少年修仙传客户端代码仓库
client_Wu Xijin
2019-01-18 a8ac9d94871e2b0dde1d23b9f3371803c8672ed8
5920 诛仙塔功能开发
7个文件已添加
240 ■■■■■ 已修改文件
Fight/Stage/Dungeon/JadeDynastyTowerDungeonStage.cs 130 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Stage/Dungeon/JadeDynastyTowerDungeonStage.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/JadeDynastyTower.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/JadeDynastyTower/JadeDynastyTowerModel.cs 16 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/JadeDynastyTower/JadeDynastyTowerModel.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/JadeDynastyTower/JadeDynastyTowerWin.cs 49 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/JadeDynastyTower/JadeDynastyTowerWin.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Stage/Dungeon/JadeDynastyTowerDungeonStage.cs
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using Snxxz.UI;
using System.Collections;
using TableConfig;
using UnityEngine;
public class JadeDynastyTowerDungeonStage : DungeonStage
{
    Animator m_TowerAnimator;
    Camera m_ShowCamera;
    Vector3 defaultShowCameraPosition;
    Quaternion defaultShowCameraRotation;
    float defaultFov;
    public override void Initialize()
    {
        base.Initialize();
        var sceneRoot = GameObject.Find("Map113_Fyt");
        if (sceneRoot != null)
        {
            m_TowerAnimator = sceneRoot.GetComponent<Animator>("Effect/wall");
            m_ShowCamera = sceneRoot.GetComponent<Camera>("Effect/wall/Camera_Show");
            m_ShowCamera.backgroundColor = CameraController.Instance.CameraObject.backgroundColor;
            m_ShowCamera.gameObject.SetActive(false);
            defaultShowCameraPosition = m_ShowCamera.transform.position;
            defaultShowCameraRotation = m_ShowCamera.transform.rotation;
            defaultFov = m_ShowCamera.fieldOfView;
        }
    }
    public override void UnInitialize()
    {
        CameraController.Instance.CameraObject.enabled = true;
        CameraManager.uiCamera.enabled = true;
        StopAllCoroutines();
        base.UnInitialize();
    }
    protected override void OnStageLoadFinish()
    {
        base.OnStageLoadFinish();
        WindowCenter.Instance.Open<RuneTowerDungeonHintWin>();
    }
    public void PerformChallengeNextLevel()
    {
        StartCoroutine("Co_PerformChallengeNextLevel");
    }
    IEnumerator Co_PerformChallengeNextLevel()
    {
        WindowCenter.Instance.Close<RuneTowerDungeonHintWin>();
        SoundPlayer.Instance.PlayBackGroundMusicOneShot(258);
        var model = ModelCenter.Instance.GetModel<RuneTowerModel>();
        var config = Config.Instance.Get<RuneTowerFloorConfig>(model.currentFloor);
        if (config != null && config.FloorIndex > 1)
        {
            m_ShowCamera.gameObject.SetActive(true);
            CameraController.Instance.CameraObject.enabled = false;
            CameraManager.uiCamera.enabled = false;
            m_ShowCamera.transform.position = CameraController.Instance.CameraObject.transform.position;
            m_ShowCamera.transform.rotation = CameraController.Instance.CameraObject.transform.rotation;
            m_ShowCamera.fieldOfView = CameraController.Instance.CameraObject.fieldOfView;
            yield return StartCoroutine(Co_CameraLerpTo(m_ShowCamera, defaultShowCameraPosition, defaultShowCameraRotation, defaultFov));
            if (m_TowerAnimator != null)
            {
                m_TowerAnimator.Play("Fyt_fx_ani_move", 0, 0f);
            }
            yield return new WaitForSeconds(3.1f);
            yield return StartCoroutine(Co_CameraLerpTo(m_ShowCamera,
                CameraController.Instance.CameraObject.transform.position,
                CameraController.Instance.CameraObject.transform.rotation,
                CameraController.Instance.CameraObject.fieldOfView));
            model.RequestSetDungeonAction();
            m_ShowCamera.gameObject.SetActive(false);
            CameraController.Instance.CameraObject.enabled = true;
            CameraManager.uiCamera.enabled = true;
            WindowCenter.Instance.Open<DungeonEndCoolDownWin>();
            if (PlayerDatas.Instance.hero != null)
            {
                PlayerDatas.Instance.hero.Behaviour.StartHandupAI();
            }
            var mapConfig = Config.Instance.Get<MapConfig>(PlayerDatas.Instance.baseData.MapID);
            var mapResConfig = DTCA127_tagMCStartChangeMap.GetMapResourcesConfig();
            SoundPlayer.Instance.PlayBackGroundMusic(mapResConfig.Music);
            WindowCenter.Instance.Open<MapNameHintWin>();
            WindowCenter.Instance.Open<RuneTowerDungeonHintWin>();
        }
    }
    IEnumerator Co_CameraLerpTo(Camera camera, Vector3 toPosition, Quaternion toRotation, float toFov)
    {
        var startPosition = camera.transform.position;
        var startRotation = camera.transform.rotation;
        var startFov = camera.fieldOfView;
        var timer = 0f;
        var duration = 0.5f;
        while (timer < duration)
        {
            timer += Time.deltaTime;
            var t = Mathf.Clamp01(timer / duration);
            camera.transform.position = Vector3.Lerp(startPosition, toPosition, t);
            camera.transform.rotation = Quaternion.Lerp(startRotation, toRotation, t);
            camera.fieldOfView = Mathf.Lerp(startFov, toFov, t);
            yield return null;
        }
        camera.transform.position = toPosition;
        camera.transform.rotation = toRotation;
    }
}
Fight/Stage/Dungeon/JadeDynastyTowerDungeonStage.cs.meta
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System/JadeDynastyTower.meta
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System/JadeDynastyTower/JadeDynastyTowerModel.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class JadeDynastyTowerModel : MonoBehaviour {
    // Use this for initialization
    void Start () {
    }
    // Update is called once per frame
    void Update () {
    }
}
System/JadeDynastyTower/JadeDynastyTowerModel.cs.meta
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System/JadeDynastyTower/JadeDynastyTowerWin.cs
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Friday, January 18, 2019
//--------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Snxxz.UI {
    public class JadeDynastyTowerWin : Window
    {
        #region Built-in
        protected override void BindController()
        {
        }
        protected override void AddListeners()
        {
        }
        protected override void OnPreOpen()
        {
        }
        protected override void OnAfterOpen()
        {
        }
        protected override void OnPreClose()
        {
        }
        protected override void OnAfterClose()
        {
        }
        #endregion
    }
}
System/JadeDynastyTower/JadeDynastyTowerWin.cs.meta
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