Browse Source

英灵系统UI

SZAND\msx_2 1 year ago
parent
commit
4e2a5aac61

+ 124 - 0
ActionTowerDefense/Assets/Resources/Actions/Player.inputactions

@@ -166,6 +166,42 @@
                     "processors": "",
                     "interactions": "Press(behavior=1)",
                     "initialStateCheck": false
+                },
+                {
+                    "name": "ChooseSpirit",
+                    "type": "Button",
+                    "id": "a1622668-3de0-49bd-9129-8ec02d881b1d",
+                    "expectedControlType": "Button",
+                    "processors": "",
+                    "interactions": "",
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+                    "name": "ChooseSpiritUp",
+                    "type": "Button",
+                    "id": "8c130b3f-9cf9-4204-8a66-d7fe55f5bcc5",
+                    "expectedControlType": "Button",
+                    "processors": "",
+                    "interactions": "",
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+                {
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+                    "type": "Button",
+                    "id": "e6afea97-9328-4cc2-80f8-0f64ca81cd94",
+                    "expectedControlType": "Button",
+                    "processors": "",
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             "bindings": [
@@ -652,6 +688,94 @@
                     "action": "SummonSpirit3Up",
                     "isComposite": false,
                     "isPartOfComposite": false
+                },
+                {
+                    "name": "",
+                    "id": "e9dbde25-8702-4394-be80-f76cbf1ff7f9",
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+                    "interactions": "Press",
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+                    "action": "ChooseSpirit",
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+                    "id": "8eaa6eb8-f3c4-45e1-8f15-dca9af4373dd",
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+                    "action": "ChooseSpirit",
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+                    "id": "13270574-5957-4f08-af0d-8345ea15a4ff",
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+                    "action": "Transfigurate",
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+                    "id": "a3e0384e-35ea-48e4-ba6c-cf12d025d802",
+                    "path": "<Keyboard>/enter",
+                    "interactions": "Press",
+                    "processors": "",
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+                    "action": "Transfigurate",
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+                    "interactions": "Press(behavior=1)",
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+                    "action": "ChooseSpiritUp",
+                    "isComposite": false,
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+                    "id": "bdf547a7-0a2a-4860-886d-82c203d47504",
+                    "path": "<Gamepad>/rightShoulder",
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+                    "action": "TransfigurateUp",
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+                    "path": "<Keyboard>/enter",
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+                    "action": "TransfigurateUp",
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+ 6 - 6
ActionTowerDefense/Assets/Resources/Prefab/FX/InvisibleEffect.prefab

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File diff suppressed because it is too large
+ 668 - 194
ActionTowerDefense/Assets/Scenes/SampleScene.unity


+ 22 - 1
ActionTowerDefense/Assets/Scripts/PlayerController.cs

@@ -288,7 +288,17 @@ public class PlayerController : MoveCharacter
         }
         PlayersInput.instance[playerId] = this;
         skeletonMecanim.skeletonDataAsset = playerSpine[playerId];
-
+        switch (playerId)
+        {
+            case 0:
+                SpiritSystem.isP1Out = true;
+                break;
+            case 1:
+                SpiritSystem.isP2Out = true;
+                break;
+            default:
+                break;
+        }
 
 
         //else
@@ -1196,6 +1206,17 @@ public class PlayerController : MoveCharacter
             case CharacterState.Die:
                 if (dieKeepTime <= 0)
                 {
+                    switch (playerId)
+                    {
+                        case 0:
+                            SpiritSystem.isP1In = true;
+                            break;
+                        case 1:
+                            SpiritSystem.isP2In = true;
+                            break;
+                        default:
+                            break;
+                    }
                     gameObject.SetActive(false);
                     break;
                 }

+ 107 - 0
ActionTowerDefense/Assets/Scripts/Spirits/SpiritSystem.cs

@@ -0,0 +1,107 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SpiritSystem : MonoBehaviour
+{
+    public GameObject player1UI;
+    public GameObject player2UI;
+    public float uiSpeed;
+    private Vector3 v1;
+    private Vector3 v2;
+    private Vector3 v11;
+    private Vector3 v21;
+
+    private Vector3 re1 = Vector3.right;
+    private Vector3 re2 = Vector3.left;
+
+    static public bool isP1Out = false;
+    static public bool isP2Out = false;
+    static public bool isP1In = false;
+    static public bool isP2In = false;
+
+    private void Start()
+    {
+        v1 = player1UI.transform.position;
+        v2 = player2UI.transform.position;
+        v11 = v1 - new Vector3(160, 0, 0);
+        v21 = v2 + new Vector3(160, 0, 0);
+        player1UI.transform.position = v11;
+        player2UI.transform.position = v21;
+    }
+
+    private void playerUIout(int id)
+    {
+        switch (id)
+        {
+            case 0:
+                player1UI.transform.position = Vector3.SmoothDamp(player1UI.transform.position,
+                    v1, ref re1, uiSpeed);
+                if (v1.x - player1UI.transform.position.x <= 0.5f)
+                {
+                    player1UI.transform.position = v1;
+                    isP1Out = false;
+                }
+                break;
+            case 1:
+                player2UI.transform.position = Vector3.SmoothDamp(player2UI.transform.position,
+                    v2, ref re2, uiSpeed);
+                if (player2UI.transform.position.x - v2.x <= 0.5f)
+                {
+                    player2UI.transform.position = v2;
+                    isP2Out = false;
+                }
+                break;
+            default:
+                break;
+        }
+    }
+
+    private void playerUIin(int id)
+    {
+        switch (id)
+        {
+            case 0:
+                player1UI.transform.position = Vector3.SmoothDamp(player1UI.transform.position,
+                    v11, ref re2, uiSpeed);
+                if (player1UI.transform.position.x - v11.x <= 0.5f)
+                {
+                    player1UI.transform.position = v11;
+                    isP1In = false;
+                }
+                break;
+            case 1:
+                player2UI.transform.position = Vector3.SmoothDamp(player2UI.transform.position,
+                    v21, ref re1, uiSpeed);
+                if (v21.x - player2UI.transform.position.x <= 0.5f)
+                {
+                    player2UI.transform.position = v21;
+                    isP2In = false;
+                }
+                break;
+            default:
+                break;
+        }
+    }
+
+
+    private void Update()
+    {
+        if (isP1Out)
+        {
+            playerUIout(0);
+        }
+        if (isP2Out)
+        {
+            playerUIout(1);
+        }
+        if (isP1In)
+        {
+            playerUIin(0);
+        }
+        if (isP2In)
+        {
+            playerUIin(1);
+        }
+    }
+}

+ 11 - 0
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+ 2 - 0
ActionTowerDefense/Assets/Scripts/Spirits/Spirits.cs

@@ -17,6 +17,8 @@ public class Spirits : MonoBehaviour
     public GameObject floatEffect;  //漂浮特效预制体
 
     public SpiritType currentSpirit = SpiritType.Float;
+    public SpiritType[] hasSpirits;
+    public int maxCards;            //最多有多少张英灵牌
 
     public void RandomSpirit()
     {

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