修复bug,投注,加弹窗

This commit is contained in:
GL 2024-11-21 00:04:33 +08:00
parent 5ae084489a
commit cfb551ceba
20 changed files with 1662 additions and 296 deletions

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@ -7,6 +7,8 @@ using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Windows;
using static BettingBtn;
using static UnityEditor.Progress;
public class AllHouseContro : MonoBehaviour
@ -53,6 +55,10 @@ public class AllHouseContro : MonoBehaviour
{
item.gameObject.GetComponentInChildren<Button>().onClick.RemoveAllListeners();
item.gameObject.GetComponentInChildren<Button>().onClick.AddListener(item.OnClickBtn);
//item.gameObject.GetComponentInChildren<Button>().onClick.AddListener(() => {
// roomNo = item.roomNo;
//});
//item.wn.GetComponent<wuniusj>().show();
}
@ -77,6 +83,7 @@ public class AllHouseContro : MonoBehaviour
HouseBtn a = HouseBtnList[index];
HouseBtnList[index].gameObject.GetComponentInChildren<Button>().onClick.AddListener(() => {
roomNo = item.roomNo;
Debug.Log("所在房间Id"+roomNo);
Debug.Log(a.gameObject.name);
house = a;
Debug.Log("=====-----" + item.roomNo.ToString());
@ -91,25 +98,73 @@ public class AllHouseContro : MonoBehaviour
}
public bool is_jisha = false;
public bool is_jisha_jiesuan = false;
public async void touzhu()
{
RequestData body = new RequestData();
body.escapeId = escapeId;
body.bet = PlayerInfo.instance.AllBetCoins;
body.roomNo = roomNo;
Debug.Log("切换始roomNo" + body.roomNo);
body.userId = Global.global.serverResponse.data.userId;
string response = await web.SendRequest(web.URL + "/snail/gameEscape/userBet", "POST", JsonUtility.ToJson(body), Global.global.CreateHeaders());
Debug.Log("用户切换下注响应: " + response + "|||||" + "请求参数escapeId" + body.escapeId + " bet:" + body.bet + " roomNo:" + body.roomNo + " userId:" + body.userId);
ServerResponse513 serverResponse_513 = JsonConvert.DeserializeObject<ServerResponse513>(response);
if (serverResponse_513.code == 200)
{
//SuccessBet = true;
Debug.Log("-------切换投注成功-------");
checkOutAllTheEscapeRoomsAsync();//5.1.2
}
else
{
Debug.Log("-------切换投注失败-------");
}
}
public async void checkOutAllTheEscapeRoomsAsync()//5.1.2
{
foreach (HouseBtn house in HouseBtnList)
{
house.GetComponentInChildren<Button>().onClick.AddListener(() => {
roomNo = house.roomNo;
Debug.Log("所在房间Id" + roomNo);
});
}
//GetInfo516();
//Debug.Log("===");
userIDgameId body = new userIDgameId();
body.userId = Global.global.serverResponse.data.userId;
body.escapeId = escapeId;
string response = await web.SendRequest(web.URL+"/snail/gameEscape/queryEscapeRoomList", "POST", JsonUtility.ToJson(body), Global.global.CreateHeaders());
Debug.Log("5.1.2查询逃亡房间 请求:"+ JsonUtility.ToJson(body) +" 详情响应: " + response);
ServerResponse serverResponse = JsonConvert.DeserializeObject<ServerResponse>(response);
int index = 0;
//int index = 0;
foreach (var item in serverResponse.data.gameEscapeRoomResponseVoList){
if (HouseBtnList.Count > index)
foreach (HouseBtn houseBtn in HouseBtnList)
{
HouseBtnList[index].text.GetComponentInChildren<TextBox>().SetText(item.roomBeansCoin);
if (houseBtn.roomNo==item.roomNo)
{
houseBtn.roomBeansCoin = item.roomBeansCoin;
houseBtn.text.GetComponentInChildren<TextBox>().SetText(item.roomBeansCoin);
}
}
//if (HouseBtnList.Count > index)
//{
// HouseBtnList[index].text.GetComponentInChildren<TextBox>().SetText(item.roomBeansCoin);
//}
index++;
//index++;
}
Debug.Log("更新房间蜗牛蛋");
if(serverResponse.data.carrySeconds == -1)
@ -122,7 +177,7 @@ public class AllHouseContro : MonoBehaviour
battleRoyaleGameDetails();
LoadPanel.instance.ShowPanel();
GetInfo516();
PlayerInfo.instance.AllBetCoins = 0;//投注归0
}
else if (serverResponse.data.carrySeconds < 45){
//ClearBoosHouseId();//清空boos房间号
@ -135,7 +190,8 @@ public class AllHouseContro : MonoBehaviour
if (!HaveallotherMove)
{
StartCoroutine(allother.WoniuToMove());
//StartCoroutine(allother.WoniuToMove());
allother.CreateWoniu();
HaveallotherMove = true;
//其他蜗牛进笼子
}

View File

@ -5,8 +5,11 @@ using UnityEngine;
public class Allother : MonoBehaviour
{
public List<otherWoniu> otherWonius;
public List<otherWoniu> otherWonius=new List<otherWoniu>();
public List<HouseBtn> House;//蜗牛进入的父物体
public GameObject OtherWoniuPre;//其他蜗牛预制体
// Start is called before the first frame update
void Start()
{
@ -14,22 +17,39 @@ public class Allother : MonoBehaviour
//StartCoroutine(WoniuToMove());
}
public IEnumerator WoniuToMove()
{
foreach (otherWoniu item in otherWonius)
{
yield return new WaitForSeconds(0.5f);
item.OtherWoniuMove();
//public IEnumerator WoniuToMove()
//{
// CreateWoniu();//创建蜗牛
}
}
public async void ControWoniuToMove()
{
foreach (otherWoniu item in otherWonius)
{
await Task.Delay(1000);
item.OtherWoniuMove();
//}
//public async void ControWoniuToMove()
// {
// foreach (otherWoniu item in otherWonius)
// {
// await Task.Delay(1000);
// item.OtherWoniuMove();
// }
// }
//蜗牛全部刷新到笼子里面
public void RefrashAllWoniu()
{
}
public void CreateWoniu()
{
foreach (HouseBtn house in House)
{
for (int i = 0; i < house.roomUserNo; i++)
{
GameObject ot=Instantiate(OtherWoniuPre, transform);
otherWonius.Add(ot.GetComponent<otherWoniu>());
ot.GetComponent<otherWoniu>().OtherWoniuMove(house.roomNo);//进房间
}
}
}
}

View File

@ -1,3 +1,5 @@
using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
@ -30,6 +32,8 @@ public class BettingBtn : MonoBehaviour
public List<GameObject> list=new List<GameObject>();
public TextMeshProUGUI SelfWoniuText;
public bool SuccessBet;//是否成功下注
// Start is called before the first frame update
void Start()
{
@ -56,40 +60,73 @@ public class BettingBtn : MonoBehaviour
public GameObject bg;
public async void OnClickBetBtnAsync()
{
PlayerInfo.instance.HaveBet = true;
// bg.GetComponentInChildren<AllHouseContro>().battleRoyaleGameDetails();
RequestData body = new RequestData();
body.escapeId = bg.GetComponentInChildren<AllHouseContro>().escapeId;
body.bet = BetValue;
body.roomNo = bg.GetComponentInChildren<AllHouseContro>().roomNo;
body.userId = Global.global.serverResponse.data.userId;
Debug.Log(bg.GetComponentInChildren<AllHouseContro>().house);
bg.GetComponentInChildren<AllHouseContro>().house.text.GetComponent<TextBox>().AddText(BetValue);
PlayerInfo.instance.AllBetCoins += BetValue;
StartCoroutine(Tools.AnimateTextMashPro(PlayerInfo.instance.AllBetCoins, PlayerInfo.instance.AllBetCoins + BetValue, 0.5f, SelfWoniuText));//修改蜗牛头上文本
//Debug.Log(bg.GetComponentInChildren<AllHouseContro>().house);
//bg.GetComponentInChildren<AllHouseContro>().house.text.GetComponent<TextBox>().AddText(BetValue);
string response = await web.SendRequest(web.URL + "/snail/gameEscape/userBet", "POST", JsonUtility.ToJson(body), Global.global.CreateHeaders());
Debug.Log("用户下注响应: " + response);
bg.GetComponentInChildren<AllHouseContro>().battleRoyaleGameDetails();
bg.GetComponentInChildren<AllHouseContro>().checkOutAllTheEscapeRoomsAsync();//5.1.2
//调用玩家信息,更新左上角蜗蛋数量
playerCoinUpdate.QueryPlayerInfo();
Debug.Log("用户下注响应: " + response+"|||||"+"请求参数escapeId"+ body.escapeId+" bet:"+ body.bet+ " roomNo:"+ body.roomNo+" userId:"+ body.userId);
ServerResponse513 serverResponse_513 = JsonConvert.DeserializeObject<ServerResponse513>(response);
if (serverResponse_513.code==200)
{
bg.GetComponentInChildren<AllHouseContro>().checkOutAllTheEscapeRoomsAsync();//5.1.2
StartCoroutine(Tools.AnimateTextMashPro(PlayerInfo.instance.AllBetCoins, PlayerInfo.instance.AllBetCoins + BetValue, 0.5f, SelfWoniuText));//修改蜗牛头上文本
PlayerInfo.instance.AllBetCoins += BetValue;
PlayerInfo.instance.HaveBet = true;
//调用玩家信息,更新左上角蜗蛋数量
playerCoinUpdate.QueryPlayerInfo();
Debug.Log("-------投注成功-------");
Promptmgr.Instance.PromptBubble(serverResponse_513.message);
}
else {
Debug.Log("-------投注失败-------");
Promptmgr.Instance.PromptBubble(serverResponse_513.message);
}
Debug.Log("µã»÷ÁËÏÂ×¢°´Å¥================================================" + playerCoinUpdate.Money);
}
public async void BetAgain()
public async void BetAgain(Action onComplete=null)
{
bg.GetComponentInChildren<AllHouseContro>().battleRoyaleGameDetails();
//bg.GetComponentInChildren<AllHouseContro>().battleRoyaleGameDetails();
RequestData body = new RequestData();
body.escapeId = bg.GetComponentInChildren<AllHouseContro>().escapeId;
body.bet = PlayerInfo.instance.AllBetCoins;
//body.bet = PlayerInfo.instance.AllBetCoins;
body.bet = 0;
body.roomNo = bg.GetComponentInChildren<AllHouseContro>().roomNo;
body.userId = Global.global.serverResponse.data.userId;
string response = await web.SendRequest(web.URL + "/snail/gameEscape/userBet", "POST", JsonUtility.ToJson(body), Global.global.CreateHeaders());
Debug.Log("用户下注响应: " + response);
bg.GetComponentInChildren<AllHouseContro>().checkOutAllTheEscapeRoomsAsync();//5.1.2
Debug.Log("用户切换下注响应: " + response + "|||||" + "请求参数escapeId" + body.escapeId + " bet:" + body.bet + " roomNo:" + body.roomNo + " userId:" + body.userId);
ServerResponse513 serverResponse_513 = JsonConvert.DeserializeObject<ServerResponse513>(response);
if (serverResponse_513.code == 200)
{
Debug.Log("-------切换投注成功-------");
Promptmgr.Instance.PromptBubble(serverResponse_513.message);
onComplete?.Invoke();
bg.GetComponentInChildren<AllHouseContro>().checkOutAllTheEscapeRoomsAsync();//5.1.2
}
else
{
Promptmgr.Instance.PromptBubble(serverResponse_513.message);
Debug.Log("-------切换投注失败-------");
}
}
void SetBet()

View File

@ -8,16 +8,18 @@ public class HouseBtn : MonoBehaviour
public int escapeId;//游戏id
public int roomNo;//房间号
public float roomBeansCoin;//房间里面的钱
public int roomUserNo;//房间里面的人数
public Button btn;
public GameObject Mask;
public RectTransform door;
public GameObject text;
public GameObject post;
public GameObject post;//最终点
public GameObject bg;
public GameObject wn;
//public selectLatest511.GameEscapeRoomResponseVo gameEscapeRoomResponseVo;
public bool DoorIsOpen;
public PlayerMovePos woniuMovePos;
// Start is called before the first frame update
void Start()
{
@ -32,17 +34,36 @@ public class HouseBtn : MonoBehaviour
public void OnClickBtn()
{
if (!bg.GetComponent<AllHouseContro>().is_jisha)
{
Debug.Log("————————————————选择房间——————————————");
transform.GetComponent<PlayerMove>().StartMove();
woniuMovePos.HadChoise = true;
if (PlayerInfo.instance.HaveBet)
{
if (bg.GetComponent<AllHouseContro>().roomNo!=roomNo)
{
bg.GetComponent<AllHouseContro>().roomNo = roomNo;
BettingBtn.instance.BetAgain(() => {
transform.GetComponent<PlayerMove>().StartMove();
woniuMovePos.HadChoise = true;
});//再次投注,换房子
}
}
else
{
transform.GetComponent<PlayerMove>().StartMove();
woniuMovePos.HadChoise = true;
}
}
if (PlayerInfo.instance.HaveBet)
{
BettingBtn.instance.BetAgain();//再次投注,换房子
}
}
}

View File

@ -0,0 +1,262 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OtherMove : MonoBehaviour
{
public Transform objectToMove; // 要移动的对象
public Transform[] pathPoints; // 路径上的点的数组
public float duration = 5f; // 移动的持续时间
public bool isLooping = false; // 是否循环路径
int startIndex = 0;
int endIndex = 0;
public string room_id;
public float Speed;
public Transform EndPos;
public Transform Pos1Parent;
public Transform Pos2Parent;
public Transform Pos3Parent;
public Transform Pos4Parent;
public Transform Pos5Parent;
public Transform Pos6Parent;
public Transform OutParent;
public Transform ReturnPos;//返回的位置
public bool IsBoos;
public AllHouseContro allHouseContro;
public Transform SelfTextTrans;
public Transform SelfImage;
public bool IsOtherWoniu;
private void Start()
{
Speed = 2f;
}
public void MoveOutParent()
{
// 记录原始的父物体
// 将 childObject 设为新的 parentObject 的子节点,并放到最后一个位置
objectToMove.SetParent(OutParent);
objectToMove.SetAsLastSibling();
}
public void MoveInParent(Transform Parent)
{
objectToMove.SetParent(Parent);
objectToMove.SetAsFirstSibling();
}
public void SetParentToHouse()
{
}
public void ReturnStartPos()//回到起始点
{
}
public void StartMove()
{
// 提取路径中的所有点的位置
for (int i = 0; i < pathPoints.Length; i++)
{
if (objectToMove.GetComponent<PlayerMovePos>().StartPos == pathPoints[i])
{
startIndex = i;
//Debug.Log("Startindex"+i);
}
if (EndPos == pathPoints[i])
{
endIndex = i;
//Debug.Log("Endindex" + i);
}
}
if (endIndex > startIndex)
{
if (IsBoos)
{
duration = 2f;
}
else
{
duration = (endIndex - startIndex) / Speed;
}
Vector3[] waypoints = new Vector3[endIndex - startIndex + 1];
for (int i = startIndex, j = 0; j < pathPoints.Length && i <= endIndex; i++, j++)
{
waypoints[j] = pathPoints[i].position;
}
OnMove(waypoints);
}
else if (endIndex < startIndex)
{
if (IsBoos)
{
duration = 3f;
}
else
{
duration = (startIndex - endIndex) / Speed;
}
//duration = (startIndex-endIndex) / Speed;
Vector3[] waypoints = new Vector3[startIndex - endIndex + 1];
for (int i = startIndex, j = 0; j < pathPoints.Length && i >= endIndex; i--, j++)
{
waypoints[j] = pathPoints[i].position;
}
OnMove(waypoints);
}
}
public void AfterMove()
{
RectTransform rectTransform = objectToMove.GetComponent<RectTransform>();
//objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y + 80f, 0.5f)
.OnComplete(() => {
SetParentToHouse();
objectToMove.GetComponent<PlayerMovePos>().StartPos = EndPos;
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0);
if (!IsOtherWoniu)
{
MaskContro.instance.SetMask(false);
}
else
{
rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.x + Random.Range(-50, 50), rectTransform.anchoredPosition.y);
}
});
//});
}
public void Rotate()
{
Vector3 currentRotation = objectToMove.localEulerAngles;
currentRotation.y += 180f;
objectToMove.localEulerAngles = currentRotation;
}
public void OnMove(Vector3[] waypoints)
{
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
MoveOutParent();
Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
.SetEase(Ease.Linear) // 设置线性过渡效果
.SetLoops(isLooping ? -1 : 0)
.OnWaypointChange((index) =>
{
// 当物体到达某个路径点时回调
if (index < waypoints.Length - 1)
{
Vector3 currentWaypoint = waypoints[index];
Vector3 nextWaypoint = waypoints[index + 1];
if (IsBoos)
{
if (nextWaypoint.x < currentWaypoint.x && !GetComponent<BossContro>().IsLeft)
{
GetComponent<BossContro>().IsLeft = true;
// 旋转物体使其面向左侧绕Y轴旋转180度
Rotate();
}
else if (nextWaypoint.x > currentWaypoint.x && GetComponent<BossContro>().IsLeft)
{
GetComponent<BossContro>().IsLeft = false;
Rotate();
}
}
else
{
// 判断物体是否需要旋转
if (nextWaypoint.x < currentWaypoint.x && !objectToMove.GetComponent<PlayerMovePos>().IsLeft)
{
objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
// 旋转物体使其面向左侧绕Y轴旋转180度
Rotate();
}
else if (nextWaypoint.x > currentWaypoint.x && objectToMove.GetComponent<PlayerMovePos>().IsLeft)
{
objectToMove.GetComponent<PlayerMovePos>().IsLeft = false;
Rotate();
}
}
}
})
.OnComplete(AfterMove);
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a0e93af545a029e44bc39dff4b909107
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -292,16 +292,20 @@ public class PlayerMove : MonoBehaviour
public void AfterMove()
{
RectTransform rectTransform = objectToMove.GetComponent<RectTransform>();
if (IsBoos||!objectToMove.GetComponent<PlayerMovePos>().IsReturn)
{
if (!IsBoos)
{
objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {
//objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y + 80f, 0.5f)
.OnComplete(() => {
JudgeEnd();
SetParentToHouse();
objectToMove.GetComponent<PlayerMovePos>().StartPos = EndPos;
@ -312,11 +316,13 @@ public class PlayerMove : MonoBehaviour
}
else
{
objectToMove.transform.position = new Vector2(transform.position.x + Random.Range(-50, 50), transform.position.y + Random.Range(-20, 0));
rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.x + Random.Range(-50, 50), rectTransform.anchoredPosition.y);
}
});
//});
}
else
{
@ -327,7 +333,7 @@ public class PlayerMove : MonoBehaviour
allHouseContro.ControOneDoorOpen(GetComponent<BossContro>().HouseId,() => {//¿ªÃÅ
GetComponent<BossContro>().BossAni.SetInteger("State", 1);
objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {//½ø·¿¼ä
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y + 80f, 0.5f).OnComplete(() => {//½ø·¿¼ä

View File

@ -0,0 +1,105 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Promptmgr : MonoBehaviour
{
public static Promptmgr Instance;
public GameObject PromptPrefab;
private GameObject PromptWhiltePrefab;
private float movedistance = 400f;//移动的距离
private float moveDuration = 1f;//移动所需的时间
public GameObject canvs;
public Text protext;
private float timer;
// Start is called before the first frame update
void Start()
{
Instance = this;
DontDestroyOnLoad(this);
PromptPrefab = (GameObject)Resources.Load("Popups");
protext=PromptPrefab.transform.Find("Text").GetComponent<Text>();
//PromptWhiltePrefab = (GameObject)Resources.Load("Prefabs/PromptWhite");
}
private void Update()
{
//timer += Time.deltaTime;
//if (timer>3f)
//{
// Destroy(this.transform.gameObject);
//}
}
public void PromptBubble(string message)
{
PromptBubble(message, Color.black, Color.white);
}
/// <summary>
/// 显示弹窗
/// </summary>
/// <param name="message">显示的内容</param>
/// <param name="textColor">文字颜色,默认白色</param>
/// <param name="backgroundColor">背景颜色,默认黑色</param>
public void PromptBubble(string message, Color textColor, Color backgroundColor)
{
GameObject proobj = Instantiate(PromptPrefab);
proobj.transform.SetParent(canvs.transform);
proobj.transform.position = new Vector3(Screen.width / 2, Screen.height / 2 + 33, 0);
StartCoroutine(MoveUpandDestory(proobj));
//Text protext = proobj.transform.Find("Prompttext").GetComponent<Text>();
protext.text = message;
protext.color = textColor; // 设置文本颜色
// 设置背景颜色
Image backgroundImage = proobj.GetComponent<Image>();
if (backgroundImage != null)
{
backgroundImage.color = backgroundColor; // 设置背景颜色
}
}
public void PromptWhilteBubble(string message)
{
GameObject proobj = Instantiate(PromptWhiltePrefab);
proobj.transform.SetParent(canvs.transform);
proobj.transform.position = new Vector3(Screen.width / 2, Screen.height / 2 + 33, 0);
StartCoroutine(MoveUpandDestory(proobj));
//Text protext = proobj.transform.Find("Prompttext").GetComponent<Text>(); ;
protext.text = message;
}
IEnumerator MoveUpandDestory(GameObject obj)
{
RectTransform uielement = obj.GetComponent<RectTransform>();
Vector3 startPosition = uielement.anchoredPosition;
Vector3 endPosition = startPosition + new Vector3(0, movedistance, 0);
float elapsedTime = 0f;
while (elapsedTime < moveDuration)
{
uielement.anchoredPosition = Vector3.Lerp(startPosition, endPosition, (elapsedTime / moveDuration));
elapsedTime += Time.deltaTime;
yield return null; // 等待下一帧
}
uielement.anchoredPosition = endPosition; // 确保最终位置准确
if (uielement != null && uielement.gameObject != null)
{
Destroy(uielement.gameObject); // 销毁UI元素
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 57e5147ed4aa884499713edeaa5cb4c7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -40,6 +40,7 @@ public class GameEscapeRoomResponseVo
public int escapeId; // 游戏的ID
public int roomNo; // 房间编号
public float roomBeansCoin; // 房间下注欢乐豆
public int roomUserNo;
}
[Serializable]
public class userIDgameId
@ -137,6 +138,16 @@ public class GameEscapeModel
public float beansCoinDivide; // 分成豆币
}
[Serializable]
public class ServerResponse513 : Response
{
public int code; // 数据对象
public string mesage;
}
//玩家信息
[Serializable]
public class UserInfomation14: Response

View File

@ -9,17 +9,26 @@ public class otherWoniu : MonoBehaviour
public List<BossContro> bossContros;
public Transform OrPosTrams;//出发点
public Transform Panrent;//父亲节点
public AllHouseContro allHouseContros;
// Start is called before the first frame update
void Start()
{
//OtherWoniuMove();
}
public void OtherWoniuMove()
public void OtherWoniuMove(int roomNo)
{
int Index = Random.Range(0, EndPosList.Count);
transform.GetComponent<PlayerMove>().EndPos = EndPosList[Index].transform;
transform.GetComponent<PlayerMove>().StartMove();
foreach (HouseBtn house in allHouseContros.HouseBtnList)
{
if (house.roomNo==roomNo)
{
transform.GetComponent<PlayerMove>().EndPos=house.post.transform;
transform.GetComponent<PlayerMove>().StartMove();
}
}
}
public void BackWait()

View File

@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: ScrollShader
m_Shader: {fileID: 4800000, guid: 0524dc31955a45d40bbe4c2d348490a4, type: 3}
m_Shader: {fileID: 4800000, guid: b908e50deff2bc9428cf43e58c588b2c, type: 3}
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4

View File

@ -6,7 +6,7 @@ TextureImporter:
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
@ -36,13 +36,13 @@ TextureImporter:
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 1
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
@ -51,9 +51,9 @@ TextureImporter:
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 0
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
@ -119,7 +119,7 @@ TextureImporter:
outline: []
physicsShape: []
bones: []
spriteID:
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices: