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Author | SHA1 | Date |
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_Karasu_ | c54285cb91 |
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开发者:Lucas
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项目主页:
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https://gitme.fun/lucas8485/jump-out-of-the-world
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本人不具有美术素材的版权,如有侵权请联系我更换
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本项目基于zlib协议开源
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3.4版本
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1.修复了按暂停按钮时误触跳跃的问题
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2.新增关于游戏和更新日志界面
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@ -1,7 +1,7 @@
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/*
|
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zlib License
|
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|
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Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
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|
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
|
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|
@ -28,9 +28,12 @@ public class BackgroundMovementController : MonoBehaviour
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public GameObject backgroundObject;
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private GameObject backgroundObject1;
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private GameObject backgroundObject2;
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// Update: Triple moving background -> boundless transform
|
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private GameObject backgroundObject3;
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private float distance;
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private Rigidbody2D brg2D1;
|
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private Rigidbody2D brg2D2;
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private Rigidbody2D brg2D3;
|
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public float speed;
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private float leftBound;
|
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// Start is called before the first frame update
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|
@ -38,18 +41,29 @@ public class BackgroundMovementController : MonoBehaviour
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{
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backgroundObject1 = Instantiate(backgroundObject);
|
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backgroundObject2 = Instantiate(backgroundObject);
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backgroundObject3 = Instantiate(backgroundObject);
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brg2D1 = backgroundObject1.GetComponent<Rigidbody2D>();
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brg2D2 = backgroundObject2.GetComponent<Rigidbody2D>();
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brg2D3 = backgroundObject3.GetComponent<Rigidbody2D>();
|
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|
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Vector2 speedVector = new(speed, 0);
|
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brg2D1.velocity = speedVector;
|
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brg2D2.velocity = speedVector;
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Vector2 topLeft = Camera.main.ViewportToWorldPoint(new Vector2(0, 1));
|
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brg2D3.velocity = speedVector;
|
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Vector2 topLeft = Camera.main!.ViewportToWorldPoint(new Vector2(0, 1));
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leftBound = topLeft.x;
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SpriteRenderer sRenderer = backgroundObject1.GetComponent<SpriteRenderer>();
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var sRenderer = backgroundObject1.GetComponent<SpriteRenderer>();
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distance = sRenderer.bounds.extents.x * 2;
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backgroundObject2.transform.position = new Vector3(backgroundObject2.transform.position.x + distance,
|
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backgroundObject2.transform.position.y, backgroundObject2.transform.position.z);
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var position = backgroundObject2.transform.position;
|
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position = new Vector3(position.x + distance,
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position.y, position.z);
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backgroundObject2.transform.position = position;
|
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position = new Vector3(position.x + distance,
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position.y, position.z);
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backgroundObject3.transform.position = position;
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}
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|
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// Update is called once per frame
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|
@ -58,18 +72,28 @@ public class BackgroundMovementController : MonoBehaviour
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if (brg2D1.transform.position.x <= leftBound)
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{
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Vector3 newPosition = new(brg2D2.transform.position.x + distance,
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brg2D2.transform.position.y,
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brg2D2.transform.position.z);
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var position = brg2D3.transform.position;
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Vector3 newPosition = new(position.x + distance,
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position.y,
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position.z);
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brg2D1.transform.position = newPosition;
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}
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else if (brg2D2.transform.position.x <= leftBound)
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{
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Vector3 newPosition = new(brg2D1.transform.position.x + distance,
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brg2D1.transform.position.y,
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brg2D1.transform.position.z);
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var position = brg2D1.transform.position;
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Vector3 newPosition = new(position.x + distance,
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position.y,
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position.z);
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brg2D2.transform.position = newPosition;
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}
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else if (brg2D3.transform.position.x <= leftBound)
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{
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var position = brg2D2.transform.position;
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Vector3 newPosition = new(position.x + distance,
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position.y,
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position.z);
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brg2D3.transform.position = newPosition;
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}
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}
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}
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|
|
|
@ -1,7 +1,7 @@
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/*
|
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zlib License
|
||||
|
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跳出一方天地 (C) 2022 Lucas
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
@ -19,20 +19,29 @@
|
|||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Gravitons.UI.Modal;
|
||||
|
||||
public class ButtonEventHandler : MonoBehaviour
|
||||
{
|
||||
private bool isDialogExists = false;
|
||||
private void Start()
|
||||
{
|
||||
// Do some initialization
|
||||
Screen.orientation = ScreenOrientation.LandscapeLeft;
|
||||
Screen.autorotateToLandscapeLeft = true;
|
||||
Screen.autorotateToLandscapeRight = true;
|
||||
Screen.autorotateToLandscapeRight = true;
|
||||
Screen.autorotateToPortrait = false;
|
||||
Screen.autorotateToPortraitUpsideDown = false;
|
||||
|
||||
// Frame rate setting
|
||||
if (Application.isMobilePlatform)
|
||||
Application.targetFrameRate = 120;
|
||||
else
|
||||
QualitySettings.vSyncCount = 1;
|
||||
}
|
||||
public void OnStart()
|
||||
{
|
||||
|
@ -43,4 +52,24 @@ public class ButtonEventHandler : MonoBehaviour
|
|||
{
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
public void OnUpdateLog()
|
||||
{
|
||||
if (isDialogExists) return;
|
||||
var updateLog = Resources.Load<TextAsset>("Texts/UpdateLog").text;
|
||||
var aboutGame = Resources.Load<TextAsset>("Texts/AboutGame").text;
|
||||
ModalManager.Show("关于游戏&更新日志",
|
||||
"更新日志:\n" + updateLog + "\n关于游戏:\n" + aboutGame,
|
||||
new[] { new ModalButton()
|
||||
{
|
||||
Text = "OK" ,
|
||||
Callback = delegate
|
||||
{
|
||||
isDialogExists = false;
|
||||
}
|
||||
} });
|
||||
isDialogExists = true;
|
||||
}
|
||||
|
||||
public void OnRankButtonTriggered() => SceneManager.LoadScene("RankingScene");
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022 Lucas
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
@ -37,18 +37,19 @@ public class GameController : MonoBehaviour
|
|||
void Start()
|
||||
{
|
||||
player = Instantiate(playerPrefab);
|
||||
initialPlayerPosition = Camera.main.ViewportToWorldPoint(new Vector2(0, 1)).x + playerSpawnDistance;
|
||||
player.transform.position = new Vector3(initialPlayerPosition,
|
||||
player.transform.position.y,
|
||||
player.transform.position.z);
|
||||
initialPlayerPosition = Camera.main!.ViewportToWorldPoint(new Vector2(0, 1)).x + playerSpawnDistance;
|
||||
var position = player.transform.position;
|
||||
position = new Vector3(initialPlayerPosition,
|
||||
position.y,
|
||||
position.z);
|
||||
player.transform.position = position;
|
||||
Screen.orientation = ScreenOrientation.LandscapeLeft;
|
||||
Screen.autorotateToLandscapeLeft = true;
|
||||
Screen.autorotateToLandscapeRight = true;
|
||||
Screen.autorotateToPortrait = false;
|
||||
Screen.autorotateToPortraitUpsideDown = false;
|
||||
|
||||
GameObject disText = Instantiate(distanceTextPrefab);
|
||||
disText.transform.SetParent(GameObject.Find("Canvas").transform, false);
|
||||
GameObject disText = Instantiate(distanceTextPrefab, GameObject.Find("Canvas").transform, false);
|
||||
distanceText = disText.GetComponent<Text>();
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,82 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1.The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class GamePauseController : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
private bool pauseState = false;
|
||||
private GameObject pauseMenuInstance = null;
|
||||
private AudioSource audioSource;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
pauseMenuInstance = GameObject.FindGameObjectWithTag("PauseMenu");
|
||||
pauseMenuInstance.SetActive(false);
|
||||
|
||||
// Get Music Component
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
}
|
||||
|
||||
// Add: For Keyboard Users use "ESC" To Pause
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetKey(KeyCode.Escape) || Input.GetKeyUp(KeyCode.Escape))
|
||||
{
|
||||
OnPauseTriggered();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPauseTriggered()
|
||||
{
|
||||
pauseState = true; SetPauseState();
|
||||
pauseMenuInstance.SetActive(true);
|
||||
audioSource.Pause();
|
||||
}
|
||||
|
||||
private void SetPauseState() => Time.timeScale = pauseState ? 0 : 1;
|
||||
|
||||
public void OnResumeButtonTriggered()
|
||||
{
|
||||
pauseMenuInstance.SetActive(false);
|
||||
pauseState = false;
|
||||
audioSource.Play();
|
||||
SetPauseState();
|
||||
}
|
||||
|
||||
public void OnRestartButtonTriggered()
|
||||
{
|
||||
SceneManager.LoadScene("MainScene");
|
||||
pauseState = false;
|
||||
SetPauseState();
|
||||
}
|
||||
|
||||
public void OnMainMenuButtonTriggered()
|
||||
{
|
||||
SceneManager.LoadScene("StartupScene");
|
||||
pauseState = false;
|
||||
SetPauseState();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 73fd91e2a902ecb408dc200b24241852
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,59 @@
|
|||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GenericModal : Modal
|
||||
{
|
||||
[Tooltip("Modal title")]
|
||||
[SerializeField] protected Text m_Title;
|
||||
[Tooltip("Modal body")]
|
||||
[SerializeField] protected Text m_Body;
|
||||
[Tooltip("Buttons in the modal")]
|
||||
[SerializeField] protected Button[] m_Buttons;
|
||||
|
||||
/// <summary>
|
||||
/// Deactivate buttons in awake
|
||||
/// </summary>
|
||||
public void Awake()
|
||||
{
|
||||
for (int i = 0; i < m_Buttons.Length; i++)
|
||||
{
|
||||
m_Buttons[i].gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Show(ModalContentBase modalContent, ModalButton[] modalButton)
|
||||
{
|
||||
GenericModalContent content = (GenericModalContent) modalContent;
|
||||
m_Title.text = content.Title;
|
||||
m_Body.text = content.Body;
|
||||
|
||||
//Activate buttons and populate properties
|
||||
for (int i = 0; i < modalButton.Length; i++)
|
||||
{
|
||||
if (i >= m_Buttons.Length)
|
||||
{
|
||||
Debug.LogError($"Maximum number of buttons of this modal is {m_Buttons.Length}. But {modalButton.Length} ModalButton was given. To display all buttons increase the size of the button array to at least {modalButton.Length}");
|
||||
return;
|
||||
}
|
||||
m_Buttons[i].gameObject.SetActive(true);
|
||||
m_Buttons[i].GetComponentInChildren<Text>().text = modalButton[i].Text;
|
||||
int index = i; //Closure
|
||||
m_Buttons[i].onClick.AddListener(() =>
|
||||
{
|
||||
if (modalButton[index].Callback != null)
|
||||
{
|
||||
modalButton[index].Callback();
|
||||
}
|
||||
|
||||
if (modalButton[index].CloseModalOnClick)
|
||||
{
|
||||
Close();
|
||||
}
|
||||
m_Buttons[index].onClick.RemoveAllListeners();
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e93211960da8240fba593d172588d42d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,14 @@
|
|||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
public class GenericModalContent : ModalContentBase
|
||||
{
|
||||
/// <summary>
|
||||
/// Title text of the modal
|
||||
/// </summary>
|
||||
public string Title { get; set; }
|
||||
/// <summary>
|
||||
/// Body text of the modal
|
||||
/// </summary>
|
||||
public string Body { get; set; }
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0908f33e231f437faa76cd62eda03854
|
||||
timeCreated: 1594688226
|
|
@ -0,0 +1,136 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1.The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GlobalGameDataManager : MonoBehaviour
|
||||
{
|
||||
// Global
|
||||
public struct GameData
|
||||
{
|
||||
public string name;
|
||||
public int meters;
|
||||
}
|
||||
|
||||
private static GameData[] _gameDatas; // For Ranking Use
|
||||
private static string _dataPath;
|
||||
private static bool _initialized = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
var flag = false;
|
||||
if (_initialized) return;
|
||||
_gameDatas = new GameData[4];
|
||||
_dataPath = Application.persistentDataPath + "/rank.dat";
|
||||
// Read from file
|
||||
if (File.Exists(_dataPath))
|
||||
{
|
||||
// Read 3 Lines from local data
|
||||
using var streamReader = new StreamReader(_dataPath);
|
||||
for (var i = 0; i < 3; ++i)
|
||||
{
|
||||
try
|
||||
{
|
||||
var temp = streamReader.ReadLine()!.Split(' ');
|
||||
_gameDatas[i].name = temp[0];
|
||||
_gameDatas[i].meters = int.Parse(temp[1]);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
print(e);
|
||||
print(_dataPath);
|
||||
flag = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (flag)
|
||||
{
|
||||
if (File.Exists(_dataPath))
|
||||
File.Delete(_dataPath);
|
||||
File.Create(_dataPath);
|
||||
_gameDatas = new GameData[4];
|
||||
for (var i = 0; i < 4; ++i)
|
||||
{
|
||||
_gameDatas[i].name = "Unknown";
|
||||
_gameDatas[i].meters = 0;
|
||||
}
|
||||
}
|
||||
_initialized = true;
|
||||
}
|
||||
|
||||
public static bool NeedUpdateName(int score)
|
||||
{
|
||||
RecentScore = score;
|
||||
var tmpArray = new int[4];
|
||||
for (var i = 0; i < 3; ++i)
|
||||
tmpArray[i] = _gameDatas[i].meters;
|
||||
tmpArray[3] = score;
|
||||
Array.Sort(tmpArray, (lhs, rhs) => rhs - lhs);
|
||||
return score != tmpArray[3];
|
||||
}
|
||||
|
||||
public static void UpdateGameData(GameData data)
|
||||
{
|
||||
// First, place New GameData in the back of the array
|
||||
_gameDatas[3] = data;
|
||||
// Then, sort _gameData according to meters
|
||||
Array.Sort(_gameDatas, (lhs, rhs) => rhs.meters - lhs.meters);
|
||||
WriteGameData();
|
||||
}
|
||||
|
||||
private static void WriteGameData()
|
||||
{
|
||||
using var streamWriter = new StreamWriter(_dataPath, false);
|
||||
for (var i = 0; i < 3; ++i)
|
||||
{
|
||||
streamWriter.WriteLine(_gameDatas[i].name + ' ' + _gameDatas[i].meters);
|
||||
}
|
||||
}
|
||||
|
||||
// Call this only in MainScene
|
||||
public static int GetScore()
|
||||
{
|
||||
var distanceText = GameObject.FindGameObjectWithTag("DistanceText");
|
||||
var score = distanceText.GetComponent<Text>().text;
|
||||
var result = int.Parse(score[9..^1]);
|
||||
print(result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static IEnumerable<GameData> GameDataList
|
||||
{
|
||||
get
|
||||
{
|
||||
var list = new List<GameData>();
|
||||
for (var i = 0; i < 3; ++i)
|
||||
list.Add(_gameDatas[i]);
|
||||
return list;
|
||||
}
|
||||
}
|
||||
public static int RecentScore { get; private set; }
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4350b309d6e293c45afd5b6d6eee2b8a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,7 +1,7 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022 Lucas
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
@ -43,6 +43,6 @@ public class HealthBarController : MonoBehaviour
|
|||
public void SetHealth(int newHealthValue)
|
||||
{
|
||||
meterImage.fillAmount = (float)newHealthValue / maxHealthValue;
|
||||
hpText.text = "HP:" + newHealthValue.ToString();
|
||||
hpText.text = "HP:" + newHealthValue;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
@ -35,10 +35,9 @@ public class HealthController : MonoBehaviour
|
|||
void Start()
|
||||
{
|
||||
health = initialHealth;
|
||||
healthBar = Instantiate(healthBarPrefab);
|
||||
healthBar = Instantiate(healthBarPrefab, GameObject.Find("Canvas").transform, false);
|
||||
controller = healthBar.GetComponent<HealthBarController>();
|
||||
controller.maxHealthValue = initialHealth;
|
||||
healthBar.transform.SetParent(GameObject.Find("Canvas").transform, false);
|
||||
healthBar.SetActive(true);
|
||||
}
|
||||
|
||||
|
@ -46,15 +45,12 @@ public class HealthController : MonoBehaviour
|
|||
|
||||
public void IncreaseHealth()
|
||||
{
|
||||
if (health < initialHealth) {
|
||||
if (health >= initialHealth) return;
|
||||
controller.SetHealth(++health);
|
||||
if (health == initialHealth)
|
||||
{
|
||||
GameObject gameController = GameObject.FindGameObjectWithTag("GameController");
|
||||
if (health != initialHealth) return;
|
||||
var gameController = GameObject.FindGameObjectWithTag("GameController");
|
||||
gameController.GetComponent<HealthPotionGenerator>().DisNotifyGenerate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DecreaseHealth()
|
||||
{
|
||||
|
@ -62,14 +58,14 @@ public class HealthController : MonoBehaviour
|
|||
if (health <= 0)
|
||||
{
|
||||
SceneManager.LoadScene("StartupScene");
|
||||
var score = GlobalGameDataManager.GetScore();
|
||||
print(GlobalGameDataManager.NeedUpdateName(score));
|
||||
SceneManager.LoadScene(GlobalGameDataManager.NeedUpdateName(score) ? "HighScoreScene" : "SettlementScene");
|
||||
return;
|
||||
}
|
||||
GameObject gameController = GameObject.FindGameObjectWithTag("GameController");
|
||||
var gameController = GameObject.FindGameObjectWithTag("GameController");
|
||||
gameController.GetComponent<HealthPotionGenerator>().NotifyGenerate(gameObject);
|
||||
}
|
||||
|
||||
public bool NeedPotion
|
||||
{
|
||||
get => health < initialHealth;
|
||||
}
|
||||
public bool NeedPotion => health < initialHealth;
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022 Lucas
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
@ -27,13 +27,14 @@ public class HealthPotionController : MonoBehaviour
|
|||
{
|
||||
private float leftBound;
|
||||
public float xSpeed;
|
||||
Rigidbody2D rb2d;
|
||||
|
||||
private Rigidbody2D rb2d;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
rb2d = GetComponent<Rigidbody2D>();
|
||||
rb2d.velocity = new Vector2(xSpeed, 0);
|
||||
leftBound = Camera.main.ViewportToWorldPoint(new Vector2(0, 1)).x;
|
||||
leftBound = Camera.main!.ViewportToWorldPoint(new Vector2(0, 1)).x;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
|
@ -47,11 +48,9 @@ public class HealthPotionController : MonoBehaviour
|
|||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.gameObject.CompareTag("Player"))
|
||||
{
|
||||
HealthController healthController = collision.gameObject.GetComponent<HealthController>();
|
||||
if (!collision.gameObject.CompareTag("Player")) return;
|
||||
var healthController = collision.gameObject.GetComponent<HealthController>();
|
||||
healthController.IncreaseHealth();
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022 Lucas
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
@ -32,23 +32,22 @@ public class HealthPotionGenerator : MonoBehaviour
|
|||
public float potionYOffset;
|
||||
public GameObject healthPotionPrefab;
|
||||
private GameObject healthPotion;
|
||||
Coroutine generatePotionCoroutine;
|
||||
private Coroutine generatePotionCoroutine;
|
||||
public float spawnTimeInterval;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
healthPotion = Instantiate(healthPotionPrefab);
|
||||
healthPotion.SetActive(false);
|
||||
rightBound = Camera.main.ViewportToWorldPoint(new Vector2(1, 1)).x;
|
||||
rightBound = Camera.main!.ViewportToWorldPoint(new Vector2(1, 1)).x;
|
||||
}
|
||||
|
||||
public void NotifyGenerate(GameObject player)
|
||||
{
|
||||
HealthController healthController = player.GetComponent<HealthController>();
|
||||
var healthController = player.GetComponent<HealthController>();
|
||||
if (healthController.NeedPotion)
|
||||
{
|
||||
if (generatePotionCoroutine == null)
|
||||
generatePotionCoroutine = StartCoroutine(ConstantGenerate());
|
||||
generatePotionCoroutine ??= StartCoroutine(ConstantGenerate());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,26 @@
|
|||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Base class for all modals
|
||||
/// </summary>
|
||||
public abstract class Modal : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Closes this modal
|
||||
/// </summary>
|
||||
public virtual void Close()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows the modal with the given content
|
||||
/// </summary>
|
||||
/// <param name="modalContent">Content to show</param>
|
||||
/// <param name="modalButton">Button properties</param>
|
||||
public abstract void Show(ModalContentBase modalContent, ModalButton[] modalButton);
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6815739167984067a9f1ed4f968fa216
|
||||
timeCreated: 1588481409
|
|
@ -0,0 +1,30 @@
|
|||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
using System;
|
||||
|
||||
/// <summary>
|
||||
/// Base wrapper class for button properties
|
||||
/// </summary>
|
||||
public class ModalButton
|
||||
{
|
||||
/// <summary>
|
||||
/// The text to show on the button
|
||||
/// </summary>
|
||||
public string Text { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The callback function that will be called when the button is clicked
|
||||
/// </summary>
|
||||
public Action Callback { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// When set to true, modal will close automatically if the button is clicked
|
||||
/// </summary>
|
||||
public bool CloseModalOnClick
|
||||
{
|
||||
get { return m_CloseModalOnClick; }
|
||||
set { m_CloseModalOnClick = value; }
|
||||
}
|
||||
private bool m_CloseModalOnClick = true;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: badd153ada9c4994a8147431edd63235
|
||||
timeCreated: 1594688123
|
|
@ -0,0 +1,10 @@
|
|||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
/// <summary>
|
||||
/// Base class for all modal content
|
||||
/// </summary>
|
||||
public class ModalContentBase
|
||||
{
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8f649a69102c42eeabfa039580aec835
|
||||
timeCreated: 1594688191
|
|
@ -0,0 +1,17 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 2d0546ab0a7d4bedb6c268df36568fe6, type: 3}
|
||||
m_Name: ModalDatabase
|
||||
m_EditorClassIdentifier:
|
||||
m_ModalData:
|
||||
- identifier: Default
|
||||
prefab: {fileID: 5513016382538558187, guid: 6c18aa9b053414f8c9d8f507cdc60faf, type: 3}
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0a7a0471e8ec343f496fb105fc95a79a
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,29 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
[CreateAssetMenu(fileName = "New Modal Database", menuName = "Gravitons/UI/Modal Database", order = 0)]
|
||||
public class ModalDatabase : ScriptableObject
|
||||
{
|
||||
[SerializeField] protected ModalData[] m_ModalData;
|
||||
|
||||
public GameObject GetModal(string identifier)
|
||||
{
|
||||
for (int i = 0; i < m_ModalData.Length; i++)
|
||||
{
|
||||
if (m_ModalData[i].identifier == identifier)
|
||||
{
|
||||
return m_ModalData[i].prefab;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class ModalData
|
||||
{
|
||||
public string identifier;
|
||||
public GameObject prefab;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2d0546ab0a7d4bedb6c268df36568fe6
|
||||
timeCreated: 1594670934
|
|
@ -0,0 +1,88 @@
|
|||
using System;
|
||||
|
||||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
using UnityEngine;
|
||||
|
||||
public class ModalManager : MonoBehaviour
|
||||
{
|
||||
[Tooltip("The modal database reference, all modals will be retrieved from this database")]
|
||||
[SerializeField] protected ModalDatabase m_ModalDatabase;
|
||||
[Tooltip("The identifier of the default modal")]
|
||||
[SerializeField] protected string m_DefaultIdentifier = "Default";
|
||||
|
||||
private static ModalManager s_Instance;
|
||||
|
||||
private static ModalManager Instance
|
||||
{
|
||||
get { return s_Instance; }
|
||||
}
|
||||
|
||||
public void OnEnable()
|
||||
{
|
||||
s_Instance = this;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
s_Instance = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows a generic (default) modal
|
||||
/// </summary>
|
||||
/// <param name="title">Modal title</param>
|
||||
/// <param name="body">Modal body</param>
|
||||
/// <param name="buttons">Modal button properties</param>
|
||||
/// <returns>The modal instantiated</returns>
|
||||
public static Modal Show(string title, string body, ModalButton[] buttons)
|
||||
{
|
||||
return Instance.InternalShow(Instance.m_DefaultIdentifier, new GenericModalContent(){ Title = title, Body = body} , buttons);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows a modal with the specified identifier
|
||||
/// </summary>
|
||||
/// <param name="identifier">The identifier of the modal to show</param>
|
||||
/// <param name="modalContent">The content to show in the modal</param>
|
||||
/// <param name="modalButton">Modal button properties</param>
|
||||
/// <returns>The modal instantiated</returns>
|
||||
public static Modal Show(string identifier, ModalContentBase modalContent, ModalButton[] modalButton)
|
||||
{
|
||||
return Instance.InternalShow(identifier, modalContent, modalButton);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows a generic (default) modal
|
||||
/// </summary>
|
||||
/// <param name="identifier">The identifier of the modal to show</param>
|
||||
/// <param name="modalContent">The content to show in the modal</param>
|
||||
/// <param name="modalButton">Modal button properties</param>
|
||||
/// <returns>The modal instantiated</returns>
|
||||
private Modal InternalShow(string identifier, ModalContentBase modalContent, ModalButton[] modalButton)
|
||||
{
|
||||
GameObject modalObj = m_ModalDatabase.GetModal(identifier);
|
||||
if (modalObj == null)
|
||||
{
|
||||
Debug.LogError("Error! Failed to get a modal prefab with the identifier: " + identifier + ". Ensure that the identifier matches the one in the database");
|
||||
return null;
|
||||
}
|
||||
|
||||
GameObject clone = Instantiate(modalObj, transform);
|
||||
var modal = clone.GetComponent<Modal>();
|
||||
modal.Show(modalContent, modalButton);
|
||||
return modal;
|
||||
}
|
||||
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
/// <summary>
|
||||
/// Reset the static variables for domain reloading.
|
||||
/// </summary>
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
private static void DomainReset()
|
||||
{
|
||||
s_Instance = null;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a7306f08e63c6438bb035b4447e6805b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,7 +1,7 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022 Lucas
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
@ -19,39 +19,46 @@
|
|||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class MovementController : MonoBehaviour
|
||||
{
|
||||
public bool isJumping = false;
|
||||
private bool isPressing = false;
|
||||
private bool isDoubleJumping = false;
|
||||
public bool isJumping;
|
||||
private bool isPressing;
|
||||
private bool isDoubleJumping;
|
||||
private Rigidbody2D rb2D;
|
||||
public float xSpeed;
|
||||
public float jumpSpeed;
|
||||
private UIRect ui;
|
||||
private struct UIRect
|
||||
{
|
||||
public Vector2 pos;
|
||||
public float width;
|
||||
public float height;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
rb2D = GetComponent<Rigidbody2D>();
|
||||
Vector2 speed = rb2D.velocity;
|
||||
var speed = rb2D.velocity;
|
||||
speed.x = xSpeed;
|
||||
rb2D.velocity = speed;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
ui = GetUiToScreenPos(GameObject.FindGameObjectWithTag("PauseButton").transform);
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
Vector2 speed = rb2D.velocity;
|
||||
var speed = rb2D.velocity;
|
||||
speed.x = xSpeed;
|
||||
if (Input.GetKey(KeyCode.Space) || Input.touchCount > 0)
|
||||
if (Input.GetKey(KeyCode.Space) || IsTouched())
|
||||
{
|
||||
if (!isPressing)
|
||||
{
|
||||
|
@ -77,10 +84,47 @@ public class MovementController : MonoBehaviour
|
|||
|
||||
private void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
if (collision.gameObject.CompareTag("Floor"))
|
||||
{
|
||||
if (!collision.gameObject.CompareTag("Floor")) return;
|
||||
isJumping = false;
|
||||
isDoubleJumping = false;
|
||||
}
|
||||
|
||||
private bool IsTouched()
|
||||
{
|
||||
if (Input.touchCount == 0) return false;
|
||||
for (var i = 0; i < Input.touchCount; ++i)
|
||||
{
|
||||
if (!IsTouchInUi(Input.GetTouch(i).rawPosition)) continue;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private UIRect GetUiToScreenPos(Transform trans)
|
||||
{
|
||||
var mapHeight = trans.GetComponent<RectTransform>().rect.height;
|
||||
var mapWidth = trans.GetComponent<RectTransform>().rect.width;
|
||||
Vector2 pos2D = trans.position;
|
||||
pos2D.x -= mapWidth / 2;
|
||||
pos2D.y -= mapHeight / 2;
|
||||
return new UIRect
|
||||
{
|
||||
height = mapHeight,
|
||||
width = mapWidth,
|
||||
pos = pos2D
|
||||
};
|
||||
}
|
||||
|
||||
private bool IsTouchInUi(Vector3 pos)
|
||||
{
|
||||
var isInRect = false;
|
||||
var newPos = ui.pos;
|
||||
if ((pos.x - 30) < (newPos.x + ui.width) && (pos.x + 30) > newPos.x &&
|
||||
(pos.y - 30) < (newPos.y + ui.height) && (pos.y + 30) > newPos.y)
|
||||
{
|
||||
isInRect = true;
|
||||
}
|
||||
return isInRect;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -0,0 +1,45 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1.The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class NameSubmitManager : MonoBehaviour
|
||||
{
|
||||
private InputField inputField;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
inputField = GameObject.FindGameObjectWithTag("Text").GetComponent<InputField>();
|
||||
}
|
||||
|
||||
public void OnSubmitNameTriggered()
|
||||
{
|
||||
GlobalGameDataManager.GameData data;
|
||||
data.meters = GlobalGameDataManager.RecentScore;
|
||||
data.name = inputField.text;
|
||||
GlobalGameDataManager.UpdateGameData(data);
|
||||
SceneManager.LoadScene("SettlementScene");
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1a739449aec85eb42ad0fe8e6ad32f4b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,71 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1.The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class RankSceneController : MonoBehaviour
|
||||
{
|
||||
private Text rankText;
|
||||
|
||||
private string INTToChineseCharacter(int integer)
|
||||
{
|
||||
switch (integer)
|
||||
{
|
||||
case 1:
|
||||
return "一";
|
||||
case 2:
|
||||
return "二";
|
||||
case 3:
|
||||
return "三";
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
rankText = GameObject.FindGameObjectWithTag("Text").GetComponent<Text>();
|
||||
var gameDataList = GlobalGameDataManager.GameDataList;
|
||||
var stringBuilder = new StringBuilder();
|
||||
|
||||
var i = 1;
|
||||
foreach (var data in gameDataList)
|
||||
{
|
||||
stringBuilder.Append("第");
|
||||
stringBuilder.Append(INTToChineseCharacter(i));
|
||||
stringBuilder.Append("名: ");
|
||||
stringBuilder.Append(data.name);
|
||||
stringBuilder.Append("\n成绩:");
|
||||
stringBuilder.Append(data.meters + "m\n");
|
||||
++i;
|
||||
}
|
||||
|
||||
rankText.text = stringBuilder.ToString();
|
||||
}
|
||||
|
||||
public void OnMainMenuButtonTriggered() => SceneManager.LoadScene("StartupScene");
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: df53928452b20064f90a9b6e4cb1914a
|
||||
MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,7 +1,7 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022 Lucas
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
@ -29,14 +29,16 @@ public class RockController : MonoBehaviour
|
|||
public float xSpeed;
|
||||
Rigidbody2D rb2d;
|
||||
private float leftBound;
|
||||
AudioSource audioSource;
|
||||
|
||||
private SoundEffectController controller;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
rb2d = GetComponent<Rigidbody2D>();
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
rb2d.velocity = new Vector2(xSpeed, 0);
|
||||
leftBound = Camera.main.ViewportToWorldPoint(new Vector2(0, 1)).x;
|
||||
leftBound = Camera.main!.ViewportToWorldPoint(new Vector2(0, 1)).x;
|
||||
controller = GameObject.FindGameObjectsWithTag("SoundEffectController")[0]
|
||||
.GetComponent<SoundEffectController>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
|
@ -50,12 +52,10 @@ public class RockController : MonoBehaviour
|
|||
|
||||
private void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
if (collision.gameObject.CompareTag("Player"))
|
||||
{
|
||||
audioSource.Play();
|
||||
HealthController healthController = collision.gameObject.GetComponent<HealthController>();
|
||||
if (!collision.gameObject.CompareTag("Player")) return;
|
||||
controller.NotifyPlay();
|
||||
var healthController = collision.gameObject.GetComponent<HealthController>();
|
||||
healthController.DecreaseHealth();
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022 Lucas
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
|
@ -36,15 +36,15 @@ public class RockGenerator : MonoBehaviour
|
|||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
BackgroundMovementController controller = GetComponent<BackgroundMovementController>();
|
||||
var controller = GetComponent<BackgroundMovementController>();
|
||||
xSpeed = controller.speed;
|
||||
|
||||
rockObjects = new List<GameObject>();
|
||||
float initialPos = initialPosition;
|
||||
for (int i = 0; i < 7; i++)
|
||||
var initialPos = initialPosition;
|
||||
for (var i = 0; i < 7; i++)
|
||||
{
|
||||
initialPos += fixedDistance + floatingDistance * Random.value;
|
||||
GameObject curRockObject = Instantiate(rockPrefab);
|
||||
var curRockObject = Instantiate(rockPrefab);
|
||||
curRockObject.transform.position = new Vector3(initialPos,
|
||||
offset);
|
||||
curRockObject.GetComponent<RockController>().xSpeed = xSpeed;
|
||||
|
@ -56,10 +56,11 @@ public class RockGenerator : MonoBehaviour
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
foreach (GameObject curRockObject in rockObjects)
|
||||
{
|
||||
if (!curRockObject.activeSelf)
|
||||
var index = 0;
|
||||
for (; index < rockObjects.Count; index++)
|
||||
{
|
||||
var curRockObject = rockObjects[index];
|
||||
if (curRockObject.activeSelf) continue;
|
||||
curRockObject.transform.position = new Vector3(maxStone.transform.position.x
|
||||
+ fixedDistance + floatingDistance * Random.value,
|
||||
curRockObject.transform.position.y);
|
||||
|
@ -69,4 +70,3 @@ public class RockGenerator : MonoBehaviour
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,41 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1.The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SettlementSceneController : MonoBehaviour
|
||||
{
|
||||
private Text meterText;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
meterText = GameObject.FindGameObjectWithTag("DistanceText").GetComponent<Text>();
|
||||
meterText.text = GlobalGameDataManager.RecentScore + "m";
|
||||
}
|
||||
|
||||
public void OnRestartButtonTriggered() => SceneManager.LoadScene("MainScene");
|
||||
|
||||
public void OnMainMenuButtonTriggered() => SceneManager.LoadScene("StartupScene");
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
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|
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|
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|
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|
||||
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|
||||
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|
|
@ -0,0 +1,43 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1.The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class SoundEffectController : MonoBehaviour
|
||||
{
|
||||
private AudioSource audioSource;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void NotifyPlay() => audioSource.Play();
|
||||
}
|
|
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- Text
|
||||
- MeterImage
|
||||
- HealthPotion
|
||||
- SoundEffectController
|
||||
- PauseMenu
|
||||
- DistanceText
|
||||
- PauseButton
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
|
Loading…
Reference in New Issue