【建造】相关场景、特效、配置

iOS_release
zhangaotian 2024-07-09 18:47:43 +08:00
parent d0e9387e48
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m_PressedSprite: {fileID: 0}
m_SelectedSprite: {fileID: 0}
m_DisabledSprite: {fileID: 0}
m_AnimationTriggers:
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m_HighlightedTrigger: Highlighted
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m_SelectedTrigger: Selected
m_DisabledTrigger: Disabled
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m_TargetGraphic: {fileID: 1070919464906470905}
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@ -0,0 +1,19 @@
using Framework;
using Framework.Manager;
using UnityEngine;
public class BuildBoot : MonoBehaviour
{
private void Awake()
{
BuildManager.Instance.Init();
}
void Start()
{
}
void Update()
{
}
}

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@ -0,0 +1,16 @@
using Cysharp.Threading.Tasks;
using Gameplay.LoadingExecutor;
using UnityEngine.AddressableAssets;
using UnityEngine.SceneManagement;
namespace Framework.GameBuild
{
public class GameBuildLoadingExecutor : LoadingExecutorWithUILoadingController
{
protected override async UniTask _DoLoading()
{
await Addressables.LoadSceneAsync(Constants.Constants.SceneBuildPath, LoadSceneMode.Single).ToUniTask();
_destProgress = 100f;
}
}
}

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@ -0,0 +1,22 @@
using Framework.State;
using Gameplay.LoadingExecutor;
namespace Framework.GameBuild
{
public class GameBuildStateStart : IState
{
public void OnEnter()
{
LoadingExecutorManager.Instance.ExecuteLoading(
new GameBuildLoadingExecutor());
}
public void OnUpdate(float deltaTime)
{
}
public void OnExit()
{
}
}
}

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@ -0,0 +1,6 @@
using UnityEngine;
public class UIMainBuild : MonoBehaviour
{
}

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@ -46,14 +46,29 @@ namespace Framework.Manager
} }
public class BuildManager : Singlenton<BuildManager> public class BuildManager
{ {
private static BuildManager _instance;
public static BuildManager Instance
{
get
{
if (_instance == null)
{
_instance = new BuildManager();
}
return _instance;
}
}
public Dictionary<int, BuildGroup> BuildGroups; public Dictionary<int, BuildGroup> BuildGroups;
public DataBuildSeries CurSeries; public DataBuildSeries CurSeries;
public void Init() public void Init()
{ {
var buildSeriesTable = TableManager.Instance.Tables.BuildSeriesConfig; var buildSeriesTable = EditorTableManager.Instance.Tables.BuildSeriesConfig;
if (buildSeriesTable == null) return; if (buildSeriesTable == null) return;
//系列初始化 当前就一个系列 //系列初始化 当前就一个系列
@ -62,19 +77,19 @@ namespace Framework.Manager
InitData(); InitData();
/*foreach (var group in BuildGroups) foreach (var group in BuildGroups)
{ {
DebugUtil.LogWarning("当前 {0} 物品组的解锁关卡是:{1}", group.Key, group.Value.UnlockCondition); DebugUtil.LogWarning("当前 {0} 物品组的解锁关卡是:{1}", group.Key, group.Value.UnlockCondition);
foreach (var item in group.Value.BuildItems) foreach (var item in group.Value.BuildItems)
{ {
DebugUtil.LogError("当前 {0} 物品组的物体有:{1}", group.Key, item.Value._buildItem.ID); DebugUtil.LogError("当前 {0} 物品组的物体有:{1}", group.Key, item.Value._buildItem.ID);
} }
}*/ }
} }
private void InitData() private void InitData()
{ {
var buildItemTable = TableManager.Instance.Tables.BuildItemConfig; var buildItemTable = EditorTableManager.Instance.Tables.BuildItemConfig;
if (buildItemTable?.DataList == null) return; if (buildItemTable?.DataList == null) return;
foreach (var buildItem in buildItemTable.DataList) foreach (var buildItem in buildItemTable.DataList)
{ {

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@ -5,7 +5,6 @@ using UnityEngine;
namespace Framework.Manager namespace Framework.Manager
{ {
#if UNITY_EDITOR
public class EditorTableManager public class EditorTableManager
{ {
private static EditorTableManager _instance; private static EditorTableManager _instance;
@ -53,5 +52,4 @@ namespace Framework.Manager
return getValue.ValueEn; return getValue.ValueEn;
} }
} }
#endif
} }

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@ -13,6 +13,9 @@ namespace Framework.Constants
public const string AgreementUrl = "http://www.puhexinhuo.com/avery_policy.html"; public const string AgreementUrl = "http://www.puhexinhuo.com/avery_policy.html";
public const string SceneLevelPath = "Assets/Scenes/LevelScene.unity"; public const string SceneLevelPath = "Assets/Scenes/LevelScene.unity";
public const string SceneBuildPath = "Assets/Scenes/BuildScene.unity";
public const string UIPrefabPath = "Assets/Art/UI/Prefab/{0}.prefab"; public const string UIPrefabPath = "Assets/Art/UI/Prefab/{0}.prefab";
public const string ItemPrefabPath = "Assets/Art/LevelItem/{0}.prefab"; public const string ItemPrefabPath = "Assets/Art/LevelItem/{0}.prefab";
public const string PlankPrefabPath = "Assets/Art/LevelItem/Plank/{0}.prefab"; public const string PlankPrefabPath = "Assets/Art/LevelItem/Plank/{0}.prefab";

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@ -6,6 +6,7 @@ using Gameplay.Level;
using Framework.Event; using Framework.Event;
using Gameplay.Manager; using Gameplay.Manager;
using Framework.Constants; using Framework.Constants;
using Framework.GameBuild;
using Event = cfg.BI.Event; using Event = cfg.BI.Event;
public class UIMainPanelController : UIWindow public class UIMainPanelController : UIWindow
@ -22,6 +23,7 @@ public class UIMainPanelController : UIWindow
BindButton("Bg_MainPanel/Btn_Option", OnSelectLevel); BindButton("Bg_MainPanel/Btn_Option", OnSelectLevel);
BindButton("Bg_MainPanel/UI_LiuHaiTop/Btn_Setting", OpenSettingPanel); BindButton("Bg_MainPanel/UI_LiuHaiTop/Btn_Setting", OpenSettingPanel);
BindButton("Bg_MainPanel/UI_LiuHaiTop/Btn_Shop", OpenShop); BindButton("Bg_MainPanel/UI_LiuHaiTop/Btn_Shop", OpenShop);
BindButton("Bg_MainPanel/UI_LiuHaiTop/Btn_Build", OpenBuild);
CommonUIUtils.CaptureScreenshot(); CommonUIUtils.CaptureScreenshot();
FindObj("Bg_MainPanel/BG").SetActive(false); FindObj("Bg_MainPanel/BG").SetActive(false);
@ -67,6 +69,11 @@ public class UIMainPanelController : UIWindow
await UIManager.Instance.OpenWindow(UIConstants.UISettingPanel); await UIManager.Instance.OpenWindow(UIConstants.UISettingPanel);
} }
private async void OpenBuild()
{
GameStateManager.Instance.ChangeState(new GameBuildStateStart());
}
/// <summary> /// <summary>
/// 打开商店 /// 打开商店
/// </summary> /// </summary>
@ -80,7 +87,7 @@ public class UIMainPanelController : UIWindow
/// <summary> /// <summary>
/// 开始游戏 /// 开始游戏
/// </summary> /// </summary>
private void OnEnterLevel() private async void OnEnterLevel()
{ {
BIManager.Instance.TrackEvent(Event.click_level_start); BIManager.Instance.TrackEvent(Event.click_level_start);
BIManager.Instance.TrackEventOnce(EventFirst.fte_click_level_start); BIManager.Instance.TrackEventOnce(EventFirst.fte_click_level_start);
@ -93,7 +100,7 @@ public class UIMainPanelController : UIWindow
else else
{ {
EventManager.Instance.Send(EventManager.EventName.HideGfx); EventManager.Instance.Send(EventManager.EventName.HideGfx);
UIManager.Instance.OpenWindow(UIConstants.UIStayTuned); await UIManager.Instance.OpenWindow(UIConstants.UIStayTuned);
} }
} }