//设置名字,并保存 public void setNewPlayer(string name) { if (name.Length != 0 && TextCheck.isUserName(name) && name.Length <= 8) { data.nowId = data.allIdCount++ + 1; PlayerPrefs.SetInt("nowId", data.nowId); PlayerPrefs.SetInt("AllIDCount", data.allIdCount); myNpc.npcName = name; LoadAndSave.saveNpc(myNpc, data.nowId); this.uiCamera.gameObject.SetActive(false); } else if (name.Length == 0) { GameObject.Find("Game").transform.Find("UICamera").transform.Find("FistGameCanvas").transform.Find("NameInputField").transform.Find("Placeholder").GetComponent <Text>().text = "名字不能为空"; GameObject.Find("Game").transform.Find("UICamera").transform.Find("FistGameCanvas").transform.Find("NameInputField").GetComponent <InputField>().text = ""; } else if (name.Length <= 8) { GameObject.Find("Game").transform.Find("UICamera").transform.Find("FistGameCanvas").transform.Find("NameInputField").transform.Find("Placeholder").GetComponent <Text>().text = "名字里不能带字符"; GameObject.Find("Game").transform.Find("UICamera").transform.Find("FistGameCanvas").transform.Find("NameInputField").GetComponent <InputField>().text = ""; } else { GameObject.Find("Game").transform.Find("UICamera").transform.Find("FistGameCanvas").transform.Find("NameInputField").transform.Find("Placeholder").GetComponent <Text>().text = "名字不能超过8位"; GameObject.Find("Game").transform.Find("UICamera").transform.Find("FistGameCanvas").transform.Find("NameInputField").GetComponent <InputField>().text = ""; } }
//更新函数 void FixedUpdate() { if (Input.anyKey && !isStart) { isStart = true; data.init(); gameStart(); } if (this.mode != MainGame.MODE_FIGHT) { this.autoSaveTime += Time.fixedDeltaTime; if (this.autoSaveTime >= this.autoSaveMaxTime) { this.autoSaveTime = 0; LoadAndSave.saveNpc(myNpc, myNpc.id); } } /******************* *更新战斗相关 * * *******************/ if (this.mode == MainGame.MODE_FIGHT) { myNpc.speedTime += Time.fixedDeltaTime; if (myNpc.speedTime >= (this.myNpc.norFightSpeed * (1f + this.myNpc.fightSpeedAmp))) { myNpc.speedTime = (this.myNpc.norFightSpeed * (1f + this.myNpc.fightSpeedAmp)); myNpc.isCanFight = true; } else { myNpc.isCanFight = false; } enemyNpc.speedTime += Time.fixedDeltaTime; if (enemyNpc.speedTime >= (this.enemyNpc.norFightSpeed * (1f + this.enemyNpc.fightSpeedAmp))) { enemyNpc.speedTime = (this.enemyNpc.norFightSpeed * (1f + this.enemyNpc.fightSpeedAmp)); enemyNpc.isCanFight = true; } else { enemyNpc.isCanFight = false; } fightNpcAI(enemyNpc, myNpc); switch (updateNpcStatus()) { case 0: break; case 1: //myNpc失败 textEvent.setNotice("很遗憾你输掉了战斗\n作为惩罚将扣除你当前经验的50%", 1.5f, true); endFight(enemyNpc, myNpc); break; case 2: //enemyNpc失败 textEvent.setNotice("恭喜你赢得了战斗", 1.5f, true); endFight(myNpc, enemyNpc); break; } } /******************* *文本相关 * * *******************/ if (isShowStatusPanel) { uploadStatus(this.myNpc); } /******************* *更新按键 * * *******************/ if (xuanXiangTime < 1000f) { xuanXiangTime += Time.fixedDeltaTime; } if (this.mode != MainGame.MODE_MOVE) { buttonList.get(choseXuanXiang).GetComponent <Button>().Select(); } }