Selaa lähdekoodia

添加控制是否显示双人游戏操作,更新模拟射击游戏

slambb 5 kuukautta sitten
vanhempi
sitoutus
3f52f33967

BIN
Assets/AddressableAssetsData/Android/addressables_content_state.bin


+ 1 - 1
Assets/BowArrow/Scripts/Bluetooth/ShootCheck.cs

@@ -67,7 +67,7 @@ public class ShootCheck : MonoBehaviour
         //打印
         string logTxt = $"序号{id},时区1:{time1}毫秒,时区2:{time2}毫秒,校验:{sumCheckRes},弓轨速度:{speed}m/s,箭的速度:{shootSpeed}m/s";
         if (DebugForDevice.ins) DebugForDevice.ins.LogInfrared(logTxt);
-        Debug.Log(logTxt);
+        //Debug.Log(logTxt);
 
         if (SB_EventSystem.ins && SB_EventSystem.ins.simulateMouseIsAwaked) {
             SB_EventSystem.ins.ClickMouse();

+ 5 - 0
Assets/BowArrow/Scripts/CommonConfig.cs

@@ -150,6 +150,11 @@ public class CommonConfig
     /// </summary>
     public static bool bInfraredURL { get; } = true;
 
+    /// <summary>
+    /// 是否显示双人游戏
+    /// </summary>
+    public static bool bDisplayTwoPlayerGames { get; } = false;
+
     #endregion
 
 

+ 4 - 8
Assets/BowArrow/Scripts/View/Home/DeviceViewInfrared.cs

@@ -138,7 +138,7 @@ public class DeviceViewInfrared : JCUnityLib.ViewBase, MenuBackInterface
             }
             //if (!selectDeviceViewItem.bInfraredDevices())
             DeviceTypeHelper.DeviceType detectedType = DeviceTypeHelper.DetectDeviceType();
-            if (detectedType == DeviceTypeHelper.DeviceType.iPhone)
+            if (CommonConfig.bDisplayTwoPlayerGames && detectedType == DeviceTypeHelper.DeviceType.iPhone)
             {
                 //2p 按钮 ,两个同时蓝牙连接后。隐藏
                 if (deviceViewItems[1].gameObject.activeSelf || deviceViewItems[0].getBLEConnectState() && deviceViewItems[1].getBLEConnectState())
@@ -155,7 +155,7 @@ public class DeviceViewInfrared : JCUnityLib.ViewBase, MenuBackInterface
             }
             else
             {
-                //ipad暂时隐藏2p
+                //bDisplayTwoPlayerGames控制和ipad暂时隐藏2p
                 if (smartConnect2Buttons[3].gameObject.activeSelf)
                 {
                     smartConnect2Buttons[3].gameObject.SetActive(false);
@@ -165,10 +165,9 @@ public class DeviceViewInfrared : JCUnityLib.ViewBase, MenuBackInterface
     }
 
     void ShowDeviceViewItemsTwo(bool bShow) {
-
+        //显示第二个设备,如果第二个玩家,才走true这里
         if (bShow)
         {
-      
             if (!deviceViewItems[1].gameObject.activeSelf)
             {
                 deviceViewItems[1].gameObject.SetActive(true);
@@ -176,8 +175,6 @@ public class DeviceViewInfrared : JCUnityLib.ViewBase, MenuBackInterface
                 horizontalLayoutGroup.spacing = 40;
                 //显示2p时候。默认选择中
                 deviceViewItems[1].OnSelectEvent();
-
-              
             }
         }
         else
@@ -353,9 +350,8 @@ public class DeviceViewInfrared : JCUnityLib.ViewBase, MenuBackInterface
                     }
                     break;
                 case 3:
-                    //增加2p todo HOUYI Pro/ARTEMIS Pro时,先不能增加2P;(先隐藏,待后续增加2P后,再显示)
                     // if (!(BluetoothAim.ins && (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())))
-                    //if (BluetoothAim.ins)
+                    //目前枪不能增加2p
                     if (!(BluetoothAim.ins && BluetoothAim.ins.isMainConnectToGun()))
                     {
 

+ 1 - 1
Assets/BowArrow/Scripts/View/Home/ModeSelectView.cs

@@ -47,7 +47,7 @@ public class ModeSelectView : JCUnityLib.ViewBase
                 DeviceTypeHelper.DeviceType detectedType = DeviceTypeHelper.DetectDeviceType();
                 if (detectedType == DeviceTypeHelper.DeviceType.iPhone) {
                     // 目前只有奥运射箭和塔防有双人模式,先显示奥运射箭
-                    if (isShowButton && allButtons.Count > 3)
+                    if (CommonConfig.bDisplayTwoPlayerGames && isShowButton && allButtons.Count > 3)
                     {
                         buttons.Add(allButtons[3]);
                         allButtons[3].gameObject.SetActive(true);

+ 1 - 1
Assets/ShotSimulator/Languages/Tables/LanguagesTable_en.asset

@@ -306,7 +306,7 @@ MonoBehaviour:
     m_Metadata:
       m_Items: []
   - m_Id: 56704550268928
-    m_Localized: Track and destroy randomly moving targets.
+    m_Localized: Shoot the central target to spawn new targets in a radial pattern.
     m_Metadata:
       m_Items: []
   - m_Id: 56749253160960

+ 1 - 1
Assets/ShotSimulator/Languages/Tables/LanguagesTable_zh-Hans.asset

@@ -300,7 +300,7 @@ MonoBehaviour:
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       m_Items: []
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-    m_Localized: "\u7403\u4F53\u4F1A\u4E0D\u65AD\u751F\u6210\u5E76\u968F\u5373\u79FB\u52A8\uFF0C\u5C3D\u53EF\u80FD\u591A\u5730\u8FFD\u8E2A\u76F4\u5230\u6D88\u706D\u8FD9\u4E9B\u7403\u4F53"
+    m_Localized: "\u5C04\u51FB\u4E2D\u592E\u9759\u6001\u76EE\u6807\uFF0C\u4E0B\u4E00\u4E2A\u9759\u6001\u76EE\u6807\u5C06\u5728\u8718\u86DB\u5F62\u56FE\u6848\u7684\u968F\u673A\u4F4D\u7F6E\u51FA\u73B0"
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+ 1 - 378
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 --- !u!224 &3569404450985183948
 RectTransform:
   m_ObjectHideFlags: 0

+ 0 - 1
Assets/ShotSimulator/Scripts/ShotSimulatorEnum.cs

@@ -125,6 +125,5 @@ namespace ShotSimulator
         M9 = 0,
         M17 = 1,
         M416 = 2,
-        ArtemisPro = 3,
     }
 }

+ 11 - 4
Assets/ShotSimulator/Scripts/UI/Train/Rank/RankingUIView.cs

@@ -244,18 +244,25 @@ namespace ShotSimulator.UI
                 Destroy(child.gameObject);
             }
             selfRankingItem.Reset();
+            selfRankingItem.gameObject.SetActive(false);
             if (datas != null)
             {
                 for (int i = 0; i < datas.Count; i++)
                 {
-                    GameObject obj = Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/UI/Ranking/RankingItem"));
-                    RankingItem item = obj.GetComponent<RankingItem>();
-                    item.transform.SetParent(rankViewContent, false);
-                    item.SetRankData(datas[i]);
                     if (datas[i].isSelf)
                     {
+                        selfRankingItem.gameObject.SetActive(true);
                         selfRankingItem.SetRankData(datas[i]);
+                        if (datas[i].rank > 4)
+                        {
+                            continue;
+                        }
                     }
+                    GameObject obj = Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/UI/Ranking/RankingItem"));
+                    RankingItem item = obj.GetComponent<RankingItem>();
+                    item.transform.SetParent(rankViewContent, false);
+                    item.SetRankData(datas[i]);
+
                 }
             }
         }

+ 10 - 5
Assets/ShotSimulator/Scripts/UI/Train/TrainSettlementUIView.cs

@@ -231,19 +231,24 @@ namespace ShotSimulator.UI
                 Destroy(child.gameObject);
             }
             selfRankingItem.Reset();
-
+            selfRankingItem.gameObject.SetActive(false);
             if (datas != null)
             {
                 for (int i = 0; i < datas.Count; i++)
                 {
-                    GameObject obj = Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/UI/Ranking/SettlementRankingItem"));
-                    RankingItem item = obj.GetComponent<RankingItem>();
-                    item.transform.SetParent(rankViewContent, false);
-                    item.SetRankData(datas[i]);
                     if (datas[i].isSelf)
                     {
+                        selfRankingItem.gameObject.SetActive(true);
                         selfRankingItem.SetRankData(datas[i]);
+                        if (datas[i].rank > 4)
+                        {
+                            continue;
+                        }
                     }
+                    GameObject obj = Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/UI/Ranking/SettlementRankingItem"));
+                    RankingItem item = obj.GetComponent<RankingItem>();
+                    item.transform.SetParent(rankViewContent, false);
+                    item.SetRankData(datas[i]);
                 }
             }
         }

+ 63 - 0
Assets/ShotSimulator/_Barking_Dog/敌潮射击/护盾碎裂/护盾碎裂.anim

@@ -73,6 +73,34 @@ AnimationClip:
     path: 
     classID: 137
     script: {fileID: 0}
+  - curve:
+      serializedVersion: 2
+      m_Curve:
+      - serializedVersion: 3
+        time: 0
+        value: 1
+        inSlope: Infinity
+        outSlope: Infinity
+        tangentMode: 103
+        weightedMode: 0
+        inWeight: 0
+        outWeight: 0
+      - serializedVersion: 3
+        time: 0.41666666
+        value: 0
+        inSlope: Infinity
+        outSlope: Infinity
+        tangentMode: 103
+        weightedMode: 0
+        inWeight: 0
+        outWeight: 0
+      m_PreInfinity: 2
+      m_PostInfinity: 2
+      m_RotationOrder: 4
+    attribute: m_Enabled
+    path: 
+    classID: 137
+    script: {fileID: 0}
   m_PPtrCurves: []
   m_SampleRate: 60
   m_WrapMode: 0
@@ -95,6 +123,13 @@ AnimationClip:
       typeID: 137
       customType: 22
       isPPtrCurve: 0
+    - serializedVersion: 2
+      path: 0
+      attribute: 3305885265
+      script: {fileID: 0}
+      typeID: 137
+      customType: 0
+      isPPtrCurve: 0
     pptrCurveMapping: []
   m_AnimationClipSettings:
     serializedVersion: 2
@@ -173,6 +208,34 @@ AnimationClip:
     path: 
     classID: 137
     script: {fileID: 0}
+  - curve:
+      serializedVersion: 2
+      m_Curve:
+      - serializedVersion: 3
+        time: 0
+        value: 1
+        inSlope: Infinity
+        outSlope: Infinity
+        tangentMode: 103
+        weightedMode: 0
+        inWeight: 0
+        outWeight: 0
+      - serializedVersion: 3
+        time: 0.41666666
+        value: 0
+        inSlope: Infinity
+        outSlope: Infinity
+        tangentMode: 103
+        weightedMode: 0
+        inWeight: 0
+        outWeight: 0
+      m_PreInfinity: 2
+      m_PostInfinity: 2
+      m_RotationOrder: 4
+    attribute: m_Enabled
+    path: 
+    classID: 137
+    script: {fileID: 0}
   m_EulerEditorCurves: []
   m_HasGenericRootTransform: 0
   m_HasMotionFloatCurves: 0

+ 1 - 1
ProjectSettings/ProjectSettings.asset

@@ -137,7 +137,7 @@ PlayerSettings:
     16:10: 1
     16:9: 1
     Others: 1
-  bundleVersion: 2.1.4
+  bundleVersion: 2.1.5
   preloadedAssets: []
   metroInputSource: 0
   wsaTransparentSwapchain: 0