public override void MapEventTriggered(bool isSuccess, BattlePlayerController bp) { bp.isInEvent = false; if (hasTriggered) { return; } if (isSuccess) { mapItemRenderer.sprite = pressSwitchOff; GameManager.Instance.soundManager.PlayAudioClip(CommonData.switchAudioName); ExploreManager.Instance.newMapGenerator.ChangeMapEventStatusAtPosition(pairEventPos); SetSortingOrder(mapItemRenderer.sortingOrder - 1); hasTriggered = true; bc2d.enabled = true; tmPro.enabled = false; ExploreManager.Instance.newMapGenerator.mapWalkableInfoArray [Mathf.RoundToInt(transform.position.x), Mathf.RoundToInt(transform.position.y)] = 0; int posX = Mathf.RoundToInt(this.transform.position.x); int posY = Mathf.RoundToInt(this.transform.position.y); MapEventsRecord.AddEventTriggeredRecord(mapIndex, new Vector2(posX, posY)); } }
public virtual void OpenTheDoor(bool playAudio = true) { if (isOpen) { return; } if (isSwitchControledDoor) { MapEventsRecord.AddEventTriggeredRecord(mapIndex, transform.position); MapEventsRecord.AddEventTriggeredRecord(mapIndex, pairDoorPos); } else { GameManager.Instance.gameDataCenter.currentMapEventsRecord.AddEventTriggeredRecord(mapIndex, transform.position); GameManager.Instance.gameDataCenter.currentMapEventsRecord.AddEventTriggeredRecord(mapIndex, pairDoorPos); } mapItemRenderer.sprite = null; isOpen = true; ExploreManager.Instance.newMapGenerator.ChangeMapEventStatusAtPosition(pairDoorPos); if (playAudio) { GameManager.Instance.soundManager.PlayAudioClip(CommonData.doorAudioName); } }
public override void MapEventTriggered(bool isSuccess, BattlePlayerController bp) { if (isGoldTreasureBox) { MapEventsRecord.AddEventTriggeredRecord(mapIndex, transform.position); } base.MapEventTriggered(isSuccess, bp); }
public override void OpenTheDoor(bool playAudio = true) { base.OpenTheDoor(playAudio); int posX = Mathf.RoundToInt(this.transform.position.x); int posY = Mathf.RoundToInt(this.transform.position.y); MapEventsRecord.AddEventTriggeredRecord(mapIndex, new Vector2(posX, posY)); MapEventsRecord.AddEventTriggeredRecord(mapIndex, pairDoorPos); }
/// <summary> /// 进入下个对话按钮 /// </summary> public void OnNextDialogButtonClick() { dialogIndex++; // 来到最后一段对话 if (dialogIndex == finalDialogs.Length) { int posX = Mathf.RoundToInt(npcTrans.position.x); int posY = Mathf.RoundToInt(npcTrans.position.y); // npc的位置改为可行走 ExploreManager.Instance.newMapGenerator.mapWalkableEventInfoArray[posX, posY] = 1; // 记录npc已经触发过 MapEventsRecord.AddEventTriggeredRecord(50, npcTrans.position); npcTrans.gameObject.SetActive(false); // 回收npc ExploreManager.Instance.newMapGenerator.allNPCsInMap.Clear(); Destroy(npcTrans.gameObject, 0.3f); ExploreManager.Instance.EnableExploreInteractivity(); QuitFinalDialogHUD(); ExploreManager.Instance.battlePlayerCtr.boxCollider.enabled = true; return; } // 如果不是倒数第三个对话,直接显示对话内容 if (dialogIndex != finalDialogs.Length - 2) { dialogText.text = finalDialogs[dialogIndex]; } else { dialogHUD.gameObject.SetActive(false); // 倒数第三个对话的时候显示分享界面 GameManager.Instance.UIManager.SetUpCanvasWith(CommonData.shareCanvasBundleName, "ShareCanvas", delegate { TransformManager.FindTransform("ShareCanvas").GetComponent <ShareViewController>().SetUpShareView(ShareType.WeChat, null, null, delegate { dialogText.text = finalDialogs[dialogIndex]; nextDialogButton.interactable = true; dialogHUD.gameObject.SetActive(true); }); }); } }
/// <summary> /// 地图事件触发 /// </summary> /// <param name="isSuccess">If set to <c>true</c> is success.</param> /// <param name="bp">Bp.</param> public override void MapEventTriggered(bool isSuccess, BattlePlayerController bp) { bp.isInEvent = false; if (isSuccess) { int posX = Mathf.RoundToInt(oriPosX); int posY = Mathf.RoundToInt(oriPosY); ExploreManager.Instance.newMapGenerator.mapWalkableInfoArray[posX, posY] = 1; ExploreManager.Instance.newMapGenerator.SetUpRewardInMap(item, transform.position); MapEventsRecord.AddEventTriggeredRecord(mapIndex, new Vector2(posX, posY)); AddToPool(ExploreManager.Instance.newMapGenerator.mapEventsPool); } }
public override void ChangeStatus() { if (isOpen) { return; } if (isSwitchControledDoor) { MapEventsRecord.AddEventTriggeredRecord(mapIndex, transform.position); MapEventsRecord.AddEventTriggeredRecord(mapIndex, pairDoorPos); } else { GameManager.Instance.gameDataCenter.currentMapEventsRecord.AddEventTriggeredRecord(mapIndex, transform.position); GameManager.Instance.gameDataCenter.currentMapEventsRecord.AddEventTriggeredRecord(mapIndex, pairDoorPos); } mapItemRenderer.sprite = null; isOpen = true; ExploreManager.Instance.newMapGenerator.ChangeMapEventStatusAtPosition(pairDoorPos); }
/// <summary> /// 玩家战斗胜利逻辑 /// </summary> /// <param name="monsterTransArray">Monster trans array.</param> public void BattlePlayerWin(Transform[] monsterTransArray) { // 如果没有传入敌人,直接返回 if (monsterTransArray.Length <= 0) { return; } // 记录击败的怪物数 Player.mainPlayer.totaldefeatMonsterCount++; // 重置角色骨骼动画速率 battlePlayerCtr.SetRoleAnimTimeScale(1.0f); battleMonsterCtr.SetRoleAnimTimeScale(1.0f); Transform trans = monsterTransArray [0]; BattleMonsterController bmCtr = trans.GetComponent <BattleMonsterController> (); Monster monster = trans.GetComponent <Monster> (); MapWalkableEvent walkableEvent = trans.GetComponent <MapWalkableEvent> (); Player player = Player.mainPlayer; // 执行战斗结束的回调 FightEndCallBacks(); // 重置所有技能产生的属性变化 battlePlayerCtr.agent.ClearPropertyChangesFromSkill(); // 重置角色属性【按照脱离战斗时持有装备的正常情况重新计算一遍人物属性】 battlePlayerCtr.agent.ResetBattleAgentProperties(false); // 怪物清空所有技能产生的属性变化 battleMonsterCtr.agent.ClearPropertyChangesFromSkill(); // 怪物重置属性 battleMonsterCtr.agent.ResetBattleAgentProperties(false); // 玩家位置修正到标准位置【整数点位置】 battlePlayerCtr.FixPositionToStandard(); // 玩家等待当前动作结束 battlePlayerCtr.ResetToWaitAfterCurrentRoleAnimEnd(); Vector3 monsterPos = trans.position; walkableEvent.RefreshWalkableInfoWhenQuit(true); MapMonster mm = bmCtr.GetComponent <MapMonster> (); if (mm != null) { // 生成奖励物品 Item rewardItem = mm.GenerateRewardItem(); if (rewardItem != null) { newMapGenerator.SetUpRewardInMap(rewardItem, trans.position); } if (mm.pairEventPos != -Vector3.one) { newMapGenerator.ChangeMapEventStatusAtPosition(mm.pairEventPos); } if (monster.isBoss) { MapEventsRecord.AddEventTriggeredRecord(mm.mapIndex, mm.oriPos); } } // 目前npc不参与战斗,下面的代码后续扩展可用 MapNPC mn = bmCtr.GetComponent <MapNPC> (); if (mn != null) { Item rewardItem = Item.NewItemWith(mn.fightReward.rewardValue, 1); if (rewardItem != null) { if (rewardItem.itemType == ItemType.Equipment) { Equipment eqp = rewardItem as Equipment; EquipmentQuality quality = (EquipmentQuality)mn.fightReward.attachValue; eqp.ResetPropertiesByQuality(quality); } newMapGenerator.SetUpRewardInMap(rewardItem, trans.position); } } // 开启屏幕行走点击 EnableExploreInteractivity(); // 标记不在战斗 battlePlayerCtr.isInFight = false; // 标记不再地图事件中 battlePlayerCtr.isInEvent = false; // 角色包围盒开启 battlePlayerCtr.boxCollider.enabled = true; // 清除敌方信息 battlePlayerCtr.enemy = null; //更新玩家金钱 int goldGain = monster.rewardGold + player.extraGold; player.totalGold += goldGain; GameManager.Instance.soundManager.PlayAudioClip(CommonData.goldAudioName); expUICtr.SetUpGoldGainTintHUD(goldGain); player.experience += monster.rewardExperience + player.extraExperience; //更新玩家经验值 bool isLevelUp = player.LevelUpIfExperienceEnough(); //判断是否升级 newMapGenerator.allMonstersInMap.Remove(mm); if (isLevelUp) { PlayLevelUpAnim();// 升级时播放升级动画 DisableExploreInteractivity(); expUICtr.ShowLevelUpPlane(); } else { MapWalkableEventsStartAction(); } // 更新角色状态栏 battlePlayerCtr.UpdateStatusPlane(); }