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Integrating the art assets into the logic. The cursor appears with particles as intended with the correct layering, and the icons appear within the masked space backgrounds.

/main/staging/ngo_minigame_structure
nathaniel.buck@unity3d.com 3 年前
当前提交
775e3c80
共有 13 个文件被更改,包括 1239 次插入1384 次删除
  1. 16
      Assets/Prefabs/GameManager.prefab
  2. 420
      Assets/Prefabs/InGame/InGameLogic.prefab
  3. 980
      Assets/Prefabs/InGame/PlayerCursor.prefab
  4. 2
      Assets/Prefabs/InGame/SymbolContainer.prefab
  5. 114
      Assets/Prefabs/InGame/SymbolObject.prefab
  6. 6
      Assets/Prefabs/Runes/icon_bg.prefab
  7. 17
      Assets/Scripts/Game/InGame/PlayerCursor.cs
  8. 4
      Assets/Scripts/Game/InGame/SequenceSelector.cs
  9. 2
      ProjectSettings/ProjectSettings.asset
  10. 1001
      Assets/Prefabs/VFX/CursorClick.prefab
  11. 7
      Assets/Prefabs/VFX/CursorClick.prefab.meta
  12. 43
      Assets/Scripts/UI/CursorHandler.cs
  13. 11
      Assets/Scripts/UI/CursorHandler.cs.meta

16
Assets/Prefabs/GameManager.prefab


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Assets/Prefabs/InGame/PlayerCursor.prefab
文件差异内容过多而无法显示
查看文件

2
Assets/Prefabs/InGame/SymbolContainer.prefab


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17
Assets/Scripts/Game/InGame/PlayerCursor.cs


[RequireComponent(typeof(Collider))]
public class PlayerCursor : NetworkBehaviour
{
[SerializeField] private SpriteRenderer m_renderer = default;
[SerializeField] private ParticleSystem m_onClickParticles = default;
private Camera m_mainCamera;
private NetworkVariable<Vector3> m_position = new NetworkVariable<Vector3>(NetworkVariableReadPermission.Everyone, Vector3.zero);
private ulong m_localId;

if (IsHost)
m_currentlyCollidingSymbols = new List<SymbolObject>();
m_localId = NetworkManager.Singleton.LocalClientId;
// Other players' cursors should be less prominent than the local player's cursor.
if (OwnerClientId != m_localId)
{ m_renderer.transform.localScale *= 0.75f;
m_renderer.color = new Color(1, 1, 1, 0.5f);
var trails = m_onClickParticles.trails;
trails.colorOverLifetime = new ParticleSystem.MinMaxGradient(Color.grey);
}
}
// Don't love having the input here, but it doesn't need to be anywhere else.

m_currentlyCollidingSymbols.RemoveAt(0);
Locator.Get.InGameInputHandler.OnPlayerInput(id, symbol);
}
OnInputVisuals_ClientRpc();
}
[ClientRpc]
private void OnInputVisuals_ClientRpc()
{
m_onClickParticles.Stop(false, ParticleSystemStopBehavior.StopEmitting);
m_onClickParticles.Play();
}
public void OnTriggerEnter(Collider other)

4
Assets/Scripts/Game/InGame/SequenceSelector.cs


public class SequenceSelector : NetworkBehaviour
{
[SerializeField] private SymbolData m_symbolData = default;
[SerializeField] private RawImage[] m_targetSequenceOutput = default;
[SerializeField] private Image[] m_targetSequenceOutput = default;
public const int k_symbolCount = 100;
private bool m_hasReceivedTargetSequence = false; // TODO: Perhaps split up members by client vs. host?
private ulong m_localId;

if (!m_hasReceivedTargetSequence && m_targetSequence.Count > 0)
{
for (int n = 0; n < m_targetSequence.Count; n++)
m_targetSequenceOutput[n].texture = m_symbolData.GetSymbolForIndex(m_targetSequence[n]).texture;
m_targetSequenceOutput[n].sprite = m_symbolData.GetSymbolForIndex(m_targetSequence[n]);
m_hasReceivedTargetSequence = true;
ScaleTargetUi(m_localId, 0);
}

2
ProjectSettings/ProjectSettings.asset


accelerometerFrequency: 60
companyName: Unity
productName: Game-Lobby-Sample
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defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
m_ShowUnitySplashScreen: 1

1001
Assets/Prefabs/VFX/CursorClick.prefab
文件差异内容过多而无法显示
查看文件

7
Assets/Prefabs/VFX/CursorClick.prefab.meta


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guid: fe74ce0c2cc95bb42a422541a5ab5e94
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43
Assets/Scripts/UI/CursorHandler.cs


using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace GameLobby.UI
{
//"Animates" the cursor when clicking
public class CursorHandler : MonoBehaviour
{
[SerializeField]
Texture2D m_defaultTexture;
[SerializeField]
Texture2D m_ClickedTexture;
[SerializeField]
GameObject m_ClickVfxPrefab;
void Awake()
{
Cursor.SetCursor(m_defaultTexture, Vector3.zero, CursorMode.Auto);
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Cursor.SetCursor(m_ClickedTexture, Vector3.zero, CursorMode.Auto);
SpawnClickEffect();
}
if (Input.GetMouseButtonUp(0))
{
Cursor.SetCursor(m_defaultTexture, Vector3.zero, CursorMode.Auto);
}
}
void SpawnClickEffect()
{
var screenLocation = Camera.current.ScreenToWorldPoint(Input.mousePosition+Camera.current.transform.forward*10);
var clickVfxInstance = Instantiate(m_ClickVfxPrefab, screenLocation, Quaternion.identity);
Destroy(clickVfxInstance, 1);
}
}
}

11
Assets/Scripts/UI/CursorHandler.cs.meta


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