删删减减——wlx

This commit is contained in:
liuliang 2024-12-02 10:01:02 +08:00
parent 4ac4f98be3
commit c6543d075f
1004 changed files with 7 additions and 63554 deletions

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// Felix-BangMapEditor
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe地图编辑器
// Createtime2018/9/25
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using FBApplication;
using System.IO;
using System;
namespace FBEditor
{
[CustomEditor(typeof(FBMap))]
public class MapEditor : Editor
{
[HideInInspector]
public FBMap Map=null;
/// <summary> 关卡列表 </summary>
List<FileInfo> f_files = new List<FileInfo>();
/// <summary> 当前编辑的关卡索引号 </summary>
int f_selectInfoIndex = -1;
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (Application.isPlaying)
{
// 关联目标 为Map赋值
Map = target as FBMap;
// 第一行按钮
EditorGUILayout.BeginHorizontal();
//LoadLevelFiles();
int currentIndex = EditorGUILayout.Popup(f_selectInfoIndex, GetNames(f_files));
if (currentIndex != f_selectInfoIndex)
{
f_selectInfoIndex = currentIndex;
//加载关卡
LoadLevel();
}
if (GUILayout.Button("读取列表"))
{
LoadLevelFiles();
}
EditorGUILayout.EndHorizontal();
// 第二行按钮
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("清空塔点"))
Map.ClearHolder();
if (GUILayout.Button("清空路径"))
Map.ClearRoad();
EditorGUILayout.EndHorizontal();
// 第三行按钮
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("保存数据"))
SaveLevel();
EditorGUILayout.EndHorizontal();
}
if (GUI.changed)
EditorUtility.SetDirty(target);
}
private string[] GetNames(List<FileInfo> files)
{
List<string> names = new List<string>();
foreach (FileInfo file in files)
names.Add(file.Name);
return names.ToArray();
}
private void LoadLevel()
{
FileInfo file = f_files[f_selectInfoIndex];
FBLevel level = new FBLevel();
FBTools.FillLevel(file.FullName, ref level);
Map.LoadLevel(level);
}
private void LoadLevelFiles()
{
Clear();
f_files = FBTools.GetLevelFiles();
if (f_files.Count > 0)
{
f_selectInfoIndex = 0;
LoadLevel();
}
}
private void SaveLevel()
{
//获取当前加载的关卡
FBLevel level = Map.Level;
//临时索引点
List<FBCoords> list = null;
//收集塔点
list = new List<FBCoords>();
for (int i = 0; i < Map.Grids.Count; i++)
{
FBGrid g = Map.Grids[i];
if (g.CanHold)
{
FBCoords c = new FBCoords(g.Index_X,g.Index_Y);
list.Add(c);
}
}
level.Holders = list;
//收集寻路点
list = new List<FBCoords>();
for (int i = 0; i < Map.Road.Count; i++)
{
FBGrid g = Map.Road[i];
FBCoords c = new FBCoords(g.Index_X, g.Index_Y);
list.Add(c);
}
level.Path = list;
//保存
string fileName = f_files[f_selectInfoIndex].FullName;
FBTools.SaveLevel(fileName,level);
//弹框
EditorUtility.DisplayDialog("保存关卡数据","保存成功","确定");
}
private void Clear()
{
f_files.Clear();
f_selectInfoIndex = -1;
}
}
}

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// Felix-BangFBGameModel
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe游戏数据的读取/储存
// Createtime2018/10/11
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
using System.IO;
using System;
namespace FBApplication
{
public class FBGameModel : FBModel
{
#region
//所有关卡
List<FBLevel> f_levels = new List<FBLevel>();
//当前关卡索引
int f_playLevelIndex = -1;
//最大通关关卡索引
int f_gameProgressIndex = -1;
//游戏当前分数
int f_gold = 0;
//是否游戏中
bool f_isPlaying = false;
#endregion
#region
public override string Name
{
get { return FBConsts.M_GameModel; }
}
public List<FBLevel> AllLevels
{
get { return f_levels; }
}
public int LevelCount
{
get { return f_levels.Count; }
}
public bool IsPassed
{
get { return f_gameProgressIndex > LevelCount-1; }
}
public FBLevel PlayLevel
{
get
{
if (f_playLevelIndex < 0 || f_playLevelIndex > f_levels.Count-1)
throw new IndexOutOfRangeException("关卡不存在");
else
return f_levels[f_playLevelIndex];
}
}
public int Gold
{
get { return f_gold; }
set { f_gold = value; }
}
public bool IsPlaying
{
get { return f_isPlaying; }
set { f_isPlaying = value; }
}
public int GameProgressIndex
{
get { return f_gameProgressIndex; }
}
public int PlayLevelIndex
{
get { return f_playLevelIndex; }
set { f_playLevelIndex = value; }
}
#endregion
#region
//初始化
public void OnInitialized()
{
//构建Level集合
List<FileInfo> files = FBTools.GetLevelFiles();
for (int i = 0; i < files.Count; i++)
{
FBLevel level = new FBLevel();
FBTools.FillLevel(files[i].FullName, ref level);
f_levels.Add(level);
}
//读取游戏进度
f_gameProgressIndex = FBSaver.GetProgress();
}
public void StartLevel(int levelIndex)
{
f_playLevelIndex = levelIndex;
}
public void StoptLevel(bool isWin)
{
if (isWin && PlayLevelIndex > GameProgressIndex)
{
//更新进度
f_gameProgressIndex = PlayLevelIndex;
//保存进度
FBSaver.SetProgress(PlayLevelIndex);
}
f_isPlaying = false;
}
//清档
public void ClearProgress()
{
f_isPlaying = false;
f_playLevelIndex = -1;
f_gameProgressIndex = -1;
FBSaver.SetProgress(-1);
}
#endregion
}
}

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// Felix-BangFBRoundModel
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe
// Createtime
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
namespace FBApplication
{
public class FBRoundModel : FBModel
{
#region
private const float f_roundInterval = 3f; //回合之间的间隔时间 3秒
private const float f_spawnInterval = 1f; //两怪物出生间隔 1秒
#endregion
#region
private List<FBRound> f_rounds = new List<FBRound>();
private int f_roundIndex = -1; //当前回合的索引
private bool f_allRoundsComplete = false; //是否所有怪物都出来
private Coroutine f_coroutine;
#endregion
#region
public override string Name
{
get { return FBConsts.M_RoundModel; }
}
/// <summary> 回合索引 </summary>
public int RoundIndex
{
get { return f_roundIndex; }
}
/// <summary> 总回合数 </summary>
public int RoundTotal
{
get { return f_rounds.Count; }
}
/// <summary> 所有回合是否完成 </summary>
public bool AllRoundComplete
{
get { return f_allRoundsComplete; }
}
#endregion
#region
public void LoadLevel(FBLevel level)
{
f_rounds = level.Rounds;
}
public void StartRound()
{
f_coroutine = FBGame.Instance.StartCoroutine(RunRound());
}
public void StopRound()
{
FBGame.Instance.StopCoroutine(f_coroutine);
}
IEnumerator RunRound()
{
f_roundIndex = -1;
f_allRoundsComplete = false;
for (int i = 0; i < f_rounds.Count; i++)
{
f_roundIndex = i;
//回合开始
FBRoundStartArgs e = new FBRoundStartArgs
{
RoundIndex = f_roundIndex,
RoundTotal = RoundTotal
};
SendEvent(FBConsts.E_RoundStart, e);
FBRound round = f_rounds[i];
for (int k = 0; k < round.Count; k++)
{
//出怪间隔
yield return new WaitForSeconds(f_spawnInterval);
//出怪事件
FBSpawnMonsterArgs spawnArgs = new FBSpawnMonsterArgs
{
MonsterID = round.MonsterID
};
SendEvent(FBConsts.E_SpawnMonster,spawnArgs);
if (i == f_rounds.Count -1 && k == round.Count - 1)
f_allRoundsComplete = true;
}
//回合间隔
if(!f_allRoundsComplete)
yield return new WaitForSeconds(f_roundInterval);
}
}
#endregion
#region
#endregion
}
}

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// Felix-BangFBUIComplete
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe通关
// Createtime2018/10/09
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
using UnityEngine.UI;
using System;
namespace FBApplication
{
public class FBUIComplete : FBView
{
#region
[SerializeField]
private Button btnRestart;
[SerializeField]
private Button btnClear;
#endregion
#region
public override string Name
{
get
{
return FBConsts.V_Complete;
}
}
#endregion
#region Unity回调
private void Start()
{
btnRestart.onClick.AddListener(OnRestartClick);
btnClear.onClick.AddListener(OnClearClick);
}
#endregion
#region
public override void RegisterEvents()
{
base.RegisterEvents();
}
public override void HandleEvent(string eventName, object data = null)
{
}
#endregion
#region
private void OnRestartClick()
{
FBGame.Instance.LoadScene(1);
}
private void OnClearClick()
{
FBGameModel gameModel = GetModel<FBGameModel>();
gameModel.ClearProgress();
}
#endregion
}
}

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// Felix-BangFBUIBoard
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe关卡-公告栏
// Createtime2018/9/28
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
using UnityEngine.UI;
using System;
namespace FBApplication
{
public class FBUIBoard : FBView
{
#region
[SerializeField]
private Text txtScore;
[SerializeField]
private Text txtCurrent;
[SerializeField]
private Text txtTotal;
[SerializeField]
private GameObject goRoundInfo;
[SerializeField]
private GameObject goPause;
[SerializeField]
private Button btnSpeed1;
[SerializeField]
private Button btnSpeed2;
[SerializeField]
private Button btnPause;
[SerializeField]
private Button btnPlay;
[SerializeField]
private Button btnSystem;
private GameSpeed f_speed = GameSpeed.One;
private bool f_isPlaying = false;
private int f_gold = 0;
#endregion
#region
public override string Name
{
get { return FBConsts.V_Board; }
}
public int Glod
{
get { return f_gold; }
set
{
f_gold = value;
txtScore.text = value.ToString();
}
}
public GameSpeed Speed
{
get { return f_speed; }
set
{
f_speed = value;
btnSpeed1.gameObject.SetActive(f_speed == GameSpeed.One);
btnSpeed2.gameObject.SetActive(f_speed == GameSpeed.Two);
}
}
public bool IsPlaying
{
get { return f_isPlaying; }
set
{
f_isPlaying = value;
goRoundInfo.SetActive(value);
goPause.SetActive(!value);
}
}
#endregion
#region Unity回调
private void Awake()
{
Glod = 0;
IsPlaying = true;
Speed = GameSpeed.One;
}
private void Start()
{
btnSpeed1.onClick.AddListener(OnSpeed1Click);
btnSpeed2.onClick.AddListener(OnSpeed2Click);
btnPause.onClick.AddListener(OnPauseClick);
btnPlay.onClick.AddListener(OnPlayClick);
btnSystem.onClick.AddListener(OnSystemClick);
}
#endregion
#region
public override void RegisterEvents() { }
public override void HandleEvent(string eventName, object data = null)
{}
#endregion
#region
private void OnSpeed1Click()
{
Speed = GameSpeed.Two;
}
private void OnSpeed2Click()
{
Debug.Log("Two");
Speed = GameSpeed.One;
}
private void OnPauseClick()
{
IsPlaying = false;
}
private void OnPlayClick()
{
IsPlaying = false;
}
private void OnSystemClick()
{
}
private void UpdateRoundInfo(int currentRound,int total)
{
txtCurrent.text = currentRound.ToString("D2");
txtTotal.text = total.ToString("D2");
}
#endregion
#region
#endregion
}
}

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// Felix-BangFBUICountDown
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe关卡-倒计时
// Createtime2018/9/28
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
using UnityEngine.UI;
using System;
namespace FBApplication
{
public class FBUICountDown : FBView
{
#region
[SerializeField]
private Image imgCount;
[SerializeField]
private Sprite[] sptNumbers;
#endregion
#region
public override string Name
{
get { return FBConsts.V_CountDown; }
}
#endregion
#region
public override void RegisterEvents()
{
EventLists.Add(FBConsts.E_SceneEnter);
}
public override void HandleEvent(string eventName, object data = null)
{
switch (eventName)
{
case FBConsts.E_SceneEnter:
FBSceneArgs e = (FBSceneArgs)data;
if (e.Index == 3)
StartCountDown();
break;
default:
break;
}
}
#endregion
#region
private void Show()
{
gameObject.SetActive(true);
}
private void Hide()
{
gameObject.SetActive(false);
}
public void StartCountDown()
{
Show();
StartCoroutine("DisplayCount");
}
IEnumerator DisplayCount()
{
int count = 3;
while (count > 0)
{
imgCount.sprite = sptNumbers[count - 1];
count--;
yield return new WaitForSeconds(1f);
if (count <= 0)
break;
}
Hide();
SendEvent(FBConsts.E_CountDownComplete);
}
#endregion
}
}

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// Felix-BangFBUILost
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe关卡-失败
// Createtime2018/10/09
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
using UnityEngine.UI;
using System;
namespace FBApplication
{
public class FBUILost : FBView
{
#region
[SerializeField]
private Text txtCurrent;
[SerializeField]
private Text txtTotal;
[SerializeField]
private Button btnRestart;
#endregion
#region
public override string Name
{
get
{
return FBConsts.V_Lost;
}
}
#endregion
#region Unity回调
private void Awake()
{
UpdatteRoundInfo(0,0);
}
private void Start()
{
btnRestart.onClick.AddListener(OnRestartClick);
}
#endregion
#region
public override void HandleEvent(string eventName, object data = null)
{
}
#endregion
#region
private void OnRestartClick()
{
FBGameModel gameModel = GetModel<FBGameModel>();
SendEvent(FBConsts.E_LevelStart, new FBStartLevelArgs() { ID = gameModel.PlayLevelIndex });
}
public void Show()
{
gameObject.SetActive(true);
FBRoundModel roundModel = GetModel<FBRoundModel>();
UpdatteRoundInfo(roundModel.RoundIndex+1,roundModel.RoundTotal);
}
private void Hide()
{
gameObject.SetActive(false);
}
private void UpdatteRoundInfo(int currentRound,int totalRound)
{
txtCurrent.text = currentRound.ToString("D2");
txtTotal.text = totalRound.ToString();
}
#endregion
#region
#endregion
}
}

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// Felix-BangFBUISpawner
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe怪物孵化器
// Createtime2018/10/12
using FBFramework;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBUISpawner : FBView
{
#region
FBMap f_map;
FBCarrot f_carrot = null;
#endregion
#region
public override string Name
{
get { return FBConsts.V_Spawner; }
}
#endregion
#region
public override void RegisterEvents()
{
EventLists.Add(FBConsts.E_SceneEnter);
EventLists.Add(FBConsts.E_SpawnMonster);
EventLists.Add(FBConsts.E_SpawnTower);
}
public override void HandleEvent(string eventName, object data = null)
{
switch (eventName)
{
case FBConsts.E_SceneEnter:
OnSpawnCarrot(data as FBSceneArgs);
break;
case FBConsts.E_SpawnMonster:
OnSpawnMonster(data as FBSpawnMonsterArgs);
break;
case FBConsts.E_SpawnTower:
OnSpawnTower(data as FBSpawnTowerArgs);
break;
default:
break;
}
}
private void OnMapGridClick(object sender, FBGridClickEventArgs e)
{
FBGameModel game = GetModel<FBGameModel>();
//游戏还未开始,那么不操作菜单
if (!game.IsPlaying)
return;
//如果有菜单显示,那么隐藏菜单
if (FBUITowerPopup.Instance.IsPopShow)
{
SendEvent(FBConsts.E_TowerHide);
return;
}
FBGrid grid = e.Grid;
if (!grid.CanHold)
{
SendEvent(FBConsts.E_TowerHide);
return;
}
if (grid.Data == null)
{
FBShowTowerCreatArgs args = new FBShowTowerCreatArgs()
{
Position = f_map.GetPosition(grid),
UpSide = grid.Index_Y < FBMap.RowCount / 2
};
SendEvent(FBConsts.E_ShowTowerCreat, args);
}
else
{
FBShowTowerUpgradeArgs args = new FBShowTowerUpgradeArgs() { Tower = grid.Data as FBTower };
SendEvent(FBConsts.E_ShowTowerUpgrade, args);
}
}
#endregion
#region
private void OnSpawnCarrot(FBSceneArgs args)
{
if (args.Index == 3)
{
f_map = GetComponent<FBMap>();
f_map.OnFBGridClick += OnMapGridClick;
//获取数据
FBGameModel gameModel = GetModel<FBGameModel>();
f_map.LoadLevel(gameModel.PlayLevel);
GameObject go = FBGame.Instance.ObjectPool.Spawn("Carrot");
f_carrot = go.GetComponent<FBCarrot>();
f_carrot.transform.position = f_map.Path[f_map.Path.Length - 1];
f_carrot.DeadAction += CarrotDead;
}
}
private void OnSpawnMonster(FBSpawnMonsterArgs args)
{
//创建怪物
string monsterName = "Monster" + args.MonsterID;
GameObject go= FBGame.Instance.ObjectPool.Spawn(monsterName);
FBMonster monster = go.GetComponent<FBMonster>();
monster.HPChangedAction += MonsterHPChanged;
monster.DeadAction += MonsterDead;
monster.ReachedAction += MonSterReched;
monster.OnLoad(f_map.Path);
}
private void OnSpawnTower(FBSpawnTowerArgs args)
{
//创建Tower
FBTowerInfo info = FBGame.Instance.StaticData.GetTower(args.TowerID);
GameObject go = FBGame.Instance.ObjectPool.Spawn(info.PrefabName);
FBTower tower = go.GetComponent<FBTower>();
tower.transform.position = args.Position;
//Tile里放入Tower信息
FBGrid tile = f_map.GetGrid(args.Position);
////初始化Tower
tower.Load(args.TowerID, tile,f_map.MapRect);
tile.Data = tower;
}
private void MonsterHPChanged(int arg1, int arg2)
{
}
private void MonSterReched(FBMonster monster)
{
//萝卜掉血
f_carrot.Damage(1);
//怪物死亡
monster.HP = 0;
}
private void MonsterDead(FBRole monster)
{
//回收
FBGame.Instance.ObjectPool.Unspawn(monster.gameObject);
GameObject[] monsters = GameObject.FindGameObjectsWithTag("Monster");
FBRoundModel roundModel = GetModel<FBRoundModel>();
// 萝卜没死 场景上已没有怪物 所有怪物已出完
if (!f_carrot.IsDead && monsters.Length <= 0 && roundModel.AllRoundComplete)
{
FBGameModel gameModel = GetModel<FBGameModel>();
//游戏胜利
SendEvent(FBConsts.E_LevelEnd,new FBEndLevelArgs() { ID = gameModel.PlayLevelIndex,IsWin=true });
}
}
private void CarrotDead(FBRole carrot)
{
FBGame.Instance.ObjectPool.Unspawn(carrot.gameObject);
FBGameModel gameModel = GetModel<FBGameModel>();
SendEvent(FBConsts.E_LevelEnd, new FBEndLevelArgs() { ID = gameModel.PlayLevelIndex, IsWin = false });
}
#endregion
}
}

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// Felix-BangFBUISystem
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe关卡-系统
// Createtime2018/10/09
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
using UnityEngine.UI;
using System;
namespace FBApplication
{
public class FBUISystem : FBView
{
#region
#endregion
#region
#endregion
#region
[SerializeField]
private Button btnResume;
[SerializeField]
private Button btnRestart;
[SerializeField]
private Button btnSelect;
#endregion
#region
public override string Name
{
get
{
return FBConsts.V_System;
}
}
#endregion
#region Unity回调
private void Start()
{
btnResume.onClick.AddListener(OnResumeClick);
btnRestart.onClick.AddListener(OnRestartClick);
btnSelect.onClick.AddListener(OnSelectClick);
}
#endregion
#region
public override void HandleEvent(string eventName, object data = null)
{
}
#endregion
#region
private void OnResumeClick()
{
}
private void OnRestartClick()
{
}
private void OnSelectClick()
{
}
private void Show()
{
gameObject.SetActive(true);
}
private void Hide()
{
gameObject.SetActive(false);
}
#endregion
}
}

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// Felix-BangFBUIWin
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe关卡-获胜
// Createtime2018/10/09
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
using UnityEngine.UI;
using System;
namespace FBApplication
{
public class FBUIWin : FBView
{
#region
[SerializeField]
private Text txtCurrent;
[SerializeField]
private Text txtTotal;
[SerializeField]
private Button btnRestart;
[SerializeField]
private Button btnContinute;
#endregion
#region
public override string Name
{
get
{
return FBConsts.V_Win;
}
}
#endregion
#region Unity回调
private void Awake()
{
UpdatteRoundInfo(0,0);
}
private void Start()
{
btnRestart.onClick.AddListener(OnRestartClick);
btnContinute.onClick.AddListener(OnContinuteClick);
}
#endregion
#region
public override void HandleEvent(string eventName, object data = null)
{
}
#endregion
#region
private void OnRestartClick()
{
FBGameModel gameModel = GetModel<FBGameModel>();
SendEvent(FBConsts.E_LevelStart, new FBStartLevelArgs() { ID = gameModel.PlayLevelIndex });
}
private void OnContinuteClick()
{
FBGameModel gameModel = GetModel<FBGameModel>();
if (gameModel.PlayLevelIndex >= gameModel.LevelCount - 1)
{
//游戏通关
FBGame.Instance.LoadScene(4);
}
else
SendEvent(FBConsts.E_LevelStart, new FBStartLevelArgs() { ID = gameModel.PlayLevelIndex + 1 }); //开始下一关卡
}
public void Show()
{
gameObject.SetActive(true);
FBRoundModel roundModel = GetModel<FBRoundModel>();
UpdatteRoundInfo(roundModel.RoundIndex + 1, roundModel.RoundTotal);
}
private void Hide()
{
gameObject.SetActive(false);
}
private void UpdatteRoundInfo(int currentRound,int totalRound)
{
txtCurrent.text = currentRound.ToString("D2");
txtTotal.text = totalRound.ToString();
}
#endregion
#region
#endregion
}
}

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// Felix-BangFBSellIcon
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe出售Icon
// Createtime2018/10/16
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBSellIcon : MonoBehaviour
{
#region
FBTower f_tower;
#endregion
#region Unity回调
private void OnMouseDown()
{
SendMessageUpwards("OnSellTower", f_tower, SendMessageOptions.RequireReceiver);
}
#endregion
#region
public void Load(FBTower tower)
{
f_tower = tower;
}
#endregion
}
}

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// Felix-BangFBSpawnPanel
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe创建炮塔
// Createtime2018/10/16
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBSpawnPanel : MonoBehaviour
{
#region
FBTowerIcon[] f_icons;
#endregion
#region Unity回调
void Awake ()
{
f_icons = GetComponentsInChildren<FBTowerIcon>();
}
#endregion
#region
public void Show(FBGameModel gm, Vector3 createPosition, bool upSide)
{
transform.position = createPosition;
for (int i = 0; i < f_icons.Length; i++)
{
FBTowerInfo info = FBGame.Instance.StaticData.GetTower(i);
f_icons[i].Load(gm, info, createPosition, upSide);
}
gameObject.SetActive(true);
}
public void Hide()
{
gameObject.SetActive(false);
}
#endregion
}
}

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// Felix-BangFBTowerIcon
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe炮塔Icon
// Createtime2018/10/16
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBTowerIcon : MonoBehaviour
{
#region
SpriteRenderer f_render;
FBTowerInfo f_towerInfo;
Vector3 f_creatPos;
bool f_enough = false; //玩家的金币是否足够买该塔
#endregion
#region Unity回调
void Awake ()
{
f_render = GetComponent<SpriteRenderer>();
}
private void OnMouseDown()
{
if (!f_enough)
return;
int id = f_towerInfo.ID;
Vector3 pos = f_creatPos;
object[] args = { id, pos };
SendMessageUpwards("OnSpawnTower",args,SendMessageOptions.RequireReceiver);
}
#endregion
#region
public void Load(FBGameModel game,FBTowerInfo info,Vector3 creatPos,bool upSide)
{
f_towerInfo = info;
f_creatPos = creatPos;
//f_enough = game.Gold > info.BasePrice;
f_enough = true;
string path= "Res/Roles/" + (f_enough ? info.NormalIcon : info.DisabledIcon);
f_render.sprite = Resources.Load<Sprite>(path);
Vector3 pos = transform.localPosition;
pos.y = upSide ? Mathf.Abs(pos.y) : -Mathf.Abs(pos.y);
transform.localPosition = pos;
}
#endregion
}
}

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// Felix-BangFBUITowerPopup
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe炮塔管理界面
// Createtime2018/10/16
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
namespace FBApplication
{
public class FBUITowerPopup : FBView
{
#region
[SerializeField]
private FBSpawnPanel f_spawnPanel;
[SerializeField]
private FBUpgadePanel f_upgadePanel;
#endregion
#region
private static FBUITowerPopup f_Instance = null;
public static FBUITowerPopup Instance
{
get
{
return f_Instance;
}
}
public override string Name
{
get { return FBConsts.V_TowerPopup; }
}
public bool IsPopShow
{
get
{
foreach (Transform child in transform)
{
if (child.gameObject.activeSelf)
return true;
}
return false;
}
}
#endregion
#region
void Awake()
{
f_Instance = this;
}
void Start()
{
HideAllPanels();
}
public override void RegisterEvents()
{
EventLists.Add(FBConsts.E_ShowTowerCreat);
EventLists.Add(FBConsts.E_ShowTowerUpgrade);
EventLists.Add(FBConsts.E_TowerHide);
}
public override void HandleEvent(string eventName, object data = null)
{
switch (eventName)
{
case FBConsts.E_ShowTowerCreat:
ShowCreatePanel(data as FBShowTowerCreatArgs);
break;
case FBConsts.E_ShowTowerUpgrade:
ShowUpgradePanel(data as FBShowTowerUpgradeArgs);
break;
case FBConsts.E_TowerHide:
HideAllPanels();
break;
}
}
void OnSpawnTower(object[] args)
{
SendEvent(FBConsts.E_SpawnTower,new FBSpawnTowerArgs() { TowerID =(int)args[0],Position=(Vector3)args[1]});
}
void OnUpgradeTower(FBTower tower)
{
SendEvent(FBConsts.E_UpgradeTower, new FBUpgradeTowerArgs() { Tower = tower });
}
void OnSellTower(FBTower tower)
{
SendEvent(FBConsts.E_SellTower, new FBSellTowerArgs() { Tower = tower });
}
#endregion
#region
void ShowCreatePanel(FBShowTowerCreatArgs args)
{
HideAllPanels();
FBGameModel gm = GetModel<FBGameModel>();
f_spawnPanel.Show(gm, args.Position, args.UpSide);
}
void ShowUpgradePanel(FBShowTowerUpgradeArgs args)
{
HideAllPanels();
FBGameModel gm = GetModel<FBGameModel>();
f_upgadePanel.Show(gm, args.Tower);
}
void HideAllPanels()
{
f_spawnPanel.Hide();
f_upgadePanel.Hide();
}
#endregion
}
}

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// Felix-BangFBUpgadePanel
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe升级/出售炮塔
// Createtime2018/10/16
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBUpgadePanel : MonoBehaviour
{
#region
FBUpgradeIcon f_upgradeIcon;
FBSellIcon f_sellIcon;
#endregion
#region Unity回调
void Awake()
{
f_upgradeIcon = GetComponentInChildren<FBUpgradeIcon>();
f_sellIcon = GetComponentInChildren<FBSellIcon>();
}
#endregion
#region
public void Show(FBGameModel gm, FBTower tower)
{
transform.position = tower.transform.position;
f_upgradeIcon.Load(gm, tower);
f_sellIcon.Load(tower);
gameObject.SetActive(true);
}
public void Hide()
{
gameObject.SetActive(false);
}
#endregion
}
}

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// Felix-BangFBUpgradeIcon
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe升级Icon
// Createtime2018/10/16
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBUpgradeIcon : MonoBehaviour
{
#region
SpriteRenderer f_render;
FBTower f_tower;
#endregion
#region Unity回调
void Awake ()
{
f_render = GetComponent<SpriteRenderer>();
}
void OnMouseDown()
{
if (f_tower.IsTopLevel)
return;
SendMessageUpwards("OnUpgradeTower", f_tower, SendMessageOptions.RequireReceiver);
}
#endregion
#region
public void Load(FBGameModel game, FBTower tower)
{
f_tower = tower;
FBTowerInfo info = FBGame.Instance.StaticData.GetTower(tower.ID);
string path = "Res/Roles/" + (tower.IsTopLevel ? info.NormalIcon : info.DisabledIcon);
f_render.sprite = Resources.Load<Sprite>(path);
}
#endregion
}
}

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// Felix-BangFBUICard
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe
// Createtime
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
namespace FBApplication
{
public class FBUICard : MonoBehaviour,IPointerDownHandler
{
//点击事件
public event Action<FBCard> OnClickAction;
[SerializeField]
private Image imgCard;
[SerializeField]
private Image imgLock;
//卡片属性
private FBCard f_card = null;
public FBCard Card
{
set
{
f_card = value;
BindCard();
}
}
//是否为半透明
private bool f_isTransparent;
public bool IsTransparent
{
get { return f_isTransparent; }
set
{
f_isTransparent = value;
Image[] images = new Image[] { imgCard, imgLock };
foreach (Image img in images)
{
Color c = img.color;
c.a = value ? 0.5f : 1f;
img.color = c;
}
}
}
private void BindCard()
{
//加载图片
string cardFile = "file://" + FBConsts.CardsDir +"\\"+ f_card.CardImage;
StartCoroutine(FBTools.LoadImage(cardFile,imgCard));
//是否锁定
imgLock.gameObject.SetActive(f_card.IsLocked);
}
public void OnPointerDown(PointerEventData eventData)
{
if (OnClickAction != null)
OnClickAction(f_card);
}
private void OnDestroy()
{
while (OnClickAction != null)
OnClickAction -= OnClickAction;
}
}
}

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// Felix-BangFBUISelect
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe选择界面
// Createtime2018/10/09
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using FBFramework;
using System.IO;
using System;
namespace FBApplication
{
public class FBUISelect : FBView
{
#region
[SerializeField]
private Button btnBack;
[SerializeField]
private Button btnHelp;
[SerializeField]
private Button btnStart;
[SerializeField]
private FBUICard f_leftCard;
[SerializeField]
private FBUICard f_currentCard;
[SerializeField]
private FBUICard f_rightCard;
private List<FBCard> f_cards = new List<FBCard>();
private int f_selectedIndex = -1;
FBGameModel f_gameModel = null;
#endregion
#region
public override string Name
{
get { return FBConsts.V_Select; }
}
#endregion
#region
private void OnBackButtonClick()
{
FBGame.Instance.LoadScene(1);
}
private void OnHelpButtonClick()
{
Debug.Log("Help");
}
private void OnStartButtonClick()
{
FBStartLevelArgs e = new FBStartLevelArgs
{
ID = f_selectedIndex
};
SendEvent(FBConsts.E_LevelStart, e);
}
//public void ChooseLevel()
//{
// FBStartLevelArgs e = new FBStartLevelArgs
// {
// ID = f_selectedIndex
// };
// SendEvent(FBConsts.E_LevelStart, e);
//}
private void LoadCards()
{
//获取Level集合
List<FBLevel> levels = f_gameModel.AllLevels;
//构建Card合集
for (int i = 0; i < levels.Count; i++)
{
FBCard card = new FBCard()
{
LevelID = i,
CardImage = levels[i].CardImage,
IsLocked = !(i <= f_gameModel.GameProgressIndex +1) //TODO
};
f_cards.Add(card);
}
f_leftCard.OnClickAction += (info)=>SelectCard(info.LevelID);
f_currentCard.OnClickAction += (info) => SelectCard(info.LevelID);
f_rightCard.OnClickAction += (info) => SelectCard(info.LevelID);
//默认选择第一个关卡
SelectCard(0);
}
//选择关卡
private void SelectCard(int index)
{
if (f_selectedIndex == index)
return;
f_selectedIndex = index;
//计算索引
int leftIndex = f_selectedIndex - 1;
int currentIndex = f_selectedIndex;
int rightIndex = f_selectedIndex + 1;
//绑定数据
if (leftIndex < 0)
f_leftCard.gameObject.SetActive(false);
else
{
f_leftCard.gameObject.SetActive(true);
f_leftCard.IsTransparent = true;
f_leftCard.Card = f_cards[leftIndex];
}
f_currentCard.IsTransparent = false;
f_currentCard.Card = f_cards[currentIndex];
//开始按钮显示设置
btnStart.gameObject.SetActive(!f_cards[currentIndex].IsLocked);
if (rightIndex >= f_cards.Count)
f_rightCard.gameObject.SetActive(false);
else
{
f_rightCard.gameObject.SetActive(true);
f_rightCard.IsTransparent = true;
f_rightCard.Card = f_cards[rightIndex];
}
}
#endregion
#region Unity回调
private void Start()
{
btnBack.onClick.AddListener(OnBackButtonClick);
btnHelp.onClick.AddListener(OnHelpButtonClick);
btnStart.onClick.AddListener(OnStartButtonClick);
}
#endregion
#region
public override void RegisterEvents()
{
EventLists.Add(FBConsts.E_SceneEnter);
}
public override void HandleEvent(string eventName, object data = null)
{
switch (eventName)
{
case FBConsts.E_SceneEnter:
FBSceneArgs e = data as FBSceneArgs;
if (e.Index == 2)
{
f_gameModel = GetModel<FBGameModel>();
LoadCards();
}
break;
}
}
#endregion
#region
#endregion
}
}

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// Felix-BangFBUIStart
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe开始界面
// Createtime2018/9/25
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
namespace FBApplication
{
public class FBUIStart : FBView
{
public override string Name
{
get { return FBConsts.V_Start; }
}
public void GotoSelect()
{
FBGame.Instance.LoadScene(2);
}
public override void HandleEvent(string eventName, object data = null) {}
}
}

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@ -1,38 +0,0 @@
// Felix-BangFBCountDownCompleteController
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe倒计时结束控制器
// Createtime2018/10/12
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
namespace FBApplication
{
public class FBCountDownCompleteController : FBController
{
public override void Execute(object data = null)
{
//游戏开始
FBGameModel gameModel = GetModel<FBGameModel>();
gameModel.IsPlaying = true;
//出怪
FBRoundModel roundModel = GetModel<FBRoundModel>();
roundModel.StartRound();
}
}
}

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// Felix-BangFBLevelEndController
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe开始关卡控制器
// Createtime
using FBFramework;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBLevelEndController : FBController
{
public override void Execute(object data = null)
{
FBEndLevelArgs e = data as FBEndLevelArgs;
//保存游戏状态
FBGameModel gameModel = GetModel<FBGameModel>();
FBRoundModel roundModel = GetModel<FBRoundModel>();
roundModel.StopRound();
gameModel.StoptLevel(e.IsWin);
//弹出UI
if (e.IsWin)
GetView<FBUIWin>().Show();
else
GetView<FBUILost>().Show();
}
}
}

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// Felix-BangFBLevelStartController
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe开始关卡控制器
// Createtime2018/9/19
using FBFramework;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBLevelStartController : FBController
{
public override void Execute(object data = null)
{
FBStartLevelArgs e = data as FBStartLevelArgs;
//第一步
FBGameModel gameModel = GetModel<FBGameModel>();
gameModel.StartLevel(e.ID);
//第二步
FBRoundModel roundModel = GetModel<FBRoundModel>();
roundModel.LoadLevel(gameModel.PlayLevel);
// 进入游戏
FBGame.Instance.LoadScene(3);
}
}
}

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// Felix-BangFBSceneEnterController
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe进入场景控制器
// Createtime2018/9/26
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
namespace FBApplication
{
public class FBSceneEnterController : FBController
{
public override void Execute(object data = null)
{
FBSceneArgs e = data as FBSceneArgs;
//注册视图View
switch (e.Index)
{
case 0:
break;
case 1:
RegisterView(GameObject.Find("UIStart").GetComponent<FBUIStart>());
break;
case 2:
RegisterView(GameObject.Find("UISelect").GetComponent<FBUISelect>());
break;
case 3:
RegisterView(GameObject.Find("Map").transform.GetComponent<FBUISpawner>());
RegisterView(GameObject.Find("TowerPopup").transform.GetComponent<FBUITowerPopup>());
RegisterView(GameObject.Find("Canvas").transform.Find("UIBoard").GetComponent<FBUIBoard>());
RegisterView(GameObject.Find("Canvas").transform.Find("UICountDown").GetComponent<FBUICountDown>());
RegisterView(GameObject.Find("Canvas").transform.Find("UIWin").GetComponent<FBUIWin>());
RegisterView(GameObject.Find("Canvas").transform.Find("UILost").GetComponent<FBUILost>());
RegisterView(GameObject.Find("Canvas").transform.Find("UISystem").GetComponent<FBUISystem>());
break;
case 4:
RegisterView(GameObject.Find("UIComplete").GetComponent<FBUIComplete>());
break;
default:
break;
}
}
}
}

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// Felix-BangFBSceneExitController
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe退出场景控制器
// Createtime2018/9/26
using FBFramework;
namespace FBApplication
{
public class FBSceneExitController : FBController
{
public override void Execute(object data = null)
{
//离开场景前回收
FBGame.Instance.ObjectPool.UnspawnAll();
}
}
}

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// Felix-BangFBSellTowerCommand
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe
// Createtime
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
namespace FBApplication
{
public class FBSellTowerCommand : FBController
{
public override void Execute(object data = null)
{
FBSellTowerArgs e = data as FBSellTowerArgs;
FBTower tower = e.Tower;
//清除Tile存储的信息
tower.Tile.Data = null;
//半价出售
FBGameModel gm = GetModel<FBGameModel>();
gm.Gold += e.Tower.Price / 2;
//回收
FBGame.Instance.ObjectPool.Unspawn(e.Tower.gameObject);
}
}
}

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// Felix-BangFBStartUpController
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe启动游戏控制器
// Createtime2018/9/26
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
namespace FBApplication
{
public class FBStartUpController : FBController
{
public override void Execute(object data = null)
{
//注册模型Model
RegisterModel(new FBGameModel());
RegisterModel(new FBRoundModel());
//注册命令Command
RegistControllers();
//初始化
FBGameModel gameModel = GetModel<FBGameModel>();
gameModel.OnInitialized();
//进入开始界面
FBGame.Instance.LoadScene(1);
}
private void RegistControllers()
{
RegisterController(FBConsts.E_SceneEnter, typeof(FBSceneEnterController));
RegisterController(FBConsts.E_SceneExit, typeof(FBSceneExitController));
RegisterController(FBConsts.E_LevelStart, typeof(FBLevelStartController));
RegisterController(FBConsts.E_LevelEnd, typeof(FBLevelEndController));
RegisterController(FBConsts.E_CountDownComplete, typeof(FBCountDownCompleteController));
RegisterController(FBConsts.E_UpgradeTower, typeof(FBUpgradeTowerCommand));
RegisterController(FBConsts.E_SellTower, typeof(FBSellTowerCommand));
}
}
}

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// Felix-BangFBUpgradeTowerCommand
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe
// Createtime
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FBFramework;
namespace FBApplication
{
public class FBUpgradeTowerCommand : FBController
{
public override void Execute(object data = null)
{
FBUpgradeTowerArgs e = data as FBUpgradeTowerArgs;
FBTower tower = e.Tower;
tower.Level++;
}
}
}

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// Felix-BangFBEndLevelArgs
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe结束关卡的事件参数
// Createtime2018/9/27
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBEndLevelArgs
{
/// <summary> 关卡索引 </summary>
public int ID { get; set; }
/// <summary>
/// 结束类型闯关成功true/失败false
/// </summary>
public bool IsWin;
}
}

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@ -1,37 +0,0 @@
// Felix-BangFBRoundStartArgs
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe回合参数
// Createtime2018/10/12
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBRoundStartArgs
{
#region
/// <summary> 当前回合索引 </summary>
public int RoundIndex;
/// <summary> 总回合数 </summary>
public int RoundTotal;
/// <summary> 回合提示 </summary>
public int RoundTips;
#endregion
}
}

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@ -1,11 +0,0 @@
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@ -1,31 +0,0 @@
// Felix-BangFBSceneArgs
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe场景相关的事件参数
// Createtime2018/9/26
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBSceneArgs
{
//场景索引
public int Index;
}
}

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@ -1,30 +0,0 @@
// Felix-BangFBSellTowerArgs
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe出售炮塔参数
// Createtime2018/10/17
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBSellTowerArgs
{
#region
public FBTower Tower;
#endregion
}
}

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@ -1,29 +0,0 @@
// Felix-BangFBShowTowerCreatArgs
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe显示创建炮塔参数
// Createtime2018/10/16
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBShowTowerCreatArgs
{
public Vector3 Position;
public bool UpSide;
}
}

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@ -1,11 +0,0 @@
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@ -1,28 +0,0 @@
// Felix-BangFBTowerUpgradeArgs
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe显示炮塔升级参数
// Createtime2018/10/16
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBShowTowerUpgradeArgs
{
public FBTower Tower;
}
}

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@ -1,11 +0,0 @@
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@ -1,34 +0,0 @@
// Felix-BangFBSpawnMonsterArgs
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe出怪参数
// Createtime2018/10/12
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBSpawnMonsterArgs
{
#region
/// <summary> 怪物类型 </summary>
public int MonsterID;
#endregion
}
}

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@ -1,11 +0,0 @@
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@ -1,31 +0,0 @@
// Felix-BangFBSpawnTowerArgs
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe产生炮塔参数
// Createtime2018/10/17
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBSpawnTowerArgs
{
#region
public Vector3 Position;
public int TowerID;
#endregion
}
}

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@ -1,11 +0,0 @@
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@ -1,31 +0,0 @@
// Felix-BangFBStartLevelArgs
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe开始关卡的事件参数
// Createtime2018/9/27
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBStartLevelArgs
{
/// <summary> 关卡ID </summary>
public int ID { get; set; }
}
}

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@ -1,13 +0,0 @@
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@ -1,30 +0,0 @@
// Felix-BangFBUpgradeTowerArgs
//   へ     /|
//  /7    ∠_/
//  / │    
//  Z _,    /`ヽ
// │     ヽ   /  〉
//  Y     `  /  /
// イ● 、 ●  ⊂⊃〈  /
// ()  へ    | \〈
//  >ー 、_  ィ  │
//  / へ   / ノ<|
//  ヽ_ノ  (_  │//
//  7       |
//  ―r ̄ ̄`ー―_
// Describe升级炮塔参数
// Createtime2018/10/17
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FBApplication
{
public class FBUpgradeTowerArgs
{
#region
public FBTower Tower;
#endregion
}
}

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