蜗牛骑士bug修复,失败蜗牛未到终点停止
This commit is contained in:
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ce49792625
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@ -4,6 +4,7 @@ using System.Linq;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI;
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using DG.Tweening;
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using TMPro;
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using TMPro;
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public class AllManeger : MonoBehaviour
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public class AllManeger : MonoBehaviour
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{
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{
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@ -50,6 +51,8 @@ public class AllManeger : MonoBehaviour
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public int snailMoveNum;//蜗牛出动数量
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public int snailMoveNum;//蜗牛出动数量
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public RacingPanel racingPanel;
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public RacingPanel racingPanel;
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public int WinNum;//到达终点蜗牛数量
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public int gameSession;//游戏场次
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// Start is called before the first frame update
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// Start is called before the first frame update
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async void Start()
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async void Start()
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{
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{
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@ -136,12 +139,12 @@ public class AllManeger : MonoBehaviour
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{
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{
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if (!is_jisha)
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if (!is_jisha)
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{
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{
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MoveBg.instance.StartMove();
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TextMPtime.text = "GO!";
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TextMPtime.text = "GO!";
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wordText.text = "";
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wordText.text = "";
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Fuck524();
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Fuck524();
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AllMove();
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is_jisha = true;
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is_jisha = true;
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}
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}
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@ -220,7 +223,7 @@ public class AllManeger : MonoBehaviour
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}
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}
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}
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}
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}
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}
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AllMove();
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}
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}
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public async void Fuck525()
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public async void Fuck525()
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@ -273,7 +276,20 @@ public class AllManeger : MonoBehaviour
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public void GetKillInfo521(GameKnightModel GameKnightModel)//获取击杀马匹与留存马匹
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public void GetKillInfo521(GameKnightModel GameKnightModel)//获取击杀马匹与留存马匹
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{
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{
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gameSession = GameKnightModel.GameSession;//游戏场次
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if (gameSession==1)
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{
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WinNum = 4;//8进4
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}
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else if (gameSession == 2)
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{
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WinNum = 2;//4进2
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}
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else if (gameSession == 3)
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{
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WinNum = 1;//2进1
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}
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if (GameKnightModel.HorseNoAll!="")
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if (GameKnightModel.HorseNoAll!="")
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{
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{
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string[] parts = GameKnightModel.HorseNoAll.Split(",");
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string[] parts = GameKnightModel.HorseNoAll.Split(",");
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@ -331,6 +347,7 @@ public class AllManeger : MonoBehaviour
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snail.startMove();
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snail.startMove();
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}
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}
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MoveBg.instance.StartMove();
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}
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}
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public void Allreturn()//所有蜗牛回去
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public void Allreturn()//所有蜗牛回去
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{
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{
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@ -351,5 +368,14 @@ public class AllManeger : MonoBehaviour
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}
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}
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}
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}
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public void StopAllSanil()//停止所有蜗牛
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{
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DOTween.KillAll(); // 停止所有的 DOTween 动画
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foreach (snailRider snail in snailRiders)
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{
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snail.animator.SetInteger("State", 0);
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}
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}
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}
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}
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@ -55,18 +55,17 @@ public class snailRider : MonoBehaviour
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{
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{
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//palye.enabled = !is_die;
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//palye.enabled = !is_die;
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if (!is_die)
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{
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animator.SetInteger("State",1);//切换为移动动画
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animator.SetInteger("State",1);//切换为移动动画
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float suiji = 0;//时间时间
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float suiji = 0;//时间时间
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if (is_victory)
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if (is_victory)
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{
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{
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suiji = UnityEngine.Random.Range(4, 6);
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suiji = UnityEngine.Random.Range(5, 7);
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}
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}
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else
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else
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{
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{
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suiji = UnityEngine.Random.Range(5, 10);
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suiji = UnityEngine.Random.Range(8, 10);
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}
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}
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@ -74,10 +73,15 @@ public class snailRider : MonoBehaviour
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transform.DOMoveX(end.transform.position.x, suiji).SetEase(Ease.Linear).OnComplete(()=> {
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transform.DOMoveX(end.transform.position.x, suiji).SetEase(Ease.Linear).OnComplete(()=> {
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animator.SetInteger("State", 0);
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animator.SetInteger("State", 0);
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Debug.Log("动画完成,切换为待机动画");
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Debug.Log("动画完成,切换为待机动画");
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AllManeger.instance.WinNum--;
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if (AllManeger.instance.WinNum <= 0)
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{
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AllManeger.instance.StopAllSanil();
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}
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}) //切换为待机动画
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}) //切换为待机动画
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;
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;
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mySequence.OnKill(()=> { AllManeger.instance.snailMoveNum++; });
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mySequence.OnKill(()=> { AllManeger.instance.snailMoveNum++; });
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}
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}
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}
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public void returnStart()
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public void returnStart()
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@ -116,6 +120,7 @@ public class snailRider : MonoBehaviour
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{
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{
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Debug.Log("碰到");
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Debug.Log("碰到");
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animator.SetInteger("State", 0);
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animator.SetInteger("State", 0);
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}
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}
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}
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}
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}
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}
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