SpiritSystem.cs 14 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. using TMPro;
  6. public class SpiritSystem : MonoBehaviour
  7. {
  8. [Header("玩家UI位置")]
  9. public Transform p1;
  10. public Transform p2;
  11. public Transform p1Orig;
  12. public Transform p2Orig;
  13. public Transform p1To;
  14. public Transform p2To;
  15. public Transform p1WordOrig;
  16. public Transform p1WordTo;
  17. public Transform p2WordOrig;
  18. public Transform p2WordTo;
  19. public float uiSpeed;
  20. [Header("玩家1图标")]
  21. static public GameObject player1;
  22. static public Spirits p1Spirits;
  23. public Image[] player1cards;
  24. public GameObject choose1;
  25. private int curCard1;
  26. static public bool isP1CardChange;
  27. public GameObject P1icon;
  28. public TextMeshProUGUI P1times;
  29. [Header("玩家2图标")]
  30. static public GameObject player2;
  31. static public Spirits p2Spirits;
  32. public Image[] player2cards;
  33. public GameObject choose2;
  34. private int curCard2;
  35. static public bool isP2CardChange;
  36. public GameObject P2icon;
  37. public TextMeshProUGUI P2times;
  38. [Header("英灵图标")]
  39. public Sprite floatHead;
  40. public Sprite CookHead;
  41. public Sprite AssassinHead;
  42. public Sprite InvisibleHead;
  43. public Sprite NoneHead;
  44. public Sprite isChoosing;
  45. public Sprite isSelected;
  46. [Header("长按X获得英灵")]
  47. public float keepTime;
  48. static public float XbtnKeepTime;
  49. //ref速度
  50. private Vector3 re1 = Vector3.right;
  51. private Vector3 re2 = Vector3.left;
  52. //ui是否进入离开bool
  53. static public bool isP1Out = false;
  54. static public bool isP2Out = false;
  55. static public bool isP1In = false;
  56. static public bool isP2In = false;
  57. //是否选中
  58. static public bool isSelect1 = false;
  59. static public bool isSelect2 = false;
  60. //是否结束变身
  61. static public bool isEndtran1 = false;
  62. static public bool isEndtran2 = false;
  63. //是否按下按钮
  64. static public bool isXbtnDown1 = false;
  65. static public bool isXbtnDown2 = false;
  66. static public bool isBbtnDown1 = false;
  67. static public bool isBbtnDown2 = false;
  68. static public int isGainNewSpirit1 = -1;
  69. static public int isGainNewSpirit2 = -1;
  70. //当前查看的英灵
  71. static public GameObject curCheckSpirit1;
  72. static public GameObject curCheckSpirit2;
  73. //玩家的spirits组件
  74. private PlayerController pc1;
  75. private PlayerController pc2;
  76. private Spirits s1;
  77. private Spirits s2;
  78. //变身中
  79. private bool isTran1;
  80. private bool isTran2;
  81. private bool isChangeUltimateText1;
  82. private bool isChangeUltimateText2;
  83. //变身后血量
  84. static public int tranHp1;
  85. static public int tranHp2;
  86. private void Start()
  87. {
  88. p1.position = p1Orig.position;
  89. p2.position = p2Orig.position;
  90. XbtnKeepTime = keepTime;
  91. }
  92. static public void ChangeCheckSpirit(GameObject newSpirit, int id)
  93. {
  94. switch (id)
  95. {
  96. case 0:
  97. if (curCheckSpirit2 != newSpirit)
  98. {
  99. if (curCheckSpirit1 != null)
  100. {
  101. curCheckSpirit1.SetActive(false);
  102. }
  103. curCheckSpirit1 = newSpirit;
  104. curCheckSpirit1.SetActive(true);
  105. }
  106. break;
  107. case 1:
  108. if (curCheckSpirit1 != newSpirit)
  109. {
  110. if (curCheckSpirit2 != null)
  111. {
  112. curCheckSpirit2.SetActive(false);
  113. }
  114. curCheckSpirit2 = newSpirit;
  115. curCheckSpirit2.SetActive(true);
  116. }
  117. break;
  118. default:
  119. break;
  120. }
  121. }
  122. private void GainNewSpirit(int id, int spirit)
  123. {
  124. switch (id)
  125. {
  126. case 0:
  127. curCheckSpirit1.transform.parent.gameObject.SetActive(false);
  128. if (s1 == null)
  129. {
  130. pc1 = PlayersInput.instance[0];
  131. s1 = pc1.GetComponent<Spirits>();
  132. }
  133. s1.ownSpirits[s1.hasSpirits] = s1.TranSpirit(spirit);
  134. Sprite newHead = NoneHead;
  135. switch (spirit)
  136. {
  137. case 0:
  138. newHead = floatHead;
  139. break;
  140. case 1:
  141. newHead = AssassinHead;
  142. break;
  143. case 2:
  144. newHead = CookHead;
  145. break;
  146. case 3:
  147. newHead = InvisibleHead;
  148. break;
  149. default:
  150. break;
  151. }
  152. player1cards[s1.hasSpirits].sprite = newHead;
  153. s1.hasSpirits++;
  154. if (s1.hasSpirits == 1)
  155. {
  156. s1.currentSpirit = s1.TranSpirit(spirit);
  157. tranHp1 = s1.hps[0];
  158. print(tranHp1);
  159. }
  160. break;
  161. case 1:
  162. curCheckSpirit2.transform.parent.gameObject.SetActive(false);
  163. if (s2 == null)
  164. {
  165. pc2 = PlayersInput.instance[1];
  166. s2 = pc2.GetComponent<Spirits>();
  167. }
  168. s2.ownSpirits[s2.hasSpirits] = s2.TranSpirit(spirit);
  169. Sprite newHead2 = NoneHead;
  170. switch (spirit)
  171. {
  172. case 0:
  173. newHead2 = floatHead;
  174. break;
  175. case 1:
  176. newHead2 = AssassinHead;
  177. break;
  178. case 2:
  179. newHead2 = CookHead;
  180. break;
  181. case 3:
  182. newHead2 = InvisibleHead;
  183. break;
  184. default:
  185. break;
  186. }
  187. player2cards[s2.hasSpirits].sprite = newHead2;
  188. s2.hasSpirits++;
  189. if (s2.hasSpirits == 1)
  190. {
  191. s2.currentSpirit = s2.TranSpirit(spirit);
  192. tranHp2 = s2.hps[0];
  193. }
  194. break;
  195. default:
  196. break;
  197. }
  198. }
  199. private void EndTranChangeUI(int id)
  200. {
  201. switch (id)
  202. {
  203. case 0:
  204. if (s1.hasSpirits > 0)
  205. {
  206. s1.hasSpirits--;
  207. for (int i = curCard1; i < s1.hasSpirits; i++)
  208. {
  209. player1cards[i].sprite = player1cards[i + 1].sprite;
  210. s1.ownSpirits[i] = s1.ownSpirits[i + 1];
  211. s1.ultimateTimes[i] = s1.ultimateTimes[i + 1];
  212. s1.hps[i] = s1.hps[i + 1];
  213. }
  214. tranHp1 = s1.hps[0];
  215. player1cards[s1.hasSpirits].sprite = NoneHead;
  216. s1.ownSpirits[s1.hasSpirits] = Spirits.SpiritType.None;
  217. s1.currentSpirit = s1.ownSpirits[0];
  218. choose1.transform.position = player1cards[0].transform.position;
  219. P1times.gameObject.SetActive(false);
  220. curCard1 = 0;
  221. }
  222. break;
  223. case 1:
  224. if (s2.hasSpirits > 0)
  225. {
  226. s2.hasSpirits--;
  227. for (int i = curCard2; i < s2.hasSpirits; i++)
  228. {
  229. player2cards[i].sprite = player2cards[i + 1].sprite;
  230. s2.ownSpirits[i] = s2.ownSpirits[i + 1];
  231. s2.ultimateTimes[i] = s2.ultimateTimes[i + 1];
  232. s2.hps[i] = s2.hps[i + 1];
  233. }
  234. tranHp2 = s2.hps[0];
  235. player2cards[s2.hasSpirits].sprite = NoneHead;
  236. s2.ownSpirits[s2.hasSpirits] = Spirits.SpiritType.None;
  237. s2.currentSpirit = s2.ownSpirits[0];
  238. choose2.transform.position = player2cards[0].transform.position;
  239. P2times.gameObject.SetActive(false);
  240. curCard2 = 0;
  241. }
  242. break;
  243. default:
  244. break;
  245. }
  246. }
  247. private void ChangeSpirit(int id)
  248. {
  249. switch (id)
  250. {
  251. case 0:
  252. int man = p1Spirits.hasSpirits;
  253. if (man != 0)
  254. {
  255. curCard1 += 1;
  256. if (curCard1 == man)
  257. {
  258. curCard1 = 0;
  259. }
  260. choose1.transform.position = player1cards[curCard1].transform.position;
  261. p1Spirits.currentSpirit = p1Spirits.ownSpirits[curCard1];
  262. tranHp1 = s1.hps[curCard1];
  263. }
  264. break;
  265. case 1:
  266. int mann = p2Spirits.hasSpirits;
  267. if (mann != 0)
  268. {
  269. curCard2 += 1;
  270. if (curCard2 == mann)
  271. {
  272. curCard2 = 0;
  273. }
  274. choose2.transform.position = player2cards[curCard2].transform.position;
  275. p2Spirits.currentSpirit = p2Spirits.ownSpirits[curCard2];
  276. tranHp2 = s2.hps[curCard2];
  277. }
  278. break;
  279. default:
  280. break;
  281. }
  282. }
  283. private void SelectSpirit(int id)
  284. {
  285. switch (id)
  286. {
  287. case 0:
  288. P1icon.transform.localPosition = p1WordTo.localPosition;
  289. choose1.GetComponent<Image>().sprite = isSelected;
  290. P1times.text = s1.ultimateTimes[curCard1].ToString();
  291. P1times.gameObject.SetActive(true);
  292. isTran1 = true;
  293. break;
  294. case 1:
  295. P2icon.transform.localPosition = p2WordTo.localPosition;
  296. choose2.GetComponent<Image>().sprite = isSelected;
  297. P2times.text = s2.ultimateTimes[curCard2].ToString();
  298. P2times.gameObject.SetActive(true);
  299. isTran2 = true;
  300. break;
  301. default:
  302. break;
  303. }
  304. }
  305. private void EndTransfigurate(int id)
  306. {
  307. switch (id)
  308. {
  309. case 0:
  310. P1icon.transform.localPosition = p1WordOrig.localPosition;
  311. choose1.GetComponent<Image>().sprite = isChoosing;
  312. EndTranChangeUI(0);
  313. isTran1 = false;
  314. break;
  315. case 1:
  316. P2icon.transform.localPosition = p2WordOrig.localPosition;
  317. choose2.GetComponent<Image>().sprite = isChoosing;
  318. EndTranChangeUI(1);
  319. isTran2 = false;
  320. break;
  321. default:
  322. break;
  323. }
  324. }
  325. private void playerUIout(int id)
  326. {
  327. switch (id)
  328. {
  329. case 0:
  330. p1.position = Vector3.SmoothDamp(p1.position, p1To.position, ref re1, uiSpeed);
  331. if (p1To.position.x - p1.position.x <= 0.5f)
  332. {
  333. p1.position = p1To.position;
  334. isP1Out = false;
  335. }
  336. break;
  337. case 1:
  338. p2.position = Vector3.SmoothDamp(p2.position, p2To.position, ref re2, uiSpeed);
  339. if (p2.position.x - p2To.position.x <= 0.5f)
  340. {
  341. p2.position = p2To.position;
  342. isP2Out = false;
  343. }
  344. break;
  345. default:
  346. break;
  347. }
  348. }
  349. private void playerUIin(int id)
  350. {
  351. switch (id)
  352. {
  353. case 0:
  354. p1.position = Vector3.SmoothDamp(p1.position, p1Orig.position, ref re2, uiSpeed);
  355. if (p1.position.x - p1Orig.position.x <= 0.5f)
  356. {
  357. p1.position = p1Orig.position;
  358. isP1In = false;
  359. }
  360. break;
  361. case 1:
  362. p2.position = Vector3.SmoothDamp(p2.position, p2Orig.position, ref re1, uiSpeed);
  363. if (p2Orig.position.x - p2.position.x <= 0.5f)
  364. {
  365. p2.position = p2Orig.position;
  366. isP2In = false;
  367. }
  368. break;
  369. default:
  370. break;
  371. }
  372. }
  373. private void Update()
  374. {
  375. if (isP1Out)
  376. {
  377. playerUIout(0);
  378. }
  379. if (isP2Out)
  380. {
  381. playerUIout(1);
  382. }
  383. if (isP1In)
  384. {
  385. playerUIin(0);
  386. }
  387. if (isP2In)
  388. {
  389. playerUIin(1);
  390. }
  391. if (isP1CardChange)
  392. {
  393. isP1CardChange = false;
  394. ChangeSpirit(0);
  395. }
  396. if (isP2CardChange)
  397. {
  398. isP2CardChange = false;
  399. ChangeSpirit(1);
  400. }
  401. if (isSelect1)
  402. {
  403. isSelect1 = false;
  404. SelectSpirit(0);
  405. }
  406. if (isSelect2)
  407. {
  408. isSelect2 = false;
  409. SelectSpirit(1);
  410. }
  411. if (isEndtran1)
  412. {
  413. isEndtran1 = false;
  414. EndTransfigurate(0);
  415. }
  416. if (isEndtran2)
  417. {
  418. isEndtran2 = false;
  419. EndTransfigurate(1);
  420. }
  421. if (isGainNewSpirit1 != -1)
  422. {
  423. GainNewSpirit(0, isGainNewSpirit1);
  424. isGainNewSpirit1 = -1;
  425. }
  426. if (isGainNewSpirit2 != -1)
  427. {
  428. GainNewSpirit(1, isGainNewSpirit2);
  429. isGainNewSpirit2 = -1;
  430. }
  431. if (isTran1)
  432. {
  433. if (pc1.isUltimate)
  434. {
  435. isChangeUltimateText1 = true;
  436. }
  437. }
  438. if (isTran2)
  439. {
  440. if (pc2.isUltimate)
  441. {
  442. isChangeUltimateText2 = true;
  443. }
  444. }
  445. if (isChangeUltimateText1)
  446. {
  447. isChangeUltimateText1 = false;
  448. P1times.text = (--s1.ultimateTimes[curCard1]).ToString();
  449. }
  450. if (isChangeUltimateText2)
  451. {
  452. isChangeUltimateText2 = false;
  453. P2times.text = (--s2.ultimateTimes[curCard2]).ToString();
  454. }
  455. }
  456. }