示例#1
0
        void Start()
        {
            WorldUI   = GameObject.Find("PlayerCamera").transform.Find("WorldUI(Clone)").transform;
            teamPanel = WorldUI.Find("TeamPanel");
            //确定所在国籍
            selfCountry = WorldObj.SelfCountry();

            cityController = selfCountry.GetComponent <CityController>();
            teamController = selfCountry.GetComponent <TeamController>();
            uiController   = selfCountry.GetComponent <UIController>();
        }
示例#2
0
        /// <summary>
        /// 同步更新战争状态
        /// </summary>
        /// <param name="_newDefence">新战争状态</param>
        public void UpdateFighting(bool _fighting)
        {
            CountryObj selfCountry = WorldObj.MatchCountry(nationality);

            if (selfCountry)
            {
                uiController = selfCountry.GetComponent <UIController>();
                uiController.ScoutInfoShow(nationality, WorldObj.AnimatorAction.Victory, WorldObj.ScoutInfoType.CityBeAttacked, this.gameObject);
            }

            photonView.RPC("UpdateFightingRPC", PhotonTargets.All, _fighting);
        }
示例#3
0
        /// <summary>
        /// 英雄技能冷却
        /// </summary>
        void HeroSkillCoolDown()
        {
            heroSkillButton.enabled = false;
            float cooltime = 0;

            switch (WorldObj.MatchHero(teamObj.hero).heroskill)
            {
            case WorldObj.HeroSkill.none:
                cooltime = 0;
                break;

            case WorldObj.HeroSkill.IncreaseOwnSpeed:
                cooltime = WorldObj.IncreaseOwnSpeedCoolDown;
                break;

            case WorldObj.HeroSkill.ReduceEnemySpeed:
                cooltime = WorldObj.ReduceEnemySpeedCoolDown;
                break;

            case WorldObj.HeroSkill.Disorient:
                cooltime = WorldObj.DisorientCoolDown;
                break;

            case WorldObj.HeroSkill.Encourage:
                cooltime = WorldObj.EncourageCoolDown;
                break;

            case WorldObj.HeroSkill.Silence:
                cooltime = WorldObj.SilenceCoolDown;
                break;

            case WorldObj.HeroSkill.Disease:
                cooltime = WorldObj.DiseaseCoolDown;
                break;

            default:
                break;
            }
            StartCoroutine(HeroSkillCoolDownReady(cooltime));
        }
示例#4
0
        /// <summary>
        /// 每个城市人口增长
        /// 改变城市对象人口属性- population
        /// </summary>
        void PopulationIncrease()
        {
            //foreach (var item in FindObjectsOfType<CityObj>())
            foreach (var item in WorldObj.allCities)
            {
                //仅对本国城市人口计算更新
                if (item.nationality == nationality)
                {
                    int cityHighestPolitics = 0; //城市最高的英雄政治
                    for (int i = 0; i < item.heros.Count; i++)
                    {
                        int heroPolitics = WorldObj.MatchHero(item.heros[i]).politics;

                        if (heroPolitics > cityHighestPolitics)
                        {
                            cityHighestPolitics = heroPolitics;
                        }
                    }
                    item.UpdatePopulation(WorldObj.calculatePopulationIncrease(item.population, cityHighestPolitics, taxrate));
                }
            }
        }
示例#5
0
        /// <summary>
        /// 加载队伍数据到队伍面板
        /// </summary>
        void LoadTeamDataToTeamPanel()
        {
            teamInfoText.color = Color.yellow;
            teamInfoText.text  = "英雄:" + teamObj.hero + " 兵种:" + WorldObj.SoldierTypeDictionary[teamObj.soldiertype] + "\r\n"
                                 + "士兵数量:" + teamObj.soldiernumber + " 军心:" + teamObj.teammorale;
            //WordObj teamHeroWord = WorldObj.MatchWord(teamObj.hero);
            //heroInfoButton.image.sprite = teamHeroWord.sprite;
            HeroObj teamHero        = WorldObj.MatchHero(teamObj.hero);
            Text    skillButtonText = heroSkillButton.transform.Find("Text").GetComponent <Text>();

            switch (teamObj.soldiertype)
            {
            case WorldObj.SoldierType.none:
            case WorldObj.SoldierType.SwordMan:
            case WorldObj.SoldierType.Archer:
            case WorldObj.SoldierType.Cavalry:
                skillButtonText.text = WorldObj.HeroSkillDictionary[teamHero.heroskill];
                break;

            case WorldObj.SoldierType.Tank:
                skillButtonText.text = "停用";
                break;

            case WorldObj.SoldierType.Worker:
                skillButtonText.text = "建造";
                break;

            case WorldObj.SoldierType.Griffin:
                break;

            default:
                break;
            }

            heroSkillButton.transform.Find("Text").GetComponent <Text>().color = Color.red;
        }
示例#6
0
 void Start()
 {
     //确定所在国籍
     selfCountry = WorldObj.SelfCountry();
 }
示例#7
0
        void Update()
        {
            if (!photonView.isMine)
            {
                return;
            }


            //测试用代码
            if (Input.GetMouseButtonDown(1))
            {
            }



            //鼠标或触摸屏的输入操作
            if (Input.GetMouseButtonDown(0) || Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
            {
                Vector3 pos;
                if (Input.GetMouseButtonDown(0))
                {
                    pos = Input.mousePosition;
                }
                else
                {
                    pos = Input.GetTouch(0).deltaPosition;
                }

                //从摄像头发送射线指定屏幕位置到场景位置
                RaycastHit hit = Funcs.RayScreenPoint(playercamera, pos);
                if (!hit.collider)
                {
                    Debug.Log("未点击到任何物体!");
                    return;
                }
                Transform obj = hit.collider.transform;

                //如果UI没有在运行
                if (!WorldObj.UIRun)
                {
                    //摄像头移动的操作
                    if (!teamSelected && obj.parent && !obj.parent.GetComponent <TeamObj>() &&
                        (pos.x < Screen.width / 4 || pos.x > Screen.width * 3 / 4))   //  || pos.y < Screen.height / 3 || pos.y > Screen.height * 2 / 3))
                    {
                        float newx = (pos.x - Screen.width / 2) / 100f;
                        //float newy = (pos.y - Screen.height / 2) / 100f;

                        if (obj)
                        {
                            newx = hit.point.x;
                        }

                        //如果没到左右边界,或者到了左右边界但点击的位置不会让摄像头移出边界,则赋值新目标位置cameraNewPosition
                        if (Mathf.Abs(playercamera.position.x) >= (Ground.localScale.x * 10 / 2 - Screen.width / 2 / screenSizeCoefficient))
                        {
                            if (Mathf.Abs(newx) < Mathf.Abs(playercamera.position.x))
                            {
                                cameraNewPosition = new Vector3(newx, playercamera.position.y, playercamera.position.z); //newy);
                            }
                        }
                        else
                        {
                            cameraNewPosition = new Vector3(newx, playercamera.position.y, playercamera.position.z); //newy);
                        }
                    }
                    else
                    {
                        cameraNewPosition = playercamera.position;
                    }



                    //如果点到城市并且没有事先选择队伍
                    if (!teamSelected && obj.parent && obj.parent.GetComponent <CityObj>())
                    {
                        CityObj aCity = obj.parent.GetComponent <CityObj>();
                        if (aCity.nationality == nationality && !aCity.fighting)
                        {
                            //teamController.CityGetSpotlight(aCity); //城市获得聚光灯
                            cityController.cityObj = aCity;
                            cityController.CityMenu();
                        }
                    }
                    //如果点到队伍并且没有事先选择队伍
                    else if (!teamSelected && obj.parent && obj.parent.GetComponent <TeamObj>())
                    {
                        selectedTeam = obj.parent.GetComponent <TeamObj>();
                        //如果是敌对队伍或带队英雄被沉默,则队伍不可操作
                        HeroObj teamHero = WorldObj.MatchHero(selectedTeam.hero);
                        if (selectedTeam.nationality != nationality ||
                            (!teamHero || teamHero.heroskill == WorldObj.HeroSkill.none) || selectedTeam.hero == "")
                        {
                            return;
                        }
                        teamController.teamObj = selectedTeam;
                        //打开信息提示,使已选择标志为真
                        teamController.TeamHint();
                        teamSelected = true;
                    }
                    //如果点到城市并且事先选择了队伍
                    else if (teamSelected && obj.parent && obj.parent.GetComponent <CityObj>())
                    {
                        if (teamController.clickSkill)
                        {
                            return;
                        }

                        if (selectedTeam)
                        {
                            selectedTeam.targetCity = obj.parent.GetComponent <CityObj>();
                            selectedTeam.targetTeam = null;
                        }
                        teamController.TeamToCity(obj.parent.GetComponent <CityObj>());
                        //关闭信息提示,使已选择标志为假
                        teamSelected = false;
                        teamController.TeamHintClose();
                    }
                    //如果点到队伍并且事先选择了队伍
                    else if (teamSelected && obj.parent && obj.parent.GetComponent <TeamObj>())
                    {
                        if (selectedTeam && obj.parent.GetComponent <TeamObj>() != selectedTeam)
                        {
                            selectedTeam.targetTeam = obj.parent.GetComponent <TeamObj>();
                            selectedTeam.targetCity = null;
                        }
                        //teamController.GoToPosition(hit.point);

                        /*
                         * switch (selectedTeam.soldiertype)
                         * {
                         *  case WorldObj.SoldierType.SwordMan:
                         *  case WorldObj.SoldierType.Archer:
                         *  case WorldObj.SoldierType.Cavalry:
                         *  case WorldObj.SoldierType.Tank:
                         *      teamController.GoToPosition(hit.point);
                         *
                         *      break;
                         *  //是工程兵则走到指定位置开始建造
                         *  case WorldObj.SoldierType.Worker:
                         *      teamController.GoAndBuild(hit.point);
                         *      break;
                         *  case WorldObj.SoldierType.Griffin:
                         *      break;
                         *  default:
                         *      break;
                         * }
                         */
                        switch (selectedTeam.soldiertype)
                        {
                        case WorldObj.SoldierType.SwordMan:
                        case WorldObj.SoldierType.Archer:
                        case WorldObj.SoldierType.Cavalry:
                        case WorldObj.SoldierType.Tank:
                        case WorldObj.SoldierType.Worker:
                            if (!teamController.clickSkill)
                            {
                                teamController.TeamToTeam(obj.parent.GetComponent <TeamObj>());
                            }
                            break;

                        case WorldObj.SoldierType.Griffin:
                            break;

                        default:
                            break;
                        }

                        teamSelected = false;
                        //使用英雄技能
                        TeamObj objTeam = obj.parent.GetComponent <TeamObj>();
                        teamController.HeroUseSkill(objTeam);
                        teamController.TeamHintClose();
                    }
                    //如果点到地上并且事先选择了队伍
                    else if (teamSelected && obj && obj == Ground)
                    {
                        if (selectedTeam)
                        {
                            selectedTeam.targetTeam = null;
                            selectedTeam.targetCity = null;
                        }

                        switch (selectedTeam.soldiertype)
                        {
                        case WorldObj.SoldierType.SwordMan:
                        case WorldObj.SoldierType.Archer:
                        case WorldObj.SoldierType.Cavalry:
                        case WorldObj.SoldierType.Tank:
                            teamController.GoToPosition(hit.point);
                            break;

                        //是工程兵则走到指定位置开始建造
                        case WorldObj.SoldierType.Worker:
                            teamController.GoAndBuild(hit.point);
                            break;

                        case WorldObj.SoldierType.Griffin:
                            break;

                        default:
                            break;
                        }

                        teamSelected = false;

                        teamController.TeamHintClose();

                        //如果工兵队发现位置不可建造,则重新选择建造地点
                        if (reGoBuild)
                        {
                            teamSelected = true;
                            teamController.clickSkill = true;
                            reGoBuild = false;
                        }
                    }
                    //如果点到侦查模型上
                    else if (obj && obj == teamScout)
                    {
                        teamSelected = false;
                        teamController.TeamHintClose();
                        //如果有信息来源,则聚光信息来源,摄像头移动到其位置
                        if (WorldObj.scoutInfoSourceObj)
                        {
                            TeamObj teamInfoSource = WorldObj.scoutInfoSourceObj.GetComponent <TeamObj>();
                            CityObj cityInfoSource = WorldObj.scoutInfoSourceObj.GetComponent <CityObj>();
                            if (teamInfoSource) //如果是队伍信息来源
                            {
                                //teamController.TeamGetSpotlight(teamInfoSource);
                                cameraNewPosition.x = teamInfoSource.transform.position.x;
                            }
                            else if (cityInfoSource) //如果是城市信息来源
                            {
                                //teamController.CityGetSpotlight(cityInfoSource);
                                cameraNewPosition.x = cityInfoSource.transform.position.x;
                            }
                        }
                    }
                }
            }
        }
示例#8
0
        /// <summary>
        /// 英雄使用英雄技
        /// </summary>
        /// <param name="_objTeam">目标队伍</param>
        public void HeroUseSkill(TeamObj _objTeam)
        {
            if (!clickSkill)
            {
                return;
            }
            clickSkill = false;

            //如果本队伍是工兵,则不适用英雄技
            if (teamObj.soldiertype == WorldObj.SoldierType.Worker ||
                teamObj.soldiertype == WorldObj.SoldierType.Tank)
            {
                return;
            }
            //判断目标队伍距离
            if (Vector3.Distance(_objTeam.transform.position, teamObj.transform.position) > WorldObj.SkillDistance)
            {
                return;
            }

            switch (WorldObj.MatchHero(teamObj.hero).heroskill)
            {
            case WorldObj.HeroSkill.none:
                break;

            case WorldObj.HeroSkill.IncreaseOwnSpeed:
                if (_objTeam.nationality == countryObj.nationality)
                {
                    //急行军倒计时,计时完毕恢复初始速度
                    _objTeam.UpdateTeamNAVSpeed(WorldObj.IncreaseOwnSpeedCoefficient * _objTeam.GetComponent <NavMeshAgent>().speed);
                    StartCoroutine(TeamSpeedCountDownRestore(WorldObj.IncreaseOwnSpeedTime, _objTeam));
                    // 英雄技能进入冷却
                    HeroSkillCoolDown();
                }
                break;

            case WorldObj.HeroSkill.ReduceEnemySpeed:
                if (_objTeam.nationality != countryObj.nationality)
                {
                    //缓慢倒计时,计时完毕恢复初始速度
                    _objTeam.UpdateTeamNAVSpeed(WorldObj.ReduceEnemySpeedCoefficient * _objTeam.GetComponent <NavMeshAgent>().speed);
                    StartCoroutine(TeamSpeedCountDownRestore(WorldObj.ReduceEnemySpeedTime, _objTeam));
                    // 英雄技能进入冷却
                    HeroSkillCoolDown();
                }
                break;

            case WorldObj.HeroSkill.Disorient:
                if (_objTeam.nationality != countryObj.nationality)
                {
                    //迷惑减低军心
                    _objTeam.UpdateTeamMorale(Mathf.RoundToInt(WorldObj.DisorientCoefficient * _objTeam.GetComponent <TeamObj>().teammorale));
                    // 英雄技能进入冷却
                    HeroSkillCoolDown();
                }
                break;

            case WorldObj.HeroSkill.Encourage:
                if (_objTeam.nationality == countryObj.nationality)
                {
                    //鼓舞提升军心
                    _objTeam.UpdateTeamMorale(Mathf.RoundToInt(WorldObj.EncourageCoefficient * _objTeam.GetComponent <TeamObj>().teammorale));
                    // 英雄技能进入冷却
                    HeroSkillCoolDown();
                }
                break;

            case WorldObj.HeroSkill.Silence:
                if (_objTeam.nationality != countryObj.nationality)
                {       //保存原技能
                    HeroObj            objHero       = WorldObj.MatchHero(_objTeam.hero);
                    WorldObj.HeroSkill originalSkill = objHero.heroskill;
                    //沉默对手
                    objHero.GiveHeroSkill(WorldObj.HeroSkill.none);
                    //计时结束后恢复对手
                    StartCoroutine(HeroSkillSilenceCountDownRestore(WorldObj.SilenceTime, objHero, originalSkill));
                    // 英雄技能进入冷却
                    HeroSkillCoolDown();
                }
                break;

            case WorldObj.HeroSkill.Disease:
                if (_objTeam.nationality != countryObj.nationality)
                {
                    //瘟疫降低敌方队伍人数
                    _objTeam.UpdateSoldierNumber(Mathf.RoundToInt(WorldObj.DiseaseCoefficient * _objTeam.GetComponent <TeamObj>().soldiernumber));
                    // 英雄技能进入冷却
                    HeroSkillCoolDown();
                }
                break;

            default:
                break;
            }
        }