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长按X/J效果

SZAND\msx_2 1 an în urmă
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6e282792eb

+ 69 - 0
ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Assassin.prefab

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+ 69 - 0
ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Cook.prefab

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@@ -245,6 +246,65 @@ MonoBehaviour:
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       value: Buttons
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+ 69 - 0
ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Float.prefab

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@@ -255,6 +315,10 @@ PrefabInstance:
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       value: Buttons
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+ 101 - 0
ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Invisible.prefab

@@ -1,5 +1,64 @@
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@@ -32,6 +91,7 @@ Transform:
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@@ -75,6 +135,10 @@ PrefabInstance:
       propertyPath: m_Name
       value: Buttons
       objectReference: {fileID: 0}
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@@ -149,6 +218,38 @@ PrefabInstance:
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     m_Modifications:
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+ 4 - 1
ActionTowerDefense/Assets/Scenes/SampleScene.unity

@@ -15888,6 +15888,9 @@ MonoBehaviour:
   InvisibleHead: {fileID: 21300000, guid: baa1c3a4d33df1a498969cbf452cdd41, type: 3}
   isChoosing: {fileID: 21300000, guid: 7c5e1ab1829cae74080d0472e6cfbd7d, type: 3}
   isSelected: {fileID: 21300000, guid: e40889a5e19f152448a2de0798f6b6a6, type: 3}
+  keepTime: 2
+  curCheckSpirit: {fileID: 0}
+  isCurCheckSpiritChange: 0
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@@ -29550,7 +29553,7 @@ Transform:
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   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
-  m_LocalPosition: {x: 118.5, y: 5.46, z: 0}
+  m_LocalPosition: {x: 156.9, y: 5.46, z: 0}
   m_LocalScale: {x: 1.5, y: 1.5, z: 1.5}
   m_ConstrainProportionsScale: 1
   m_Children:

+ 11 - 2
ActionTowerDefense/Assets/Scripts/PlayerController.cs

@@ -437,6 +437,15 @@ public class PlayerController : MoveCharacter
             isClickBtnWest = true;
         }
     }
+
+    void OnSummon0Up()
+    {
+        if (SpiritSystem.isXbtnDown)
+        {
+            SpiritSystem.isXbtnDown = false;
+        }
+    }
+
     void OnSummon1()
     {
         if (!isFloat && canMove)
@@ -534,7 +543,7 @@ public class PlayerController : MoveCharacter
             }
             else
             {
-
+                SpiritSystem.isXbtnDown = true;
             }
             return true;
         }
@@ -559,7 +568,7 @@ public class PlayerController : MoveCharacter
             }
             else
             {
-
+                SpiritSystem.isBbtnDown = true;
             }
             return true;
         }

+ 43 - 2
ActionTowerDefense/Assets/Scripts/Spirits/Base_Spirits.cs

@@ -5,14 +5,34 @@ using UnityEngine;
 public class Base_Spirits : MonoBehaviour
 {
     public GameObject buttons;
+    private Material Xhold;
+
+    private float aa = 0;
+    private float speed;
+
+    private GameObject spirit;
+
+    private void Start()
+    {
+        Xhold = buttons.transform.GetChild(1).GetComponent<SpriteRenderer>().material;
+        speed = 1 / SpiritSystem.XbtnKeepTime;
+        spirit = transform.parent.gameObject;
+    }
+
+    private void XHoldEffect(float a)
+    {
+        Xhold.SetFloat("_Fill", a);
+    }
 
     private void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.layer == 6)
         {
-            PlayerController pc = other.GetComponent<PlayerController>();
+            PlayerController pc = other.GetComponentInParent<PlayerController>();
             pc.isBaseBtnOut = true;
             buttons.SetActive(true);
+            aa = 0;
+            XHoldEffect(aa);
         }
     }
 
@@ -20,9 +40,30 @@ public class Base_Spirits : MonoBehaviour
     {
         if (other.gameObject.layer == 6)
         {
-            PlayerController pc = other.GetComponent<PlayerController>();
+            PlayerController pc = other.GetComponentInParent<PlayerController>();
             pc.isBaseBtnOut = false;
             buttons.SetActive(false);
+            aa = 0;
+            XHoldEffect(aa);
+        }
+    }
+
+    private void Update()
+    {
+        if (SpiritSystem.isXbtnDown)
+        {
+            aa += speed * Time.deltaTime;
+            XHoldEffect(aa);
+            if (aa >= 1)
+            {
+                print(1);
+                spirit.SetActive(false);
+            }
+        }
+        else
+        {
+            aa = 0;
+            XHoldEffect(aa);
         }
     }
 }

+ 13 - 1
ActionTowerDefense/Assets/Scripts/Spirits/SpiritSystem.cs

@@ -44,6 +44,10 @@ public class SpiritSystem : MonoBehaviour
     public Sprite isChoosing;
     public Sprite isSelected;
 
+    [Header("长按X获得英灵")]
+    public float keepTime;
+    static public float XbtnKeepTime;
+
     //ref速度
     private Vector3 re1 = Vector3.right;
     private Vector3 re2 = Vector3.left;
@@ -62,10 +66,19 @@ public class SpiritSystem : MonoBehaviour
     static public bool isEndtran1 = false;
     static public bool isEndtran2 = false;
 
+    //是否按下按钮
+    static public bool isXbtnDown = false;
+    static public bool isBbtnDown = false;
+
+    //当前查看的英灵
+    public GameObject curCheckSpirit;
+    public bool isCurCheckSpiritChange = false;
+
     private void Start()
     {
         p1.position = p1Orig.position;
         p2.position = p2Orig.position;
+        XbtnKeepTime = keepTime;
     }
 
     private void ChangeSpirit(int id)
@@ -187,7 +200,6 @@ public class SpiritSystem : MonoBehaviour
         }
     }
 
-
     private void Update()
     {
         if (isP1Out)