public void Update() { float money = BabySmileManager.GetMoney(); temMoney = Mathf.Lerp(temMoney, money, smooth * Time.deltaTime); data.text = Mathf.Round(temMoney).ToString(); }
void Update() { //花盆状态 生苗1枯苗2生花3枯花4成花5 int itemid = GetComponent <SceneItem>().id; int flowerStat = BabySmileManager.GetItemState(itemid); int placeid = BabySmileManager.GetTableType(BabySmileManager.GetItemTableID(itemid)); /* * if (flowerStat == 2 || flowerStat == 4 || flowerStat == 5) * { * //枯苗和枯花和成花都是锁定在阳台上不可拾取的,只能对其进行浇水或者采摘操作 * //BabySmileManager.SetPickable(itemid, false); * }*/ if (placeid == 3 && (flowerStat == 1 || flowerStat == 3)) { //生苗和生花可以拾取,但只有在阳台才会生长 acumTime += Time.deltaTime; if (acumTime > waterTime) { acumTime = 0; //BabySmileManager.SetPickable(itemid, true); BabySmileManager.SetItemState(itemid, flowerStat + 1); //表现层改状态为枯苗/枯花 SceneControl.Instance.InteractItems[itemid].GetComponent <SceneItem>().Status = flowerStat + 1; } } }
void Update() { int itemid = GetComponent <SceneItem>().id; int pcStat = BabySmileManager.GetItemState(itemid); if (pcStat == 1) { //随机产生邮件 acumTime += Time.deltaTime; waitTime = 0; if (acumTime > jobTh) { acumTime = 0; jobTh = Random.Range(minTime, maxTime); BabySmileManager.SetItemState(itemid, 2); //表现层改状态为邮件 SceneControl.Instance.InteractItems[itemid].GetComponent <SceneItem>().Status = 2; OnShowJob(); } } else if (pcStat == 2) { //长时间没人理会变成关机 waitTime += Time.deltaTime; if (waitTime > waitTh) { waitTime = 0; BabySmileManager.SetItemState(itemid, 1); //表现层改状态为关机 SceneControl.Instance.InteractItems[itemid].GetComponent <SceneItem>().Status = 1; OnEndJob(); } } }
public void Update() { float health = BabySmileManager.GetHealthRate(); temHealth = Mathf.Lerp(temHealth, health, smooth * Time.deltaTime); image.fillAmount = temHealth; }
public void PlayerInteractHold(GameObject player, int target, bool enable) { Debug.Log($"CharacterHold:{enable} - {player.name}"); int role = player.GetComponent <CharacterControl>().roleId; if (enable) { var commands = BabySmileManager.InteractItem(role, target); foreach (var(cmd, data) in commands) { if (cmd == (int)DataCommand.StartCast) { PlayerStartCast(player, target, data); } } } else { var item = InteractItems[target].GetComponent <SceneItem>(); if (!item.HasTimerRunning) { var commands = BabySmileManager.MissionComplete(role, target); foreach (var(cmd, data) in commands) { ProcessCmd(cmd, player, target, data); } } item.ClearTimer(); } }
private void SceneUpdateItemStatus(int itemId) { int status = BabySmileManager.GetItemState(itemId); var go = SceneControl.Instance.InteractItems[itemId]; var item = go.GetComponent <SceneItem>(); item.Status = status; }
void Start() { //游戏开始就要有个工作出现 int itemid = GetComponent <SceneItem>().id; jobTh = Random.Range(minTime, maxTime); BabySmileManager.SetItemState(itemid, 2); //表现层改状态为邮件 SceneControl.Instance.InteractItems[itemid].GetComponent <SceneItem>().Status = 2; }
void Update() { int itemid = GetComponent <SceneItem>().id; int babyStat = BabySmileManager.GetItemState(itemid); if (babyStat == 1) { //平静 acumTime += Time.deltaTime; if (acumTime > cryTh) { //提需求,开始哭 acumTime = 0; cryTh = Random.Range(minTime, maxTime); int taskType = Random.Range(1, taskNum + 1); if (m_state == State.FirstTask) { taskType = 2; m_state = State.SecondTask; FirstTutorial.ShowFor(8f); } else if (m_state == State.SecondTask) { taskType = 1; m_state = State.RandomTask; SecondTutorial.ShowFor(8f); } else if (m_state == State.RandomTask) { // do nothing } BabySmileManager.AddTask(taskType); BabySmileManager.SetItemState(itemid, 2); OnStartTask(taskType); SceneControl.Instance.InteractItems[itemid].GetComponent <SceneItem>().Status = 2; } } else { //婴儿在哭 cryTime += Time.deltaTime; if (cryTime > hurtTh) { cryTime = 0; BabySmileManager.ChangeHealth(-1); //表现层健康条减小 } } }
public Tuple <int, SceneItemType> UpdateInteractTarget(GameObject player) { var component = player.transform.Find("InteractTrigger").GetComponent <CharacterTriggerInteract>(); var item = component.GetNearestItem(player)?.GetComponent <SceneItem>(); var table = component.GetNearestTable(player)?.GetComponent <SceneItem>(); SceneItem target = null; if (table != null && item != null) { int itemOnTable = BabySmileManager.GetTableItemID(table.id); target = itemOnTable == item.id ? item : table; } else if (table != null) { target = table; } else if (item != null) { target = item; } var character = player.GetComponent <CharacterControl>(); int prevId = character.InteractTarget; var prevType = character.InteractType; var dict = prevType == SceneItemType.Item ? InteractItems : InteractTables; var prevObj = dict.ContainsKey(prevId) ? dict[prevId] : null; var prevItem = prevObj != null?prevObj.GetComponent <SceneItem>() : null; if (target != prevItem) { if (target != null) { target.SetInteract(true); } if (prevItem != null) { prevItem.SetInteract(false); } return(target == null ? new Tuple <int, SceneItemType>(0, SceneItemType.Item) : new Tuple <int, SceneItemType>(target.id, target.type)); } return(new Tuple <int, SceneItemType>(prevId, prevType)); }
void Update() { int itemid = GetComponent <SceneItem>().id; if (price > BabySmileManager.GetMoney()) { BabySmileManager.SetItemState(itemid, 1); //表现层改状态为缺货 GetComponent <SceneItem>().Status = 1; } else { BabySmileManager.SetItemState(itemid, 2); //表现层改状态为有货 GetComponent <SceneItem>().Status = 2; } }
public void PlayerInteractTap(GameObject player, int target, SceneItemType type) { Debug.Log($"CharacterTap - {player.name}, {target}"); int role = player.GetComponent <CharacterControl>().roleId; var commands = type == SceneItemType.Table ? BabySmileManager.InteractTable(role, target) : BabySmileManager.InteractItem(role, target); foreach (var(cmd, data) in commands) { if (cmd != (int)DataCommand.StartCast) { ProcessCmd(cmd, player, target, data); } } }