private void ClickEnterBtEvent(InputKillVirus.ButtonState val) { if (val == InputKillVirus.ButtonState.DOWN) { return; } switch (_buttonState) { case ButtonState.Enter: { int playerCoin = VirusGameDataAdapter.GetTotalCoin(); if (playerCoin >= m_NeedCoin) { //确认复活 RevivePlayer(); SubCoin(); } else { //需要充值 //VirusGameMrg.Instance.m_UIMrg.BuyCoinsPanel.Active(); if (IGamerProfile.Instance != null) { HiddenPanel(); RemoveEvent(); UiGameBuyCoins com = (UiGameBuyCoins)UiSceneUICamera.Instance.CreateAloneScene(UiSceneUICamera.UISceneId.Id_UIGameBuyCoins); com.PlayerBuyCoins(m_NeedCoin); com.AddEvent(CallBackEvent); return; } else { RevivePlayer(); } } UnActive(); break; } case ButtonState.Back: { ClosePanel(); break; } } }
private void Update() { if (_isLerp) { int totalCoin = VirusGameDataAdapter.GetTotalCoin(); _lastCoin = Mathf.Lerp(_lastCoin, totalCoin, Time.deltaTime * 5); if (Mathf.Abs(_lastCoin - totalCoin) < 0.1f) { _isLerp = false; _isSet = false; } _coinText.text = VirusTool.GetStrByIntger(Mathf.RoundToInt(_lastCoin)); _totalTime -= Time.deltaTime; if (_totalTime <= 0 && _num > 0) { _num--; VirusSoundMrg.Instance.PlaySound(VirusSoundType.TotalCoin); _totalTime = 0.15f; } } }
private void OnUpgradeEnter() { //这里是对玩家武器进行升级 bool isUpdgrade = false; string tipStr = ""; if (IGamerProfile.Instance == null) { int coin = VirusGameDataAdapter.GetTotalCoin(); int needCoin = VirusTool.GetUpgradeCoin(VirusPlayerDataAdapter.GetWeaponLevel()); //coin = 50 * needCoin; //testSyq while (true) { if (coin >= needCoin) { isUpdgrade = true; int value = VirusPlayerDataAdapter.GetUpgradeValue(); //扣除玩家金币 VirusGameDataAdapter.MinusTotalCoin(needCoin); //增加武器等级 VirusPlayerDataAdapter.AddWeaponLevel(); //增加武器伤害 VirusPlayerDataAdapter.AddShootPower(value); //增加子弹射速,暂时无用 VirusPlayerDataAdapter.AddShootSpeed(); bool b1 = VirusPlayerDataAdapter.GetShootNum() <= VirusPlayerDataAdapter.GetMaxShootNum(); bool b2 = VirusPlayerDataAdapter.UpgradeShoot(); if (b1 && b2) { //增加武器发射的子弹数量 VirusPlayerDataAdapter.AddShootNum(1); } coin = VirusGameDataAdapter.GetTotalCoin(); //升级需要的金币数 needCoin = VirusTool.GetUpgradeCoin(VirusPlayerDataAdapter.GetWeaponLevel()); } else { break; } } if (isUpdgrade) { _uiMrg.CoinPanel.SetCoinText(); _virusPlayer.Upgrade(); VirusSoundMrg.Instance.PlaySound(VirusSoundType.UpgradeGun); tipStr = "火力升级"; } } else { //对于玩家的武器属性进行配置 int indexWeapon = (int)UiSceneSelectGameCharacter.CharacterId.MainWeapon; //int levelA = IGamerProfile.Instance.playerdata.characterData[indexWeapon].levelA; int levelB = IGamerProfile.Instance.playerdata.characterData[indexWeapon].levelB; } float delayTime = 0.1f; //int level = VirusTool.UnlockViceWeapon(VirusGameDataAdapter.GetLevel()); int level = 0; //获取玩家选择的副武器 if (IGamerProfile.Instance != null) { level = IGamerProfile.Instance.gameEviroment.characterIndex; } //level = 8; //testSyq if (level > 0) { if (_virusPlayer.WeaponLevel != level) { _virusPlayer.WeaponLevel = level; //这里是升级副武器的 delayTime = 0.1f; _virusPlayer.InitiViceWeapon(level); tipStr = "装备升级"; } } if (!string.IsNullOrEmpty(tipStr)) { var tip = EffectPools.Instance.Spawn("FloatTip"); tip.transform.position = _virusPlayer.transform.position; tip.transform.localScale = new Vector3(1.5f, 1.5f, 1); tip.GetComponent <FastlaneFloatTip>().Float(tipStr, () => { EffectPools.Instance.DeSpawn(tip); }); } DOVirtual.DelayedCall(delayTime, _uiMrg.FadeOut).OnComplete(() => { _fsm.ChangeState(VirusGameState.GamePlay); }); }
public void SetCoinText() { _coinText.text = VirusTool.GetStrByIntger(VirusGameDataAdapter.GetTotalCoin()); //Debug.Log("test ======== " + _coinText.text); }
private bool CheckCoin(int needCoin) { int coin = VirusGameDataAdapter.GetTotalCoin(); return(coin >= needCoin); }
public void SetCoinText() { string str = VirusTool.GetStrByIntger(VirusGameDataAdapter.GetTotalCoin()); _coinText.text = str; }