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@ -22,7 +22,7 @@ MonoBehaviour:
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- id: 201
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icon: {fileID: 21300000, guid: d565ff1978011ce44ae519d390617526, type: 3}
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- id: 202
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icon: {fileID: 21300000, guid: 74aea5ac719c96e44a28a6a3416b7e81, type: 3}
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icon: {fileID: 21300000, guid: 1fa7ab2e29dee924180b4394552fabf5, type: 3}
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crafting:
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- id: 201
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craftID:
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@ -37,3 +37,8 @@ MonoBehaviour:
|
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- item:
|
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id: 102
|
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num: 2
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buyItem:
|
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- id: 101
|
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num: 2
|
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- id: 102
|
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num: 2
|
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|
@ -1 +1 @@
|
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点击锻造材料放置区拖拽卖给他售卖正确错误
|
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点击锻造材料放置区拖拽卖给他售卖正确错误获得金币1234567890一二三四五六七八九十百千万亿+-=%*!@#$不足看视频购买剩余人数到合成观双倍关闭位其指针在红色域屏幕加速当
|
@ -103,13 +103,7 @@ public static class DataManager
|
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|
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private static void ResetData()
|
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{
|
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for (int i = ItemDatas.Count-1; i >= 0; i--)
|
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{
|
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if (ItemDatas[i].num<=0)
|
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{
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ItemDatas.Remove(ItemDatas[i]);
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}
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}
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}
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}
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[Serializable]
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|
@ -13,10 +13,12 @@ public class GameSystem : MonoBehaviour
|
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public ItemDataAsset DataAsset;
|
||||
public float maxTime=100;
|
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public float nowTime;
|
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public int goldCoin=0;
|
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public int playingGold=0;
|
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[SerializeField]
|
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private ForgePanel forgePanel;
|
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public ForgePanel forgePanel;
|
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|
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[SerializeField] private List<NPCBuyData> _npcBuyDatas;
|
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[SerializeField] public List<NPCBuyData> _npcBuyDatas;
|
||||
|
||||
|
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[SerializeField] private RectTransform seleTransform;
|
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@ -31,12 +33,20 @@ public class GameSystem : MonoBehaviour
|
||||
{
|
||||
DataManager.AddItem(data.item,data.num);
|
||||
}
|
||||
|
||||
goldCoin = 5;
|
||||
drawingManager=transform.AddComponent<DrawingManager>();
|
||||
forgePanel.ResetItemData();
|
||||
forgePanel.ResetSlotItem();
|
||||
_npcBuyDatas = new List<NPCBuyData>();
|
||||
getNpc = false;
|
||||
SaveFirstID();
|
||||
forgePanel.ResetGold();
|
||||
}
|
||||
|
||||
public void ResetItem()
|
||||
{
|
||||
forgePanel.ResetItemData();
|
||||
}
|
||||
|
||||
public void StartNpcData()
|
||||
@ -54,6 +64,28 @@ public class GameSystem : MonoBehaviour
|
||||
{
|
||||
getNpc = bo;
|
||||
}
|
||||
/// <summary>
|
||||
/// 默认获得金币
|
||||
/// </summary>
|
||||
public void GoldRest()
|
||||
{
|
||||
goldCoin += playingGold;
|
||||
forgePanel.ResetGold();
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// 双倍获得金币
|
||||
/// </summary>
|
||||
public void DoubleGoldRest()
|
||||
{
|
||||
goldCoin += (playingGold*2);
|
||||
forgePanel.ResetGold();
|
||||
|
||||
}
|
||||
public void StartGamePanel()
|
||||
{
|
||||
forgePanel.OpenStartPanel();
|
||||
}
|
||||
|
||||
private void SaveFirstID()
|
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{
|
||||
@ -119,6 +151,28 @@ public class GameSystem : MonoBehaviour
|
||||
{
|
||||
if (drawingManager.itemID==id)
|
||||
{
|
||||
playingGold += 10;
|
||||
DataManager.RemoveItem(id, (bool bo) =>
|
||||
{
|
||||
if (bo)
|
||||
{
|
||||
_npcBuyDatas.Remove(_npcBuyDatas[0]);
|
||||
SaveFirstID();
|
||||
|
||||
if (_npcBuyDatas.Count>0)
|
||||
{
|
||||
forgePanel.SetData(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
forgePanel.OpenStartPanel();
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
playingGold += 2;
|
||||
DataManager.RemoveItem(id, (bool bo) =>
|
||||
{
|
||||
if (bo)
|
||||
@ -127,15 +181,15 @@ public class GameSystem : MonoBehaviour
|
||||
SaveFirstID();
|
||||
if (_npcBuyDatas.Count>0)
|
||||
{
|
||||
forgePanel.SetData(true);
|
||||
forgePanel.SetData(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
forgePanel.OpenStartPanel();
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
forgePanel.SetData(false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -21,6 +21,14 @@ public class ItemDataAsset : ScriptableObject
|
||||
#endif
|
||||
public List<ItemResourcesData> Datas;
|
||||
public List<SlotCrafting> crafting;
|
||||
public List<BuyItemValue> buyItem;
|
||||
|
||||
public int ItemValue(int id)
|
||||
{
|
||||
var buy = buyItem.FirstOrDefault(data => data.id == id);
|
||||
return buy!=null?buyItem.FirstOrDefault(data => data.id == id).num:0;
|
||||
}
|
||||
|
||||
|
||||
public Sprite IconSprite(int id)
|
||||
{
|
||||
@ -46,4 +54,11 @@ public class SlotCrafting
|
||||
public class NPCBuyData
|
||||
{
|
||||
public int buyID;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class BuyItemValue
|
||||
{
|
||||
public int id;
|
||||
public int num;
|
||||
}
|
62
Blacksmith/Assets/Script/ItemUI/BuyButton.cs
Normal file
@ -0,0 +1,62 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class BuyButton : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private int id;
|
||||
|
||||
[SerializeField] private int needGold;
|
||||
[SerializeField] private Image icon;
|
||||
|
||||
[SerializeField] private Button _button;
|
||||
[SerializeField] private TextMeshProUGUI text;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_button = GetComponent<Button>();
|
||||
text.text = needGold.ToString();
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
_button.onClick.AddListener(ButtonEvent);
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
icon.sprite = GameSystem.ins.DataAsset.IconSprite(id);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_button.onClick.RemoveListener(ButtonEvent);
|
||||
}
|
||||
|
||||
void ButtonEvent()
|
||||
{
|
||||
if (GameSystem.ins.goldCoin>needGold)
|
||||
{
|
||||
Item item = new Item();
|
||||
item.id = id;
|
||||
DataManager.AddItem(item,1);
|
||||
GameSystem.ins.goldCoin -= needGold;
|
||||
GameSystem.ins.ResetItem();
|
||||
GameSystem.ins.forgePanel.ResetGold();
|
||||
}
|
||||
else
|
||||
{
|
||||
GameSystem.ins.forgePanel._buyEventButton.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
11
Blacksmith/Assets/Script/ItemUI/BuyButton.cs.meta
Normal file
@ -0,0 +1,11 @@
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|
@ -11,6 +11,9 @@ public class ItemButton : MonoBehaviour
|
||||
[SerializeField] private int id;
|
||||
[SerializeField] private Image _image;
|
||||
[SerializeField] private TextMeshProUGUI numPro;
|
||||
[SerializeField] private GameObject obj;
|
||||
[SerializeField] private TextMeshProUGUI buyNum;
|
||||
private int buy = 0;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@ -39,7 +42,29 @@ public class ItemButton : MonoBehaviour
|
||||
|
||||
public void SendID()
|
||||
{
|
||||
GameSystem.ins.SaveSeledID(id);
|
||||
if (DataManager.item(id).num-GameSystem.ins.drawingManager.slotNum(id)>0)
|
||||
{
|
||||
GameSystem.ins.SaveSeledID(id);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (obj.activeSelf)
|
||||
{
|
||||
if (GameSystem.ins.goldCoin>buy)
|
||||
{
|
||||
Item item = new Item();
|
||||
item.id = id;
|
||||
DataManager.AddItem(item,1);
|
||||
GameSystem.ins.goldCoin -= buy;
|
||||
GameSystem.ins.ResetItem();
|
||||
GameSystem.ins.forgePanel.ResetGold();
|
||||
}
|
||||
else
|
||||
{
|
||||
GameSystem.ins.forgePanel._buyEventButton.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetItemData(int dataID)
|
||||
@ -47,6 +72,28 @@ public class ItemButton : MonoBehaviour
|
||||
id = dataID;
|
||||
_image.sprite = GameSystem.ins.DataAsset.IconSprite(id);
|
||||
numPro.text = (DataManager.item(id).num-GameSystem.ins.drawingManager.slotNum(id)).ToString();
|
||||
|
||||
if (DataManager.item(id).num-GameSystem.ins.drawingManager.slotNum(id)==0)
|
||||
{
|
||||
var num = GameSystem.ins.DataAsset.ItemValue(dataID);
|
||||
if (num>0)
|
||||
{
|
||||
obj.SetActive(true);
|
||||
numPro.gameObject.SetActive(false);
|
||||
buyNum.text = num.ToString();
|
||||
buy = num;
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.SetActive(false);
|
||||
numPro.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.SetActive(false);
|
||||
numPro.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMouseDown()
|
||||
|
@ -17,13 +17,27 @@ public class ForgePanel : MonoBehaviour
|
||||
[SerializeField] private NPCTrigger _npcTrigger;
|
||||
[SerializeField] private Button startButton;
|
||||
[SerializeField] private Button title;
|
||||
[SerializeField] public Button _buyEventButton;
|
||||
[SerializeField] private Button _getGoldButton;
|
||||
[SerializeField] private TextMeshProUGUI textPro;
|
||||
[SerializeField] private CraftingPanel _craftingPanel;
|
||||
[SerializeField] private SettlementPanel _settlementPanel;
|
||||
[SerializeField] private TextMeshProUGUI _npcCount;
|
||||
[SerializeField] private TextMeshProUGUI _goldNum;
|
||||
public Transform seletIcon;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
_buyEventButton.onClick.AddListener(() =>
|
||||
{
|
||||
_buyEventButton.gameObject.SetActive(false);
|
||||
});
|
||||
_getGoldButton.onClick.AddListener(() =>
|
||||
{
|
||||
_buyEventButton.gameObject.SetActive(false);
|
||||
GameSystem.ins.goldCoin += 100;
|
||||
ResetGold();
|
||||
});
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@ -51,6 +65,11 @@ public class ForgePanel : MonoBehaviour
|
||||
_craftingPanel.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void OpenStartPanel()
|
||||
{
|
||||
_settlementPanel.gameObject.SetActive(true);
|
||||
_settlementPanel.SettlementEvent();
|
||||
}
|
||||
public void CloseTitle()
|
||||
{
|
||||
title.gameObject.SetActive(false);
|
||||
@ -86,6 +105,7 @@ public class ForgePanel : MonoBehaviour
|
||||
{
|
||||
getCrafting.SaveIcon(id);
|
||||
getNPCCrafting.SaveIcon(id);
|
||||
_npcCount.text = GameSystem.ins._npcBuyDatas.Count.ToString();
|
||||
var data = GameSystem.ins.DataAsset.crafting.FirstOrDefault(d => d.id == id);
|
||||
List<int> itemId = new List<int>();
|
||||
foreach (var item in data.craftID)
|
||||
@ -121,4 +141,9 @@ public class ForgePanel : MonoBehaviour
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void ResetGold()
|
||||
{
|
||||
_goldNum.text = GameSystem.ins.goldCoin.ToString();
|
||||
}
|
||||
}
|
||||
|
55
Blacksmith/Assets/Script/UI/SettlementPanel.cs
Normal file
@ -0,0 +1,55 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
/// <summary>
|
||||
/// 结算ui
|
||||
/// </summary>
|
||||
public class SettlementPanel : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private TextMeshProUGUI textPro;
|
||||
[SerializeField] private Button _button;
|
||||
[SerializeField] private Button _videoButton;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_button = GetComponent<Button>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_button.onClick.AddListener(OnButtonEvent);
|
||||
_videoButton.onClick.AddListener(DoubleGold);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_button.onClick.RemoveListener(OnButtonEvent);
|
||||
_videoButton.onClick.RemoveListener(DoubleGold);
|
||||
}
|
||||
/// <summary>
|
||||
/// 显示获得金币
|
||||
/// </summary>
|
||||
public void SettlementEvent()
|
||||
{
|
||||
textPro.text ="+"+ GameSystem.ins.playingGold.ToString();
|
||||
}
|
||||
/// <summary>
|
||||
/// 默认获得金币
|
||||
/// </summary>
|
||||
private void OnButtonEvent()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
GameSystem.ins.GoldRest();
|
||||
}
|
||||
/// <summary>
|
||||
/// 双倍获得金币
|
||||
/// </summary>
|
||||
private void DoubleGold()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
GameSystem.ins.DoubleGoldRest();
|
||||
}
|
||||
}
|
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@ -374,7 +374,7 @@ MonoBehaviour:
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y: -960
|
||||
width: 3723.6365
|
||||
height: 1920
|
||||
width: 3628.2249
|
||||
height: 1870.8035
|
||||
m_MinimalGUI: 1
|
||||
m_defaultScale: 0.515625
|
||||
m_LastWindowPixelSize: {x: 1920, y: 1011}
|
||||
|
@ -43,8 +43,11 @@ public static class DataManager
|
||||
public static bool LevelOpen(int id)
|
||||
{
|
||||
if (_directory.TryGetValue(id, out var open)) return open;
|
||||
var bo = PlayerPrefs.GetInt(id.ToString())==1;
|
||||
|
||||
var bo = PlayerPrefs.GetInt("level"+id.ToString())==1;
|
||||
if (id==0)
|
||||
{
|
||||
bo = true;
|
||||
}
|
||||
_directory.Add(id,bo);
|
||||
|
||||
return _directory[id];
|
||||
@ -54,6 +57,6 @@ public static class DataManager
|
||||
{
|
||||
_directory[id] = bo;
|
||||
|
||||
PlayerPrefs.SetInt(id.ToString(),bo?1:0);
|
||||
PlayerPrefs.SetInt("level"+id.ToString(),bo?1:0);
|
||||
}
|
||||
}
|
||||
|
@ -20,6 +20,12 @@ public class GameManager : MonoBehaviour
|
||||
public List<ItemData> itemDatas2;
|
||||
public List<RandomItemData> list;
|
||||
|
||||
[InspectorButton]
|
||||
private void PlayerPrefsClear()
|
||||
{
|
||||
PlayerPrefs.DeleteAll();
|
||||
}
|
||||
|
||||
public ItemObj seletObj
|
||||
{
|
||||
get { return seletItem; }
|
||||
|
@ -39,7 +39,7 @@ public class LevelButton : MonoBehaviour
|
||||
name.text = data.Name;
|
||||
back.SetActive(false);
|
||||
_button.gameObject.SetActive(true);
|
||||
lockObj.SetActive(!DataManager.LevelOpen(id));
|
||||
lockObj.SetActive(DataManager.LevelOpen(data.Front));
|
||||
levelID = id;
|
||||
}
|
||||
else
|
||||
|
@ -271,6 +271,7 @@ public class TourPanel : MonoBehaviour
|
||||
{
|
||||
BoxDebug.Log("到达终点");
|
||||
nowLenght = MaxLengh();
|
||||
DataManager.SetLevelOpen(GameManager.ins.level,true);
|
||||
MainPanel.ins.ClosePanelEvent();
|
||||
playing = false;
|
||||
}
|
||||
|