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@@ -18,7 +18,7 @@ namespace GFGGame
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//"state" 0:未翻开,1:已翻开,2:已消除
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//"state" 0:未翻开,1:已翻开,2:已消除
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private List<Dictionary<string, int>> cardList = new List<Dictionary<string, int>>();
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private List<Dictionary<string, int>> cardList = new List<Dictionary<string, int>>();
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//消除所需数量(配置)
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//消除所需数量(配置)
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- private int needNum = 2;
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+ private int needNum;
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//游戏结束时长(配置)
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//游戏结束时长(配置)
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private int gameTime = 120;
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private int gameTime = 120;
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//游戏当前时长
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//游戏当前时长
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@@ -43,7 +43,7 @@ namespace GFGGame
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};
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};
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//假数据
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//假数据
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- private int[] cardArray = new int[] { 1,1, 2,2, 3, 3 , 4, 4 , 5, 5 , 6, 6 , 7, 7 , 8, 8 };
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+ private int[] cardArray = new int[] { 1,1, 2,2, 3, 3 , 4, 4 , 5, 5 , 6, 6 , 8, 8 , 8, 8 };
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Card _c1 = new Card();
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Card _c1 = new Card();
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private float waitTime = 0.6f;
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private float waitTime = 0.6f;
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@@ -139,7 +139,7 @@ namespace GFGGame
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_ui.m_star1.SetPosition(((float)CustemsNum[0]/(float)gameTime)*_ui.m_ScareBar.width,_ui.m_star1.position.y, _ui.m_star1.position.z);
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_ui.m_star1.SetPosition(((float)CustemsNum[0]/(float)gameTime)*_ui.m_ScareBar.width,_ui.m_star1.position.y, _ui.m_star1.position.z);
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_ui.m_star2.SetPosition(((float)CustemsNum[1] / (float)gameTime) * _ui.m_ScareBar.width, _ui.m_star1.position.y, _ui.m_star1.position.z);
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_ui.m_star2.SetPosition(((float)CustemsNum[1] / (float)gameTime) * _ui.m_ScareBar.width, _ui.m_star1.position.y, _ui.m_star1.position.z);
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_ui.m_star3.SetPosition(((float)CustemsNum[2] / (float)gameTime) * _ui.m_ScareBar.width, _ui.m_star1.position.y, _ui.m_star1.position.z);
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_ui.m_star3.SetPosition(((float)CustemsNum[2] / (float)gameTime) * _ui.m_ScareBar.width, _ui.m_star1.position.y, _ui.m_star1.position.z);
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- //CustemsNum = ;
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+
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//计时器
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//计时器
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Timers.inst.Add(1.0f, 0, UpdateTime);
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Timers.inst.Add(1.0f, 0, UpdateTime);
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}
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}
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@@ -223,12 +223,12 @@ namespace GFGGame
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}
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}
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currentCardNum -= cardList.Count;
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currentCardNum -= cardList.Count;
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cardList.Clear();
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cardList.Clear();
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- _ui.m_cardList.touchable = true;
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if(currentCardNum <= 0)
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if(currentCardNum <= 0)
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{
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{
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Gameover(true);
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Gameover(true);
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}
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}
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}
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}
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+ _ui.m_cardList.touchable = true;
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}
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}
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else
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else
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{
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{
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@@ -244,8 +244,7 @@ namespace GFGGame
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UI_cardItem.ProxyEnd();
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UI_cardItem.ProxyEnd();
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}
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}
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Timers.inst.Add(waitTime, 1, canTouch);
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Timers.inst.Add(waitTime, 1, canTouch);
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- cardList.Clear();
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-
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+ cardList.Clear();
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}
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}
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}
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}
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private void UpdateTime(object param = null)
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private void UpdateTime(object param = null)
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