// Use this for initialization void Start() { MyAudio.ChangeBGM(); QualitySettings.vSyncCount = 1; MyKeys.Game_Score = 0; Window_Succeed.Cut_Number = 0; try { UMManager.StartMission(MyKeys.MissionName.ToString()); } catch (Exception) { Debug.Log("关卡调试"); } try { _fruit_Number_Total = GameObject.FindGameObjectWithTag("FruitManager").transform.childCount; } catch { Debug.Log("没有找到FruitManager"); } _move_Unit = 0.1748f; _human = HumanManager.Nature.Human; _start_Y = _human.position.y; _instance = this; _move_Meter = transform.GetChild(0).GetChild(0).GetComponent <Text>(); _gold = transform.GetChild(1).GetChild(0).GetComponent <Text>(); Transform end_Point = GameObject.Find("EndPoint").transform; _end_Y = end_Point.transform.position.y; }
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()); }
void OnApplicationQuit() { MyKeys.Time_Day_Value = DateTime.Now.Day; MyKeys.Time_Hour_Value = DateTime.Now.Hour; MyKeys.Time_Minute_Value = DateTime.Now.Minute; MyKeys.Time_Second_Value = DateTime.Now.Second; UMManager.GameEnd(); }
/// <summary> /// 复活 /// </summary> public void Resurgence() { if (MyKeys.Diamond_Value > MyKeys.ResurgenceCost) { Is_Resurgence = true; MyAudio.PlayAudio(StaticParameter.s_UI_OK, false, StaticParameter.s_UI_OK_Volume); MyKeys.Diamond_Value -= MyKeys.ResurgenceCost; GameUITool.Instance.SetTheActive(GameUI.GameUI_Seconds); UMManager.Event(EventID.State_Resurgence, MyKeys.MissionName.ToString()); } HumanManager.Nature.ColliderManager.SetActive(true); }
/// <summary> /// 开始前购买道具 /// </summary> /// <param name="x"></param> public void BuyItems(int x) { Items temp = (Items)x; if (Judge(temp)) { //加入购买的道具 BuyTheItems.AddItems = temp; //购买后按键的变化 MainUITool.Instance.ItemsButton(EventSystem.current.currentSelectedGameObject); //友盟统计数据 UMManager.BuyItem(temp.ToString(), 1, 0); UMManager.Event(EventID.BuyItem, temp + " " + MyKeys.MissionName); } }
/// <summary> /// 购买护盾 /// </summary> public void BuyProtect() { MyAudio.PlayAudio(StaticParameter.s_UI_OK, false, StaticParameter.s_UI_OK_Volume); if (MyKeys.Diamond_Value > MyKeys.BuyProtectCost) { MyKeys.Diamond_Value -= MyKeys.BuyProtectCost; HumanManager.Nature.HumanManager_Script.ItemState = ItemState.Protect; UMManager.Event(EventID.InGame_Protect); } else { MyKeys.Pause_Game = true; GameUITool.Instance.SetTheActive(GameUI.GameUI_ShopDiamond); //EventSystem.current.currentSelectedGameObject.GetComponent<Image>().raycastTarget = false; MyAudio.PlayAudio(StaticParameter.s_Buy, false, StaticParameter.s_Buy_Volume); } }
/// <summary> /// 交易函数,0:购买钻石,1:购买金币,2:购买体力 /// </summary> /// <param name="x"></param> public void Business(int x) { switch (x) { case 0: break; case 1: //使用钻石购买金币 if (MyKeys.Diamond_Value > 6) { MyKeys.Diamond_Value -= 6; MyKeys.Gold_Value += 60; } else { UIManager.ActiveWindow(WindowID.WindowID_ShopDiamond); } break; case 2: //使用钻石购买体力 if (MyKeys.Diamond_Value >= MyKeys.BuyPhysicalPowerCost) { MyKeys.Diamond_Value -= MyKeys.BuyPhysicalPowerCost; MyKeys.Physical_Power_Value += 1; UMManager.Event(EventID.Buy_Power); } else { //UIManager.ActiveWindow(WindowID.WindowID_ShopZuanShi); MyAudio.PlayAudio(StaticParameter.s_No, false, StaticParameter.s_No_Volume); } break; default: Debug.Log("购买行为标记错误"); break; } }
// Use this for initialization void Start() { UMManager.FailMission(MyKeys.MissionName.ToString()); Score(); }
void StatisticsSteps() { int num = Window_Ingame.Steps / 50; UMManager.Event(EventID.UnitOne_StateDead, MyKeys.MissionName + " Step:" + (num + 1) * 50); }