先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
82 lines
2.1 KiB
C#
82 lines
2.1 KiB
C#
using DG.Tweening;
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using GameCore;
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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public class BombHeistTargetItem : MonoBehaviour
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{
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Button btn;
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GameObject aim;
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GameObject aim_disable;
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RewardItem rewardItem;
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Animation anim;
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int index;
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Action<int> action;
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bool isSelect = false;
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private void Awake()
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{
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btn = GetComponent<Button>();
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aim = transform.Find("aim").gameObject;
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aim_disable = transform.Find("aim_disable").gameObject;
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rewardItem = transform.Find("reward").GetComponent<RewardItem>();
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anim = transform.Find("reward").GetComponent<Animation>();
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}
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private void Start()
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{
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btn.onClick.AddListener(OnClick);
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}
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public void Init(int index, Action<int> action)
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{
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this.index = index;
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this.action = action;
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aim.SetActive(true);
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aim_disable.SetActive(false);
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rewardItem.gameObject.SetActive(false);
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}
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public void OnSelect(bool value)
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{
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btn.onClick.RemoveAllListeners();
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isSelect = value;
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aim.SetActive(false);
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aim_disable.SetActive(false);
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}
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//轰炸目标
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public void MainShowData(ItemData itemData)
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{
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rewardItem.gameObject.SetActive(true);
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rewardItem.SetData(itemData);
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anim.Play("reward_show1");
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}
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//其他目标显示
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public void ShowData(ItemData itemData)
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{
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rewardItem.gameObject.SetActive(true);
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rewardItem.SetData(itemData);
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anim.Play("reward_show2");
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}
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public void Multiply(ItemData itemData, int multiple)
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{
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//翻倍特效
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anim.Play("reward_beilv");
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int count = itemData.count;
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int endCount = count * multiple;
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DOTween.To(() => count, x => count = x, endCount, 1f).OnUpdate(() =>
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{
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rewardItem.text_num.text = ConvertTools.GetNumberString(count, true);
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})
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.OnComplete
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(
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() =>
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{
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rewardItem.text_num.text = ConvertTools.GetNumberString(endCount);
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}
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);
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}
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void OnClick()
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{
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action(index);
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}
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}
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