Explorar el Código

1.调整ui布局
2.投币时间优化,首页可投币测试

slambb hace 1 año
padre
commit
ce5d881c8d

+ 285 - 59
Assets/BowArrow/Resources/Textures/GameIcon/Prefabs/Views/Home/HomeView.prefab

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+  m_Father: {fileID: 116867734575120840}
+  m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
-  m_AnchorMin: {x: 0.5, y: 0.5}
-  m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: -921, y: 149}
+  m_AnchorMin: {x: 0, y: 0}
+  m_AnchorMax: {x: 0, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 363, y: 410}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &3820897438241106996

+ 6 - 8
Assets/BowArrow/Scripts/Expand/UserGameAnalyse.cs

@@ -80,14 +80,7 @@ public class UserGameAnalyse : MonoBehaviour
 
     public GameResultView showResultView(Action callback)
     {
-        //不端直接返回,不处理弹出框
-        if (CommonConfig.StandaloneModeOrPlatformB)
-        {
-            UploadData(true);
-            onResetOverlayData();
-            callback?.Invoke();
-            return;
-        }
+
         //上传一次数据
         UploadData(true);
         //显示面板
@@ -99,6 +92,11 @@ public class UserGameAnalyse : MonoBehaviour
         gameResultView.setGameResultInfo(gameInfo.textId, (int)allTimeSecond, allShootingCount);
         //如果弹出结算面板,则清空一次数据
         onResetOverlayData();
+        //b端直接返回,不处理弹出框
+        if (CommonConfig.StandaloneModeOrPlatformB)
+        {
+            callback?.Invoke();
+        }
         return gameResultView;
     }
     public void onResetOverlayData() {

+ 6 - 9
Assets/BowArrow/Scripts/Expand/UserGameAnalyse1.cs

@@ -121,14 +121,7 @@ public class UserGameAnalyse1 : MonoBehaviour
 
     public GameResultView showResultView(Action callback)
     {
-        //不端直接返回,不处理弹出框
-        if (CommonConfig.StandaloneModeOrPlatformB)
-        {
-            UploadData(true);
-            onResetOverlayData();
-            callback?.Invoke();
-            return;
-        }
+
         UploadData(true);
         //Debug.Log("ShowResultView" + targetScene + "(" + gameType + ") allTimeSecond:" + allTimeSecond + ",startTime:"+ startTime + ",duration:" + duration);
         StandaloneAPI.PauseGame();
@@ -139,7 +132,11 @@ public class UserGameAnalyse1 : MonoBehaviour
         gameResultView.OnBackClicked += callback;
         gameResultView.setGameResultInfo(gameInfo.textId, (int)allTimeSecond, allShootingCount);
         onResetOverlayData();
-
+        //b端直接返回,不处理弹出框
+        if (CommonConfig.StandaloneModeOrPlatformB)
+        {
+            callback?.Invoke();
+        }
         return gameResultView;
     }
 

+ 13 - 0
Assets/BowArrow/Scripts/ShowGameTime.cs

@@ -6,6 +6,7 @@ using UnityEngine.UI;
 public class ShowGameTime : MonoBehaviour
 {
     [SerializeField] Text playTimeText;
+    [SerializeField] Text cointCountText;
     const long PayTimeCountDown = 60 * 1000;
 
     private void Start()
@@ -16,8 +17,20 @@ public class ShowGameTime : MonoBehaviour
     // Update is called once per frame
     void Update()
     {
+        //首页投币测试
+        if (Input.GetKeyDown(KeyCode.Alpha7))
+        {
+            //投币接口测试
+            StandaloneAPI.InsertCoint(1);
+        }
+
         StandaloneAPI.DoGameTimeCountDown();
         playTimeText.text = string.Format("剩余时间{0}", GetTimeStr());
+
+        if (UserSettings.ins != null) {
+           // Debug.Log(StandaloneAPI.CoinCount + " " + UserSettings.ins.PerRoundCoin);
+            cointCountText.text = string.Format("币:{0}/{1}", StandaloneAPI.CoinCount, UserSettings.ins.PerRoundCoin);
+        }
     }
 
     string GetTimeStr()

+ 8 - 3
Assets/BowArrow/Scripts/Standalone/GameTimeCounterSA.cs

@@ -6,6 +6,7 @@ using UnityEngine.UI;
 public class GameTimeCounterSA : MonoBehaviour
 {
     [SerializeField] Text playTimeText;
+    [SerializeField] Text cointCountText;
     [SerializeField] GameObject payMask;
     [SerializeField] Text payTimeCountDownText;
     bool _paused;
@@ -21,11 +22,11 @@ public class GameTimeCounterSA : MonoBehaviour
 
     void Update()
     {
-        //投币测试
-        if (Input.GetKeyDown(KeyCode.Alpha7) || Input.GetKeyDown(KeyCode.Alpha8))
+        //游戏投币测试
+        if (Input.GetKeyDown(KeyCode.Alpha7))
         {
             //投币接口测试
-            StandaloneAPI.InsertCoinForAddTime();
+            StandaloneAPI.InsertCoint(1);
         }
 
         StandaloneAPI.DoGameTimeCountDown();
@@ -51,6 +52,10 @@ public class GameTimeCounterSA : MonoBehaviour
             long t = PayTimeCountDown - (JCUnityLib.TimeUtils.GetTimestamp() - _pauseTimePoint);
             if (t <= 0) t = 0;
             payTimeCountDownText.text = string.Format("投币继续游戏\n{0}S", t / 1000);
+            if (UserSettings.ins != null)
+            {
+                cointCountText.text = string.Format("币:{0}/{1}", StandaloneAPI.CoinCount, UserSettings.ins.PerRoundCoin);
+            }
             if (t == 0) StandaloneAPI.ForceBackHome();
         }
         //#if UNITY_EDITOR

+ 99 - 1
Assets/BowArrow/Scripts/Standalone/Resources/GameTimeCounterSA.prefab

@@ -117,6 +117,7 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   playTimeText: {fileID: 7040171986457792063}
+  cointCountText: {fileID: 176513035180783361}
   payMask: {fileID: 5117042727098458559}
   payTimeCountDownText: {fileID: 66018196368478529}
   QRimage: {fileID: 216865242948016508}
@@ -319,7 +320,8 @@ RectTransform:
   m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
-  m_Children: []
+  m_Children:
+  - {fileID: 5505403831305931422}
   m_Father: {fileID: 5797892734179126112}
   m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -385,6 +387,102 @@ MonoBehaviour:
   m_EffectColor: {r: 0, g: 0, b: 0, a: 0.5}
   m_EffectDistance: {x: 1, y: -1}
   m_UseGraphicAlpha: 1
+--- !u!1 &4213605712620054376
+GameObject:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  serializedVersion: 6
+  m_Component:
+  - component: {fileID: 5505403831305931422}
+  - component: {fileID: 7601562022447971074}
+  - component: {fileID: 176513035180783361}
+  - component: {fileID: 47293682708752934}
+  m_Layer: 5
+  m_Name: coin
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
+--- !u!224 &5505403831305931422
+RectTransform:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4213605712620054376}
+  m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
+  m_LocalPosition: {x: 0, y: 0, z: 0}
+  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_ConstrainProportionsScale: 0
+  m_Children: []
+  m_Father: {fileID: 8062782054627643049}
+  m_RootOrder: 0
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+  m_AnchorMin: {x: 0.5, y: 0.5}
+  m_AnchorMax: {x: 0.5, y: 0.5}
+  m_AnchoredPosition: {x: 0, y: -137.99}
+  m_SizeDelta: {x: 200, y: 40}
+  m_Pivot: {x: 0.5, y: 0.5}
+--- !u!222 &7601562022447971074
+CanvasRenderer:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4213605712620054376}
+  m_CullTransparentMesh: 1
+--- !u!114 &176513035180783361
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4213605712620054376}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 5f7201a12d95ffc409449d95f23cf332, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_Material: {fileID: 0}
+  m_Color: {r: 1, g: 1, b: 1, a: 1}
+  m_RaycastTarget: 0
+  m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
+  m_Maskable: 1
+  m_OnCullStateChanged:
+    m_PersistentCalls:
+      m_Calls: []
+  m_FontData:
+    m_Font: {fileID: 12800000, guid: 1ad2cf6c2f09744489d8c60b3fe3bab2, type: 3}
+    m_FontSize: 45
+    m_FontStyle: 0
+    m_BestFit: 0
+    m_MinSize: 3
+    m_MaxSize: 56
+    m_Alignment: 4
+    m_AlignByGeometry: 0
+    m_RichText: 1
+    m_HorizontalOverflow: 1
+    m_VerticalOverflow: 1
+    m_LineSpacing: 1
+  m_Text: "\u5E01\uFF1A0/2"
+--- !u!114 &47293682708752934
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4213605712620054376}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: e19747de3f5aca642ab2be37e372fb86, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_EffectColor: {r: 0, g: 0, b: 0, a: 0.5}
+  m_EffectDistance: {x: 1, y: -1}
+  m_UseGraphicAlpha: 1
 --- !u!1 &5117042727098458559
 GameObject:
   m_ObjectHideFlags: 0

+ 20 - 7
Assets/BowArrow/Scripts/Standalone/StandaloneAPI.cs

@@ -8,6 +8,9 @@ public class StandaloneAPI
 {
     public static string url;//支付二维码对应的URL
 
+    //记录一个投币数量
+    public static int CoinCount = 0;
+
     public static Texture2D GetQR()
     {
         return ShowQRCode(url, 256, 256);
@@ -113,6 +116,8 @@ public class StandaloneAPI
     public static void StartGameTimeCountDown()
     {
         _LastTimeMS = JCUnityLib.TimeUtils.GetTimestamp();
+        //刷新一次
+        InsertCoinForAddTime();
     }
     public static void DoGameTimeCountDown()
     {
@@ -153,17 +158,25 @@ public class StandaloneAPI
     /// </summary>
     public static void InsertCoinForAddTime()
     {
-        AddGameTimeCountDown(UserSettings.ins.PerRoundSeconds);
-        Debug.Log("UserSettings.ins.PerRoundCoin:" + UserSettings.ins.PerRoundCoin);
-        Debug.Log("UserSettings.ins.PerRoundSeconds:"+ UserSettings.ins.PerRoundSeconds);
+        //如果符合设置数量。增加时间
+        if (CoinCount >= UserSettings.ins.PerRoundCoin)
+        {
+            CoinCount -= UserSettings.ins.PerRoundCoin;
+            AddGameTimeCountDown(UserSettings.ins.PerRoundSeconds);
+            Debug.Log("UserSettings.ins.PerRoundCoin:" + UserSettings.ins.PerRoundCoin);
+            Debug.Log("UserSettings.ins.PerRoundSeconds:" + UserSettings.ins.PerRoundSeconds);
+        }
     }
 
     public static void InsertCoint(byte num)
     {
         Debug.Log("确认投币数量:" + num);
-        for (int i = 0; i < num; i++)
-        {
-            StandaloneAPI.InsertCoinForAddTime();
-        }
+        CoinCount += num;
+        StandaloneAPI.InsertCoinForAddTime();
+     
+        //for (int i = 0; i < num; i++)
+        //{
+        //    StandaloneAPI.InsertCoinForAddTime();
+        //}
     }
 }