V3.3.0 MultiLevel功能创建完成
MultiLevel功能创建完成,play模式基本功能适配结束。下次再也不隔这么久commit一次了:(
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- {fileID: 2100000, guid: 9fe0a856a63e8634ebc7077bc570ea68, type: 2}
|
||||
m_StaticBatchInfo:
|
||||
firstSubMesh: 0
|
||||
subMeshCount: 0
|
||||
@ -11104,7 +11125,7 @@ RectTransform:
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 1}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
m_AnchoredPosition: {x: 0.000030517578, y: -246.2022}
|
||||
m_AnchoredPosition: {x: 0.000030517578, y: -246.20218}
|
||||
m_SizeDelta: {x: 0, y: 0}
|
||||
m_Pivot: {x: 0, y: 0}
|
||||
--- !u!114 &1442113294
|
||||
@ -13874,7 +13895,7 @@ MeshRenderer:
|
||||
m_RenderingLayerMask: 1
|
||||
m_RendererPriority: 0
|
||||
m_Materials:
|
||||
- {fileID: 2100000, guid: c22777d6e868e4f2fb421913386b154e, type: 2}
|
||||
- {fileID: 2100000, guid: 17c44fb3e5be9644586a0728a5f5a386, type: 2}
|
||||
m_StaticBatchInfo:
|
||||
firstSubMesh: 0
|
||||
subMeshCount: 0
|
||||
@ -14242,8 +14263,8 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier:
|
||||
sceneSize: 10
|
||||
environmentObj: {fileID: 749443372}
|
||||
hudObj: {fileID: 0}
|
||||
scenePrefabSet: {fileID: 0}
|
||||
hudObj: {fileID: 2082200184}
|
||||
scenePrefabSet: {fileID: 11400000, guid: 6ebbd27eb466c4a41bd2584c1b9c2e1f, type: 2}
|
||||
nowBlock: {fileID: 0}
|
||||
--- !u!1 &1815066823
|
||||
GameObject:
|
||||
@ -16246,7 +16267,7 @@ MonoBehaviour:
|
||||
m_HandleRect: {fileID: 1766662801}
|
||||
m_Direction: 2
|
||||
m_Value: 0
|
||||
m_Size: 1
|
||||
m_Size: 0.99999416
|
||||
m_NumberOfSteps: 0
|
||||
m_OnValueChanged:
|
||||
m_PersistentCalls:
|
||||
@ -17432,7 +17453,7 @@ Mesh:
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: pb_Mesh37980
|
||||
m_Name: pb_Mesh36636
|
||||
serializedVersion: 10
|
||||
m_SubMeshes:
|
||||
- serializedVersion: 2
|
||||
|
@ -12,7 +12,7 @@ public class AgentController : MonoBehaviour
|
||||
public GameObject environmentUIControlObj;
|
||||
public GameObject targetControllerObj;
|
||||
public GameObject HUDObj;
|
||||
public Camera nowCam;
|
||||
public Camera fpsCam;
|
||||
|
||||
[Header("GetAxis() Simulate")]
|
||||
public float moveSpeed = 9.0f;
|
||||
@ -182,7 +182,7 @@ public void CameraControl(float Mouse_X, float Mouse_Y)
|
||||
|
||||
//相机在上下旋转移动时,相机方向不会随着移动,类似于低头和抬头,左右移动时,相机方向会随着向左向右移动,类似于向左向右看
|
||||
//所以在控制相机向左向右旋转时,要保证和父物体一起转动
|
||||
nowCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
|
||||
fpsCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
|
||||
//this.transform指这个CameraRotation的位置,localRotation指的是旋转轴
|
||||
//transform.localRotation = Quaternion.Eular(x,y,z)控制旋转的时候,按照X-Y-Z轴的旋转顺规
|
||||
//即以围绕X轴旋转x度,围绕Y轴旋转y度,围绕Z轴旋转z度
|
||||
@ -196,8 +196,8 @@ public void CameraControl(float Mouse_X, float Mouse_Y)
|
||||
// ballistic 射击弹道处理,并返回获得reward
|
||||
private float Ballistic(int shootState)
|
||||
{
|
||||
Vector3 point = new Vector3(nowCam.pixelWidth / 2, nowCam.pixelHeight / 2, 0);//发射位置
|
||||
Ray ray = nowCam.ScreenPointToRay(point);
|
||||
Vector3 point = new Vector3(fpsCam.pixelWidth / 2, fpsCam.pixelHeight / 2, 0);//发射位置
|
||||
Ray ray = fpsCam.ScreenPointToRay(point);
|
||||
RaycastHit hit;
|
||||
// Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue);
|
||||
//按下鼠标左键
|
||||
@ -252,7 +252,7 @@ private float FacingReward()
|
||||
float nowReward = 0;
|
||||
bool isFacingtoEnemy = false;
|
||||
float enemyFacingDistance = 0f;
|
||||
Ray ray = nowCam.ScreenPointToRay(new Vector3(nowCam.pixelWidth / 2, nowCam.pixelHeight / 2, 0));
|
||||
Ray ray = fpsCam.ScreenPointToRay(new Vector3(fpsCam.pixelWidth / 2, fpsCam.pixelHeight / 2, 0));
|
||||
if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Free)
|
||||
{
|
||||
//free mode
|
||||
|
@ -43,6 +43,8 @@ public class TargetController : MonoBehaviour
|
||||
[SerializeField, Range(0f, 1f)] public float defenceProb = 0.2f;
|
||||
|
||||
[System.NonSerialized] public int targetTypeInt;
|
||||
[System.NonSerialized] public int gotoLevelNum;
|
||||
[System.NonSerialized] public int attackLevelNum;
|
||||
public float[] targetState = new float[6];
|
||||
|
||||
public enum EndType
|
||||
@ -103,6 +105,8 @@ private void Start()
|
||||
|
||||
freeProb = 1 - attackProb - gotoProb - defenceProb;
|
||||
targetNum = (int)SceneBlockContainer.Targets.Num;
|
||||
gotoLevelNum = sceneBlockCon.scenePrefabSet.GetLevelNumber(SceneBlockContainer.Targets.Go);
|
||||
attackLevelNum = sceneBlockCon.scenePrefabSet.GetLevelNumber(SceneBlockContainer.Targets.Attack);
|
||||
if (freeProb < 0)
|
||||
{
|
||||
Debug.LogError("TargetController.Start: target percentage wrong");
|
||||
|
@ -1,12 +1,15 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class LevelButton : MonoBehaviour
|
||||
{
|
||||
public int level;
|
||||
public TextMeshProUGUI levelText;
|
||||
public void Initialization(int level)
|
||||
{
|
||||
this.level = level;
|
||||
levelText.text = "Level " + level.ToString();
|
||||
}
|
||||
}
|
||||
|
@ -1,23 +1,96 @@
|
||||
using System.Collections;
|
||||
using DG.Tweening;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class LevelPanel : MonoBehaviour
|
||||
{
|
||||
public int levelNum = 6;
|
||||
public float buttonHeight = 31;
|
||||
private int levelNum = 0;
|
||||
private float buttonHeight = 30;
|
||||
public TargetUIController.PrimaryButtonType primaryButtonType;
|
||||
public GameObject levelButtonPrefab;
|
||||
public GameObject hudObj;
|
||||
private TargetUIController targetUIController;
|
||||
public Vector2 defaultPosition = Vector2.zero;
|
||||
public Vector2 targetPosition = Vector2.zero;
|
||||
public Vector2 defaultSize = Vector2.zero;
|
||||
public Vector2 targetSize = Vector2.zero;
|
||||
public bool isFolding = false;
|
||||
public bool isExpanding = false;
|
||||
|
||||
public void Initialization(int levelNum,float buttonHeight = 31)
|
||||
private List<Button> levelButtonList = new List<Button>();
|
||||
|
||||
public ReadOnlyCollection<Button> LevelButtonList
|
||||
{
|
||||
get { return levelButtonList.AsReadOnly(); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the level panel.
|
||||
/// Set the level number, button height, default position and target position.
|
||||
/// Create leve buttonInitialize the level buttons.
|
||||
/// </summary>
|
||||
public void InitLevelPanel(int levelNum, Button parentButton, float buttonHeight = 30)
|
||||
{
|
||||
targetUIController = hudObj.GetComponent<TargetUIController>();
|
||||
// set level panel parameters
|
||||
this.levelNum = levelNum;
|
||||
this.buttonHeight = buttonHeight;
|
||||
RectTransform rectTransform = GetComponent<RectTransform>();
|
||||
rectTransform.sizeDelta = new Vector2(rectTransform.sizeDelta.x, levelNum * buttonHeight);
|
||||
defaultSize = new Vector2(parentButton.GetComponent<RectTransform>().sizeDelta.x, 0); ;
|
||||
defaultPosition = parentButton.GetComponent<RectTransform>().anchoredPosition;
|
||||
targetSize = new Vector2(defaultSize.x, buttonHeight * levelNum);
|
||||
targetPosition = new Vector2(-parentButton.GetComponent<RectTransform>().sizeDelta.x,
|
||||
parentButton.GetComponent<RectTransform>().anchoredPosition.y + (levelNum - 1) * buttonHeight / 2);
|
||||
// limit the target position is screen range
|
||||
if (targetPosition.y > 0)
|
||||
{
|
||||
targetPosition.y = 0;
|
||||
}
|
||||
|
||||
// create level buttons
|
||||
for (int i = 0; i < levelNum; i++)
|
||||
{
|
||||
GameObject button = Instantiate(Resources.Load<GameObject>("Prefabs/LevelButton"), transform);
|
||||
button.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, -i * buttonHeight);
|
||||
button.GetComponent<LevelButton>().Initialization(i);
|
||||
GameObject newButton = Instantiate(levelButtonPrefab, transform);
|
||||
levelButtonList.Add(newButton.GetComponent<Button>());
|
||||
newButton.GetComponent<LevelButton>().Initialization(i);
|
||||
newButton.GetComponent<Button>().onClick.AddListener(delegate { targetUIController.LevelButtonPressed(primaryButtonType, newButton.GetComponent<LevelButton>().level); });
|
||||
}
|
||||
// fold panel to default position immediately
|
||||
FoldLevelPanel();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// fold the level panel.
|
||||
/// </summary>
|
||||
/// <param name="animeTime">fold animation time,0 without animation</param>
|
||||
public void FoldLevelPanel(float animeTime = 0)
|
||||
{
|
||||
isFolding = true;
|
||||
DOTween.To(() => gameObject.GetComponent<RectTransform>().anchoredPosition,
|
||||
x => gameObject.GetComponent<RectTransform>().anchoredPosition = x,
|
||||
defaultPosition,
|
||||
animeTime).SetEase(Ease.OutCirc).Play().OnComplete(() => isFolding = false);
|
||||
DOTween.To(() => gameObject.GetComponent<RectTransform>().sizeDelta,
|
||||
x => gameObject.GetComponent<RectTransform>().sizeDelta = x,
|
||||
defaultSize,
|
||||
animeTime).SetEase(Ease.OutCirc).Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// expand the level panel.
|
||||
/// </summary>
|
||||
/// <param name="animeTime">expand animation time,0 without animation</param>
|
||||
public void ExpandLevelPanel(float animeTime = 0)
|
||||
{
|
||||
isExpanding = true;
|
||||
DOTween.To(() => gameObject.GetComponent<RectTransform>().anchoredPosition,
|
||||
x => gameObject.GetComponent<RectTransform>().anchoredPosition = x,
|
||||
targetPosition,
|
||||
animeTime).SetEase(Ease.OutCirc).Play().OnComplete(() => isExpanding = false);
|
||||
DOTween.To(() => gameObject.GetComponent<RectTransform>().sizeDelta,
|
||||
x => gameObject.GetComponent<RectTransform>().sizeDelta = x,
|
||||
targetSize,
|
||||
animeTime).SetEase(Ease.OutCirc).Play();
|
||||
}
|
||||
}
|
@ -35,10 +35,10 @@ public void PushMessage(List<string> messageList,List<string> colorList)
|
||||
// check messages and colors list length match
|
||||
if (messageList.Count != colorList.Count)
|
||||
{
|
||||
// delete extra messages or add white color to extra messages
|
||||
// delete extra colors or add white color to extra messages
|
||||
if (messageList.Count > colorList.Count)
|
||||
{
|
||||
for (int i = 0; i < messageList.Count - colorList.Count; i++)
|
||||
while(messageList.Count > colorList.Count)
|
||||
{
|
||||
colorList.Add(defaultColor);
|
||||
}
|
||||
|
163
Assets/Script/Play/TargetButtonActivateColorChanger.cs
Normal file
163
Assets/Script/Play/TargetButtonActivateColorChanger.cs
Normal file
@ -0,0 +1,163 @@
|
||||
using DG.Tweening;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class TargetButtonActivateColorChanger : MonoBehaviour
|
||||
{
|
||||
public List<Button> clickableButton = new List<Button>();
|
||||
public List<Button> unclickableButton = new List<Button>();
|
||||
|
||||
public Color32 normalTextColor = new Color32(236, 236, 236, 255);
|
||||
public Color32 normalBGColor = new Color32(255, 255, 255, 0);
|
||||
public Color32 highLightTextColor = new Color32(41, 41, 41, 230);
|
||||
public Color32 highLightBGColor = new Color32(255, 255, 255, 103);
|
||||
public Color32 pressedTextColor = new Color32(0, 0, 0, 240);
|
||||
public Color32 pressedBGColor = new Color32(255, 255, 255, 160);
|
||||
public Color32 disableTextColor = new Color32(180, 180, b: 180, 80);
|
||||
public Color32 disableBGColor = new Color32(255, 255, b: 255, 0);
|
||||
public float colorChangeSpeed = 0.1f;
|
||||
|
||||
public bool clickable = true;
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
foreach (Button btn in clickableButton)
|
||||
{
|
||||
InitializeEventTriggers(btn, true);
|
||||
}
|
||||
|
||||
foreach (Button btn in unclickableButton)
|
||||
{
|
||||
InitializeEventTriggers(btn, false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the event triggers for a button to handle its interactive behavior.
|
||||
/// </summary>
|
||||
/// <param name="btn">The button object to initialize.</param>
|
||||
/// <param name="isClickable">Indicates whether the button is clickable.</param>
|
||||
private void InitializeEventTriggers(Button btn, bool isClickable)
|
||||
{
|
||||
EventTrigger eventTrigger = btn.GetComponent<EventTrigger>();
|
||||
if (eventTrigger == null)
|
||||
{
|
||||
eventTrigger = btn.gameObject.AddComponent<EventTrigger>();
|
||||
}
|
||||
|
||||
AddEventTrigger(eventTrigger, EventTriggerType.PointerEnter, (eventData) => OnPointerEnter(btn));
|
||||
AddEventTrigger(eventTrigger, EventTriggerType.PointerExit, (eventData) => OnPointerExit(btn));
|
||||
if (isClickable)
|
||||
{
|
||||
AddEventTrigger(eventTrigger, EventTriggerType.PointerDown, (eventData) => OnPointerDown(btn));
|
||||
AddEventTrigger(eventTrigger, EventTriggerType.PointerUp, (eventData) => OnPointerUp(btn));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds an event trigger entry to an event trigger.
|
||||
/// </summary>
|
||||
/// <param name="trigger">The event trigger object.</param>
|
||||
/// <param name="type">The event trigger type.</param>
|
||||
/// <param name="action">The event handler method to execute.</param>
|
||||
private void AddEventTrigger(EventTrigger trigger, EventTriggerType type, UnityEngine.Events.UnityAction<BaseEventData> action)
|
||||
{
|
||||
EventTrigger.Entry entry = new EventTrigger.Entry();
|
||||
entry.eventID = type;
|
||||
entry.callback.AddListener(action);
|
||||
trigger.triggers.Add(entry);
|
||||
}
|
||||
|
||||
private void OnPointerEnter(Button btn)
|
||||
{
|
||||
if (btn.interactable)
|
||||
{
|
||||
btn.image.DOColor(highLightBGColor, colorChangeSpeed);
|
||||
btn.GetComponentInChildren<TextMeshProUGUI>().DOColor(highLightTextColor, colorChangeSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPointerExit(Button btn)
|
||||
{
|
||||
if (btn.interactable)
|
||||
{
|
||||
btn.image.DOColor(normalBGColor, colorChangeSpeed);
|
||||
btn.GetComponentInChildren<TextMeshProUGUI>().DOColor(normalTextColor, colorChangeSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPointerDown(Button btn)
|
||||
{
|
||||
if (btn.interactable)
|
||||
{
|
||||
btn.image.DOColor(pressedBGColor, colorChangeSpeed);
|
||||
btn.GetComponentInChildren<TextMeshProUGUI>().DOColor(pressedTextColor, colorChangeSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPointerUp(Button btn)
|
||||
{
|
||||
if (btn.interactable)
|
||||
{
|
||||
btn.image.DOColor(highLightBGColor, colorChangeSpeed);
|
||||
btn.GetComponentInChildren<TextMeshProUGUI>().DOColor(normalTextColor, colorChangeSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Changes the interactable state of a button and modifies its color based on the state.
|
||||
/// </summary>
|
||||
/// <param name="btn">The button object to change the state and color of.</param>
|
||||
/// <param name="changeTo">Indicates the interactable state to change to.</param>
|
||||
public void ChangeInteractableColor(Button btn, bool changeTo)
|
||||
{
|
||||
btn.interactable = changeTo;
|
||||
if (changeTo)
|
||||
{
|
||||
btn.image.DOColor(normalBGColor, colorChangeSpeed);
|
||||
btn.GetComponentInChildren<TextMeshProUGUI>().DOColor(normalTextColor, colorChangeSpeed);
|
||||
}
|
||||
else
|
||||
{
|
||||
btn.image.DOColor(disableBGColor, colorChangeSpeed);
|
||||
btn.GetComponentInChildren<TextMeshProUGUI>().DOColor(disableTextColor, colorChangeSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a button to the button list and initializes the button's event triggers based on its clickability.
|
||||
/// </summary>
|
||||
/// <param name="btn">The button object to add to the button list.</param>
|
||||
/// <param name="clickable">Indicates whether the button is clickable.</param>
|
||||
public void AddButtonToColorChangerButtonList(Button btn,bool clickable)
|
||||
{
|
||||
if (clickable)
|
||||
{
|
||||
clickableButton.Add(btn);
|
||||
InitializeEventTriggers(btn, clickable);
|
||||
}
|
||||
else
|
||||
{
|
||||
unclickableButton.Add(btn);
|
||||
InitializeEventTriggers(btn, clickable);
|
||||
}
|
||||
}
|
||||
|
||||
public void InitializeAllButtonColor()
|
||||
{
|
||||
foreach(Button btn in clickableButton)
|
||||
{
|
||||
btn.image.color = normalBGColor;
|
||||
btn.GetComponentInChildren<TextMeshProUGUI>().color = normalTextColor;
|
||||
}
|
||||
foreach (Button btn in unclickableButton)
|
||||
{
|
||||
btn.image.color = disableBGColor;
|
||||
btn.GetComponentInChildren<TextMeshProUGUI>().color = disableTextColor;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Script/Play/TargetButtonActivateColorChanger.cs.meta
Normal file
11
Assets/Script/Play/TargetButtonActivateColorChanger.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48f605c5c3d09384fa6b248789466476
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,4 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class TargetUIController : MonoBehaviour
|
||||
@ -6,84 +9,245 @@ public class TargetUIController : MonoBehaviour
|
||||
// Controller to control the UI of the target,
|
||||
// select target type, select prefeb to set or sth.
|
||||
public GameObject targetControllerObj;
|
||||
|
||||
public GameObject mouseSelectorObj;
|
||||
public GameObject environmentUIObj;
|
||||
|
||||
public float levelButtonHeight = 30;
|
||||
|
||||
[Header("PrimaryButton")]
|
||||
public Button clearGameButton;
|
||||
public Button setEnemyButton;
|
||||
public Button setAttackButton;
|
||||
public Button setGotoButton;
|
||||
public Button setFreeButton;
|
||||
public Button setStayButton;
|
||||
public int primaryButtonNumber = 6;
|
||||
|
||||
[Header("LevelPanel")]
|
||||
public GameObject gotoLevelPanel;
|
||||
|
||||
public GameObject attackLevelPanel;
|
||||
public float levelPanelAnimeTime = 0.2f;
|
||||
|
||||
private MouseInMap mouseInMapCon;
|
||||
private EnvironmentUIControl envUICon;
|
||||
private TargetController targetCon;
|
||||
private MessageBoxController messageBoxController;
|
||||
private TargetButtonActivateColorChanger buttonColorChanger;
|
||||
|
||||
public enum PrimaryButtonType
|
||||
{ Goto, Attack, Free }
|
||||
|
||||
public delegate void PointerInOutUIEventDelegate(Button button, GameObject panel, BaseEventData eventData);
|
||||
|
||||
private void Start()
|
||||
{
|
||||
targetCon = targetControllerObj.GetComponent<TargetController>();
|
||||
mouseInMapCon = mouseSelectorObj.GetComponent<MouseInMap>();
|
||||
envUICon = environmentUIObj.GetComponent<EnvironmentUIControl>();
|
||||
messageBoxController = GetComponent<MessageBoxController>();
|
||||
buttonColorChanger = GetComponent<TargetButtonActivateColorChanger>();
|
||||
|
||||
gotoLevelPanel.GetComponent<LevelPanel>().InitLevelPanel(
|
||||
targetCon.gotoLevelNum,
|
||||
setGotoButton,
|
||||
levelButtonHeight);
|
||||
attackLevelPanel.GetComponent<LevelPanel>().InitLevelPanel(
|
||||
targetCon.attackLevelNum,
|
||||
setAttackButton,
|
||||
levelButtonHeight);
|
||||
AddLevelButtonToColorChanger(gotoLevelPanel);
|
||||
AddLevelButtonToColorChanger(attackLevelPanel);
|
||||
AddPointerEnterButtonTrigger(setGotoButton, gotoLevelPanel, PointerEnterButtonAction);
|
||||
AddPointerEnterButtonTrigger(setAttackButton, attackLevelPanel, PointerEnterButtonAction);
|
||||
AddPointerExitButtonTrigger(setGotoButton, gotoLevelPanel, PointerExitButtonAction);
|
||||
AddPointerExitButtonTrigger(setAttackButton, attackLevelPanel, PointerExitButtonAction);
|
||||
AddPointerExitLevelPanelTrigger(setGotoButton, gotoLevelPanel, PointerExitLevelPanelAction);
|
||||
AddPointerExitLevelPanelTrigger(setAttackButton, attackLevelPanel, PointerExitLevelPanelAction);
|
||||
buttonColorChanger.InitializeAllButtonColor();
|
||||
ClearGamePressed();
|
||||
}
|
||||
|
||||
public void LevelButtonPressed(PrimaryButtonType primaryButtonType, int level = 0)
|
||||
{
|
||||
switch (primaryButtonType)
|
||||
{
|
||||
case PrimaryButtonType.Goto:
|
||||
SetGotoPressed(level);
|
||||
break;
|
||||
|
||||
case PrimaryButtonType.Attack:
|
||||
SetAttackPressed(level);
|
||||
break;
|
||||
|
||||
default:
|
||||
messageBoxController.PushMessage(new List<string> { "TargetUIController.LevelButtonPressed:", "Button Type Wrong, not level included button" },
|
||||
new List<string> { messageBoxController.errorColor });
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Clear Game Button Pressed, delete all enemies and targets
|
||||
public void ClearGamePressed()
|
||||
{
|
||||
// Clear all enemies and targets. set gamemode to Stay mode
|
||||
targetCon.StayModeChange();
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
|
||||
// disable setStayButton and enable other buttons
|
||||
setStayButton.interactable = false;
|
||||
setAttackButton.interactable = true;
|
||||
setGotoButton.interactable = true;
|
||||
setFreeButton.interactable = true;
|
||||
buttonColorChanger.ChangeInteractableColor(clearGameButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setEnemyButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setAttackButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setFreeButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setStayButton, false);
|
||||
targetCon.PlayInitialize();
|
||||
}
|
||||
|
||||
// Set Free Button Pressed, change Target mode to free mode
|
||||
public void SetFreePressed()
|
||||
{
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
|
||||
targetCon.FreeModeChange();
|
||||
buttonColorChanger.ChangeInteractableColor(setStayButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setAttackButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setFreeButton, false);
|
||||
}
|
||||
|
||||
// Set Stay Button Pressed, change Target mode to stay mode
|
||||
public void SetStayPressed()
|
||||
{
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
|
||||
targetCon.StayModeChange();
|
||||
buttonColorChanger.ChangeInteractableColor(setStayButton, false);
|
||||
buttonColorChanger.ChangeInteractableColor(setAttackButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setFreeButton, true);
|
||||
}
|
||||
|
||||
// Set Enemy Button Pressed, change mouse mode to EnemySetMode
|
||||
public void SetEnemyPressed()
|
||||
{
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.EnemySet);
|
||||
}
|
||||
|
||||
public void SetGotoPressed()
|
||||
// Set Goto Button Pressed, change mouse mode to GotoSetMode
|
||||
private void SetGotoPressed(int level)
|
||||
{
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.GotoSet);
|
||||
setStayButton.interactable = true;
|
||||
setAttackButton.interactable = true;
|
||||
setGotoButton.interactable = false;
|
||||
setFreeButton.interactable = true;
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.GotoSet, level);
|
||||
buttonColorChanger.ChangeInteractableColor(clearGameButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setEnemyButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setStayButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setAttackButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setFreeButton, true);
|
||||
}
|
||||
|
||||
public void SetAttackPressed()
|
||||
// Set Attack Button Pressed, change mouse mode to AttackSetMode
|
||||
private void SetAttackPressed(int level)
|
||||
{
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.AttackSet);
|
||||
setStayButton.interactable = true;
|
||||
setAttackButton.interactable = false;
|
||||
setGotoButton.interactable = true;
|
||||
setFreeButton.interactable = true;
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.AttackSet, level);
|
||||
buttonColorChanger.ChangeInteractableColor(clearGameButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setEnemyButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setStayButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setAttackButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setFreeButton, true);
|
||||
}
|
||||
|
||||
public void SetFreePressed()
|
||||
/// <summary>
|
||||
/// Adds level buttons from a level panel to the color changer, making them got interactable color.
|
||||
/// </summary>
|
||||
/// <param name="levelPanel">The level panel object containing the level buttons.</param>
|
||||
private void AddLevelButtonToColorChanger(GameObject levelPanel)
|
||||
{
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
|
||||
targetCon.FreeModeChange();
|
||||
setStayButton.interactable = true;
|
||||
setAttackButton.interactable = true;
|
||||
setGotoButton.interactable = true;
|
||||
setFreeButton.interactable = false;
|
||||
foreach(Button btn in levelPanel.GetComponent<LevelPanel>().LevelButtonList)
|
||||
{
|
||||
buttonColorChanger.AddButtonToColorChangerButtonList(btn,true);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetStayPressed()
|
||||
/// <summary>
|
||||
/// sign up pointer enter event for button
|
||||
/// </summary>
|
||||
/// <param name="triggerButton">target button</param>
|
||||
/// <param name="panel">target panel</param>
|
||||
/// <param name="inAction">enter event trigered action</param>
|
||||
private void AddPointerEnterButtonTrigger(Button triggerButton, GameObject panel, PointerInOutUIEventDelegate inAction)
|
||||
{
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
|
||||
targetCon.StayModeChange();
|
||||
setStayButton.interactable = false;
|
||||
setAttackButton.interactable = true;
|
||||
setGotoButton.interactable = true;
|
||||
setFreeButton.interactable = true;
|
||||
EventTrigger.Entry inEntry = new EventTrigger.Entry();
|
||||
inEntry.eventID = EventTriggerType.PointerEnter;
|
||||
inEntry.callback.AddListener((eventData) => inAction(triggerButton, panel, eventData));
|
||||
triggerButton.GetComponent<EventTrigger>().triggers.Add(inEntry);
|
||||
}
|
||||
|
||||
public void ShowLevelMenu(GameObject levelPanel)
|
||||
/// <summary>
|
||||
/// sign up pointer exit event for button
|
||||
/// </summary>
|
||||
/// <param name="triggerButton">target button</param>
|
||||
/// <param name="panel">target panel</param>
|
||||
/// <param name="inAction">exit event trigered action</param>
|
||||
private void AddPointerExitButtonTrigger(Button triggerButton, GameObject panel, PointerInOutUIEventDelegate outAction)
|
||||
{
|
||||
EventTrigger.Entry outEntry = new EventTrigger.Entry();
|
||||
outEntry.eventID = EventTriggerType.PointerExit;
|
||||
outEntry.callback.AddListener((eventData) => outAction(triggerButton, panel, eventData));
|
||||
triggerButton.GetComponent<EventTrigger>().triggers.Add(outEntry);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// sign up pointer exit event for panel
|
||||
/// </summary>
|
||||
/// <param name="triggerButton">target button</param>
|
||||
/// <param name="panel">target panel</param>
|
||||
/// <param name="inAction">exit event trigered action</param>
|
||||
private void AddPointerExitLevelPanelTrigger(Button triggerButton, GameObject panel, PointerInOutUIEventDelegate outAction)
|
||||
{
|
||||
EventTrigger.Entry entry = new EventTrigger.Entry();
|
||||
entry.eventID = EventTriggerType.PointerExit;
|
||||
entry.callback.AddListener((eventData) => outAction(triggerButton, panel, eventData));
|
||||
panel.GetComponent<EventTrigger>().triggers.Add(entry);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// pointer enter event action for button
|
||||
/// </summary>
|
||||
/// <param name="button">target button</param>
|
||||
/// <param name="panel">target panel</param>
|
||||
/// <param name="baseEventData">EventTrigger Parameter</param>
|
||||
private void PointerEnterButtonAction(Button button, GameObject panel, BaseEventData baseEventData)
|
||||
{
|
||||
panel.GetComponent<LevelPanel>().ExpandLevelPanel(levelPanelAnimeTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// pointer exit event action for button
|
||||
/// </summary>
|
||||
/// <param name="button">target button</param>
|
||||
/// <param name="panel">target panel</param>
|
||||
/// <param name="baseEventData">EventTrigger Parameter</param>
|
||||
private void PointerExitButtonAction(Button button, GameObject panel, BaseEventData baseEventData)
|
||||
{
|
||||
bool pointerInPanel = RectTransformUtility.RectangleContainsScreenPoint(panel.GetComponent<RectTransform>(), Input.mousePosition);
|
||||
if (!pointerInPanel)
|
||||
{
|
||||
panel.GetComponent<LevelPanel>().FoldLevelPanel(levelPanelAnimeTime);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// pointer enter event action for level panel
|
||||
/// </summary>
|
||||
/// <param name="button">target button</param>
|
||||
/// <param name="panel">target panel</param>
|
||||
/// <param name="baseEventData">EventTrigger Parameter</param>
|
||||
private void PointerExitLevelPanelAction(Button button, GameObject panel, BaseEventData baseEventData)
|
||||
{
|
||||
bool pointerInButton = RectTransformUtility.RectangleContainsScreenPoint(button.GetComponent<RectTransform>(), Input.mousePosition);
|
||||
if (!pointerInButton)
|
||||
{
|
||||
panel.GetComponent<LevelPanel>().FoldLevelPanel(levelPanelAnimeTime);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor.PackageManager;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(menuName = "All Scene Prefab Set")]
|
||||
@ -14,7 +15,7 @@ public void InitializeSceneBlocksSet(GameObject hudObj)
|
||||
{
|
||||
this.hudObj = hudObj;
|
||||
messageBoxController = this.hudObj.GetComponent<MessageBoxController>();
|
||||
for (int i = 0; i < 3; i++)
|
||||
for (int i = 0; i < levels.Length; i++)
|
||||
{
|
||||
// initialize all level prefab set
|
||||
levels[i].InitializeLevelsSet();
|
||||
@ -37,11 +38,13 @@ public LevelsSet GetAllLevlePrefabSet(SceneBlockContainer.Targets targetType)
|
||||
case SceneBlockContainer.Targets.Defence:
|
||||
messageBoxController.PushMessage(new List<string> { "[ERROR]ScenePrefabSet.GetAllLevlePrefabSet:", " Defence Mode not ready!" },
|
||||
new List<string> { messageBoxController.errorColor });
|
||||
Debug.LogError("ScenePrefabSet.GetAllLevlePrefabSet:Defence Mode not ready!");
|
||||
return levels[2];
|
||||
|
||||
default:
|
||||
messageBoxController.PushMessage(new List<string> { "[ERROR]ScenePrefabSet.GetAllLevlePrefabSet:", " targetType not found!","tagetType = ",targetType.ToString() },
|
||||
new List<string> { messageBoxController.errorColor });
|
||||
Debug.LogError("ScenePrefabSet.GetAllLevlePrefabSet:targetType not found!");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@ -53,6 +56,7 @@ public BlocksSet GetSingleLevelPrefabSet(SceneBlockContainer.Targets targetType,
|
||||
{
|
||||
messageBoxController.PushMessage(new List<string> { "[ERROR]ScenePrefabSet.GetSingleLevelPrefabSet:", " level out of range!","targetType = ",targetType.ToString(), "level = ",level.ToString()},
|
||||
new List<string> { messageBoxController.errorColor });
|
||||
Debug.LogError("ScenePrefabSet.GetSingleLevelPrefabSet:level out of range!");
|
||||
return null;
|
||||
}
|
||||
return GetAllLevlePrefabSet(targetType).singleLevelSet[level];
|
||||
@ -65,6 +69,7 @@ public GameObject GetPrefab(SceneBlockContainer.Targets targetType, int level, i
|
||||
{
|
||||
messageBoxController.PushMessage(new List<string> { "[ERROR]ScenePrefabSet.GetPrefab:", " blockType out of range!","targetType = ",targetType.ToString(), "level = ",level.ToString(), "blockType = ",blockType.ToString()},
|
||||
new List<string> { messageBoxController.errorColor });
|
||||
Debug.LogError("ScenePrefabSet.GetPrefab:blockType out of range!");
|
||||
return null;
|
||||
}
|
||||
return GetSingleLevelPrefabSet(targetType, level).prefabs[blockType];
|
||||
|
74
Assets/Shader/New Universal Render Pipeline Asset.asset
Normal file
74
Assets/Shader/New Universal Render Pipeline Asset.asset
Normal file
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|
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|
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|
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|
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|
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m_UseAdaptivePerformance: 1
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Loading…
Reference in New Issue
Block a user