, playerLayerMask.value) && raycastHit.collider.gameObject.tag == "Player"&&destinationCannotUpdate ==false) |
|||
{ |
|||
GameManager.Instance.character = GameManager.SelectedCharacter.player; |
|||
Debug.Log(raycastHit.collider.gameObject.name); |
|||
influencePreviewPool.UnionWith(MapUnityManager.Instance.findReachableTiles(GameManager.Instance.playerOn, GameManager.Instance.playerState.currentStepRange)); |
|||
//遍历影响池变色
|
|||
foreach (MapUnity mapUnity in influencePreviewPool) |
|||
{ |
|||
mapUnity.StepRangeInfluenced(influencePreviewPool); |
|||
} |
|||
//StepPreviewInfluencedNode(GameManager.Instance.playerState.currentStepRange);
|
|||
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.move; |
|||
} |
|||
else |
|||
{ |
|||
if (TurnMaster.Instance.playerAction == TurnMaster.PlayerAction.move&&GameManager.Instance.character == GameManager.SelectedCharacter.player) |
|||
{ |
|||
StartCoroutine(MoveToChooseNode()); |
|||
} |
|||
|
|||
|
|||
} |
|||
|
|||
|
|||
} |
|||
else |
|||
{ |
|||
Debug.Log("没有体力啦"); |
|||
|
|||
} |
|||
} |
|||
|
|||
if(TurnMaster.Instance.playerAction == TurnMaster.PlayerAction.move) |
|||
{ |
|||
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value); |
|||
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, chooseNodeLayerMask.value)) |
|||
{ |
|||
MapUnity mapUnity = raycastHit .transform .GetComponent<MapUnity>(); |
|||
if(mapUnity != currentMapunity && destinationCannotUpdate==false ) |
|||
{ |
|||
//寻路路线显示
|
|||
moveLineRenderer.enabled = true; |
|||
playerMoveDestination.SetActive(true); |
|||
//记录当前地块
|
|||
currentMapunity = mapUnity; |
|||
//同步终点位置
|
|||
playerMoveDestination.transform.position = raycastHit.transform.position; |
|||
playerMoveDestination.transform.localPosition = new Vector3(playerMoveDestination.transform.localPosition.x, 0.8f, playerMoveDestination.transform.localPosition.z); |
|||
|
|||
List <MapUnity > path = new List <MapUnity>(); |
|||
if(influencePreviewPool .Contains (mapUnity )) |
|||
{ |
|||
path = AStarManager.Instance.FindPathWithEndNode(GameManager.Instance.playerOn, mapUnity); |
|||
} |
|||
else |
|||
{ |
|||
playerMoveDestination.SetActive(false); |
|||
} |
|||
moveLineRenderer.positionCount = path.Count; |
|||
for (int i=0;i<path .Count;i++) |
|||
{ |
|||
moveLineRenderer.SetPosition(i, new Vector3(path[i].transform.position.x, 0.3f, path[i].transform.position.z)); |
|||
|
|||
} |
|||
moveLineRenderer.material.SetTextureScale(id, new Vector2((path.Count-1)*5, 1)); |
|||
} |
|||
|
|||
} |
|||
|
|||
} |
|||
|
|||
if (Mouse.current.rightButton.wasPressedThisFrame) |
|||
{ |
|||
CloseMove(); |
|||
|
|||
} |
|||
} |
|||
} |
|||
public void ChangeColorAnim() |
|||
{ |
|||
|
|||
switch (GameManager.Instance.playerOn.whoColour) |
|||
{ |
|||
case Name.NodeColor.Red: |
|||
standOnBuff.sprite = onRed; |
|||
colorAnim.SetTrigger("changeRed"); |
|||
break; |
|||
case Name.NodeColor.Green: |
|||
standOnBuff.sprite = onGreen; |
|||
colorAnim.SetTrigger("changeGreen"); |
|||
break; |
|||
case Name.NodeColor.Blue: |
|||
standOnBuff.sprite = onBule; |
|||
colorAnim.SetTrigger("changeBlue"); |
|||
break; |
|||
case Name.NodeColor.Black: |
|||
standOnBuff.sprite = onBlack; |
|||
colorAnim.SetTrigger("changeBlack"); |
|||
break; |
|||
case Name.NodeColor.White: |
|||
standOnBuff.sprite = defaultBuff; |
|||
colorAnim.SetTrigger("changeWhite"); |
|||
break; |
|||
case Name.NodeColor.Metal: |
|||
standOnBuff.sprite = defaultBuff; |
|||
colorAnim.SetTrigger("changeWhite"); |
|||
break; |
|||
} |
|||
|
|||
|
|||
} |
|||
IEnumerator MoveToChooseNode()//射线检测选择一个mapNode
|
|||
{ |
|||
//关闭寻路路线
|
|||
moveLineRenderer.enabled = false; |
|||
|
|||
|
|||
//检测mapnode
|
|||
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value); |
|||
if(Physics .Raycast (ray ,out RaycastHit raycastHit,500, chooseNodeLayerMask.value)) |
|||
{ |
|||
Debug.Log(raycastHit.collider.gameObject.name); |
|||
|
|||
MapUnity mapNode = raycastHit.collider.transform.GetComponent<MapUnity>(); |
|||
|
|||
//角色移动
|
|||
if (mapNode .stepInfluenced &&mapNode .blocked ==false && mapNode.playerOn == false ) |
|||
{ |
|||
//获得路径
|
|||
movePath = AStarManager.Instance.FindPathWithEndNode(GameManager.Instance.playerOn, mapNode); |
|||
//判断能否到达
|
|||
if(movePath .Count -1>GameManager .Instance .playerState .currentStepRange ) |
|||
{ |
|||
Debug.Log("不能移动到该位置"); |
|||
yield break; |
|||
} |
|||
//改变缩放翻转
|
|||
FlipLocalScale(raycastHit.point); |
|||
//改变动画
|
|||
anim.SetBool("move", true); |
|||
//声音
|
|||
// AudioManager.Instance.PlayerMoveVoicePlayer();
|
|||
|
|||
if (GameManager.Instance.playerOn != null ) |
|||
{ |
|||
GameManager.Instance.playerOn.playerOn = false; |
|||
GameManager.Instance.playerOn.stepInfluenced = false; |
|||
} |
|||
|
|||
//遍历影响池变色
|
|||
foreach (MapUnity mapUnity in influencePreviewPool) |
|||
{ |
|||
mapUnity.stepInfluenced = false; |
|||
} |
|||
influencePreviewPool.Clear(); |
|||
//关闭移动交互
|
|||
destinationCannotUpdate = true; |
|||
//标记终点
|
|||
mapNode.markInfluenced = true; |
|||
//临时加一个腐蚀当前节点
|
|||
Usermanager.Instance.ParasitismnRealize(movePath[0]); |
|||
for (int i=1;i<movePath .Count;i++) |
|||
{ |
|||
Vector3 startPos= transform.position; |
|||
Vector3 endpos = new Vector3(movePath[i].transform.position.x,transform.position.y, movePath[i].transform.position.z); |
|||
Vector3 jumpCentre = new Vector3((startPos.x + endpos.x) / 2.0f, (startPos.y + endpos.y) / 2.0f+ jumpHeight, (startPos.z + endpos.z) / 2.0f); |
|||
List<Vector3> linePath = new List<Vector3>(); |
|||
linePath = CalculatePath(linePath, posCount, startPos, jumpCentre, endpos); |
|||
bool move = true; |
|||
float time = 0; |
|||
Debug.Log("开始" + startPos + "结束" + endpos + "中间" + jumpCentre); |
|||
|
|||
for (int posIndex = 0;posIndex < linePath .Count;posIndex++) |
|||
{ |
|||
time = 0; |
|||
move = true; |
|||
while (move) |
|||
{ |
|||
if (posIndex == linePath.Count-1) |
|||
{ |
|||
transform.position = Vector3.Lerp(linePath[posIndex], endpos , time += Time.deltaTime * speedCurve.Evaluate(posIndex / posCount) * jumpSpeed); |
|||
} |
|||
else |
|||
{ |
|||
transform.position = Vector3.Lerp(linePath[posIndex], linePath[posIndex + 1], time += Time.deltaTime * speedCurve.Evaluate(posIndex / posCount) * jumpSpeed); //time += Time.deltaTime * speedCurve.Evaluate(posIndex+1 /posCount ));
|
|||
} |
|||
|
|||
if (time >= 1) |
|||
{ |
|||
move = false; |
|||
} |
|||
yield return null; |
|||
} |
|||
|
|||
if(posIndex ==5) |
|||
{ |
|||
//声音
|
|||
AudioManager.Instance.PlayerMoveVoicePlayer(); |
|||
} |
|||
} |
|||
|
|||
//判断寄生,流血是否生效
|
|||
Usermanager.Instance.ParasitismnRealize(movePath [i]);//传入当前node
|
|||
Usermanager.Instance.bleedRealize(); |
|||
//减体力
|
|||
GameManager.Instance.playerState.currentStepRange -= 1; |
|||
LegacyManager.Instance.tryUseLegacy(Name.Legacy.LegacyNode_PlatedSteelcaps); |
|||
} |
|||
|
|||
this.gameObject.transform.position = new Vector3(mapNode.transform.position.x, 0.5f, mapNode.transform.position.z); |
|||
mapNode.playerOn = true; |
|||
GameManager.Instance.playerOn = mapNode; |
|||
// GameManager.Instance.player.transform.SetParent(mapNode.CylinderFloor.transform);
|
|||
|
|||
//改变动画
|
|||
anim.SetBool("move", false); |
|||
//SurveillanceCheck(mapNode);
|
|||
//取消标记终点
|
|||
mapNode.markInfluenced = false; |
|||
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.none; |
|||
|
|||
//关闭寻路路线
|
|||
// moveLineRenderer.enabled = false;
|
|||
playerMoveDestination.SetActive(false); |
|||
destinationCannotUpdate = false; |
|||
GameManager.Instance.isPlayerMoved = true; |
|||
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_Bipod)) |
|||
{ |
|||
LegacyManager.Instance.legacyNodesList[Name.Legacy.LegacyNode_Bipod].ResetCount(); |
|||
} |
|||
|
|||
//同步站立位置
|
|||
GameManager.Instance.SyncPlayerStandColor(mapNode.whoColour); |
|||
} |
|||
else |
|||
{ |
|||
Debug.Log("不能移动到该位置"); |
|||
CloseMove(); |
|||
} |
|||
} |
|||
} |
|||
public void CloseMove() |
|||
{ |
|||
// StepPreviewInfluencedNode(step);
|
|||
CloseStepPreviewInfluencedNode();//取消格子预览
|
|||
|
|||
//关闭寻路路线
|
|||
moveLineRenderer.enabled = false; |
|||
playerMoveDestination.SetActive(false); |
|||
|
|||
if (TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.banAction && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.selectCard) |
|||
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.none; |
|||
} |
|||
public void CloseStepPreviewInfluencedNode() |
|||
{ |
|||
//遍历影响池变色
|
|||
foreach (MapUnity mapUnity in influencePreviewPool) |
|||
{ |
|||
mapUnity.stepInfluenced = false; |
|||
} |
|||
influencePreviewPool.Clear(); |
|||
|
|||
} |
|||
//改变缩放翻转
|
|||
public void FlipLocalScale(Vector3 point) |
|||
{ |
|||
if (point.x < transform.position.x) |
|||
{ |
|||
anim.transform.localScale = new Vector3(-0.1f, 0.1f, 0.1f); |
|||
} |
|||
else |
|||
{ |
|||
anim.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); |
|||
} |
|||
} |
|||
|
|||
#region 计算贝塞尔曲线的拟合点
|
|||
public List<Vector3> CalculatePath(List <Vector3 > linePath , float posCount,Vector3 lineStart,Vector3 lineMiddel,Vector3 lineEnd) |
|||
{ |
|||
linePath.Clear(); |
|||
|
|||
for (int i = 0; i < posCount; i++) |
|||
{ |
|||
Vector3 currentPoint = CalculateBezierPoint(lineStart, lineMiddel, lineEnd, i / posCount); |
|||
linePath.Add(currentPoint); |
|||
Debug.Log("currentPoint" + currentPoint); |
|||
} |
|||
return linePath; |
|||
} |
|||
public Vector3 CalculateBezierPoint(Vector3 p0, Vector3 p1, Vector3 p2, float t) |
|||
{ |
|||
Debug.Log("t"+t); |
|||
float u = 1 - t; |
|||
float tt = t * t; |
|||
return u * u * p0 + 2 * t * u * p1 + tt * p2; |
|||
} |
|||
#endregion
|
|||
} |
|||
@ -1,11 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: f95aeba43ed20c14a961d4e725fe9e25 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,21 +0,0 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using Unity.VisualScripting; |
|||
using UnityEngine; |
|||
|
|||
public class AddUIToHideUICrtl : MonoBehaviour |
|||
{ |
|||
private void Start() |
|||
{ |
|||
HideUIBarManager.Instance.roleUIBarList.Add(this.gameObject); |
|||
} |
|||
private void OnDestroy() |
|||
{ |
|||
if(HideUIBarManager.Instance!=null ) |
|||
{ |
|||
HideUIBarManager.Instance.roleUIBarList.Remove(this.gameObject); |
|||
} |
|||
|
|||
} |
|||
|
|||
} |
|||
@ -1,11 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: d9af96d3efeea7643b6681771fa498c2 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,22 +0,0 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using TMPro; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
|
|||
public class PlayerUIBar : MonoBehaviour |
|||
{ |
|||
public Image HPBar; |
|||
public TMP_Text textCurrentHPdValue; |
|||
public TMP_Text textMaxHPValue; |
|||
public Text stepText; |
|||
public TMP_Text textShieldValue; |
|||
private void Update() |
|||
{ |
|||
textCurrentHPdValue.text = GameManager.Instance.playerState.currentHP.ToString(); |
|||
textMaxHPValue.text = GameManager.Instance.playerState.maxHP.ToString(); |
|||
HPBar.fillAmount = GameManager.Instance.playerState.currentHP / GameManager.Instance.playerState.maxHP; |
|||
stepText.text = GameManager.Instance.playerState.currentStepRange.ToString(); |
|||
textShieldValue.text = Usermanager.Instance.shield.ToString(); |
|||
} |
|||
} |
|||
@ -1,11 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 5cf378275f534ae45a94d70d37b91ec6 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
Binary file not shown.
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Reference in new issue