其他蜗牛的生成
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@ -37,6 +37,9 @@ public class AllHouseContro : MonoBehaviour
|
|||||||
public bool HaveLoad;
|
public bool HaveLoad;
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||||||
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|
||||||
public HistoryPanel historyPanel;
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public HistoryPanel historyPanel;
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||||||
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public bool IsLoadIn;//是否已经进入游戏
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public bool IsHideLoadPanel;//是否关闭加载页面
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// Start is called before the first frame update
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|
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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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@ -94,7 +97,8 @@ public class AllHouseContro : MonoBehaviour
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is_jisha_jiesuan = false;
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is_jisha_jiesuan = false;
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||||||
is_jisha = false;
|
is_jisha = false;
|
||||||
|
|
||||||
StartCoroutine(LoadPanel.instance.ToHidePanel());
|
IsLoadIn = true;
|
||||||
|
//StartCoroutine(LoadPanel.instance.ToHidePanel());
|
||||||
}
|
}
|
||||||
public bool is_jisha = false;
|
public bool is_jisha = false;
|
||||||
public bool is_jisha_jiesuan = false;
|
public bool is_jisha_jiesuan = false;
|
||||||
@ -127,6 +131,7 @@ public class AllHouseContro : MonoBehaviour
|
|||||||
|
|
||||||
public async void checkOutAllTheEscapeRoomsAsync()//5.1.2
|
public async void checkOutAllTheEscapeRoomsAsync()//5.1.2
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
foreach (HouseBtn house in HouseBtnList)
|
foreach (HouseBtn house in HouseBtnList)
|
||||||
{
|
{
|
||||||
@ -154,6 +159,7 @@ public class AllHouseContro : MonoBehaviour
|
|||||||
if (houseBtn.roomNo==item.roomNo)
|
if (houseBtn.roomNo==item.roomNo)
|
||||||
{
|
{
|
||||||
houseBtn.roomBeansCoin = item.roomBeansCoin;
|
houseBtn.roomBeansCoin = item.roomBeansCoin;
|
||||||
|
houseBtn.roomUserNo = item.roomUserNo;
|
||||||
houseBtn.text.GetComponentInChildren<TextBox>().SetText(item.roomBeansCoin);
|
houseBtn.text.GetComponentInChildren<TextBox>().SetText(item.roomBeansCoin);
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -176,10 +182,20 @@ public class AllHouseContro : MonoBehaviour
|
|||||||
detailsText.GetComponentInChildren<Text>().text = "";//踏狗써監
|
detailsText.GetComponentInChildren<Text>().text = "";//踏狗써監
|
||||||
battleRoyaleGameDetails();
|
battleRoyaleGameDetails();
|
||||||
LoadPanel.instance.ShowPanel();
|
LoadPanel.instance.ShowPanel();
|
||||||
|
allother.ClearAllWoniu();
|
||||||
|
IsHideLoadPanel = false;
|
||||||
GetInfo516();
|
GetInfo516();
|
||||||
PlayerInfo.instance.AllBetCoins = 0;//尻鬧백0
|
PlayerInfo.instance.AllBetCoins = 0;//尻鬧백0
|
||||||
}
|
}
|
||||||
else if (serverResponse.data.carrySeconds < 45){
|
else if (serverResponse.data.carrySeconds < 45){
|
||||||
|
|
||||||
|
if (IsLoadIn && !IsHideLoadPanel&& serverResponse.data.carrySeconds <38)//关闭加载页面
|
||||||
|
{
|
||||||
|
LoadPanel.instance.HidePanel();
|
||||||
|
IsHideLoadPanel = true;
|
||||||
|
HaveallotherMove = false;
|
||||||
|
}
|
||||||
|
|
||||||
//ClearBoosHouseId();//헌왕boos렛쇌뵀
|
//ClearBoosHouseId();//헌왕boos렛쇌뵀
|
||||||
ControAllDoorOpen();
|
ControAllDoorOpen();
|
||||||
text.GetComponentInChildren<Text>().text = (45 - serverResponse.data.carrySeconds).ToString();
|
text.GetComponentInChildren<Text>().text = (45 - serverResponse.data.carrySeconds).ToString();
|
||||||
@ -190,8 +206,9 @@ public class AllHouseContro : MonoBehaviour
|
|||||||
|
|
||||||
if (!HaveallotherMove)
|
if (!HaveallotherMove)
|
||||||
{
|
{
|
||||||
//StartCoroutine(allother.WoniuToMove());
|
//StartCoroutine(allother.IECreateWoniu());
|
||||||
allother.CreateWoniu();
|
|
||||||
|
allother.startIEmove();
|
||||||
HaveallotherMove = true;
|
HaveallotherMove = true;
|
||||||
//페儉卦큇쏵집綾
|
//페儉卦큇쏵집綾
|
||||||
}
|
}
|
||||||
@ -254,7 +271,7 @@ public class AllHouseContro : MonoBehaviour
|
|||||||
PlayerInfo.instance.SelfWoniuText.text= PlayerInfo.instance.AllBetCoins.ToString();
|
PlayerInfo.instance.SelfWoniuText.text= PlayerInfo.instance.AllBetCoins.ToString();
|
||||||
PlayerInfo.instance.HaveBet=false;
|
PlayerInfo.instance.HaveBet=false;
|
||||||
|
|
||||||
HaveallotherMove=false;
|
|
||||||
|
|
||||||
if (!is_jisha_jiesuan)
|
if (!is_jisha_jiesuan)
|
||||||
{
|
{
|
||||||
|
@ -7,9 +7,9 @@ public class Allother : MonoBehaviour
|
|||||||
{
|
{
|
||||||
public List<otherWoniu> otherWonius=new List<otherWoniu>();
|
public List<otherWoniu> otherWonius=new List<otherWoniu>();
|
||||||
|
|
||||||
public List<HouseBtn> House;//蜗牛进入的父物体
|
// public List<HouseBtn> House;//蜗牛进入的父物体
|
||||||
public GameObject OtherWoniuPre;//ÆäËûÎÏÅ£Ô¤ÖÆÌå
|
public GameObject OtherWoniuPre;//ÆäËûÎÏÅ£Ô¤ÖÆÌå
|
||||||
|
public AllHouseContro allHouseContro;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -32,24 +32,65 @@ public class Allother : MonoBehaviour
|
|||||||
// }
|
// }
|
||||||
// }
|
// }
|
||||||
|
|
||||||
//蜗牛全部刷新到笼子里面
|
//笼子里的蜗牛全部清空
|
||||||
public void RefrashAllWoniu()
|
public void ClearAllWoniu()
|
||||||
{
|
{
|
||||||
|
if (otherWonius != null)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < otherWonius.Count; i++)
|
||||||
|
{
|
||||||
|
Destroy(otherWonius[i].gameObject);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
otherWonius.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CreateWoniu()
|
public void CreateWoniu()
|
||||||
{
|
{
|
||||||
foreach (HouseBtn house in House)
|
foreach (HouseBtn house in allHouseContro.HouseBtnList)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < house.roomUserNo; i++)
|
for (int i = 0; i < house.roomUserNo; i++)
|
||||||
{
|
{
|
||||||
GameObject ot=Instantiate(OtherWoniuPre, transform);
|
// 在指定范围内随机生成位置
|
||||||
|
float randomX = Random.Range(-250f, 250f); // X轴范围
|
||||||
|
float randomY = Random.Range(-80f, 80f); // Y轴范围
|
||||||
|
Vector2 randomPosition = new Vector2(randomX, randomY);
|
||||||
|
|
||||||
|
// 实例化蜗牛
|
||||||
|
GameObject ot = Instantiate(OtherWoniuPre, transform);
|
||||||
|
ot.GetComponent<RectTransform>().anchoredPosition = randomPosition;
|
||||||
|
|
||||||
|
// 添加到蜗牛列表并设置其行为
|
||||||
otherWonius.Add(ot.GetComponent<otherWoniu>());
|
otherWonius.Add(ot.GetComponent<otherWoniu>());
|
||||||
ot.GetComponent<otherWoniu>().OtherWoniuMove(house.roomNo);//进房间
|
ot.GetComponent<otherWoniu>().OtherWoniuMove(house); // 移动到目标房间
|
||||||
|
|
||||||
|
Debug.Log("生成蜗牛,随机位置:" + randomPosition);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void startIEmove()
|
||||||
|
{
|
||||||
|
StartCoroutine(IECreateWoniu());
|
||||||
|
}
|
||||||
|
public IEnumerator IECreateWoniu()
|
||||||
|
{
|
||||||
|
foreach (HouseBtn house in allHouseContro.HouseBtnList)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < house.roomUserNo; i++)
|
||||||
|
{
|
||||||
|
|
||||||
|
GameObject ot = Instantiate(OtherWoniuPre, transform);
|
||||||
|
ot.GetComponent<RectTransform>().anchoredPosition = new Vector2(Random.Range(-250, 250), Random.Range(-80, 80));
|
||||||
|
otherWonius.Add(ot.GetComponent<otherWoniu>());
|
||||||
|
ot.GetComponent<otherWoniu>().OtherWoniuMove(house);//进房间
|
||||||
|
|
||||||
|
Debug.Log("生成蜗牛");
|
||||||
|
yield return new WaitForSeconds(0.1f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -25,7 +25,7 @@ public class BossContro : MonoBehaviour
|
|||||||
{
|
{
|
||||||
//instance = this;
|
//instance = this;
|
||||||
originalParent = transform.parent;
|
originalParent = transform.parent;
|
||||||
OrPos = transform.position;
|
OrPos = transform.GetComponent<RectTransform>().anchoredPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void MoveParent()
|
public void MoveParent()
|
||||||
@ -47,7 +47,7 @@ public class BossContro : MonoBehaviour
|
|||||||
transform.SetAsFirstSibling(); // 设置为第一个子节点
|
transform.SetAsFirstSibling(); // 设置为第一个子节点
|
||||||
Vector3 RePos = StartPos.position;
|
Vector3 RePos = StartPos.position;
|
||||||
|
|
||||||
transform.position = OrPos;
|
transform.GetComponent<RectTransform>().anchoredPosition = OrPos;
|
||||||
|
|
||||||
BoosStartPos=StartPos;
|
BoosStartPos=StartPos;
|
||||||
//allHouseContro.CloseBoosDoor(BoosHouse.GetComponent<HouseBtn>());
|
//allHouseContro.CloseBoosDoor(BoosHouse.GetComponent<HouseBtn>());
|
||||||
|
@ -15,9 +15,9 @@ public class OtherMove : MonoBehaviour
|
|||||||
public float Speed;
|
public float Speed;
|
||||||
public Transform EndPos;
|
public Transform EndPos;
|
||||||
public Transform posGroup;
|
public Transform posGroup;
|
||||||
|
|
||||||
|
|
||||||
|
public Transform JumpPos;
|
||||||
|
|
||||||
|
|
||||||
public Transform OutParent;
|
public Transform OutParent;
|
||||||
|
|
||||||
@ -30,7 +30,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
private void Start()
|
private void Awake()
|
||||||
{
|
{
|
||||||
Speed = 2f;
|
Speed = 2f;
|
||||||
objectToMove = transform;
|
objectToMove = transform;
|
||||||
@ -44,13 +44,14 @@ public class OtherMove : MonoBehaviour
|
|||||||
// 去掉父物体自身(只要子节点)
|
// 去掉父物体自身(只要子节点)
|
||||||
pathPoints = System.Array.FindAll(pathPoints, t => t != posGroup);
|
pathPoints = System.Array.FindAll(pathPoints, t => t != posGroup);
|
||||||
|
|
||||||
Debug.Log("子节点已存入数组");
|
Debug.Log("子节点已存入数组"+ pathPoints.Length);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.LogError("请分配父物体!");
|
Debug.LogError("请分配父物体!");
|
||||||
}
|
}
|
||||||
OutParent= GameObject.Find("Canvas/Bg").transform ;
|
OutParent= GameObject.Find("Canvas/Bg").transform ;
|
||||||
|
JumpPos = GameObject.Find("Canvas/Bg/Posgroup/pos (3)").transform;
|
||||||
}
|
}
|
||||||
public void MoveOutParent()
|
public void MoveOutParent()
|
||||||
{
|
{
|
||||||
@ -91,17 +92,26 @@ public class OtherMove : MonoBehaviour
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public bool JudagePos1()
|
||||||
|
{
|
||||||
|
if (EndPos == JumpPos)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public void StartMove()
|
public void StartMove()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
Debug.Log("启动其他蜗牛移动");
|
||||||
// 提取路径中的所有点的位置
|
// 提取路径中的所有点的位置
|
||||||
|
Debug.Log("路径长度"+ pathPoints.Length);
|
||||||
for (int i = 0; i < pathPoints.Length; i++)
|
for (int i = 0; i < pathPoints.Length; i++)
|
||||||
{
|
{
|
||||||
|
Debug.Log("其他蜗判断终点");
|
||||||
if (objectToMove.GetComponent<PlayerMovePos>().StartPos == pathPoints[i])
|
if (objectToMove.GetComponent<PlayerMovePos>().StartPos == pathPoints[i])
|
||||||
{
|
{
|
||||||
startIndex = i;
|
startIndex = i;
|
||||||
@ -121,7 +131,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
|
|
||||||
if (endIndex > startIndex)
|
if (endIndex > startIndex)
|
||||||
{
|
{
|
||||||
|
Debug.Log("其他蜗牛分配路径");
|
||||||
|
|
||||||
duration = (endIndex - startIndex) / Speed;
|
duration = (endIndex - startIndex) / Speed;
|
||||||
|
|
||||||
@ -129,7 +139,12 @@ public class OtherMove : MonoBehaviour
|
|||||||
Vector3[] waypoints = new Vector3[endIndex - startIndex + 1];
|
Vector3[] waypoints = new Vector3[endIndex - startIndex + 1];
|
||||||
for (int i = startIndex, j = 0; j < pathPoints.Length && i <= endIndex; i++, j++)
|
for (int i = startIndex, j = 0; j < pathPoints.Length && i <= endIndex; i++, j++)
|
||||||
{
|
{
|
||||||
|
if (!JudagePos1() && pathPoints[i] == JumpPos)
|
||||||
|
{
|
||||||
|
waypoints[j] = pathPoints[i - 1].position;
|
||||||
|
continue;
|
||||||
|
|
||||||
|
}
|
||||||
waypoints[j] = pathPoints[i].position;
|
waypoints[j] = pathPoints[i].position;
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -144,8 +159,13 @@ public class OtherMove : MonoBehaviour
|
|||||||
Vector3[] waypoints = new Vector3[startIndex - endIndex + 1];
|
Vector3[] waypoints = new Vector3[startIndex - endIndex + 1];
|
||||||
for (int i = startIndex, j = 0; j < pathPoints.Length && i >= endIndex; i--, j++)
|
for (int i = startIndex, j = 0; j < pathPoints.Length && i >= endIndex; i--, j++)
|
||||||
{
|
{
|
||||||
|
if (!JudagePos1() && pathPoints[i] == JumpPos)
|
||||||
|
{
|
||||||
|
waypoints[j] = pathPoints[i + 1].position;
|
||||||
|
continue;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
waypoints[j] = pathPoints[i].position;
|
waypoints[j] = pathPoints[i].position;
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -160,7 +180,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
|
|
||||||
public void AfterMove()
|
public void AfterMove()
|
||||||
{
|
{
|
||||||
|
Debug.Log("其他蜗牛到达终点");
|
||||||
RectTransform rectTransform = objectToMove.GetComponent<RectTransform>();
|
RectTransform rectTransform = objectToMove.GetComponent<RectTransform>();
|
||||||
|
|
||||||
|
|
||||||
@ -179,7 +199,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0);
|
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0);
|
||||||
|
|
||||||
|
|
||||||
rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.x + Random.Range(-50, 50), rectTransform.anchoredPosition.y);
|
rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.x + Random.Range(-100, 100), rectTransform.anchoredPosition.y);
|
||||||
|
|
||||||
|
|
||||||
});
|
});
|
||||||
@ -211,7 +231,7 @@ public class OtherMove : MonoBehaviour
|
|||||||
|
|
||||||
public void OnMove(Vector3[] waypoints)
|
public void OnMove(Vector3[] waypoints)
|
||||||
{
|
{
|
||||||
|
Debug.Log("其他蜗牛开始移动");
|
||||||
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
|
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
|
||||||
|
|
||||||
|
|
||||||
|
@ -9,25 +9,23 @@ public class otherWoniu : MonoBehaviour
|
|||||||
|
|
||||||
public Transform OrPosTrams;//出发点
|
public Transform OrPosTrams;//出发点
|
||||||
public Transform Panrent;//父亲节点
|
public Transform Panrent;//父亲节点
|
||||||
public AllHouseContro allHouseContros;
|
//public AllHouseContro allHouseContros;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
//OtherWoniuMove();
|
//OtherWoniuMove();
|
||||||
allHouseContros=GameObject.Find("Canvas/Bg").GetComponent<AllHouseContro>();
|
//allHouseContros=GameObject.Find("Canvas/Bg").GetComponent<AllHouseContro>();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OtherWoniuMove(int roomNo)
|
public void OtherWoniuMove(HouseBtn house)
|
||||||
{
|
{
|
||||||
foreach (HouseBtn house in allHouseContros.HouseBtnList)
|
|
||||||
{
|
|
||||||
if (house.roomNo==roomNo)
|
|
||||||
{
|
|
||||||
transform.GetComponent<OtherMove>().EndPos=house.post.transform;
|
transform.GetComponent<OtherMove>().EndPos=house.post.transform;
|
||||||
transform.GetComponent<OtherMove>().StartMove();
|
transform.GetComponent<OtherMove>().StartMove();
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user