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Blacksmith/Assets/Pack/Prefab/Buttle.prefab
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168
Blacksmith/Assets/Pack/Prefab/Buttle.prefab
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|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: -1.97, y: 0, z: 0}
|
||||
m_LocalPosition: {x: -20.2, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
@ -22565,7 +22569,7 @@ Transform:
|
||||
m_GameObject: {fileID: 2021164978}
|
||||
serializedVersion: 2
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 1.18, y: 0, z: 0}
|
||||
m_LocalPosition: {x: 21.9, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
|
@ -11,6 +11,11 @@ public static class BDebug
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void LogWarning(object obj)
|
||||
{
|
||||
Debug.LogWarning(obj);
|
||||
}
|
||||
|
||||
public static void LogError( object obj)
|
||||
{
|
||||
Debug.LogError(obj);
|
||||
|
@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using cfg;
|
||||
using cfg.BlacksmithData;
|
||||
using Unity.Mathematics;
|
||||
@ -14,6 +15,7 @@ public class BattleManager : MonoBehaviour
|
||||
[SerializeField] private Transform[] mousters;
|
||||
|
||||
[SerializeField] private Transform[] playerParent;
|
||||
public List<Mouster> Mousters => _mousters;
|
||||
[SerializeField] private List<Mouster> _mousters=new List<Mouster>();
|
||||
|
||||
[SerializeField]
|
||||
@ -22,11 +24,14 @@ public class BattleManager : MonoBehaviour
|
||||
|
||||
[SerializeField] private PlayerRunState[] playerItems;
|
||||
[SerializeField] private List<MousterTeam> _mousterTeams = new List<MousterTeam>();
|
||||
[SerializeField] private List<Bullet> _bullets = new List<Bullet>();
|
||||
|
||||
public float NowTime => nowTime;
|
||||
private float nowTime=0;
|
||||
public int HP => hp;
|
||||
private int hp;
|
||||
public int Injured => injured;
|
||||
private int injured;
|
||||
private bool player = false;
|
||||
private int mousterIndex=0;
|
||||
public BattleEquipment[] BattleEquipments => _battleEquipments;
|
||||
@ -68,6 +73,8 @@ public class BattleManager : MonoBehaviour
|
||||
_battleEquipments[i] = new BattleEquipment();
|
||||
}
|
||||
|
||||
_battleEquipments[0].SetLock(true);
|
||||
|
||||
openVideoWeaponry = false;
|
||||
openVideoSoldier = false;
|
||||
}
|
||||
@ -84,6 +91,10 @@ public class BattleManager : MonoBehaviour
|
||||
public void OpenVideoSoldierEvent()
|
||||
{
|
||||
openVideoSoldier = true;
|
||||
foreach (var battle in _battleEquipments)
|
||||
{
|
||||
battle.SetLock(true);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 设置道具到指定单位
|
||||
@ -225,12 +236,15 @@ public class BattleManager : MonoBehaviour
|
||||
}
|
||||
|
||||
hp = allHP;
|
||||
injured = 0;
|
||||
BDebug.Log(hp);
|
||||
nowTime = 0;
|
||||
playerItems = new PlayerRunState[playerParent.Length];
|
||||
for (int i = 0; i < playerParent.Length; i++)
|
||||
{
|
||||
var index = i;
|
||||
if (BattleEquipments[i].EquipmentLock)
|
||||
{
|
||||
PrefabPool.ins.LoadObj("Battle_player", (GameObject obj) =>
|
||||
{
|
||||
obj.transform.parent = playerParent[index];
|
||||
@ -238,14 +252,21 @@ public class BattleManager : MonoBehaviour
|
||||
playerItems[index] = new PlayerRunState();
|
||||
playerItems[index].player = obj.GetComponent<PlayerItem>();
|
||||
playerItems[index].equipent = BattleEquipments[index];
|
||||
playerItems[index].equipent.RestSkill();
|
||||
playerItems[index].RestState();
|
||||
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
ResetLevelMouster();
|
||||
player = true;
|
||||
}
|
||||
|
||||
public void SetInjured(int num)
|
||||
{
|
||||
injured += num;
|
||||
}
|
||||
|
||||
void ResetLevelMouster()
|
||||
{
|
||||
mousterIndex = 0;
|
||||
@ -280,11 +301,11 @@ public class BattleManager : MonoBehaviour
|
||||
nowTime += Time.deltaTime;
|
||||
foreach (var mouster in _mousters)
|
||||
{
|
||||
AxisLookAt(mouster.transform, playerParent[0].position);
|
||||
mouster.Move(playerParent[0]);
|
||||
}
|
||||
|
||||
TeamUpdate();
|
||||
BulletUpdata();
|
||||
if (playerItems!=null)
|
||||
{
|
||||
foreach (var player in playerItems)
|
||||
@ -314,31 +335,84 @@ public class BattleManager : MonoBehaviour
|
||||
mousterIndex++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var bo = true;
|
||||
foreach (var unused in _mousterTeams.Where(mouster => mouster.Type!=MousterTeamType.end))
|
||||
{
|
||||
bo = false;
|
||||
}
|
||||
|
||||
if (bo)
|
||||
{
|
||||
BDebug.LogWarning("end");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void BulletUpdata()
|
||||
{
|
||||
for (int i = _bullets.Count-1; i >= 0; i--)
|
||||
{
|
||||
_bullets[i].BulletUpdate();
|
||||
}
|
||||
}
|
||||
public void AddBullets(Bullet bullet )
|
||||
{
|
||||
_bullets.Add(bullet);
|
||||
}
|
||||
|
||||
public void RemoveBullets(Bullet bullet)
|
||||
{
|
||||
_bullets.Remove(bullet);
|
||||
PrefabPool.ins.RecycleObj(bullet.gameObject);
|
||||
}
|
||||
|
||||
public void AddMouster()
|
||||
{
|
||||
var index = mousterIndex;
|
||||
foreach (var entity in _mousterTeams[mousterIndex].moustList)
|
||||
{
|
||||
|
||||
PrefabPool.ins.LoadObj(entity._data.Prefab, (GameObject obj) =>
|
||||
{
|
||||
obj.transform.parent = mousterPoint;
|
||||
obj.transform.position=mousters[Random.Range(0,mousters.Length)].position;
|
||||
var pos = new Vector3(Random.Range(mousters[0].position.x, mousters[1].position.x),
|
||||
Random.Range(mousters[0].position.y, mousters[1].position.y), 0);
|
||||
obj.transform.position=pos;
|
||||
AxisLookAt(obj.transform, obj.transform.position - new Vector3(0, 2, 0));
|
||||
var m = obj.GetComponent<Mouster>();
|
||||
m.InitMousterData(entity);
|
||||
_mousters.Add(m);
|
||||
_mousterTeams[index].AddObj(m);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveMouster(Mouster obj)
|
||||
{
|
||||
var index = mousterIndex;
|
||||
if (mousterIndex>=MousterCount)
|
||||
{
|
||||
index = mousterIndex - 1;
|
||||
}
|
||||
|
||||
bool bo = false;
|
||||
foreach (var mouster in _mousterTeams)
|
||||
{
|
||||
mouster.Remove(obj,ref bo);
|
||||
if (bo)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
_mousters.Remove(obj);
|
||||
PrefabPool.ins.RecycleObj(obj.gameObject);
|
||||
}
|
||||
void AxisLookAt(Transform tr_self, Vector3 lookPos)
|
||||
public void AxisLookAt(Transform tr_self, Vector3 lookPos)
|
||||
{
|
||||
Vector3 dir = lookPos - tr_self.position;
|
||||
dir.z = 0;
|
||||
float angle = Vector3.SignedAngle(Vector3.up, dir, Vector3.forward);
|
||||
Quaternion rotation = Quaternion.Euler(0, 0, angle); //将欧拉角转换为四元数
|
||||
tr_self.rotation = rotation;
|
||||
@ -355,6 +429,8 @@ public class BattleEquipment
|
||||
public int audioUniversalID=0;
|
||||
public int audioWeaponID=0;
|
||||
public int audioWeapon2ID=0;
|
||||
public bool EquipmentLock => equipmentLock;
|
||||
private bool equipmentLock = false;
|
||||
public SkillState Weapon => weapon;
|
||||
private SkillState weapon;
|
||||
public SkillState Weapon2 => weapon2;
|
||||
@ -368,31 +444,36 @@ public class BattleEquipment
|
||||
public SkillState AudioWeapon2 => audioWeapon2;
|
||||
private SkillState audioWeapon2;
|
||||
|
||||
public void SetLock(bool bo)
|
||||
{
|
||||
equipmentLock = bo;
|
||||
}
|
||||
|
||||
public void RestSkill()
|
||||
{
|
||||
if (weaponID!=0)
|
||||
{
|
||||
weapon = new SkillState(weaponID);
|
||||
weapon = new SkillState(weaponID,"weaponID");
|
||||
}
|
||||
if (weapon2ID!=0)
|
||||
{
|
||||
weapon2 = new SkillState(weapon2ID);
|
||||
weapon2 = new SkillState(weapon2ID,"weapon2ID");
|
||||
}
|
||||
if (armorID!=0)
|
||||
{
|
||||
armor = new SkillState(armorID);
|
||||
armor = new SkillState(armorID,"armorID");
|
||||
}
|
||||
if (audioUniversalID!=0)
|
||||
{
|
||||
audioUniversal = new SkillState(audioUniversalID);
|
||||
audioUniversal = new SkillState(audioUniversalID,"audioUniversalID");
|
||||
}
|
||||
if (audioWeaponID!=0)
|
||||
{
|
||||
audioWeapon = new SkillState(audioWeaponID);
|
||||
audioWeapon = new SkillState(audioWeaponID,"audioWeaponID");
|
||||
}
|
||||
if (audioWeapon2ID!=0)
|
||||
{
|
||||
audioWeapon2 = new SkillState(audioWeapon2ID);
|
||||
audioWeapon2 = new SkillState(audioWeapon2ID,"audioWeapon2ID");
|
||||
}
|
||||
|
||||
}
|
||||
@ -416,44 +497,57 @@ public class SkillState
|
||||
public SkillData data;
|
||||
public float cd;
|
||||
public float cdTime;
|
||||
public List<Action> Actions = new List<Action>();
|
||||
public int Attack => attack;
|
||||
private int attack = 0;
|
||||
public float Ratio => ratio;
|
||||
private float ratio = 1;
|
||||
public List<Action<SkillState>> Actions = new List<Action<SkillState>>();
|
||||
public List<Action> WaitActions = new List<Action>();
|
||||
public bool SkillLock => skillLock;
|
||||
private bool skillLock = false;
|
||||
public string Name => name;
|
||||
private string name;
|
||||
|
||||
public SkillState(int _id)
|
||||
public SkillState(int _id,string na)
|
||||
{
|
||||
if (_id==0)
|
||||
{
|
||||
id = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
name = na;
|
||||
id = _id;
|
||||
itemData = JsonTab.Instance.tables.Item.Get(id);
|
||||
var attributeData = JsonTab.Instance.tables.WeaponSkill.Get(id);
|
||||
var weapon =
|
||||
JsonTab.Instance.attributeData(itemData.Includearms, DataManager.GetDrawLevel(itemData.Includearms));
|
||||
attack = weapon.Attack;
|
||||
data = JsonTab.Instance.tables.Skill.Get(attributeData.Initialskill);
|
||||
ratio = data.SkillDamage;
|
||||
cd = data.SkillCD / 10000;
|
||||
cdTime = BattleManager.ins.NowTime;
|
||||
Actions = new List<Action>();
|
||||
Actions = new List<Action<SkillState>>();
|
||||
skillLock = false;
|
||||
}
|
||||
|
||||
public void SkillCD()
|
||||
{
|
||||
skillLock = false;
|
||||
// skillLock = false;
|
||||
cdTime = BattleManager.ins.NowTime;
|
||||
BDebug.LogWarning(name);
|
||||
foreach (var a in Actions)
|
||||
{
|
||||
a?.Invoke();
|
||||
a?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void AddAction(Action action)
|
||||
public void AddAction(Action<SkillState> action)
|
||||
{
|
||||
Actions.Add(action);
|
||||
}
|
||||
|
||||
public void RemoveAction(Action action)
|
||||
public void RemoveAction(Action<SkillState> action)
|
||||
{
|
||||
Actions.Remove(action);
|
||||
}
|
||||
@ -469,22 +563,19 @@ public class SkillState
|
||||
|
||||
public void SkillStateEvent()
|
||||
{
|
||||
if (skillLock)
|
||||
{
|
||||
foreach (var a in WaitActions)
|
||||
{
|
||||
a?.Invoke();
|
||||
}
|
||||
return;
|
||||
}
|
||||
// if (skillLock)
|
||||
// {
|
||||
// foreach (var a in WaitActions)
|
||||
// {
|
||||
// a?.Invoke();
|
||||
// }
|
||||
// return;
|
||||
// }
|
||||
|
||||
if (BattleManager.ins.NowTime-cdTime>cd)
|
||||
{
|
||||
skillLock = true;
|
||||
foreach (var a in Actions)
|
||||
{
|
||||
a?.Invoke();
|
||||
}
|
||||
// skillLock = true;
|
||||
SkillCD();
|
||||
|
||||
}
|
||||
}
|
||||
@ -495,6 +586,12 @@ public class PlayerRunState
|
||||
public PlayerItem player;
|
||||
public BattleEquipment equipent;
|
||||
|
||||
public void RestState()
|
||||
{
|
||||
|
||||
equipent.RestSkill();
|
||||
player.SetData(equipent);
|
||||
}
|
||||
public void RunTimeMove()
|
||||
{
|
||||
equipent.RunTime();
|
||||
|
56
Blacksmith/Assets/Script/Battle/Bullet.cs
Normal file
56
Blacksmith/Assets/Script/Battle/Bullet.cs
Normal file
@ -0,0 +1,56 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using cfg.BlacksmithData;
|
||||
using UnityEngine;
|
||||
|
||||
public class Bullet : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private SpriteRenderer _sprite;
|
||||
public int Attack => attack;
|
||||
private int attack = 0;
|
||||
private int num = 1;
|
||||
public float Speed => speed;
|
||||
private float speed=0;
|
||||
public float NextTime;
|
||||
private float time=0;
|
||||
public bool Start => start;
|
||||
private bool start=false;
|
||||
|
||||
public void SetAttack(ItemData itemData, int a,float sp= 1,int nu=1)
|
||||
{
|
||||
_sprite.sprite = AssetBundleManager.ins.Sprite(itemData.Icon, AtlasType.ItemIcon);
|
||||
attack = a;
|
||||
speed = sp;
|
||||
num = nu;
|
||||
time = BattleManager.ins.NowTime + 10;
|
||||
start = true;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
var mouster=other.GetComponent<Mouster>();
|
||||
if (!start|| mouster == null) return;
|
||||
mouster.SetInjured(Attack);
|
||||
num -= 1;
|
||||
if (num<=0)
|
||||
{
|
||||
start = false;
|
||||
BattleManager.ins.RemoveBullets(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void BulletUpdate()
|
||||
{
|
||||
if (!start)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (time<BattleManager.ins.NowTime)
|
||||
{
|
||||
start = false;
|
||||
BattleManager.ins.RemoveBullets(this);
|
||||
}
|
||||
transform.Translate(transform.up*Speed* Time.deltaTime,Space.World);
|
||||
}
|
||||
}
|
11
Blacksmith/Assets/Script/Battle/Bullet.cs.meta
Normal file
11
Blacksmith/Assets/Script/Battle/Bullet.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 722b0c792bd606a4590909aff1110a42
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -43,22 +43,24 @@ public class Mouster : MonoBehaviour
|
||||
|
||||
public void Move(Transform point)
|
||||
{
|
||||
|
||||
if ((point.position-transform.position).magnitude>entity._data.Range)
|
||||
if (transform.position.y - point.position.y>entity._data.Range)
|
||||
{
|
||||
float dis = Vector3.Distance(transform.position, point.position);
|
||||
transform.position=Vector3.Lerp(transform.position, point.position, entity._data.Move*Time.deltaTime/dis);
|
||||
transform.Translate(transform.up * entity._data.Move* Time.deltaTime,Space.World);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (entity.nextAttack<BattleManager.ins.NowTime)
|
||||
{
|
||||
entity.SetInjured(entity._data.Attack);
|
||||
entity.nextAttack = BattleManager.ins.NowTime + entity.cd;
|
||||
BattleManager.ins.SetInjured(attack);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetInjured(int attack)
|
||||
{
|
||||
entity.SetInjured(attack);
|
||||
}
|
||||
|
||||
public void DeathEvent()
|
||||
{
|
||||
entity.DeathAction = null;
|
||||
|
@ -8,6 +8,7 @@ using UnityEngine;
|
||||
public class MousterTeam
|
||||
{
|
||||
public List<MousterEntity> moustList = new List<MousterEntity>();
|
||||
public List<Mouster> objlist = new List<Mouster>();
|
||||
public MousterTeamType Type;
|
||||
public MousterTeamEventType EventType;
|
||||
public float dynamic = 0;
|
||||
@ -77,6 +78,32 @@ public class MousterTeam
|
||||
return moustList.Count(entity => !entity.Death);
|
||||
}
|
||||
|
||||
public void AddObj(Mouster obj)
|
||||
{
|
||||
objlist.Add(obj);
|
||||
}
|
||||
|
||||
public void Remove(Mouster obj, ref bool bo)
|
||||
{
|
||||
if (Type == MousterTeamType.end)
|
||||
{
|
||||
return;
|
||||
}
|
||||
foreach (var m in objlist)
|
||||
{
|
||||
if (m==obj)
|
||||
{
|
||||
objlist.Remove(obj);
|
||||
bo = true;
|
||||
if (objlist.Count==0)
|
||||
{
|
||||
Type = MousterTeamType.end;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
[Serializable]
|
||||
public class MousterEntity
|
||||
@ -107,6 +134,7 @@ public class MousterEntity
|
||||
|
||||
public void SetInjured(int num)
|
||||
{
|
||||
BDebug.Log(num);
|
||||
injured += num;
|
||||
if (injured <= hp) return;
|
||||
death = true;
|
||||
|
@ -1,15 +1,64 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using cfg.BlacksmithData;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
using Vector3 = System.Numerics.Vector3;
|
||||
|
||||
/// <summary>
|
||||
/// 玩家战斗预制体资源
|
||||
/// </summary>
|
||||
public class PlayerItem : MonoBehaviour
|
||||
{
|
||||
private BattleEquipment _battleEquipment;
|
||||
[SerializeField]
|
||||
private List<GameObject> _gameObjects = new List<GameObject>();
|
||||
|
||||
public void SetData(BattleEquipment battleData)
|
||||
{
|
||||
_battleEquipment = battleData;
|
||||
if (_battleEquipment.Weapon!=null)
|
||||
{
|
||||
_battleEquipment.Weapon.AddAction(SkillEvent);
|
||||
}
|
||||
if (_battleEquipment.Weapon2!=null)
|
||||
{
|
||||
_battleEquipment.Weapon2.AddAction(SkillEvent);
|
||||
}
|
||||
if (_battleEquipment.Armor!=null)
|
||||
{
|
||||
_battleEquipment.Armor.AddAction(SkillEvent);
|
||||
}
|
||||
if (_battleEquipment.AudioUniversal!=null)
|
||||
{
|
||||
_battleEquipment.AudioUniversal.AddAction(SkillEvent);
|
||||
}
|
||||
if (_battleEquipment.AudioWeapon!=null)
|
||||
{
|
||||
_battleEquipment.AudioWeapon.AddAction(SkillEvent);
|
||||
}
|
||||
if (_battleEquipment.AudioWeapon2!=null)
|
||||
{
|
||||
_battleEquipment.AudioWeapon2.AddAction(SkillEvent);
|
||||
}
|
||||
|
||||
PrefabPool.ins.AddPond("Battle_Buttle", 12);
|
||||
}
|
||||
|
||||
private void SkillEvent(SkillState data)
|
||||
{
|
||||
BDebug.LogWarning(data.Name);
|
||||
PrefabPool.ins.LoadObj("Battle_Buttle", (GameObject obj) =>
|
||||
{
|
||||
obj.transform.parent = transform;
|
||||
obj.transform.localPosition = UnityEngine.Vector3.zero;
|
||||
BattleManager.ins.AxisLookAt(obj.transform,
|
||||
BattleManager.ins.Mousters[Random.Range(0, BattleManager.ins.MousterCount)].transform.position);
|
||||
BDebug.Log(data.Attack + " "+data.Ratio);
|
||||
obj.GetComponent<Bullet>().SetAttack(data.itemData,(int)(data.Attack*data.Ratio),10,1);
|
||||
BattleManager.ins.AddBullets(obj.GetComponent<Bullet>());
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -6,45 +6,61 @@ using UnityEngine;
|
||||
public class PrefabPool : MonoBehaviour
|
||||
{
|
||||
public static PrefabPool ins;
|
||||
private Dictionary<string, Stack<GameObject>> objDic;
|
||||
private Dictionary<string, Queue<GameObject>> objDic;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
ins = this;
|
||||
objDic = new Dictionary<string, Stack<GameObject>>();
|
||||
objDic = new Dictionary<string, Queue<GameObject>>();
|
||||
}
|
||||
|
||||
public void LoadObj(string key,Action<GameObject> action)
|
||||
{
|
||||
if (!objDic.ContainsKey(key)||objDic[key].Count==0)
|
||||
{
|
||||
//如果池中没有该游戏物体或者游戏物体的队列中已经没有剩余的游戏对象时。
|
||||
//在这种情况下需要实例化一个新的物体,然后在判断是否需要在池中新加一个健值对还是直接放入队列中去
|
||||
//然后把新生成的放入池中。
|
||||
if (!objDic.ContainsKey(key)||objDic[key].Count==0) {
|
||||
AssetBundleManager.ins.LoadAsset(key, (GameObject obj) =>
|
||||
{
|
||||
obj.name = key;
|
||||
obj.SetActive(true);
|
||||
action.Invoke(obj);
|
||||
});
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
var obj = objDic[key].Pop();
|
||||
|
||||
var obj = objDic[key].Dequeue();
|
||||
obj.SetActive(true);
|
||||
action.Invoke(obj);
|
||||
}
|
||||
|
||||
public void AddPond(string key,int num)
|
||||
{
|
||||
AssetBundleManager.ins.LoadAsset(key, (GameObject obj) =>
|
||||
{
|
||||
obj.name = key;
|
||||
obj.SetActive(true);
|
||||
for (int i = 0; i < num-1; i++)
|
||||
{
|
||||
var a = Instantiate(obj, transform);
|
||||
a.name = key;
|
||||
RecycleObj(a);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public void RecycleObj(GameObject obj)
|
||||
{
|
||||
if (!objDic.ContainsKey(obj.name))
|
||||
{
|
||||
var stack = new Stack<GameObject>();
|
||||
objDic.Add(obj.name,stack);
|
||||
//由于生成的预制体的name后面都会加上(Clone),所以我们需要将其去除
|
||||
string name=obj.name;
|
||||
|
||||
//如果不存在该类的游戏物体就在对象池中加入,存在则直接加入
|
||||
if (!objDic.ContainsKey(name)) {
|
||||
objDic.Add(name, new Queue<GameObject>());
|
||||
}
|
||||
|
||||
obj.transform.parent = transform;
|
||||
obj.transform.localPosition=Vector3.zero;
|
||||
obj.SetActive(false);
|
||||
|
||||
objDic[obj.name].Push(obj);
|
||||
objDic[name].Enqueue(obj);
|
||||
obj.SetActive(false);//记得将放入的游戏物体的属性设置为false
|
||||
}
|
||||
}
|
||||
|
Binary file not shown.
@ -1 +1 @@
|
||||
89268a239493235dff6299dffb3c7883
|
||||
12546e258617ef4e0a8130d7caf429b3
|
@ -22,19 +22,26 @@
|
||||
"AssetTags": [],
|
||||
"BundleID": 0
|
||||
},
|
||||
{
|
||||
"Address": "Battle_Buttle",
|
||||
"AssetPath": "Assets/Pack/Prefab/Buttle.prefab",
|
||||
"AssetGUID": "96fdc88cb421d784a9bd971fc6dcc2ec",
|
||||
"AssetTags": [],
|
||||
"BundleID": 1
|
||||
},
|
||||
{
|
||||
"Address": "Battle_mouster",
|
||||
"AssetPath": "Assets/Pack/Prefab/Mouster/mouster.prefab",
|
||||
"AssetGUID": "6bc73daca7a89a34582f00eaf7bf39ce",
|
||||
"AssetTags": [],
|
||||
"BundleID": 1
|
||||
"BundleID": 2
|
||||
},
|
||||
{
|
||||
"Address": "Battle_player",
|
||||
"AssetPath": "Assets/Pack/Prefab/player/player.prefab",
|
||||
"AssetGUID": "68c4f4b7b9e9eeb419816a6c216e8712",
|
||||
"AssetTags": [],
|
||||
"BundleID": 2
|
||||
"BundleID": 3
|
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}
|
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],
|
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"BundleList": [
|
||||
@ -48,12 +55,22 @@
|
||||
"Tags": [],
|
||||
"DependIDs": []
|
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},
|
||||
{
|
||||
"BundleName": "defaultpackage_assets_pack_prefab.bundle",
|
||||
"UnityCRC": 0,
|
||||
"FileHash": "514a5a045a49efe0ea3811a6f8235493",
|
||||
"FileCRC": "00000000",
|
||||
"FileSize": 4637,
|
||||
"Encrypted": false,
|
||||
"Tags": [],
|
||||
"DependIDs": []
|
||||
},
|
||||
{
|
||||
"BundleName": "defaultpackage_assets_pack_prefab_mouster.bundle",
|
||||
"UnityCRC": 0,
|
||||
"FileHash": "9c8871fcce83a92234cc8fc73595a93c",
|
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"FileCRC": "00000000",
|
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"FileSize": 6509,
|
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"FileSize": 8116,
|
||||
"Encrypted": false,
|
||||
"Tags": [],
|
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"DependIDs": []
|
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@ -63,7 +80,7 @@
|
||||
"UnityCRC": 0,
|
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"FileHash": "7d484a4172c8e8d490265c4961bc812c",
|
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"FileCRC": "00000000",
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"FileSize": 2798,
|
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"FileSize": 4342,
|
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"Encrypted": false,
|
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"Tags": [],
|
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"DependIDs": []
|
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|
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Blacksmith/MiniTemplate/Datas/关卡掉落表.xlsx
Normal file
BIN
Blacksmith/MiniTemplate/Datas/关卡掉落表.xlsx
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
Blacksmith/MiniTemplate/Datas/商城表.xlsx
Normal file
BIN
Blacksmith/MiniTemplate/Datas/商城表.xlsx
Normal file
Binary file not shown.
BIN
Blacksmith/MiniTemplate/Datas/商城随机表.xlsx
Normal file
BIN
Blacksmith/MiniTemplate/Datas/商城随机表.xlsx
Normal file
Binary file not shown.
BIN
Blacksmith/MiniTemplate/Datas/场景表.xlsx
Normal file
BIN
Blacksmith/MiniTemplate/Datas/场景表.xlsx
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
Blacksmith/MiniTemplate/Datas/技能肉鸽经验表.xlsx
Normal file
BIN
Blacksmith/MiniTemplate/Datas/技能肉鸽经验表.xlsx
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
Blacksmith/MiniTemplate/Datas/抽奖奖品表.xlsx
Normal file
BIN
Blacksmith/MiniTemplate/Datas/抽奖奖品表.xlsx
Normal file
Binary file not shown.
BIN
Blacksmith/MiniTemplate/Datas/抽奖表.xlsx
Normal file
BIN
Blacksmith/MiniTemplate/Datas/抽奖表.xlsx
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
Blacksmith/MiniTemplate/Datas/礼包表.xlsx
Normal file
BIN
Blacksmith/MiniTemplate/Datas/礼包表.xlsx
Normal file
Binary file not shown.
BIN
Blacksmith/MiniTemplate/Datas/角色表.xlsx
Normal file
BIN
Blacksmith/MiniTemplate/Datas/角色表.xlsx
Normal file
Binary file not shown.
Binary file not shown.
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--- !u!114 &9
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@ -505,7 +505,7 @@ MonoBehaviour:
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@ -530,24 +530,24 @@ MonoBehaviour:
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@ -581,10 +581,10 @@ MonoBehaviour:
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@ -602,7 +602,7 @@ MonoBehaviour:
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@ -628,10 +628,10 @@ MonoBehaviour:
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@ -645,9 +645,9 @@ MonoBehaviour:
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@ -691,10 +691,10 @@ MonoBehaviour:
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@ -1066,9 +1066,9 @@ MonoBehaviour:
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@ -1118,9 +1118,9 @@ MonoBehaviour:
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@ -1138,7 +1138,7 @@ MonoBehaviour:
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@ -1165,10 +1165,10 @@ MonoBehaviour:
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m_PreferredDataMode: 0
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|
Loading…
x
Reference in New Issue
Block a user