Преглед на файлове

1、设置-射击难度
2、取消引导的视角归位
3、射中靶子的得分字体调整
4、游戏规则文案修改
5、商城道具图标替换

lvjincheng преди 4 години
родител
ревизия
bfd75cb713

+ 1 - 1
Assets/BowArrow/Fonts/CustomFontImportor.cs

@@ -118,7 +118,7 @@ public class CustomFontImportor : MonoBehaviour
             int height = Convert.ToInt32(charRecord["height"]);
             int xOffset = Convert.ToInt32(charRecord["xoffset"]);
             int yOffset = Convert.ToInt32(charRecord["yoffset"]);
-            int xAdvance = Convert.ToInt32(charRecord["xadvance"]) - 30;
+            int xAdvance = Convert.ToInt32(charRecord["xadvance"]);
             CharacterInfo info = new CharacterInfo();
             Rect uv = new Rect();
             uv.x = (float)x / totalWidth;

+ 346 - 0
Assets/BowArrow/Fonts/CustomFontImportor.unity

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+ 7 - 0
Assets/BowArrow/Fonts/CustomFontImportor.unity.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 68fec4ab6c721d14ebeef2c38b93af79
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 13 - 13
Assets/BowArrow/Fonts/HitTargetNumber.fnt

@@ -1,14 +1,14 @@
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-common lineHeight=201 base=162 scaleW=1024 scaleH=1024 pages=1 packed=0 alphaChnl=1 redChnl=0 greenChnl=0 blueChnl=0
-page id=0 file="fx_0.png"
+info face="Arial" size=32 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=1,1 outline=0
+common lineHeight=32 base=26 scaleW=1024 scaleH=512 pages=1 packed=0 alphaChnl=1 redChnl=0 greenChnl=0 blueChnl=0
+page id=0 file="HitTargetNumber_0.png"
 chars count=10
-char id=48   x=620   y=0     width=164   height=206   xoffset=0     yoffset=0     xadvance=164   page=0  chnl=15
-char id=49   x=467   y=208   width=117   height=195   xoffset=0     yoffset=0     xadvance=117   page=0  chnl=15
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+ 1 - 1
Assets/BowArrow/Fonts/HitTargetNumber.mat

@@ -40,7 +40,7 @@ Material:
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _MainTex:
-        m_Texture: {fileID: 2800000, guid: 8f23a6a16e5a76743a1603a2f672a419, type: 3}
+        m_Texture: {fileID: 2800000, guid: 47ec88e096e6f7640a3b34eef11910c0, type: 3}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _MetallicGlossMap:

BIN
Assets/BowArrow/Fonts/HitTargetNumber.png


+ 70 - 70
Assets/BowArrow/Fonts/HitTargetNumber.fontsettings → Assets/BowArrow/Fonts/HitTargetNumber1.fontsettings

@@ -6,7 +6,7 @@ Font:
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   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
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   m_LineSpacing: 0.1
   m_DefaultMaterial: {fileID: 2100000, guid: 311987a643fc69645a2daa06512517dc, type: 2}
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+  m_Father: {fileID: 915453931371307943}
+  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: -218, y: 0}
+  m_SizeDelta: {x: 60, y: 60}
+  m_Pivot: {x: 0.5, y: 0.5}
+--- !u!222 &5409345817133741388
+CanvasRenderer:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 7919148368132408518}
+  m_CullTransparentMesh: 0
+--- !u!114 &1736844421620904334
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 7919148368132408518}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_Material: {fileID: 0}
+  m_Color: {r: 1, g: 1, b: 1, a: 1}
+  m_RaycastTarget: 1
+  m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
+  m_Maskable: 1
+  m_OnCullStateChanged:
+    m_PersistentCalls:
+      m_Calls: []
+  m_Sprite: {fileID: 21300000, guid: c856e24a3b22cf040a77a69fbed0314d, type: 3}
+  m_Type: 0
+  m_PreserveAspect: 0
+  m_FillCenter: 1
+  m_FillMethod: 4
+  m_FillAmount: 1
+  m_FillClockwise: 1
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+  m_UseSpriteMesh: 0
+  m_PixelsPerUnitMultiplier: 1
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 GameObject:
   m_ObjectHideFlags: 0
@@ -1562,7 +1994,7 @@ RectTransform:
   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: -130, y: -265}
+  m_AnchoredPosition: {x: -130, y: -295}
   m_SizeDelta: {x: 213, y: 61}
   m_Pivot: {x: 0.5, y: 0.5}
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@@ -1905,7 +2337,7 @@ RectTransform:
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   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 130, y: -265}
+  m_AnchoredPosition: {x: 130, y: -295}
   m_SizeDelta: {x: 213, y: 61}
   m_Pivot: {x: 0.5, y: 0.5}
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@@ -3430,12 +3862,13 @@ RectTransform:
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   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 0, y: 19}
+  m_AnchoredPosition: {x: 0, y: 10}
   m_SizeDelta: {x: 0, y: 0}
   m_Pivot: {x: 0.5, y: 0.5}
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BIN
Assets/BowArrow/Resources/Textures/Prop/1000.png


BIN
Assets/BowArrow/Resources/Textures/Prop/1001.png


+ 1 - 0
Assets/BowArrow/Scenes/Game.unity

@@ -993,6 +993,7 @@ MonoBehaviour:
   AP_bow: {fileID: 1195327002}
   arrow: {fileID: 1957562167}
   bowCamera: {fileID: 394830269}
+  shootBackTime: 0
   banReady: 0
   banShoot: 0
   recordRotations:

+ 12 - 4
Assets/BowArrow/Scripts/Components/TextAutoLanguage.cs

@@ -196,6 +196,10 @@ class LanguageDefault {
     public string text306 = "十字准心";
     public string text307 = "开";
     public string text308 = "关";
+    public string text309 = "射箭难度";
+    public string text310 = "简单";
+    public string text311 = "普通";
+    public string text312 = "困难";
     //设备校准页面
     public string text76 = "视角归位";
     public string text77 = "上一步";
@@ -221,8 +225,8 @@ class LanguageDefault {
     public string text1000 = "在固定的时间内尽量射更多的箭。";
     public string text1001 = "总环数逐渐增加,挑战自己的纪录。";
     public string text2000 = "两个人轮流射箭,使用奥运会的规则进行PK。";
-    public string text2001 = "比赛一共5局,每局3支箭,累计得分高者胜出。";
-    public string text2002 = "获胜者获得永久积分2分,打平各1分,输者不得积分。";
+    public string text2001 = "比赛最多为5局,每局3支箭,累计得分高者胜出。";
+    public string text2002 = "获胜者获得积分2分,打平各1分,输者不得积分。";
     public string text2003 = "先得6分者胜利,如5局打完是平局,则加赛一箭定胜负。";
     public string text2004 = "总环数逐渐增加,挑战自己的纪录。";
 
@@ -357,6 +361,10 @@ class LanguageEnglish : LanguageDefault {
     public new string text306 = "CrossHair";
     public new string text307 = "ON";
     public new string text308 = "OFF";
+    public new string text309 = "ShootLevel";
+    public new string text310 = "Easy";
+    public new string text311 = "Normal";
+    public new string text312 = "Hard";
     //设备校准页面
     public new string text76 = "Identity";
     public new string text77 = "Back";
@@ -382,8 +390,8 @@ class LanguageEnglish : LanguageDefault {
     public new string text1000 = "Shoot as many arrows as you can at a fixed time.";
     public new string text1001 = "The total number of rings gradually increased, \nchallenging their own records.";
     public new string text2000 = "Two people arched in turn, using the rules of the Olympic Games PK.";
-    public new string text2001 = "There are 5 games in total, 3 arrows in each game, \nand the one with the highest score wins.";
-    public new string text2002 = "The winner will get 2 Permanent points and 1 draw each. \nThe loser will not get points.";
+    public new string text2001 = "The maximum number of games is 5, 3 arrows in each game, \nand the one with the highest score wins.";
+    public new string text2002 = "The winner will get 2 points and 1 draw each. \nThe loser will not get points.";
     public new string text2003 = "If the first 6 points win, \nif it is a draw at the end of the 5 innings, \nthe game will be decided by one arrow.";
     public new string text2004 = "The total number of rings gradually increased, \nchallenging their own records.";
 

+ 4 - 4
Assets/BowArrow/Scripts/Effect/HitTargetNumber.cs

@@ -13,14 +13,14 @@ public class HitTargetNumber : MonoBehaviour
 
     void DoText()
     {
-        float scale1 = 3.3f;
-        float scale2 = 1f;
         RectTransform rtf = this.transform.GetComponentInChildren<Text>().rectTransform;
-        rtf.localScale = Vector3.zero;
         Sequence seq = DOTween.Sequence();
+        float scale1 = rtf.localScale.x * 3.3f;
+        float scale2 = rtf.localScale.x;
+        rtf.localScale = Vector3.zero;
         seq.Append(rtf.DOScale(new Vector3(scale1, scale1, 0), 0.1f));
         seq.Append(rtf.DOScale(new Vector3(scale2, scale2, 0), 0.1f));
-        seq.AppendInterval(0.33f);
+        seq.AppendInterval(0.93f);
         seq.Append(rtf.GetComponent<Text>().DOFade(0, 0.23f));
         seq.AppendCallback(delegate() {
             Destroy(this.gameObject);

+ 6 - 0
Assets/BowArrow/Scripts/Game/ArmBow.cs

@@ -29,6 +29,11 @@ public class ArmBow : MonoBehaviour
     {
         ins = this;
         this.readyShoot();
+
+        //initdata
+        int currentShootLevel = LoginMgr.myUserInfo.shootLevel;
+        int[] shootBackTimes = {0, 1, 5};
+        shootBackTime = shootBackTimes[currentShootLevel];
     }
 
     void FixedUpdate()
@@ -168,6 +173,7 @@ public class ArmBow : MonoBehaviour
         //     }
         // }
         // 筛选出一个稳定的发射角度---end
+        
         Vector3 shootOutPosition = this.bowCamera.transform.position;
         //如果弓指向太过朝下,在弓口发射可能会射穿地面,因此需要角度适当时,才从弓口射出。
         if (BowCamera.ins.transform.localEulerAngles.x < 30) shootOutPosition += this.bowCamera.transform.forward * 1.5f;

+ 2 - 44
Assets/BowArrow/Scripts/Game/Arrow.cs

@@ -28,23 +28,8 @@ public class Arrow : MonoBehaviour
             mySpeed *= (1 + GameAssistUI.ins.shootScaleValue);
         } 
 
-        //预测和判断是否需要抛物线动画
+        //瞄准靶子发射时,自动调整仰角
         if (raycastHit.transform.gameObject.name == "TargetBody") {
-            // Vector3 targetPosition = raycastHit.transform.position;
-            // Vector3 tailPosition = this.transform.position; 
-            // float moveDistance = Vector3.Distance(targetPosition, tailPosition);
-            // float canFlyTime = Mathf.Sqrt(tailPosition.y * 2 / 9.81f);
-            // float estimateTime = moveDistance / mySpeed;
-            
-            // // if (estimateTime < canFlyTime) {
-            // //     float t = 1.5f;
-            // //     float g = 9.81f;
-            // //     float vy =  g * t / 2;
-            // //     float vx = moveDistance / t;
-            // //     newRigidbody.velocity = new Vector3(0, vy, vx);
-            // //     mySpeed = newRigidbody.velocity.magnitude;
-            // // }
-
             ApplyParabolaAngle(raycastHit.point);            
             float distance = TargetBody.ins.GetDistance();
             if (Mathf.RoundToInt(distance) >= 50) {
@@ -83,35 +68,8 @@ public class Arrow : MonoBehaviour
         }
         else
         {
-            angleX = 45.0f;
+            return;
         }
-        Debug.LogWarning(angleX);
-
-        // bool hasBestAngle = false;
-        // for (float angle = -5.0f; angle < 20.0f; angle += 0.3f) {
-        //     float vx = mySpeed * Mathf.Cos(angle / Mathf.Rad2Deg);
-        //     float vy = mySpeed * Mathf.Sin(angle / Mathf.Rad2Deg);
-        //     // vx * t = distX;
-        //     float t = distX / vx;
-        //     // vy * t + 1/2 * Physics.gravity.y * Mathf.Pow(t, 2) = distY;
-        //     float realY = vy * t + 1/2 * Physics.gravity.y * Mathf.Pow(t, 2);
-        //     if (Mathf.Abs(realY - distY) < 0.3f) {
-        //         angleX = angle;
-        //         hasBestAngle = true;
-        //         // Debug.Log("disY" + Mathf.Abs(realY - distY) + " angleX:" + angleX + " realY:" + realY + " distY:" + distY);
-        //         Debug.Log()
-        //         break;
-        //     }
-        // }
-
-        // if (hasBestAngle) {
-        //     // Debug.Log(angleX);
-        // } else {
-        //     angleX = 20;
-        //     Debug.Log("AAA");
-        // }
-        
-
 
         Vector3 finalAngle = this.transform.eulerAngles;
         finalAngle = new Vector3(-angleX, finalAngle.y, finalAngle.z);

+ 1 - 0
Assets/BowArrow/Scripts/Manager/LoginMgr.cs

@@ -259,6 +259,7 @@ public class UserInfo {
     public bool gameRule1GuideFinish = false;
     public bool gameRule2GuideFinish = false;
     public bool openCrossHair = true;
+    public int shootLevel = 0;
 
     public void Save()
     {

+ 1 - 2
Assets/BowArrow/Scripts/View/DeviceCalibrateView.cs

@@ -16,8 +16,7 @@ public class DeviceCalibrateView : MonoBehaviour
     public DeviceCalibrateItem deviceCalibrateItem = DeviceCalibrateItem.Guide;
     DeviceCalibrateItem[] deviceCalibrateItemForGuide = {
         DeviceCalibrateItem.Gyr,
-        DeviceCalibrateItem.Mag,
-        DeviceCalibrateItem.Identity
+        DeviceCalibrateItem.Mag
     };
     int guideIndex = 0;
     public bool guide = true;

+ 22 - 0
Assets/BowArrow/Scripts/View/SetUpView.cs

@@ -13,6 +13,7 @@ public class SetUpView : MonoBehaviour
         this.transform.Find("Items/BGM/Check").gameObject.SetActive(AudioMgr.openBGM);
         this.transform.Find("Items/Effect/Check").gameObject.SetActive(AudioMgr.openEffect);
         RenderSelectCrossHairOption();
+        RenderShootLevel();
     }
 
     public void CheckBox(GameObject checkBox) {
@@ -52,6 +53,27 @@ public class SetUpView : MonoBehaviour
         }
     }
 
+     public void ChangeShootLevel()
+    {
+        AudioMgr.ins.PlayBtn();
+        int currentShootLevel = LoginMgr.myUserInfo.shootLevel;
+        if (currentShootLevel < 2) {
+            currentShootLevel++;
+        } else {
+            currentShootLevel = 0;
+        }
+        LoginMgr.myUserInfo.shootLevel = currentShootLevel;
+        LoginMgr.myUserInfo.Save();
+        RenderShootLevel();
+    }
+
+    void RenderShootLevel()
+    {   
+        int currentShootLevel = LoginMgr.myUserInfo.shootLevel;
+        int[] textID = {310, 311, 312};
+        this.transform.Find("Items/ShootLevel/Value").GetComponent<TextAutoLanguage>().SetText(textID[currentShootLevel]);
+    }
+
     public void Quit() 
     {
         AudioMgr.ins.PlayBtn();