Files
2026-06-24 16:40:17 +08:00

521 lines
20 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Newtonsoft.Json;
using UnityEngine;
using DG.Tweening;
using LoveLegend;
using Unity.VisualScripting;
using UnityEngine.UI;
public class level4 : MonoBehaviour
{
public GameObject feiliao;
public GameObject zhongzi;
public GameObject feiliaodai;
public GameObject zhongzidai;
public Text progress_text;
public Image progress_;
public Image end_point;
public GameObject sunlight;
public Camera cam;
private GameObject selected;
private Vector3 offset;
private int out_layers = 30;
public GameObject water_;
private float now_sunlight;
private float max_sunlight = 300;
public List<ItemState_4> _itemlist = new List<ItemState_4>();
public List<GameObject> sunlight_list = new List<GameObject>();
void Awake()
{
Camera orthoCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
float size = (float)System.Math.Round(5.5f / ((float)Screen.width / Screen.height), 4);
// string type = SystemInfo.deviceModel.ToLower().Trim();
// // Debug.Log($"type==========={type}");
// if (type.Substring(0, 3) == "ipa")
// {//iPad机型
// size = 49.9f;
// }
Debug.Log(size + "////////////////");
orthoCamera.orthographicSize = size;
}
void Start()
{
for (int i = 0; i < 5; i++)
{
ItemState_4 _item = new ItemState_4()
{
_gameobject = GameObject.Find("item_" + i),
};
_itemlist.Add(_item);
}
_itemlist[0].plant_state = 1;
progress_text.text = now_sunlight + "/" + max_sunlight;
progress_.rectTransform.sizeDelta = new Vector2(0, 20);
}
private int stage_ = 0;
private float spawnTimer = 0f;
private float spawnInterval = 0.1f;
private GameObject Popup;
void Update()
{
// 鼠标按下时检测
if (Input.GetMouseButtonDown(0))
{
if (Popup == null) Popup = GameObject.Find("Popup");
if (Popup != null && Popup.transform.childCount != 0) return;
Vector2 mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
RaycastHit2D[] hits = Physics2D.RaycastAll(mousePos, Vector2.zero);
if (hits.Length > 0)
{
selected = GetTopSprite(hits);
if (selected != null)
{
if (selected.tag == "item_tag_0" || selected.tag == "item_tag_1")
{
selected.transform.DORotate(new Vector3(0, 0, 45), 0.2f).SetEase(Ease.OutQuad);
}
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
offset = selected.transform.position - new Vector3(pos.x, pos.y, selected.transform.position.z);
selected.GetComponent<SpriteRenderer>().sortingOrder = 2;
//out_layers++;
}
}
}
if (Input.GetMouseButton(0) && selected != null)
{
Vector3 pos = cam.ScreenToWorldPoint(Input.mousePosition);
if (selected.tag == "bg")
{
float newX = pos.x + offset.x;
newX = Mathf.Clamp(newX, -5f, 5f);
selected.transform.position = new Vector3(
newX,
selected.transform.position.y,
selected.transform.position.z);
water_.SetActive(true);
if (stage_ == 0)
{
if ((selected.transform.position.x > -1) && (selected.transform.position.x < 1))
{
_itemlist[0].water_time += Time.deltaTime;
}
if (_itemlist[0].water_time >= 1 && _itemlist[0].plant_state < 5)
{
_itemlist[0]._gameobject.transform.GetChild(_itemlist[0].plant_state - 1).GetComponent<SpriteRenderer>().enabled = false;
_itemlist[0]._gameobject.transform.GetChild(_itemlist[0].plant_state).GetComponent<SpriteRenderer>().enabled = true;
_itemlist[0].plant_state++;
_itemlist[0].water_time = 0;
}
if (_itemlist[0].plant_state == 5 && !_itemlist[0].is_end)
{
_itemlist[0].is_end = true;
CrearSunlight(0);
Debug.Log("生产阳光");
}
}
if (stage_ == 1)
{
if ((selected.transform.position.x > -3) && (selected.transform.position.x < -1) && (_itemlist[1].plant_state > 0))
{
_itemlist[1].water_time += Time.deltaTime;
}
if ((selected.transform.position.x > 1) && (selected.transform.position.x < 3) && (_itemlist[2].plant_state > 0))
{
_itemlist[2].water_time += Time.deltaTime;
}
for (int i = 1; i < 3; i++)
{
if (_itemlist[i].water_time >= 1 && _itemlist[i].plant_state < 5)
{
if (!_itemlist[i].use_feiliao && _itemlist[i].plant_state == 4)
{
}
else
{
_itemlist[i]._gameobject.transform.GetChild(_itemlist[i].plant_state - 1).GetComponent<SpriteRenderer>().enabled = false;
_itemlist[i]._gameobject.transform.GetChild(_itemlist[i].plant_state).GetComponent<SpriteRenderer>().enabled = true;
_itemlist[i].plant_state++;
_itemlist[i].water_time = 0;
}
}
if (_itemlist[i].plant_state == 5 && !_itemlist[i].is_end)
{
_itemlist[i].is_end = true;
// _itemlist[i]._gameobject.SetActive(false);
// Debug.Log("生产阳光");
CrearSunlight(i);
}
}
}
if (stage_ == 2)
{
if ((selected.transform.position.x > -3) && (selected.transform.position.x < -1) && (_itemlist[3].plant_state > 0))
{
_itemlist[3].water_time += Time.deltaTime;
}
if ((selected.transform.position.x > 1) && (selected.transform.position.x < 3) && (_itemlist[4].plant_state > 0))
{
_itemlist[4].water_time += Time.deltaTime;
}
for (int i = 3; i < 5; i++)
{
if (_itemlist[i].water_time >= 1 && _itemlist[i].plant_state < 5)
{
if (!_itemlist[i].use_feiliao && _itemlist[i].plant_state == 4)
{
}
else
{
_itemlist[i]._gameobject.transform.GetChild(_itemlist[i].plant_state - 1).GetComponent<SpriteRenderer>().enabled = false;
_itemlist[i]._gameobject.transform.GetChild(_itemlist[i].plant_state).GetComponent<SpriteRenderer>().enabled = true;
_itemlist[i].plant_state++;
_itemlist[i].water_time = 0;
}
}
if (_itemlist[i].plant_state == 5 && !_itemlist[i].is_end)
{
_itemlist[i].is_end = true;
// _itemlist[i]._gameobject.SetActive(false);
// // stage_ = 1;
// Debug.Log("生产阳光");
CrearSunlight(i);
}
}
}
}
else
{
selected.transform.position = new Vector3(pos.x, pos.y, selected.transform.position.z) + offset;
// Y > 2 时开始定时生成
if (selected.transform.position.y > 0f)
{
spawnTimer += Time.deltaTime;
if (spawnTimer >= spawnInterval)
{
spawnTimer = 0f;
if (selected.tag == "item_tag_0") SpawnDropObject(0);
else if (selected.tag == "item_tag_1") SpawnDropObject(1);
}
}
else
{
spawnTimer = 0f;
}
}
}
else
{
spawnTimer = 0f;
}
if (Input.GetMouseButton(0))
{
if (Popup == null) Popup = GameObject.Find("Popup");
if (Popup != null && Popup.transform.childCount != 0) return;
Vector2 mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
RaycastHit2D[] hits = Physics2D.RaycastAll(mousePos, Vector2.zero);
foreach (var hit in hits)
{
if (hit.collider.CompareTag("item_tag_3"))
{
Transform obj = hit.collider.transform;
// 1. UI 转屏幕坐标(传入你的 UI 所属的 Canvas 的相机)
Vector3 screenPos = RectTransformUtility.WorldToScreenPoint(cam, end_point.rectTransform.position);
// 2. 屏幕坐标转场景世界坐标,z 要给一个合适的深度
Vector3 targetPos = cam.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, cam.nearClipPlane + 5f));
// 3. DOTween Sequence:移动 + 缩放,同时执行
DG.Tweening.Sequence seq = DOTween.Sequence();
seq.Join(obj.DOMove(targetPos, 0.7f).SetEase(Ease.OutCubic));
seq.Join(obj.DOScale(Vector3.one * 0.2f, 0.7f).SetEase(Ease.OutCubic));
// 4. 动画完成后销毁物体
seq.OnComplete(() =>
{
sunlight_list.Remove(obj.gameObject);
now_sunlight += 10;
progress_text.text = now_sunlight + "/" + max_sunlight;
progress_.rectTransform.sizeDelta = new Vector2((now_sunlight / max_sunlight) * 100, 20);
Destroy(obj.gameObject);
if (sunlight_list.Count <= 0)
{
if (stage_ == 0)
{
// _itemlist[0]._gameobject.SetActive(false);
SpriteRenderer sr = _itemlist[0]._gameobject.transform.GetChild(4).GetComponent<SpriteRenderer>();
sr.DOFade(0f, 1f); // 1秒内透明度变为0
stage_ = 1;
}
else if (stage_ == 1)
{
if (_itemlist[1].is_end && _itemlist[2].is_end)
{
// _itemlist[1]._gameobject.SetActive(false);
// _itemlist[2]._gameobject.SetActive(false);
SpriteRenderer sr = _itemlist[1]._gameobject.transform.GetChild(4).GetComponent<SpriteRenderer>();
sr.DOFade(0f, 1f); // 1秒内透明度变为0
SpriteRenderer sr1 = _itemlist[2]._gameobject.transform.GetChild(4).GetComponent<SpriteRenderer>();
sr1.DOFade(0f, 1f); // 1秒内透明度变为0
stage_ = 2;
}
}
else if (stage_ == 2)
{
if (_itemlist[3].is_end && _itemlist[4].is_end)
{
Debug.Log("所有物体都已吸附完成!");
GameDispatcher.Instance.Dispatch(GameMsg.GameSuccess);
}
}
}
});
hit.collider.enabled = false;
}
}
}
// 鼠标松开
if (Input.GetMouseButtonUp(0) && selected != null)
{
if (selected.tag == "bg")
{
water_.SetActive(false);
selected.transform.DOMove(new Vector3(-5, -11.44f, 0), 0.4f).SetEase(Ease.Linear);
}
if (selected.tag == "item_tag_0")
{
selected.transform.DORotate(Vector3.zero, 0.2f).SetEase(Ease.OutQuad);
selected.transform.DOMove(new Vector3(2.64f, -4.73f, 0), 0.3f).SetEase(Ease.Linear);
selected.GetComponent<SpriteRenderer>().sortingOrder = 1;
}
if (selected.tag == "item_tag_1")
{
selected.transform.DORotate(Vector3.zero, 0.2f).SetEase(Ease.OutQuad);
selected.transform.DOMove(new Vector3(3.91f, -3.88f, 0), 0.3f).SetEase(Ease.Linear);
selected.GetComponent<SpriteRenderer>().sortingOrder = 0;
}
selected = null;
}
}
void SpawnDropObject(int type)
{
GameObject go = null;
if (type == 0)
{
go = Instantiate(
zhongzi,
new Vector3(selected.transform.position.x - 1f, selected.transform.position.y, 0),
Quaternion.identity);
}
else
{
go = Instantiate(
feiliao,
new Vector3(selected.transform.position.x - 1f, selected.transform.position.y, 0),
Quaternion.identity);
}
go.transform.DOMoveY(-1f, 8f)
.SetSpeedBased()
.SetEase(Ease.Linear)
.OnComplete(() =>
{
if (stage_ == 1 && type == 0)
{
if (_itemlist[1].plant_state == 0)
{
if (go.transform.position.x > -3 && go.transform.position.x < -1)
{
_itemlist[1].plant_state = 1;
_itemlist[1]._gameobject.transform.GetChild(0).GetComponent<SpriteRenderer>().enabled = true;
}
}
if (_itemlist[2].plant_state == 0)
{
if (go.transform.position.x > 1 && go.transform.position.x < 3)
{
_itemlist[2].plant_state = 1;
_itemlist[2]._gameobject.transform.GetChild(0).GetComponent<SpriteRenderer>().enabled = true;
}
}
}
if (stage_ == 2 && type == 0)
{
if (_itemlist[3].plant_state == 0)
{
if (go.transform.position.x > -3 && go.transform.position.x < -1)
{
_itemlist[3].plant_state = 1;
_itemlist[3]._gameobject.transform.GetChild(0).GetComponent<SpriteRenderer>().enabled = true;
}
}
if (_itemlist[4].plant_state == 0)
{
if (go.transform.position.x > 1 && go.transform.position.x < 3)
{
_itemlist[4].plant_state = 1;
_itemlist[4]._gameobject.transform.GetChild(0).GetComponent<SpriteRenderer>().enabled = true;
}
}
}
if (stage_ == 1 && type == 1)
{
if (go.transform.position.x > -3 && go.transform.position.x < -1)
{
CheckFeiliao(1);
}
if (go.transform.position.x > 1 && go.transform.position.x < 3)
{
CheckFeiliao(2);
}
}
if (stage_ == 2 && type == 1)
{
if (go.transform.position.x > -3 && go.transform.position.x < -1)
{
CheckFeiliao(3);
}
if (go.transform.position.x > 1 && go.transform.position.x < 3)
{
CheckFeiliao(4);
}
}
Destroy(go);
});
}
void CheckFeiliao(int index)
{
if (!_itemlist[index].use_feiliao)
{
_itemlist[index].use_feiliao = true;
if (_itemlist[index].water_time >= 1 && _itemlist[index].plant_state < 5)
{
if (!_itemlist[index].use_feiliao && _itemlist[index].plant_state == 4)
{
}
else
{
_itemlist[index]._gameobject.transform.GetChild(_itemlist[index].plant_state - 1).GetComponent<SpriteRenderer>().enabled = false;
_itemlist[index]._gameobject.transform.GetChild(_itemlist[index].plant_state).GetComponent<SpriteRenderer>().enabled = true;
_itemlist[index].plant_state++;
_itemlist[index].water_time = 0;
}
}
if (_itemlist[index].plant_state == 5 && !_itemlist[index].is_end)
{
_itemlist[index].is_end = true;
// _itemlist[index]._gameobject.SetActive(false);
// // stage_ = 1;
// Debug.Log("生产阳光");
CrearSunlight(index);
}
}
}
void CrearSunlight(int index)
{
for (int j = 0; j < 6; j++)
{
// 在指定位置生成
GameObject obj = Instantiate(sunlight, _itemlist[index]._gameobject.transform.position, Quaternion.identity);
// 获取刚体
Rigidbody2D rb = obj.GetComponent<Rigidbody2D>();
if (rb != null)
{
// 随机方向
Vector2 randomDir = Random.insideUnitCircle.normalized;
// 随机力度
float randomForce = Random.Range(2, 3);
// 添加力(瞬间冲量)
rb.AddForce(randomDir * randomForce, ForceMode2D.Impulse);
}
sunlight_list.Add(obj);
}
}
private GameObject GetTopSprite(RaycastHit2D[] hits)
{
GameObject top = null;
int topLayer = int.MinValue;
int topOrder = int.MinValue;
foreach (var hit in hits)
{
SpriteRenderer sr = hit.collider.GetComponent<SpriteRenderer>();
if (sr != null)
{
int layerID = SortingLayer.GetLayerValueFromID(sr.sortingLayerID);
int order = sr.sortingOrder;
if (layerID > topLayer || (layerID == topLayer && order > topOrder))
{
top = sr.gameObject;
topLayer = layerID;
topOrder = order;
}
}
}
return top;
}
}
public class ItemState_4
{
public float water_time = 0f;
public int plant_state = 0;
public bool use_feiliao = false;
public GameObject _gameobject;
public bool is_end;
}