BulletManager.cs 3.1 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using UnityEngine.UI;
  4. public class BulletManager : MonoBehaviour
  5. {
  6. public Image[] bulletImages;
  7. public Sprite bulletSprite;
  8. public Sprite emptyBulletSprite;
  9. //默认子弹数量
  10. public int defaultBulletCount = 15;
  11. private int bulletCount;
  12. public GameObject parent ;
  13. [SerializeField]
  14. [Tooltip("生成子弹不足提示的位置是否在是正中心")]
  15. bool bCenter = false;
  16. //射击数
  17. private int numberOfShotsFired = 0;
  18. public int getBulletCount {
  19. get {
  20. return bulletCount;
  21. }
  22. }
  23. void Start()
  24. {
  25. numberOfShotsFired = 0;
  26. ResetBullets();
  27. }
  28. public void FireBullet()
  29. {
  30. if (bulletCount > 0)
  31. {
  32. bulletCount--;
  33. UpdateBullets();
  34. //记录射击的总数
  35. numberOfShotsFired++;
  36. }
  37. }
  38. public void ResetBullets()
  39. {
  40. bulletCount = defaultBulletCount;
  41. UpdateBullets();
  42. }
  43. //是否判断射击完使用
  44. public bool NumberOfShotsFired() {
  45. return numberOfShotsFired >= defaultBulletCount ? true : false;
  46. }
  47. public bool bulletZero() {
  48. if (getBulletCount == 0) {
  49. Create(parent.transform,bCenter);
  50. //暂时自动刷新,接入协议后修改效果
  51. //ResetBullets();
  52. return true;
  53. }
  54. return false;
  55. }
  56. private void UpdateBullets()
  57. {
  58. for (int i = 0; i < bulletImages.Length; i++)
  59. {
  60. if (i < bulletCount)
  61. {
  62. bulletImages[i].sprite = bulletSprite;
  63. }
  64. else
  65. {
  66. bulletImages[i].sprite = emptyBulletSprite;
  67. }
  68. }
  69. }
  70. static List<GameObject> bulletNumber = new();
  71. public static void Create(Transform parentTran,bool centerPos)
  72. {
  73. //清空对象
  74. for (int i = bulletNumber.Count - 1; i >= 0; i--)
  75. {
  76. Destroy(bulletNumber[i].gameObject);
  77. bulletNumber.RemoveAt(i);
  78. }
  79. GameObject o = Instantiate(Resources.Load<GameObject>("Common/TipBulletNumber"));
  80. // 重置Transform属性
  81. o.transform.SetParent(parentTran);
  82. // 获取RectTransform组件
  83. RectTransform rectTransform = o.GetComponent<RectTransform>();
  84. // 设置相对于锚点的偏移位置
  85. if (centerPos)
  86. {
  87. rectTransform.anchorMin = new Vector2(0.5f, 0.5f);
  88. rectTransform.anchorMax = new Vector2(0.5f, 0.5f);
  89. //rectTransform.anchoredPosition = new Vector2(0, rectTransform.rect.height / 2);
  90. rectTransform.anchoredPosition = new Vector2(0, 0);
  91. rectTransform.localRotation = Quaternion.identity;
  92. rectTransform.localScale = Vector3.one;
  93. }
  94. else {
  95. rectTransform.anchoredPosition = new Vector2(0, 120);
  96. rectTransform.localRotation = Quaternion.identity;
  97. rectTransform.localScale = Vector3.one;
  98. }
  99. //o.GetComponentInChildren<Text>().text = number.ToString($"f{CommonConfig.ringsPrecision}");
  100. bulletNumber.Add(o);
  101. }
  102. }