Beispiel #1
0
    void OnEnable()
    {
        _renderer = transform.GetComponent <Image>();
        ShowMissionNumber();
        //获取当前标记的关卡数
        int mark = MyKeys.GetNameToInt(transform.name);

        if (mark <= MyKeys.MissionMaxIndex)
        {
            //通过的关卡,修改shader
            if (mark <= MyKeys.PassMission + 1)
            {
                _is_Lock = true;
            }
            else
            {
                _is_Lock = false;
                SetMissionDark();
                return;
            }

            //星星实例设置部分
            SetStars();
        }
        else
        {
            _is_Lock = false;
            SetMissionDark();
        }
    }
Beispiel #2
0
    IEnumerator Wait()
    {
        yield return(0);

        //初始化最高分数属性的关键字
        MyKeys.Top_Score_Key = MyKeys.MissionName.ToString();
        //为最高分赋值,属性内会自己判断分数是否更新
        MyKeys.Top_Score = MyKeys.Game_Score;
        //检测是否为导航关卡
        if (GuidanceBase.GuidanceMark == 0)
        {
            GuidanceBase.GuidanceMark = 1;
        }

        //通过关卡加一点体力
        TimeManager.ResetTime();
        //增加金币
        MyKeys.Gold_Value += MyKeys.Game_Score;
        //开始播放动效
        int stars = StartEffect();

        //增加钻石
        AddDiamond(stars);
        //保存过关最大星数
        MyKeys.PassStarsMax = stars;
        //保存此关卡通过状态
        MyKeys.PassMission = MyKeys.GetNameToInt(MyKeys.MissionName.ToString());
        //初始化属性
        Cut_Number = 0;
        //显示分数
        Score();
        UMManager.FinishMission(MyKeys.MissionName.ToString());
    }
Beispiel #3
0
    /// <summary>
    /// 显示当前未通过的导航,并隐藏其他导航组件
    /// </summary>
    /// <param name="guidance_Transform"></param>
    private void ShowCurrentGuidance(Transform guidance_Transform)
    {
        int index = MyKeys.GetNameToInt(guidance_Transform.name);

        if (GuidanceMark + 1 == index)
        {
            guidance_Transform.gameObject.SetActive(true);
        }
        else
        {
            guidance_Transform.gameObject.SetActive(false);
        }
    }