public void InitData(string map_name, List <TowerInfo> tower_list) { mTowerList = tower_list; AudioMananger.PlayMusic("music_fuben"); Camera.main.transform.localPosition = new Vector3(3, 25, 3.5f); //还原镜头位置 因为镜头可以改变 Camera.main.fieldOfView = 34; //还原镜头视野 MapManager.mMapObj.transform.localPosition = Vector3.zero; BattleManager.InitData(this, MapManager.GetMapPath(map_name)); RefreshLife(); mObjTowerContent.SetActive(false); RefreshTimeDownCount(0); mTextWave.text = ""; mTwaveTime.text = ""; for (int i = 0; i < tower_list.Count; i++) { GameObject obj = Instantiate(mBtnBaseTower); obj.SetActive(true); obj.GetComponentInChildren <Text>().text = tower_list[i].BtnName; obj.GetComponentInChildren <Button>().onClick.AddListener(() => { OnButtonClick("btn_Tower", obj); }); obj.transform.SetParent(mObjTowerContent.transform); mButtonList.Add(obj); } }
// Use this for initialization void Start() { AudioMananger.InitData(); AudioMananger.PlayMusic("music_login"); MapManager.mMapObj = GameObject.Find("map"); //初始化map UIManager.EnterUI <UI_Main>(); //载入界面 }
public void InitData(bool is_win) { if (is_win) { mTextResult.text = "Win!"; AudioMananger.PlaySound("battle_success"); } else { mTextResult.text = "False!"; AudioMananger.PlaySound("battle_fail"); } }
public override void OnButtonClick(string name, GameObject obj) { switch (name) { case "btn_return": BattleManager.Clear(); UIManager.ExitUI(this); UIManager.ExitALLUI(); //关闭所有界面 AudioMananger.PlayMusic("music_login"); UIManager.EnterUI <UI_Main>(); //打开开始界面 break; } }
void Update() { if (mTarget == null) //如果敌人为空 { if (mMoveSpeed > 0) { rang = Vector3.Distance(transform.localPosition, mTargetPos); //子弹和敌人距离 tutal_time = rang / mMoveSpeed; //运行总时间 } else { tutal_time = 0; } if (Time.deltaTime >= tutal_time) //如果每帧运行时间大于总时间 { gameObject.SetActive(false); //将子弹显示关闭 } else { transform.localPosition = Vector3.Lerp(transform.localPosition, mTargetPos, Time.deltaTime / tutal_time);//从当前位置运行到敌人位置,时间:暂时不懂 } } else//如果有敌人 { mTargetPos = mTarget.transform.localPosition; if (mMoveSpeed > 0) { rang = Vector3.Distance(transform.localPosition, mTargetPos); tutal_time = rang / mMoveSpeed; } else { tutal_time = 0; } if (Time.deltaTime >= tutal_time) //如果每帧运行时间大于总时间,子弹到达敌人位置 { AudioMananger.PlaySound("hit"); //播放击中音效 mTarget.AddHP(-mAttack); //敌人生命值减少 gameObject.SetActive(false); //将子弹隐藏 } else { transform.localPosition = Vector3.Lerp(transform.localPosition, mTargetPos, Time.deltaTime / tutal_time);//同上 } } }
public IEnumerator AttackButtle(Enemy enemy, Vector3 pos, float time) { AudioMananger.PlaySound("attack"); yield return(new WaitForSeconds(time)); Bullet bullet = BulletManager.CreatBullet(mBulletModelName); if (enemy != null) { bullet.InitData(enemy, BulletMoveSpd, mAttack); } else { bullet.InitData(pos, BulletMoveSpd, mAttack); } bullet.transform.localPosition = transform.localPosition; }
public override void OnButtonClick(string name, GameObject obj) //封装按键后的事件 { switch (name) { case "Button_Start": Debug.Log("开始游戏!"); Close(); UIManager.EnterUI <UI_SeletLevel>(); break; case "Button_Close": Close(); break; case "Button_Music": if (AudioMananger.mIsMusicOn) { SetMusicOn(false); AudioMananger.SetMusicOn(false); } else { SetMusicOn(true); AudioMananger.SetMusicOn(true); } break; case "Button_Sound": if (AudioMananger.mIsSoundOn) { SetSoundOn(false); AudioMananger.SetSoundOn(false); } else { SetSoundOn(true); AudioMananger.SetSoundOn(true); } break; } }
private void wake() { instance = this; }