protected override void OnTriggerExit2D(Collider2D col) { base.OnTriggerExit2D(col); if (isShowing) { PanelMgr.PopPanel(); } }
private void OnLoadSceneAsync(string sceneName) { if (sceneName == SceneMgr.CurrentSceneName) { PanelMgr.PopPanel(); } SceneMgr.LoadSceneAsync(sceneName, onLoading: (value) => { this.slider.value = (float)value / 100.0f; this.text.text = "LoadingPanel..." + value + "%"; }); }
protected override void Update() { base.Update(); if (Input.GetKeyDown(mapKey)) { if (mapped) { PanelMgr.PopPanel(); } else { PanelMgr.PushPanel(PanelName.MapPanel); } mapped = !mapped; } }
void Update() { if (isClose) { //Debug.Log("Close"); if (Input.GetKeyDown(KeyCode.E)) { if (isShowing) { PanelMgr.PopPanel(); isShowing = false; } else { PanelMgr.PushPanel(PanelName.ShopPanel); isShowing = true; } } } }
public void RunPanelUnit() { switch (panelType) { case DialogUnitInfo.PanelOperateType.Pop: PanelMgr.PopPanel(); break; case DialogUnitInfo.PanelOperateType.Push: Debug.Log("DialogUnitInfo_RunPanelUnit_Switch_PushPanel"); if (fade) { PanelMgr.PushPanel(panelChooser.StringValue, new FadeInOut(floatValue)); } else { PanelMgr.PushPanel(panelChooser.StringValue); } break; } }
protected override void Update() { // Debug.Log("玩家在" + Pos); //一技能 if (Input.GetKeyDown(KeyCode.U)) { // Debug.Log("按U"+this.MaxRealSkillCount); if (this.MaxRealSkillCount >= 1) { Debug.Log("释放一技能:" + skills[this.BaseSkillCount].name); skills[this.BaseSkillCount].Execute(this, true); } } //二技能 if (Input.GetKeyDown(KeyCode.I)) { // Debug.Log("按I" + this.MaxRealSkillCount); if (this.MaxRealSkillCount >= 2) { Debug.Log("释放二技能:" + skills[this.BaseSkillCount + 1].name); skills[this.BaseSkillCount + 1].Execute(this); } } //三技能 if (Input.GetKeyDown(KeyCode.O)) { Debug.Log("按O" + this.MaxRealSkillCount); if (this.MaxRealSkillCount >= 3) { // Debug.Log("释放三技能:"+skills[this.BaseSkillCount+2].name); skills[this.BaseSkillCount + 2].Execute(this); } } //Z强化 if (Input.GetKeyDown(KeyCode.Z)) { TrySuper(); } //背包 if (Input.GetKeyDown(KeyCode.Tab)) { PanelMgr.PushPanel(PanelName.packagePanel); } if (Input.GetKeyUp(KeyCode.Tab)) { PanelMgr.PopPanel(); } #region 连击 SkillInstance lastSkill = null; var index = this.comboNum; if (this.comboNum > 0) { lastSkill = skills[index]; Assert.IsTrue(this.comboNum > 0 && this.comboNum < 4); if (this.timer - lastSkill.startTime > canMoveTime[this.comboNum - 1]) { mainc._inControl = true; } if (this.timer - lastSkill.startTime > lastSkill.LastTime * this.beginComboTest[this.comboNum - 1] + durTimes[this.comboNum - 1]) { //Debug.Log("归零"); this.comboNum = 0; MainLoop.Instance.RemoveUpdateFunc(_DeUpdate); //恢复人物控制 mainc._inControl = true; } } if (Input.GetKeyDown(KeyCode.J)) { if (!cc.isGrounded) { mainc._playerVelocityY = 0; this.TakeBattleEffect(new HitbackEffect(new Vector2(this.Dir * Mathf.Abs(this.airXMove), 0))); } mainc._inControl = false; // Debug.Log("按下J"); var thisSkill = skills[index]; index++; if (this.comboNum == 0) //初次攻击 { this.timer = 0; //开始增加时间 // Debug.Log("初次攻击"); MainLoop.Instance.AddUpdateFunc(_DeUpdate); Debug.Log("执行了技能" + index + " " + thisSkill.name); thisSkill.Execute(this, ignoreInput[0], this.timer); this.comboNum++; } else if ( this.timer - lastSkill.startTime > lastSkill.LastTime * this.beginComboTest[this.comboNum - 1] && this.timer - lastSkill.startTime < lastSkill.LastTime * this.beginComboTest[this.comboNum - 1] + durTimes[this.comboNum - 1] && this.comboNum < skillNames.Count) { Debug.Log("执行了技能" + index + " " + thisSkill.name); thisSkill.Execute(this, ignoreInput[this.comboNum - 1], this.timer); this.comboNum++; } } #endregion }
private void OnUnregister() { PanelMgr.PopPanel(); }
protected override void Update() { foreach (var VARIABLE in CharacterController.commonSkillInfos) { if (Input.GetKeyDown(VARIABLE.key)) { VARIABLE.skillAsset.RunSkill(this); } } //Z强化 if (Input.GetKeyDown(CharacterController.superKey)) { TrySuper(); } //背包 if (Input.GetKeyDown(CharacterController.bagKey)) { PanelMgr.PushPanel(PanelName.PackagePanel); } if (Input.GetKeyUp(CharacterController.bagKey)) { PanelMgr.PopPanel(); } #region 连击 ComboSkillInfo lastSkill = null; var index = this.comboNum - 1; if (this.comboNum > 0) { lastSkill = CharacterController.comboSkillInfos[this.comboNum - 1]; Assert.IsTrue(this.comboNum > 0 && this.comboNum < 4); if (this.timer - lastSkill.StartTime > lastSkill.CanMoveTime) { // Debug.Log("过了移动锁定时间,恢复人物控制"); Controller.SetMoveable(true); } if (this.timer - lastSkill.StartTime > lastSkill.LastTime * lastSkill.BeginComboTest + lastSkill.FaultToleranceTime) { this.comboNum = 0; MainLoop.Instance.RemoveUpdateFunc(_DeUpdate); //恢复人物控制 // Debug.Log("连击中断,恢复人物控制"); Controller.SetMoveable(true); } } if (Input.GetKeyDown(CharacterController.comboKey)) { // Debug.Log("按键"); if (!ActorMover.IsGrounded) { ActorMover.VelocityY = 0; // this.TakeBattleEffect(new HitbackEffect(new Vector2(this.FaceDir * Mathf.Abs(this.AirXMove), 0))); } // Debug.Log("按下攻击键,无论如何,锁定人物"); Controller.SetMoveable(false); index++; if (index >= CharacterController.comboSkillInfos.Count) { // Debug.Log($"Index : {index} Count: {CharacterController.comboSkillInfos.Count}"); return; } var thisSkill = CharacterController.comboSkillInfos[index]; if (this.comboNum == 0) //初次攻击 { this.timer = 0; //开始增加时间 // Debug.Log("初次攻击"); MainLoop.Instance.AddUpdateFunc(_DeUpdate); // Debug.Log("执行了技能" + index + " " + thisSkill.SkillName); thisSkill.RunSkill(this, CharacterController.comboSkillInfos[0].IgnoreInput, this.timer); this.comboNum++; } else if (this.timer - lastSkill.StartTime < lastSkill.LastTime * lastSkill.BeginComboTest + lastSkill.FaultToleranceTime) { if (this.timer - lastSkill.StartTime > lastSkill.LastTime * lastSkill.BeginComboTest) { if (this.comboNum < CharacterController.comboSkillInfos.Count) { // Debug.Log("执行了技能" + index + " " + thisSkill.SkillName); thisSkill.RunSkill(this, lastSkill.IgnoreInput, this.timer); this.comboNum++; } // else // { // Debug.Log($"连击数大于攻击次数:this.comboNum:{comboNum}, 技能数量:{CharacterController.comboSkillInfos.Count}"); // } } // // else // { // Debug.Log("lastSkill.Name: "+lastSkill.SkillName+" lastSkill.lastTime: "+lastSkill.LastTime); // Debug.Log($"还没有开始连击检测! 距离上次攻击间隔:{this.timer-lastSkill.StartTime}, lastSkill.StartTime: {lastSkill.StartTime},开始连击检测的间隔:{CharacterController.comboSkillInfos[this.comboNum-1].beginComboTest*lastSkill.LastTime}"); // } } // else // { // var skill = CharacterController.comboSkillInfos[comboNum - 1]; // Debug.Log($"技能开始时间:{skill.StartTime}, 技能持续时间:{skill.LastTime} 连击中止时间:"+(skill.faultToleranceTime+skill.LastTime*skill.beginComboTest)); // Debug.Log($"已经超过连击检测容错时间: 上次释放技能到现在间隔:{this.timer-lastSkill.StartTime}, 容错时间:{ lastSkill.LastTime * CharacterController.comboSkillInfos[this.comboNum - 1].beginComboTest + CharacterController.comboSkillInfos[this.comboNum - 1].faultToleranceTime}"); // } } #endregion }
void OnDisable() { PanelMgr.PopPanel(); }