【御剑行】提交
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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--- !u!114 &2158483823049619097
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6124427572189684579}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: fcf53bbee510dca40b2f81e3c0d426c6, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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tweenSequeue:
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- initV3: {x: 0.8, y: 0.8, z: 0}
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initFloat: 0
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isInit: 1
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changeV3: {x: 1.1, y: 1.1, z: 0}
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changeFloat: 1
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duration: 1
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delay: 0
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curveType: 1
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changeType: 4
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sequeueType: 0
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loop: 999
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loopType: 1
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targetObj: {fileID: 0}
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isPlayAudio: 1
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isHaveCloseBtn: 0
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isPlayOnOpen: 1
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--- !u!1 &7048199163809225410
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 3664931752169833090}
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- component: {fileID: 243184103018672114}
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- component: {fileID: 781205584784836777}
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m_Layer: 0
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m_Name: Sword
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!224 &3664931752169833090
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RectTransform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7048199163809225410}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 8297825075348053570}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0}
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m_AnchorMax: {x: 0.5, y: 0}
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m_AnchoredPosition: {x: 0, y: 50}
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m_SizeDelta: {x: 300, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &243184103018672114
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7048199163809225410}
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m_CullTransparentMesh: 0
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--- !u!114 &781205584784836777
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7048199163809225410}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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@ -149,3 +500,39 @@ MonoBehaviour:
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m_FillClockwise: 1
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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--- !u!1 &7980895541083330280
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 267655612942774993}
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m_Layer: 0
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m_Name: Root
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!224 &267655612942774993
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RectTransform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7980895541083330280}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 8297825075348053570}
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m_Father: {fileID: 2310722302838262445}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0.5}
|
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m_AnchorMax: {x: 0, y: 0.5}
|
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m_AnchoredPosition: {x: 0, y: 0}
|
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m_SizeDelta: {x: 100, y: 200}
|
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m_Pivot: {x: 0.5, y: 0.5}
|
||||
|
|
|
@ -2747,6 +2747,8 @@ MONSTER_WALK_DIR = {
|
|||
PLAYER_WALK_DIR = {
|
||||
--没有坐骑的时候
|
||||
IDLE = {animation = "idle", y = 0},
|
||||
IDLE_LSTOP = {animation = "idle2", y = 0},
|
||||
IDLE_RSTOP = {animation = "idle2", y = 180},
|
||||
IDLEBACK = {animation = "idle3", y = 0},
|
||||
JINGYA = {animation = "jingya", y = 0},
|
||||
LAUCH = {animation = "lauch", y = 0},
|
||||
|
|
|
@ -73,7 +73,12 @@ function RiceCtrlView:SetPlayer()
|
|||
end
|
||||
end
|
||||
|
||||
|
||||
--设置玩家竖直飘动
|
||||
function RiceCtrlView:ResetPlayerPosVertical()
|
||||
for i,v in ipairs(self.playerRoadList) do
|
||||
v:ResetSinglePlayerPosVertical()
|
||||
end
|
||||
end
|
||||
|
||||
--设置游戏状态
|
||||
function RiceCtrlView:SetGameState(_state)
|
||||
|
@ -92,6 +97,7 @@ function RiceCtrlView:ResetGame()
|
|||
Util.SetLocalPosition(self.camara.transform, 0, 0, -10)
|
||||
end
|
||||
|
||||
--upDate
|
||||
function RiceCtrlView:OnUpdate()
|
||||
if self.isRunning then
|
||||
local x = 0
|
||||
|
|
|
@ -12,7 +12,10 @@ end
|
|||
|
||||
function RiceSinglePlayerView:InitComponent()
|
||||
self.gameObject:GetComponent("RectTransform").sizeDelta = Vector2.New(10000,100)
|
||||
self.player = Util.GetGameObject(self.gameObject,"Player")
|
||||
self.player = Util.GetGameObject(self.gameObject,"Root")
|
||||
self.playerRoot = Util.GetGameObject(self.gameObject,"Player")
|
||||
self.playerLiveRoot = Util.GetGameObject(self.player,"Live")
|
||||
self.swordRoot = Util.GetGameObject(self.player,"Sword")
|
||||
self.upPre = Util.GetGameObject(self.gameObject,"upPre")
|
||||
self.downPre = Util.GetGameObject(self.gameObject,"downPre")
|
||||
self.playerTrans = self.player:GetComponent("RectTransform")
|
||||
|
@ -36,24 +39,30 @@ end
|
|||
--设置游戏状态
|
||||
function RiceSinglePlayerView:SetSinglePlayerState(_state)
|
||||
if _state then
|
||||
local keyFrame = RidingSwardSence[self.data[1]].KeyFrame
|
||||
self.keyFrameList = {}
|
||||
for i = 1, #keyFrame do
|
||||
self.keyFrameList[i] = {}
|
||||
self.keyFrameList[i].pos = keyFrame[i][1]*initSpeed*30
|
||||
self.keyFrameList[i].value = keyFrame[i][2]
|
||||
if keyFrame[i][2] == 1 then
|
||||
self.keyFrameList[i].obj = newObjToParent(self.upPre,self.gameObject)
|
||||
elseif keyFrame[i][2] == 2 then
|
||||
self.keyFrameList[i].obj = newObjToParent(self.downPre,self.gameObject)
|
||||
end
|
||||
self.keyFrameList[i].obj:GetComponent("RectTransform").localPosition = Vector2.New(self.keyFrameList[i].pos,100)
|
||||
PlayUIAnim(Util.GetGameObject(self.keyFrameList[i].obj,"Image"))
|
||||
end
|
||||
self.liveNode:SetWalkDir(WALK_DIR.IDLE_RIGHT)
|
||||
self:SetEvent()
|
||||
end
|
||||
self.isRunning = _state
|
||||
end
|
||||
|
||||
--加载事件点
|
||||
function RiceSinglePlayerView:SetEvent()
|
||||
local keyFrame = RidingSwardSence[self.data[1]].KeyFrame
|
||||
self.keyFrameList = {}
|
||||
for i = 1, #keyFrame do
|
||||
self.keyFrameList[i] = {}
|
||||
self.keyFrameList[i].pos = keyFrame[i][1]*initSpeed*30
|
||||
self.keyFrameList[i].value = keyFrame[i][2]
|
||||
if keyFrame[i][2] == 1 then
|
||||
self.keyFrameList[i].obj = newObjToParent(self.upPre,self.gameObject)
|
||||
elseif keyFrame[i][2] == 2 then
|
||||
self.keyFrameList[i].obj = newObjToParent(self.downPre,self.gameObject)
|
||||
end
|
||||
self.keyFrameList[i].obj:GetComponent("RectTransform").localPosition = Vector2.New(self.keyFrameList[i].pos,100)
|
||||
PlayUIAnim(Util.GetGameObject(self.keyFrameList[i].obj,"Image"))
|
||||
end
|
||||
end
|
||||
|
||||
--重置游戏
|
||||
function RiceSinglePlayerView:ResetSinglePlayer()
|
||||
self.isRunning = false
|
||||
|
@ -101,14 +110,31 @@ end
|
|||
function RiceSinglePlayerView:OnOpen(_inedx,_data)
|
||||
self.index = _inedx
|
||||
self.data = _data
|
||||
self:SetPlayerAndSword()
|
||||
end
|
||||
|
||||
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
|
||||
function RiceSinglePlayerView:OnShow()
|
||||
--加载人物和🗡
|
||||
function RiceSinglePlayerView:SetPlayerAndSword()
|
||||
if self.liveNode then
|
||||
self.liveNode:OnClose()
|
||||
end
|
||||
self.liveNode = PlayerLiveView:New(self.playerLiveRoot,1)
|
||||
self.liveNode:OnOpen(25,Vector3.zero,WALK_DIR.IDLE_RIGHT)
|
||||
self.liveNode:SetTitleHide()
|
||||
end
|
||||
|
||||
--设置单个玩家上下飘动
|
||||
function RiceSinglePlayerView:ResetSinglePlayerPosVertical()
|
||||
local y = math.random(0,100)
|
||||
self.playerRoot.transform:DOLocalMove(Vector3.New(0,y,0), 2, false):SetEase(Ease.Linear)
|
||||
end
|
||||
|
||||
function RiceSinglePlayerView:OnClose()
|
||||
FixedUpdateBeat:Remove(self.OnUpdate, self)
|
||||
if self.liveNode then
|
||||
self.liveNode:OnClose()
|
||||
self.liveNode = nil
|
||||
end
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
|
|
|
@ -63,5 +63,8 @@ function this.ResetGame()
|
|||
this.riceCtrl:ResetGame()
|
||||
end
|
||||
|
||||
function this.ResetPlayerPosVertical()
|
||||
this.riceCtrl:ResetPlayerPosVertical()
|
||||
end
|
||||
|
||||
return YuJianXingManager
|
|
@ -84,11 +84,27 @@ end
|
|||
-- 打开,重新打开时回调
|
||||
function YuJianXingPanel:OnShow()
|
||||
YuJianXingManager.OpenMap()
|
||||
self.count = 0
|
||||
if self.timer then
|
||||
self.timer:Stop()
|
||||
self.timer = nil
|
||||
end
|
||||
self.timer = Timer.New(function ()
|
||||
if self.count % 2 == 0 then
|
||||
YuJianXingManager.ResetPlayerPosVertical()
|
||||
end
|
||||
self.count = self.count + 1
|
||||
end,1,-1):Start()
|
||||
end
|
||||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function YuJianXingPanel:OnClose()
|
||||
YuJianXingManager.CloseMap()
|
||||
self.count = 0
|
||||
if self.timer then
|
||||
self.timer:Stop()
|
||||
self.timer = nil
|
||||
end
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
|
|
|
@ -232,7 +232,7 @@ function PlayerLiveView:SetWalkDir(dir)
|
|||
if (self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0) and (self.PlayerLiveViewData.skin and self.PlayerLiveViewData.skin > 0) then
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE_LEFT,RIDE_WALK_DIR.IDLE_LEFT)
|
||||
elseif self.PlayerLiveViewData.skin and self.PlayerLiveViewData.skin > 0 and (not self.PlayerLiveViewData.ride or self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride <= 0) then
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE,nil)
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE_LSTOP,nil)
|
||||
elseif self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 and (not self.PlayerLiveViewData.skin or self.PlayerLiveViewData.skin and self.PlayerLiveViewData.skin <= 0) then
|
||||
self:SetWalkDirInfo(nil,RIDE_WALK_DIR.IDLE_LEFT)
|
||||
end
|
||||
|
@ -241,7 +241,7 @@ function PlayerLiveView:SetWalkDir(dir)
|
|||
if (self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0) and (self.PlayerLiveViewData.skin and self.PlayerLiveViewData.skin > 0) then
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE_RIGHT,RIDE_WALK_DIR.IDLE_RIGHT)
|
||||
elseif self.PlayerLiveViewData.skin and self.PlayerLiveViewData.skin > 0 and (not self.PlayerLiveViewData.ride or self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride <= 0) then
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE,nil)
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE_RSTOP,nil)
|
||||
elseif self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 and (not self.PlayerLiveViewData.skin or self.PlayerLiveViewData.skin and self.PlayerLiveViewData.skin <= 0) then
|
||||
self:SetWalkDirInfo(nil,RIDE_WALK_DIR.IDLE_RIGHT)
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue