《组合变身小宠物游戏》Fighting战斗UI(修改更新中)【初学者】
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.Sprites;
using System.Collections.Generic;
public class Fighting : MonoBehaviour {
public Text TextPlayerBlood;
public Text TextMonsterBlood;
public Text TextPlayerAttack;
public Text TextMonsterAttack;
public Image PlayerPetImage;
public Image MonsterPetImage;
public GameObject parentObj_player;
public GameObject parentObj_monster;
public GameObject[] gridItemObj_player = new GameObject[3];
public GameObject[] gridItemObj_monster = new GameObject[2];
public static Fighting self;
public List<PlayerPetItem> PlayerPetItemList = new List<PlayerPetItem>();
public List<MonsterPetItem> MonsterPetItemList = new List<MonsterPetItem>();//#001#
public PetXmlData CatchPetData;//记录被捕捉的怪物(胜利时捕捉)
void OnEnable()
{
PlayerPetItemList.Clear();
MonsterPetItemList.Clear();
InitPlayerPetItem();
InitMonsterPetItem();
// CatchPetData = gridItemObj_monster[1].GetComponent<MonsterPetItem>().MonsterPetXmlVO;//这里导致捕捉宠物血量为战斗后的0
}
void Awake()
{
self = this;
}
void Start()
{
}
public void InitPlayerPetItem()//人物宠物显示固定加载3个
{
UnityEngine.Object gridItem = Resources.Load("Prefabs/item/" + "PlayerPetItem");
for (int i = 0; i < gridItemObj_player.Length; i++)//
{
gridItemObj_player[i] = GameObject.Instantiate(gridItem) as GameObject;
gridItemObj_player[i].name = "PlayerPetItem" + (i + 1).ToString();//添加的预制体的名字
gridItemObj_player[i].transform.parent = parentObj_player.transform;
gridItemObj_player[i].transform.localPosition = Vector3.zero;
gridItemObj_player[i].transform.localScale = Vector3.one;
PlayerPetItemList.Add(gridItemObj_player[i].GetComponent<PlayerPetItem>());
gridItemObj_player[i].GetComponent<PlayerPetItem>().index = i + 1;
}
}
public void InitMonsterPetItem() //怪物宠物显示固定加载2个
{
UnityEngine.Object gridItem = Resources.Load("Prefabs/item/" + "MonsterPetItem");
for (int i = 0; i < gridItemObj_monster.Length; i++)
{
gridItemObj_monster[i] = GameObject.Instantiate(gridItem) as GameObject;
gridItemObj_monster[i].name = "MonsterPetItem" + (i + 1).ToString();//添加的预制体的名字
gridItemObj_monster[i].transform.parent = parentObj_monster.transform;
gridItemObj_monster[i].transform.localPosition = Vector3.zero;
gridItemObj_monster[i].transform.localScale = Vector3.one;
MonsterPetItemList.Add(gridItemObj_monster[i].GetComponent<MonsterPetItem>());
gridItemObj_monster[i].GetComponent<MonsterPetItem>().index = i + 1;
// CatchPetData = gridItemObj_monster[i].GetComponent<MonsterPetItem>().MonsterPetXmlVO;//一轮加载后,取的是最后一个作为被抓怪物
}
}
public void escape()//逃跑
{
UIManager.instance.HidePanel(UIPanelNames.FightingPanel);//隐藏战斗UI
DestoryItem();//销毁加载的预制体
RoleControl.self.IsInFight= false;//战斗状态切换
// RunPanel.self.TeamShowitem();//更新RunPanel队伍显示
if (GameMonster.self.gameCount == 10)//游戏完成
{
UIManager.instance.ShowPanel(UIPanelNames.ComPletePanel);
}
}
public void OnClose()//关闭
{
UIManager.instance.HidePanel(UIPanelNames.FightingPanel);//隐藏战斗UI
DestoryItem();//销毁加载的预制体
RoleControl.self.IsInFight = false;//战斗状态切换
//RunPanel.self.TeamShowitem();//更新RunPanel队伍显示
}
public void DestoryItem()//(退出战斗界面时需要)清除加载的宠物和怪物预制体
{
for (int i = 0; i < parentObj_player.transform.childCount; i++)
{
GameObject go = parentObj_player.transform.GetChild(i).gameObject;
Destroy(go);
}
for (int i = 0; i < parentObj_monster.transform.childCount; i++)
{
GameObject go = parentObj_monster.transform.GetChild(i).gameObject;
Destroy(go);
}
}
using System.Collections;
using UnityEngine.UI;
using UnityEngine.Sprites;
using System.Collections.Generic;
public class Fighting : MonoBehaviour {
public Text TextPlayerBlood;
public Text TextMonsterBlood;
public Text TextPlayerAttack;
public Text TextMonsterAttack;
public Image PlayerPetImage;
public Image MonsterPetImage;
public GameObject parentObj_player;
public GameObject parentObj_monster;
public GameObject[] gridItemObj_player = new GameObject[3];
public GameObject[] gridItemObj_monster = new GameObject[2];
public static Fighting self;
public List<PlayerPetItem> PlayerPetItemList = new List<PlayerPetItem>();
public List<MonsterPetItem> MonsterPetItemList = new List<MonsterPetItem>();//#001#
public PetXmlData CatchPetData;//记录被捕捉的怪物(胜利时捕捉)
void OnEnable()
{
PlayerPetItemList.Clear();
MonsterPetItemList.Clear();
InitPlayerPetItem();
InitMonsterPetItem();
// CatchPetData = gridItemObj_monster[1].GetComponent<MonsterPetItem>().MonsterPetXmlVO;//这里导致捕捉宠物血量为战斗后的0
}
void Awake()
{
self = this;
}
void Start()
{
}
public void InitPlayerPetItem()//人物宠物显示固定加载3个
{
UnityEngine.Object gridItem = Resources.Load("Prefabs/item/" + "PlayerPetItem");
for (int i = 0; i < gridItemObj_player.Length; i++)//
{
gridItemObj_player[i] = GameObject.Instantiate(gridItem) as GameObject;
gridItemObj_player[i].name = "PlayerPetItem" + (i + 1).ToString();//添加的预制体的名字
gridItemObj_player[i].transform.parent = parentObj_player.transform;
gridItemObj_player[i].transform.localPosition = Vector3.zero;
gridItemObj_player[i].transform.localScale = Vector3.one;
PlayerPetItemList.Add(gridItemObj_player[i].GetComponent<PlayerPetItem>());
gridItemObj_player[i].GetComponent<PlayerPetItem>().index = i + 1;
}
}
public void InitMonsterPetItem() //怪物宠物显示固定加载2个
{
UnityEngine.Object gridItem = Resources.Load("Prefabs/item/" + "MonsterPetItem");
for (int i = 0; i < gridItemObj_monster.Length; i++)
{
gridItemObj_monster[i] = GameObject.Instantiate(gridItem) as GameObject;
gridItemObj_monster[i].name = "MonsterPetItem" + (i + 1).ToString();//添加的预制体的名字
gridItemObj_monster[i].transform.parent = parentObj_monster.transform;
gridItemObj_monster[i].transform.localPosition = Vector3.zero;
gridItemObj_monster[i].transform.localScale = Vector3.one;
MonsterPetItemList.Add(gridItemObj_monster[i].GetComponent<MonsterPetItem>());
gridItemObj_monster[i].GetComponent<MonsterPetItem>().index = i + 1;
// CatchPetData = gridItemObj_monster[i].GetComponent<MonsterPetItem>().MonsterPetXmlVO;//一轮加载后,取的是最后一个作为被抓怪物
}
}
public void escape()//逃跑
{
UIManager.instance.HidePanel(UIPanelNames.FightingPanel);//隐藏战斗UI
DestoryItem();//销毁加载的预制体
RoleControl.self.IsInFight= false;//战斗状态切换
// RunPanel.self.TeamShowitem();//更新RunPanel队伍显示
if (GameMonster.self.gameCount == 10)//游戏完成
{
UIManager.instance.ShowPanel(UIPanelNames.ComPletePanel);
}
}
public void OnClose()//关闭
{
UIManager.instance.HidePanel(UIPanelNames.FightingPanel);//隐藏战斗UI
DestoryItem();//销毁加载的预制体
RoleControl.self.IsInFight = false;//战斗状态切换
//RunPanel.self.TeamShowitem();//更新RunPanel队伍显示
}
public void DestoryItem()//(退出战斗界面时需要)清除加载的宠物和怪物预制体
{
for (int i = 0; i < parentObj_player.transform.childCount; i++)
{
GameObject go = parentObj_player.transform.GetChild(i).gameObject;
Destroy(go);
}
for (int i = 0; i < parentObj_monster.transform.childCount; i++)
{
GameObject go = parentObj_monster.transform.GetChild(i).gameObject;
Destroy(go);
}
}
}
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