Accept Merge Request #32: (RomanVersion -> master)

详情见RomanVersion的最新提交
This commit is contained in:
Roman 2021-07-18 23:59:59 +08:00
commit de8b0b7453
11 changed files with 498 additions and 161 deletions

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19
Assets/Scripts/Event.cs Normal file
View File

@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Event : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public virtual void OnCall(){}
}

View File

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View File

@ -37,7 +37,19 @@ public class IndexRecoder : MonoBehaviour
void Start()
{
GameObject.DontDestroyOnLoad(gameObject);
codeBook.Add("..--","123");
//开发者捷径
codeBook.Add("..--.","123");
//
codeBook.Add(".----","1");
codeBook.Add("..---","2");
codeBook.Add("...--","3");
codeBook.Add("....-","4");
codeBook.Add(".....","5");
codeBook.Add("-....","6");
codeBook.Add("--...","7");
codeBook.Add("---..","8");
codeBook.Add("----.","9");
codeBook.Add("-----","0");
}
// Update is called once per frame

View File

@ -8,12 +8,17 @@ public class Machine : Interactive
// Start is called before the first frame update
private Text codeTextView;
private IndexRecoder indexRecoder;
private AllLinesInfo linesChecker;
private Text codeTextView;//电码TextView显示目前打了打码
private IndexRecoder indexRecoder;//策划数值接口
private AllLinesInfo linesChecker;//路线信息
public Sentence[] sentences;//这台机器需要的句子们
private string code;//目前记录中已打的电码
private string tempTranslateResult;//临时翻译结果,一般是数字序列
public Event m_Event;//机器电码打完后的事件,由于不同的机器打完后触发的东西不一样,所以用事件像拼图一样把这个函数写在外面
void Start()
{
//m_interface = GameObject.Find("MachinePanel");
codeTextView = m_interface.GetComponentInChildren<Text>();
indexRecoder = FindObjectOfType<IndexRecoder>();
linesChecker = FindObjectOfType<AllLinesInfo>();
@ -37,6 +42,7 @@ public class Machine : Interactive
}
}
//用来检查电话线的函数如果电话线全通返回true否则返回false
private bool LinesCheck()
{
if(linesChecker.needCount == linesChecker.OKCount) return true;
@ -47,41 +53,77 @@ public class Machine : Interactive
//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)
{
codeTextView.text += temp;//给当前输入总体加上刚输入的字符
if(codeTextView.text.Length >= 8) ClearChecker(codeTextView.text);//当长度超过8位每打一位就检查一下是否有连续的八个点
if(codeTextView.text.Length % 4 == 0) Translate(codeTextView.text);//每输入四位就翻译一下
code += temp;
if(code.Length >= 5) ClearChecker(code);//当长度超过5位每打一位就检查一下是否有特殊字符
if(code.Length % 5 == 0)
{
Translate(code);//每输入五位就翻译一下
CompleteChecker();//每五位要检查一下句子是否打对了
}
codeTextView.text = code;//让TextVie更新
}
//每打五位电码调用一次,检查这个句子是否被打完
private void CompleteChecker()
{
Sentence temp = null;//目前在打的句子
foreach(Sentence i in sentences) if(!i.IsThisFinished()) temp = i;//找到最近的那个没有完成的句子,也就是目前在打的句子
try{
if(temp.num.Equals(tempTranslateResult))//如果这个句子的数字序列等于目前翻译出来的数字序列
{
temp.CompleteTheSentence();//说明这个句子完成了,修改它的标记
if(AllSentenceClearChecker()) OnAllSentenceClear();//当所有句子都打完了,触发此函数
}
}
catch(System.NullReferenceException e)
{
Debug.Log("打完了,不要再打了,往后会出错误了");
e.ToString();
}
}
//当所有句子都被打完了,执行事件,事件代码请到事件类中去编写
private void OnAllSentenceClear(){m_Event.OnCall();}
//当确认打完一句的时候调用,检查一下是否所有句子都被打完了
private bool AllSentenceClearChecker()
{
bool flag = true;//默认全部完成
foreach(Sentence temp in sentences) if(!temp.IsThisFinished()) flag = false;//检查机器里的每一个句子如果它有没完成的把标记改成flase
return flag;//返回标记
}
//译者函数。输入一串字符串在这里会对照数值记录者中的codeBook翻译没有的code会被翻译成X
//每当输入总体的长度是四的倍数的时候才会调用这个翻译函数因为每个汉字单元都是4位
//每当输入总体的长度是五的倍数的时候才会调用这个翻译函数因为每个数字单元都是5
private void Translate(string code)
{
string result = "";
for(int i = 0; i < code.Length/4; i++)
for(int i = 0; i < code.Length/5; i++)
{
string temp = code.Substring(i*4,4);
string temp = code.Substring(i*5,5);
try{
result += indexRecoder.codeBook[temp];
}
catch
{
//Debug.Log("字典里没找到这个字,我得给翻译结果里加个叉叉");
result += "X";
}
}
Debug.Log("翻译的结果是:"+result);
tempTranslateResult = result;
}
//清除检查者函数。从自身Codeing函数调用每次有新字符输入的时候就调用。
//检查输入总体中是否存在连续的八个点,有则清空当前输入的所有东西
private void ClearChecker(string code)
{
int hasClearer = code.IndexOf("........");
int hasClearer = code.IndexOf(".-.-.");
if(hasClearer != -1)
{
codeTextView.text = "";
Debug.Log("检查到连续的八个点,清除所有输入内容");
Debug.Log("检查到特殊码,清除所有输入内容");
tempTranslateResult = "";
this.code = "";
}
}

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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Sentence : MonoBehaviour
{
// Start is called before the first frame update
[Tooltip("这个句子的内容是什么?")]
public string content;
[Tooltip("这个句子对应的数字序列是?")]
public string num;
private bool hasCompleted;//这个句子目前是否被完成
void Start()
{
hasCompleted = false;
}
// Update is called once per frame
void Update()
{
}
public bool IsThisFinished(){return hasCompleted;}
public void CompleteTheSentence(){hasCompleted = true;}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0563b81dfbe815a46a07fc8e7067c664
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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View File

@ -58,7 +58,7 @@ public class Shell : MonoBehaviour
void OnTriggerEnter2D(Collider2D other)
{
Debug.Log(other.name);
//Debug.Log(other.name);
//当玩家被炮弹击中
switch (other.tag)
{

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WhenFinishFathersCode : Event
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public override void OnCall()
{
Debug.Log("打完了,执行下一步的代码请写这里");
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 44af76b20bca77a4a9f6f8d638137194
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: