完善游戏流程

This commit is contained in:
bzx
2025-08-27 13:37:20 +08:00
parent 6249804143
commit a99dcbd827
176 changed files with 152275 additions and 126643 deletions

View File

@@ -152,8 +152,8 @@ namespace Common
_progress += 1;
yield return new WaitForSeconds(0.02f);
}
RequestAuthCount = 0;
WorldUIManager.Ins.Back();
Save();
}
else
{
@@ -171,15 +171,22 @@ namespace Common
_progress += 1;
yield return new WaitForSeconds(0.02f);
}
RequestAuthCount = 0;
WorldUIManager.Ins.Back();
Save();
}
else
{
PanelState.StateChange(1);
}
}
}
}
public void Save()
{
RequestAuthCount = 0;
GameManager.Ins.CreateDoor();
WorldUIManager.Ins.Back();
}
}
}

View File

@@ -1,5 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using DragonLi.Core;
using LitJson;
using Mirror;
@@ -14,16 +16,45 @@ public class HUDPanel : MonoBehaviour
/// </summary>
public TextMeshProUGUI LessTimeText;
/// <summary>
/// 得分文本
/// 枪械剩余子弹
/// </summary>
public TextMeshProUGUI ScoreText;
public TextMeshProUGUI gunCountTxt;
/// <summary>
/// 枪械种类
/// </summary>
public Sprite[] gunIcons;
/// <summary>
/// 枪图片
/// </summary>
public Image gunImage;
/// <summary>
/// 警告节点
/// </summary>
public GameObject TimingWarning;
/// <summary>
/// 血条
/// </summary>
public Image blood2;
public GameObject hitEffect;
/// <summary>
/// 复活倒计时
/// </summary>
public GameObject dieUI;
public TextMeshProUGUI enemyDieCountTxt;
public Image fuHuoImage;
/// <summary>
/// 下一波倒计时
/// </summary>
@@ -39,15 +70,30 @@ public class HUDPanel : MonoBehaviour
OverlayUIManager.Ins.Cover("UI/HUDPanel", false);
}
private void Awake()
{
GameLocal.Ins.HitUI = hitEffect;
GameLocal.Ins.DieUI = dieUI;
}
public void Start()
{
// LoginPanel.Show();
EventDispatcher.AddEventListener<int>("NewWaveStart", NewWaveStart);
EventDispatcher.AddEventListener<float, float>("HpChange", HpChange);
EventDispatcher.AddEventListener<int>("UserGun", UserGun);
EventDispatcher.AddEventListener<int>("WinRound", ShowWinRound);
// //打开联控动画
// EventDispatcher.AddEventListener<int>("JoinControlStart", JoinControlStart);
// //关闭联控动画
// EventDispatcher.AddEventListener<int>("JoinControlEnd", JoinControlEnd);
}
public void HpChange(float currentHp, float maxHp)
{
blood2.fillAmount = currentHp / maxHp;
//DOTween.To(() => blood1.fillAmount, x => blood1.fillAmount = x, currentHp / maxHp, 0.5f);//血量变化
}
public void JoinControlStart(int playerIndex)
{
@@ -80,7 +126,7 @@ public class HUDPanel : MonoBehaviour
playerDictionary[key] = entry.Value;
}
ScoreText.text = playerDictionary[GameLocal.Ins.self.index].Score.ToString();
//ScoreText.text = playerDictionary[GameLocal.Ins.self.index].Score.ToString();
}
if (GameManager.Ins.GetLessTimeSeconds() <= 60)
{
@@ -109,11 +155,27 @@ public class HUDPanel : MonoBehaviour
int time = 3;
while (time>0)
{
icon.sprite = RoundIcon[time];
icon.sprite = RoundIcon[time-1];
yield return new WaitForSeconds(1f);
time--;
}
Round.SetActive(false);
GameManager.Ins.PlaySound2DRPC("");
}
public void ChangeGunIcon()
{
gunImage.sprite = gunIcons[GameLocal.Ins.self.NowGunIndex];
}
public void UserGun(int bullet)
{
gunCountTxt.text = bullet.ToString();
}
public void ShowWinRound(int index)
{
}
}