按钮点击音设置:
UIConfig.buttonSound = (NAudioClip)UIPackage.GetItemAssetByURL("ui://Res_Main/Tap");
按钮点击音设置:
UIConfig.buttonSound = (NAudioClip)UIPackage.GetItemAssetByURL("ui://Res_Main/Tap");
1.public override void HandleGameAciton(UIPanelType currentGamePanelType){if(currentGamePanelType==UIPanelType.WolfPanel){}else{if(nextPanel!null){
nextPanel.HandleGameAction(currentGamePanelType);}}}
2.protected override void OnInitPanel(){base.OnInitPanel();
killNumber=contentPane.GetChild("Tex_KillNumber").asTextField;
numberButtons=contentPane.GetChild("Group_KillNumber").asGroup;
transition=contentPane.GetTransition("t0");
killTransition=contentPane.GetTransition("t1");
for(int i=0;i<contentPane.numChildren;i++){
GButton gButton=contentPane.GetChildAt(i).asButton;
gButton.onClick.Add(()=>{
killNumber.text=gButton.title.ToString();messageManager.wolfKillNumber=System.Convert.ToInt32(gButton.title);});}}
WolfPanel脚本
定义成员变量
GTextField killNumber,GGroup numberButtons,Transition killTransition
WolfPanel脚本
1.OnInitPanel函数添加
certainButton.onClick.Add(()=>{
controller.selectedIndex=2;
messageController.selectedIndex=2;
transition.Stop();
killTransition.Play(()=>{
killNumber.text=0.ToString();
AfterAction(UIPanelType.witchPanel);});});
2.HandleGameAction(UIPanelType currentGamePanelType){
if(currentGamePanelType==UIPanelType.WolfPanel){
ToCurrentPanel();transition.Play(-1,0,()=>{});
for((int i=0;i<contentPane.numChildren;i++){
for(int j=0;j<messageManager.deadPlayerNum.Count;j++)
{
if(contentPane.GetChildAt(i).group==numberButtons){GButton gButton=contentPane.GetChildAt(i).asButton;
if(gButton.title==messageManager.deadPlayerNum[j].ToString()){
gButton.grayed=true;gButton.touchable=false;}
}}}}}
完善UIManager
1.GameUIManager()
定义GameBasePanel
dayNightPanel,wolfPanel,guardPanel,witchPanel,prophetPanel,hunterPanel
完善任务链wolfPanel.SetNextPanel(witchPanel).SetNextPanel(prophetPanel).SetNextPanel(hunterPanel).SetNextPanel(defenderPanel).SetNextPanel(dayNightPanel).SetNextPanel(wolfPanel);
字典添加界面内容
UIPanelDict[UIPanelTypeWolfPanel].Show();
GameBasePanel firstPanel=UIPanelDict[UIPanelType.WolfPanel] as GameBasePanel;
firstPanel.EnterPanel();
firstPanel.HandleGameAcition(UIPanel.WolfPanel);
2.BasePanel()
ChangePanelCallBack(UIPanelType otherPanel)函数增加
if(uiManager.isGameUIManager){
GameBasePanel nextPanel=uiManager.UIPanelDict[otherPanel] as GameBasePanel;
nextPanel.HandleGameAction(otherPanel);}
1.GameBasePanel脚本
在构造方法中,加入
messageManager=GameManager.Instance.messageManager;
if(uiPanelType==UIPanelType.DayNightPanel){isDayNightPanel=true;}
2.OnInitPanel方法
if(!isDayNightPanel){
openAnimCom,closeAnimCom,openEye,closeEye,certainButton获取
}
guideMessage,messageController,controller
3.public virtual void HandleGameAction(UIPanelType currentGamePanelType){}
4.public virtual void ToCurrentPanel()
{controller.selectedIndex=0;
messageController.selectedIndex=0;
openEye.visible=true;
closeEye.visible=false;
openEye.SetPlaySettings(1,16,1,1);
openEye.playing=true;
if(firstTimeInThisPanel)
{openEye.onPlayEnd.Add(()=>{controller.selectedIndex=1;messageController.selectedIndex=1;openEye.visible=false;})}
}
GameBasePanel补充
AfterAction(UIPanelType nextPanel){
if(!isDayNightPanel){
controller.selectedIndex=3;
messageController.selectedIndex=3;}
else{
controller.selectedIndex=8;}
ToNextPanel(nextPanel);}
ToNextPanel(UIPanelType nextPanel){
if(!isDayNightPanel){
closeEye.visible=true;
if(firstTimeInThisPanel){
firstTimeInThisPanel=false;
closeEye.onPlayEnd.Add(()=>{ToOtherPanel(nextType);
closeEye.visibl=false;});}
closeEye.SetPlaySettings(1,9,1,9);
closeEye.Playing=true;}
else{
Transition ToNight=contentPane.GetTransition("ToNight");
ToNight.play(()=>{ToOtherPanel(nextType);});}}
补充UIManager脚本
1.GameUIManager()
{isGameUIManager=true;
if(UIPanelDict.Count!=0){
ClearDict();}}
2.GamePanel文件夹添加脚本继承GameBasePanel
DayNigth,GuardPanel,Hunter,Prophet,Witch,Wolf;
1.Game场景调整Camera设置
2.定义GameBasePanel脚本
protected GComponent openAnimCom,closeAnimCom,guideMessage,
GMovieClip openEye,closeEye
bool firstTimeInThisPanel,isDayNightPanel;
protected GameBasePanel nextPanel;
GameBasePanel SetNextPanel(GameBasePanel nextGamePanel){nextPanel=nextGamePanel;return nextPanel;}
protected Controller messageController,MessageManager messageManager,GButton certainButton;
1.卡牌翻转效果Turn();
private void Turn()
{
if (DOTween.IsTweening(cardButton))
{
return;
}
toOpen = !toOpen;
DOTween.To(() => 0, x =>
{
if (toOpen)
{
cardBack.rotationY = x;
cardFront.rotationY = -180 + x;
if (x > 90)
{
cardBack.visible = true;
cardFront.visible = false;
}
}
else
{
cardBack.rotationY = -180 + x;
cardFront.rotationY = x;
if (x > 90)
{
cardBack.visible = false;
cardFront.visible = true;
}
}
}, 180, 0.5f).SetTarget(cardButton).SetEase(Ease.OutQuad);
}
GamePanel脚本
RotateCard方法完善
1.GamePanel脚本内变量赋值。
2.ShuffleTheCard(){
int count=0;
while(count<12){
int r=Random.range(1,13);
for(int i=0;i<randomList.Length;i++){
if(randomList[i]==r){
isTheSame=true;
break;
}
}
if(!isTheSame){
randomList[count]=r;
count++;}
isTheSame=false;
}
}
3.定义RotateCard()方法
1.定义GamePanel成员变量
transition star,loadAnim;GButton cardButton;GObject cardFront,cardBack;GComponent guideMessage;Controller messageController;GTextField tex_Number,tex_ID;bool toOpen=true;
2.1-4为狼,5-8为民,9预言家,10女巫,11猎人,12守卫
int[] RandomList=new in[12];bool isTheSame;int index,wolfIndex,villagersIndex
HelpPanel脚本
1.ShowIDInformation(int id)函数
MainPanel脚本重写OnInitPanel方法。
transition=contentPane.GetTransition("WhiteMaskAnim");
transition.Play();
Transition t=panelMask.GetTransition("MaskShow");
t.play();
contentPane.GetChild("Btn_StartGame").OnClick.Add(()=>{ToOtherPanel(UIPanelType.GamePanel);
GameManager.Instance.audioSourceManager.ChangeBGM(1);});
contentPane.GetChild("Btn_Help").OnClick.Add(()=>{ToOtherPanel(UIPanelType.HelpPanel);});
contentPane.GetChild("Btn_Set").OnClick.Add(()=>{ToOtherPanel(UIPanelType.SetPanel);});
contentPane.GetChild("Btn_ExitGame").OnClick.Add(()=>{Application.Quit();});
BasePanel脚本 进入 退出 跳转功能
1.创建EnterPanel(){
Transition t=panelMask.GetTransition(“MaskShow”);
t.play();}
2.创建protected void ToOtherPanel(UIPanelType otherType){
ExitPanel(()=>{ChangePanelCallback(otherType)});}
3.创建Protected void ExitPanel(PlayCompleteCallback playCompleteCallback){
Transition t=panelMask.GetTransition(“MaskHide”);
t.play(playCompleteCallback);
}
4.protected void ChangePanelCallback(UIPanelType otherType){
uiManager.UIPanelDict[currentUIPanelType].Hide();
uiManager.UIPanelDict[otherType].Show();
uiManager.UIPanelDict[otherType].EnterPanel();
}
1.UIManager函数定义
bool isGameUIManager;
UIPanelType currentGamePanel;
2.建立字典Dictionary<UIPanelType,BasePanel> UIPanelDict;
构造UIManager时,实例化UIPanelDict=new Dictionary<UIPanelType,BasePanel>();
3.当切换菜单场景和游戏场景时,需要清空字典
ClearDict(){
foreach(var item in UIPanelDict)
{
item.Value.Dispose();}
UIPanelDict.Clear();
}
4.创建GameUIManager和MainUIManager函数,
public void MainUIManager(){
isGameUIManager=false;
if(UIPanelDict.Count!=0){
ClearDict();}
UIPanelDict.Add(UIPanelType.MainPanel,newMainPanel("Panel_Main",UIPanelType.MainPanel,this));
UIPanelDict.Add(UIPanelType.GamePanel,new GamePanel("Panel_Game",UIPanelType.GamePanel,this));
UIPanelDict.Add(UIPanelType.HelpPanel,new HelpPanel("Panel_Help",UIPanelType.HelpPanel,this));
UIPanelDict.Add(UIPanelType.SetPanel,new SetPanel("Panel_Set",UIPanelType.SetPanel,this));
UIPanelDict[UIPanelType.MainPanel].Show();
}
5.GameManager构建UImanager时调用MainUIManager。
1.定义BasePanel内所含变量;
protected string packageName,Transition transition,Controller controller,GComponent panelMask,UIPanelType currentUIPanelType,UIManager uiManager;
2.BasePanel构造函数;
public BasePanel(string packageName,UIPanelType uiPanelType,UIManager uiManager)
{this.packageName=packageName;
currentUIPanelType=uiPanelType;
this.uiManager=uiManager;
UIPackage.AddPackage("UI/"+packageName);
}
3.protected override void OnInit()
{contentPanel=UIPackage.CreateObject(packageName,"Main").asCom;
panelMask=this.contentPanel.GetChild("PanelMask").asCom
OnInitPanel()
4.protected virtual void OnInitPanel()
}
1.UIPanel文件夹下建立文件夹GamePanel和MainPanel;
2.创建BasePanel并引入FairyGUI,继承自Window。
3.创建GamePanel,MainPanel,HelpPanel,SetPanel脚本,并都继承自BasePanel。
1.GameJudgement方法,返回GameJudgementState;
4神民 4村民 4匹狼
4神民4个int 数
4存民4狼人分别为2个数组
死亡列表,存放所有的死亡玩家
我们有一个判定列表,专门用来判定游戏的
游戏判定的方法:
//狼人是否团灭
1.需要定义一个数作为标杆num(根据它的值来进行游戏的判定)
2.我们要把当前死亡列表里的号码放进判定表列(那是因为我们判定列表每次都要清空,进行更改操作)
3.我们需要定义一个移除列表
4.两个for循环嵌套遍历的方法,来比较当前死亡列表里的int数与狼人数组里的4个数,相等的有几个。
5.如果相等,则num++;把相等的数加入移除列表。
6.如果num==4,那么好人获胜。
//神民是否团灭
7.执行上边的方法
8.num是否等于4,如果等于,那么狼人获胜。
//神民是否团灭
9.判定列表的长度是否等于4.
10.如果是,那么狼人获胜
11.那么游戏继续