Accept Merge Request #9: (RomanVersion -> master)

Merge Request: 给👴合

Created By: @Roman
Accepted By: @Roman
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/9
This commit is contained in:
Roman 2021-07-04 01:12:38 +08:00
commit 6caebb96f2
16 changed files with 2204 additions and 22 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AllLinesInfo : MonoBehaviour
{
// Start is called before the first frame update
public int needCount;
public int OKCount = 0;
void Start()
{
needCount = transform.childCount;
}
// Update is called once per frame
void Update()
{
}
}

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@ -12,6 +12,7 @@ public class IndexRecoder : MonoBehaviour
public float dotRoLineTime;//判定输入为点还是横线的界限时间
public Dictionary<string, string> codeBook = new Dictionary<string, string>();
public float TelephoneNeedTime;
void Start()
{
GameObject.DontDestroyOnLoad(gameObject);

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@ -6,19 +6,10 @@ using UnityEngine.UI;
public class Interactive : MonoBehaviour
{
// Start is called before the first frame update
public GameObject m_interface;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
//这是所有可交互物体的基类
public GameObject m_interface;//可交互物体一般都和一个UI界面挂钩这就是那个UI界面
//这是一对碰撞检测代码。当玩家进入将自身传给玩家。当玩家退出把玩家的catch清空
void OnTriggerEnter2D(Collider2D other)
{
if(other.tag == "Player")
@ -26,7 +17,6 @@ public class Interactive : MonoBehaviour
other.GetComponent<M_Player>().catched = this;
}
}
void OnTriggerExit2D(Collider2D other)
{
if(other.tag == "Player")
@ -34,11 +24,14 @@ public class Interactive : MonoBehaviour
other.GetComponent<M_Player>().catched = null;
}
}
//
public void ShowInfo()
{
m_interface.SetActive(true);
}
//当这个可交互物体被玩家交互。一般需要重写这个函数。
public virtual void OnCall(){}
//
//以下为针对各具体可交互对象的虚拟函数,在具体物体中重写
public virtual void Coding(string temp){}
public virtual void StopRepareTheTelephoneLine(){}
//
}

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@ -7,7 +7,7 @@ using UnityEngine.UI;
public class M_Player : MonoBehaviour
{
// Start is called before the first frame update
//玩家类,主要用来控制玩家
private IndexRecoder indexRecoder;//记录组件,内存方便修改的参数
private Vector2 velocity;//逻辑速度,通过计算获得,最后加在理论速度上
private Rigidbody2D m_rigidbody;//自身刚体组件
@ -15,7 +15,6 @@ public class M_Player : MonoBehaviour
//public GameObject bullet;//子弹预制体
private int faceDir;//面部朝向,-1、1
private float runSpeedMultiple = 1f;//速度倍率,在按下和释放跑步后被修改
public Interactive catched;//所捕捉到的可交互对象
void Start()
{
@ -101,9 +100,19 @@ public class M_Player : MonoBehaviour
{
if(context.started)
{
//可交互对象都有UI界面。当按下交互键后显示交互界面
if(catched != null)
{
catched.ShowInfo();
catched.OnCall();
}
}
if(context.canceled)
{
//可交互对象电话线比较特殊,需要额外检测按钮松开的瞬间
if(catched != null)
{
catched.StopRepareTheTelephoneLine();
}
}
}

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@ -10,11 +10,13 @@ public class Machine : Interactive
private Text codeTextView;
private IndexRecoder indexRecoder;
private AllLinesInfo linesChecker;
void Start()
{
//m_interface = GameObject.Find("MachinePanel");
codeTextView = m_interface.GetComponentInChildren<Text>();
indexRecoder = FindObjectOfType<IndexRecoder>();
linesChecker = FindObjectOfType<AllLinesInfo>();
}
// Update is called once per frame
@ -23,6 +25,24 @@ public class Machine : Interactive
}
public override void OnCall()
{
if(LinesCheck())//如果线路全通
{
m_interface.SetActive(true);
}
else
{
Debug.Log("还有线路没通");
}
}
private bool LinesCheck()
{
if(linesChecker.needCount == linesChecker.OKCount) return true;
else return false;
}
//从Player类发消息来调用这个函数temp为接受到的字符可能是. || -。
public override void Coding(string temp)

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@ -0,0 +1,70 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TelephoneLine : Interactive
{
// Start is called before the first frame update
private float allNeedTime;
private float hasReparedTime = 0f;
private bool isReparing = false;
private bool isRepared = false;
IndexRecoder indexRecoder;
private float process = 0f;
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();
allNeedTime = indexRecoder.TelephoneNeedTime;
}
// Update is called once per frame
void Update()
{
if(!isRepared&&isReparing)//如果没有修复并且正在修复
{
//在修复的话,每帧累计时间,并更新进度
hasReparedTime += Time.deltaTime;
process = hasReparedTime/allNeedTime;
//检查是否满了
if(process >= 1f)
{
isRepared = true;
FindObjectOfType<AllLinesInfo>().OKCount++;
Debug.Log("满了,这个修好了");
OnStopReparing();
}
//还要更新UI上的进度条
for(int i = 0; i < m_interface.transform.childCount; i++)
if(m_interface.transform.GetChild(i).tag == "进度条")
m_interface.transform.GetChild(i).GetComponent<Image>().fillAmount = process;
}
}
public override void OnCall()
{
//象征着按下交互键了,如果这个还没被修改,即刻开始修复电话线
if(!isRepared)
{
m_interface.SetActive(true);
StartRepareTheTelephoneLine();
}
}
private void StartRepareTheTelephoneLine()
{
isReparing = true;
}
public override void StopRepareTheTelephoneLine()
{
isReparing = false;
OnStopReparing();
}
private void OnStopReparing()
{
m_interface.SetActive(false);
}
}

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