ManaMiniGame.cs 9.2 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using UnityEngine.Serialization;
  4. using System;
  5. using System.Collections;
  6. using System.Collections.Generic;
  7. using Random = UnityEngine.Random;
  8. public class ManaMiniGame : MonoBehaviour
  9. {
  10. #region 变量
  11. #region GameA
  12. public static int Score
  13. {
  14. get { return _Score; }
  15. set
  16. {
  17. _Score = value;
  18. ScoreLabA.text = _Score.ToString();
  19. }
  20. }
  21. public static float GameTimer
  22. {
  23. get { return _GameTimer; }
  24. set
  25. {
  26. _GameTimer = value;
  27. TimerBk2.fillAmount = _GameTimer / GameTime;
  28. TimerLab1.text = _GameTimer.ToString("0.0");
  29. }
  30. }
  31. public static bool GameA
  32. {
  33. get { return _GameA; }
  34. set
  35. {
  36. _GameA = value;
  37. if (_GameA)
  38. {
  39. GameStatusLabA.text = "进行中";
  40. }
  41. else
  42. {
  43. GameStatusLabA.text = "未开始";
  44. }
  45. }
  46. }
  47. public static bool PauseA
  48. {
  49. get { return _PauseA; }
  50. set
  51. {
  52. _PauseA = value;
  53. if (GameA)
  54. {
  55. if (_PauseA)
  56. {
  57. GameStatusLabA.text = "已暂停";
  58. }
  59. else
  60. {
  61. GameStatusLabA.text = "进行中";
  62. }
  63. }
  64. }
  65. }
  66. public static bool Panalty
  67. {
  68. get { return _Panalty; }
  69. set
  70. {
  71. _Panalty = value;
  72. if (_Panalty)
  73. {
  74. GameStatusLabA.text = "操作被冻结";
  75. }
  76. else
  77. {
  78. GameStatusLabA.text = "进行中";
  79. }
  80. }
  81. }
  82. private static int _Score;
  83. private static float _GameTimer;
  84. private static float PenaltyTimer;
  85. private static float OpFrequencyTimer;
  86. private static float GameTime;
  87. private static float PenaltyTime;
  88. private static float OpFrequencyTime;
  89. private static bool _GameA;
  90. private static bool _PauseA;
  91. private static bool _Panalty;
  92. private static List<Flower> IdleFlowerList;
  93. private static List<Flower> OperateFlowerList;
  94. private static Text TimerLab1;
  95. private static Text ScoreLabA;
  96. private static Text GameStatusLabA;
  97. private static Image TimerBk2;
  98. #endregion
  99. #endregion
  100. private void Awake()
  101. {
  102. #region MyRegion
  103. TimerBk2 = ManaReso.Get<Image>("D_TimerBk2");
  104. TimerLab1 = ManaReso.Get<Text>("D_TimerLab");
  105. ScoreLabA = ManaReso.Get<Text>("D_ScoreLab");
  106. GameStatusLabA = ManaReso.Get<Text>("D_StatusLab");
  107. GameTime = 30;
  108. PenaltyTime = 1;
  109. OpFrequencyTime = 1.5f;
  110. GameTimer = GameTime;
  111. OpFrequencyTimer = OpFrequencyTime;
  112. #endregion
  113. }
  114. private void FixedUpdate()
  115. {
  116. #region 小游戏A
  117. if (!GameA || PauseA)
  118. {
  119. return;
  120. }
  121. GameTimer -= Time.fixedDeltaTime; //小游戏计时
  122. if (GameTimer <= 0)
  123. {
  124. GameOverA();
  125. return; //小游戏结束
  126. }
  127. if (PenaltyTimer > 0) //冻结时间计时
  128. {
  129. PenaltyTimer -= Time.fixedDeltaTime;
  130. }
  131. OpFrequencyTimer -= Time.fixedDeltaTime; //生成操作计时
  132. if (OpFrequencyTimer <= 0)
  133. {
  134. if (IdleFlowerList.Count > 0)
  135. {
  136. OpFrequencyTimer = OpFrequencyTime;
  137. Flower flower = IdleFlowerList[Random.Range(0, IdleFlowerList.Count)];
  138. flower.CreateOp(OperateFlowerList.Count);
  139. IdleFlowerList.Remove(flower);
  140. OperateFlowerList.Add(flower);
  141. }
  142. }
  143. #endregion
  144. }
  145. #region 小游戏A
  146. public static void GetScore(int score)
  147. {
  148. Score += score;
  149. }
  150. public static void Ripping()
  151. {
  152. if (PenaltyTimer > 0) //冻结操作
  153. {
  154. return;
  155. }
  156. if (OperateFlowerList.Count > 0)
  157. {
  158. if (OperateFlowerList[0].Operate(OpType.Ripping)) //操作正确
  159. {
  160. IdleFlowerList.Add(OperateFlowerList[0]);
  161. OperateFlowerList.Remove(OperateFlowerList[0]);
  162. UpdateSequence();
  163. }
  164. else //操作错误
  165. {
  166. PenaltyTimer = PenaltyTime;
  167. ManaMessage.Show("惩罚" + PenaltyTime + "秒", PenaltyTime);
  168. }
  169. }
  170. }
  171. public static void Watering()
  172. {
  173. if (PenaltyTimer > 0) //冻结操作
  174. {
  175. return;
  176. }
  177. if (OperateFlowerList.Count > 0)
  178. {
  179. if (OperateFlowerList[0].Operate(OpType.Watering)) //操作正确
  180. {
  181. IdleFlowerList.Add(OperateFlowerList[0]);
  182. OperateFlowerList.Remove(OperateFlowerList[0]);
  183. UpdateSequence();
  184. }
  185. else //操作错误
  186. {
  187. PenaltyTimer = PenaltyTime;
  188. ManaMessage.Show("惩罚" + PenaltyTime + "秒", PenaltyTime);
  189. }
  190. }
  191. }
  192. public static void Fertilizing()
  193. {
  194. if (PenaltyTimer > 0) //冻结操作
  195. {
  196. return;
  197. }
  198. if (OperateFlowerList.Count > 0)
  199. {
  200. if (OperateFlowerList[0].Operate(OpType.Fertilizing)) //操作正确
  201. {
  202. IdleFlowerList.Add(OperateFlowerList[0]);
  203. OperateFlowerList.Remove(OperateFlowerList[0]);
  204. UpdateSequence();
  205. }
  206. else //操作错误
  207. {
  208. PenaltyTimer = PenaltyTime;
  209. ManaMessage.Show("惩罚" + PenaltyTime + "秒", PenaltyTime);
  210. }
  211. }
  212. }
  213. public static void GameBeginA()
  214. {
  215. ManaReso.Get("D_Rip").SetActive(true);
  216. ManaReso.Get("D_Water").SetActive(true);
  217. ManaReso.Get("D_Fertilize").SetActive(true);
  218. ManaReso.Get("D_Begin").SetActive(false);
  219. Score = 0;
  220. GameA = true;
  221. PauseA = false;
  222. GameTimer = GameTime;
  223. for (int i = 0; i < IdleFlowerList.Count; i++)
  224. {
  225. IdleFlowerList[i].GameBeginA();
  226. }
  227. OperateFlowerList = new List<Flower>();
  228. }
  229. public static void GameAbortA()
  230. {
  231. ManaReso.Get("D_Rip").SetActive(false);
  232. ManaReso.Get("D_Water").SetActive(false);
  233. ManaReso.Get("D_Fertilize").SetActive(false);
  234. ManaReso.Get("D_Begin").SetActive(true);
  235. Score = 0;
  236. GameA = false;
  237. PauseA = false;
  238. GameTimer = GameTime;
  239. OpFrequencyTimer = OpFrequencyTime;
  240. for (int i = 0; i < IdleFlowerList.Count; i++)
  241. {
  242. IdleFlowerList[i].GameOverA();
  243. }
  244. for (int i = 0; i < OperateFlowerList.Count; i++)
  245. {
  246. OperateFlowerList[i].GameOverA();
  247. }
  248. }
  249. public static void GamePrepareA()
  250. {
  251. IdleFlowerList = new List<Flower>();
  252. OperateFlowerList = new List<Flower>();
  253. IdleFlowerList.Add(ManaReso.GetFlower(false, ManaReso.Get("FlowerTraC1"), ObjType.Flower0));
  254. IdleFlowerList.Add(ManaReso.GetFlower(false, ManaReso.Get("FlowerTraC2"), ObjType.Flower1));
  255. IdleFlowerList.Add(ManaReso.GetFlower(false, ManaReso.Get("FlowerTraC3"), ObjType.Flower2));
  256. IdleFlowerList.Add(ManaReso.GetFlower(false, ManaReso.Get("FlowerTraC4"), ObjType.Flower3));
  257. IdleFlowerList.Add(ManaReso.GetFlower(false, ManaReso.Get("FlowerTraC5"), ObjType.Flower4));
  258. IdleFlowerList.Add(ManaReso.GetFlower(false, ManaReso.Get("FlowerTraC6"), ObjType.Flower5));
  259. IdleFlowerList.Add(ManaReso.GetFlower(false, ManaReso.Get("FlowerTraD1"), ObjType.Flower6));
  260. IdleFlowerList.Add(ManaReso.GetFlower(false, ManaReso.Get("FlowerTraD2"), ObjType.Flower7));
  261. IdleFlowerList.Add(ManaReso.GetFlower(false, ManaReso.Get("FlowerTraD3"), ObjType.Flower8));
  262. }
  263. private static void GameOverA()
  264. {
  265. ManaReso.SetActive("D_Rip", false);
  266. ManaReso.SetActive("D_Water",false);
  267. ManaReso.SetActive("D_Fertilize",false);
  268. ManaReso.SetActive("D_Begin",true);
  269. ManaReso.SetText("Da_Tit", "游戏结束");
  270. ManaReso.SetText("Da_Lab", "得分 : " + Score);
  271. ManaReso.SetActive("Da_GameInfo", true);
  272. ManaReso.SetActive("Da_Cancel", false);
  273. ManaReso.SetActive("Da_GetAward", true);
  274. Score = 0;
  275. GameA = false;
  276. PauseA = false;
  277. GameTimer = GameTime;
  278. OpFrequencyTimer = OpFrequencyTime;
  279. for (int i = 0; i < IdleFlowerList.Count; i++)
  280. {
  281. IdleFlowerList[i].GameOverA();
  282. }
  283. for (int i = 0; i < OperateFlowerList.Count; i++)
  284. {
  285. OperateFlowerList[i].GameOverA();
  286. }
  287. IdleFlowerList.AddRange(OperateFlowerList);
  288. OperateFlowerList = new List<Flower>();
  289. }
  290. private static void UpdateSequence()
  291. {
  292. if (OperateFlowerList.Count >= 2)
  293. {
  294. OperateFlowerList[0].MarkAsFirst();
  295. OperateFlowerList[1].MarkAsSecond();
  296. }
  297. else if (OperateFlowerList.Count >= 1)
  298. {
  299. OperateFlowerList[0].MarkAsFirst();
  300. }
  301. }
  302. #endregion
  303. }