提审版本

This commit is contained in:
oldpeper 2024-10-29 15:22:32 +08:00
parent 99b1cb56ef
commit 9edf0c0202
681 changed files with 129011 additions and 5267 deletions

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@ -47,6 +47,7 @@ public class GameManager : MonoBehaviour
ItemSystem.ins.InitItem(itemDatas);
break;
}
MapManager.ins.PlayBoxOpen();
}
public void PackEvent()
@ -73,8 +74,16 @@ public class GameManager : MonoBehaviour
}
start = false;
MapManager.ins.PlayBoxClose();
return;
}
else
{
MapManager.ins.PlayBoxClose(()=>
{
MapManager.ins.PlayBoxOpen();
});
}
ItemSystem.ins.PackItem();
}
@ -103,6 +112,29 @@ public class GameManager : MonoBehaviour
ItemSystem.ins.SetPosition(seletObj, seletObj.startGrid);
stopGrid = null;
seletObj = null;
MapManager.ins.ResetAnimation();
}
if (seletObj!=null)
{
Ray rays = mainCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit hits;
if (Physics.Raycast(rays, out hits))
{
//射线检测第三个参数可根据需求设置或不设置具体看api;
Physics.Raycast(rays, out hits, 500000);
Vector3 mousePos = hits.point+seletObj.mouseDev;
if (MapManager.ins.GetRegionGridType(mousePos,out var type))
{
MapManager.ins.RegionGrid(mousePos, type, out var grid);
Debug.LogError(grid.X+" "+grid.Y);
if (stopGrid!=grid)
{
stopGrid = grid;
MapManager.ins.RegionGridBack(stopGrid, seletObj.itemSize.x+stopGrid.X, seletObj.itemSize.y+stopGrid.Y);
}
}
}
}
if (Input.GetMouseButton(0) && seletObj!=null&& start)
{

View File

@ -8,16 +8,29 @@ public class ItemObj : MonoBehaviour
{
public ItemSize itemSize => size;
public GridType type = GridType.wait;
public int ID => id;
[SerializeField] private int id = 0;
[SerializeField] private int maxLevel = 1;
public int Level => level;
[SerializeField] private int level = 0;
[SerializeField] private ItemSize size;
[SerializeField] public List<Grid> _grids;
public Grid startGrid;
public Vector3 dev;
public Vector3 mouseDev;
public void SetOccGrid(List<Grid> _list)
{
_grids = _list;
}
public bool LevelUp()
{
if (level + 1 <= maxLevel) return false;
level++;
return true;
}
// Start is called before the first frame update
void Start()
{

View File

@ -15,6 +15,10 @@ public class ItemSystem : MonoBehaviour
ins = this;
}
/// <summary>
/// 初始化物品列表
/// </summary>
/// <param name="itemDatas"></param>
public void InitItem(List<ItemData> itemDatas)
{
if (itemObjs.Count>0)
@ -40,6 +44,7 @@ public class ItemSystem : MonoBehaviour
for (var j = itemData.y; j < itemData.y + item.itemSize.y; j++)
{
MapManager.ins.WaitGrids[i, j].item = item;
//MapManager.ins.WaitGrids[i, j].SaveItemObj(item);
grids.Add(MapManager.ins.WaitGrids[i, j]);
}
}
@ -96,11 +101,23 @@ public class ItemSystem : MonoBehaviour
if (item.type==GridType.box)
{
RestGrid(item._grids);
item.transform.DOMove(packPosition.position, 0.2f);
item.transform.position = packPosition.position;
//item.transform.DOMove(packPosition.position, 0.2f);
}
}
}
public void ItemLevelUp(ItemObj item0,ItemObj item1)
{
if (item0!=item1)
{
if (item0.LevelUp())
{
itemObjs.Remove(item1);
Destroy(item1);
}
}
}
// Start is called before the first frame update
void Start()
{

View File

@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Spine.Unity;
using UnityEngine;
using UnityEngine.Serialization;
@ -14,7 +15,10 @@ public class Grid : MonoBehaviour
[SerializeField] private int gX;
public int Y => gY;
[SerializeField] private int gY;
public SkeletonAnimation Spine => spine;
[SerializeField] private SkeletonAnimation spine;
public ItemObj item;
public Stack<ItemObj> stackItem=new Stack<ItemObj>();
public void SetData(int lx,int ly)
{
@ -22,15 +26,44 @@ public class Grid : MonoBehaviour
gY = ly;
}
public void SaveItemObj(ItemObj itemObj)
{
stackItem.Push(itemObj);
}
public ItemObj itemObj()
{
return stackItem.Peek();
}
private ItemObj Pop()
{
return stackItem.Pop();
}
public void PlayEnterAnimation()
{
if (spine.AnimationName!="play_1")
{
spine.AnimationState.SetAnimation(0, "play_1", false);
}
}
public void PlayExitAnimation()
{
if (spine.AnimationName!="play_2")
{
spine.AnimationState.SetAnimation(0, "play_2", false);
}
}
private void OnMouseEnter()
{
GetComponent<SpriteRenderer>().color=Color.red;
GameManager.ins.stopGrid = this;
}
private void OnMouseExit()
{
GetComponent<SpriteRenderer>().color = Color.white;
if (GameManager.ins.stopGrid==this)
{
GameManager.ins.stopGrid = null;

View File

@ -1,6 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Spine;
using Spine.Unity;
using UnityEngine;
public class MapManager : MonoBehaviour
@ -8,6 +10,7 @@ public class MapManager : MonoBehaviour
public static MapManager ins;
[SerializeField] private int bx;
[SerializeField] private int by;
[SerializeField] private float spacing=1;
[SerializeField] private GameObject gridObj;
[SerializeField] private Transform boxGridParent;
[SerializeField] private List<Grid> _boxGridList;
@ -15,6 +18,8 @@ public class MapManager : MonoBehaviour
[SerializeField] private int wy;
[SerializeField] private Transform waitGridParent;
[SerializeField] private List<Grid> _waitGridList;
[SerializeField] private SkeletonAnimation boxSpine;
public Action boxani;
public Grid[,] boxGrid;
public Grid[,] WaitGrids;
#if UNITY_EDITOR
@ -60,8 +65,18 @@ public class MapManager : MonoBehaviour
{
WaitGrids[grid.X, grid.Y] = grid;
}
boxSpine.state.Complete += delegate(TrackEntry track)
{
PlayBoxAniStop(track.Animation.Name);
};
}
/// <summary>
/// 检测区域是否可以放置
/// </summary>
/// <param name="grid"></param>
/// <param name="itemObj"></param>
/// <returns></returns>
/// <exception cref="ArgumentOutOfRangeException"></exception>
public bool openSave(Grid grid,ItemObj itemObj)
{
switch (grid.Type)
@ -79,7 +94,7 @@ public class MapManager : MonoBehaviour
{
for (var j = grid.Y; j < grid.Y+itemObj.itemSize.y; j++)
{
if (boxGrid[i,j].item!=null)
if (boxGrid[i,j].item!=itemObj&&boxGrid[i,j].item!=null)
{
return false;
}
@ -102,7 +117,7 @@ public class MapManager : MonoBehaviour
{
for (int j = grid.Y; j < grid.Y+itemObj.itemSize.y; j++)
{
if (WaitGrids[i,j].item!=null)
if (WaitGrids[i,j].itemObj() !=null)
{
return false;
}
@ -114,7 +129,150 @@ public class MapManager : MonoBehaviour
default:
throw new ArgumentOutOfRangeException();
}
}
#region
/// <summary>
/// 检测点击区域是否在范围内
/// </summary>
/// <param name="worldPosition"></param>
/// <param name="type"></param>
/// <returns></returns>
public bool GetRegionGridType(Vector3 worldPosition ,out GridType type)
{
type = GridType.box;
if (worldPosition.x > boxGridParent.position.x-(spacing/2) && worldPosition.x<boxGridParent.position.x+(bx*spacing)-(spacing/2) && worldPosition.y>boxGridParent.position.y-(spacing/2) && worldPosition.y < boxGridParent.position.y +(by * spacing)-(spacing/2))
{
return true;
}
if (worldPosition.x>waitGridParent.position.x-(spacing/2)&& worldPosition.x<waitGridParent.position.x+(wx*spacing)-(spacing/2) && worldPosition.y>waitGridParent.position.y-(spacing/2) && worldPosition.y < waitGridParent.position.y +(wy * spacing)-(spacing/2))
{
type = GridType.wait;
return true;
}
return false;
}
/// <summary>
/// 获取坐标点区块
/// </summary>
/// <param name="point"></param>
/// <param name="type"></param>
/// <param name="grid"></param>
/// <exception cref="ArgumentOutOfRangeException"></exception>
public void RegionGrid(Vector3 point,GridType type ,out Grid grid)
{
grid = null;
point = type switch
{
GridType.box => point - boxGridParent.position - new Vector3(-0.5f, -0.5f, 0),
GridType.wait => point - waitGridParent.position - new Vector3(-0.5f, -0.5f, 0),
_ => throw new ArgumentOutOfRangeException(nameof(type), type, null)
};
if (point.x<0 || point.y<0)
{
return;
}
var indexX = (int)(point.x / spacing);
var indexY =(int) (point.y / spacing);
switch( type)
{
case GridType.box:
if (indexX>=0&&indexX<bx&& indexY>=0&&indexY<by)
{
grid = boxGrid[indexX, indexY];
}
break;
case GridType.wait:
if (indexX>=0&&indexX<wx&& indexY>=0&&indexY<wy)
{
grid = WaitGrids[indexX, indexY];
}
break;
default:
throw new ArgumentOutOfRangeException(nameof(type), type, null);
}
}
#endregion
#region
/// <summary>
/// 重置动画状态
/// </summary>
public void ResetAnimation()
{
foreach (var grid in boxGrid)
{
grid.PlayEnterAnimation();
}
}
/// <summary>
/// 点击区域动画播放
/// </summary>
/// <param name="start"></param>
/// <param name="x"></param>
/// <param name="y"></param>
/// <exception cref="ArgumentOutOfRangeException"></exception>
public void RegionGridBack(Grid start,int x,int y)
{
switch (start.Type)
{
case GridType.box:
foreach (var grid in boxGrid)
{
grid.PlayEnterAnimation();
}
if (x>bx||y>by)
{
return;
}
for (int i = start.X; i < x; i++)
{
for (int j = start.Y; j < y; j++)
{
boxGrid[i, j].PlayExitAnimation();
}
}
break;
case GridType.wait:
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public void PlayBoxOpen(Action action=null)
{
boxGridParent.gameObject.SetActive(false);
boxani = action;
boxSpine.state.SetAnimation(0, "play_1", false);
}
public void PlayBoxClose(Action action=null)
{
boxGridParent.gameObject.SetActive(false);
boxani = action;
boxSpine.state.SetAnimation(0, "play_2", false);
}
private void PlayBoxAniStop(string aniName)
{
if (aniName=="play_1")
{
boxGridParent.gameObject.SetActive(true);
}
if (boxani != null)
{
boxani.Invoke();
boxani = null;
}
}
#endregion
}

View File

@ -38,7 +38,9 @@ public class MainPanel : MonoBehaviour
_textMeshPro.text = "剩余箱子数" + (GameManager.ins.index - 1);
});
}
/// <summary>
/// 关闭页面方法
/// </summary>
private void ClosePanelEvent()
{
GameManager.ins.start = false;
@ -48,7 +50,9 @@ public class MainPanel : MonoBehaviour
losePanel.SetActive(false);
_closeButton.gameObject.SetActive(false);
}
/// <summary>
/// 开始游戏页面方法
/// </summary>
private void StartPanelEvent()
{
startPanel.SetActive(false);
@ -59,12 +63,17 @@ public class MainPanel : MonoBehaviour
GameManager.ins.ResetPack();
_textMeshPro.text = "剩余箱子数:" + (GameManager.ins.index - 1);
}
/// <summary>
/// 胜利页面
/// </summary>
public void Win()
{
winPanel.SetActive(true);
_closeButton.gameObject.SetActive(false);
}
/// <summary>
/// 失败页面
/// </summary>
public void Lose()
{
_closeButton.gameObject.SetActive(false);

View File

@ -0,0 +1,35 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Spine.Unity;
using UnityEngine;
public class PlaySpineAni : MonoBehaviour
{
public SkeletonGraphic spine;
[SerializeField] private int trackIndex;
[SerializeField] private string spineAniName;
[SerializeField] private bool loop = false;
private void Awake()
{
spine = GetComponent<SkeletonGraphic>();
}
private void OnEnable()
{
spine.AnimationState.SetAnimation(0, spineAniName, loop);
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

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See the Spine-Unity Documentation to learn more about the asset files.
Take a look at the SkeletonAnimation''s Inspector to see your basic options.'
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