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- using UnityEngine;
- namespace GFGGame
- {
- public class FightDataManager : SingletonBase<FightDataManager>
- {
- public byte[] FightRoleRes { get; set; }
- public Texture2D RoleTextuex { get; set; }
- //角色基础分+部件基础分
- private int _score;
- public int score
- {
- get
- {
- return _score;
- }
- set
- {
- _score = value;
- EventAgent.DispatchEvent(ConstMessage.DRESS_UP_SCORE_CHANGED, _score);
- }
- }
- //最终得分
- private int _totalScore;
- public int totalScore
- {
- get
- {
- return _totalScore;
- }
- set
- {
- _totalScore = value;
- }
- }
- //战斗对象最终得分
- private int _targetTotalScore;
- public int npcTotalScore
- {
- get
- {
- return _targetTotalScore;
- }
- set
- {
- _targetTotalScore = value;
- }
- }
- private bool _autoPlay = false;
- public bool autoPlay
- {
- get
- {
- return _autoPlay;
- }
- set
- {
- _autoPlay = value;
- if (!_autoPlay) fightSpeed = 1;
- StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_AUTO_PLAY, _autoPlay == true ? 1 : 0).Coroutine();
- }
- }
- public int maxFightSpeed = 2;
- private int _fightSpeed = 1;
- public int fightSpeed
- {
- get
- {
- return _fightSpeed;
- }
- set
- {
- _fightSpeed = value;
- StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_FIGHT_AUTO_PLAY_SPEED, _fightSpeed).Coroutine();
- }
- }
- private int _storyDialogSpeed = 1;
- public int dialogSpeed
- {
- get
- {
- return _storyDialogSpeed;
- }
- set
- {
- _storyDialogSpeed = value;
- StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_DIALOG_AUTO_PLAY_SPEED, _storyDialogSpeed).Coroutine();
- }
- }
- //根据位置原点和随机范围获取评分位置
- public void GetCirclePos(Vector2 pos, int range, out float x, out float y)
- {
- int numX = UnityEngine.Random.Range(0, 2);
- int signX = numX % 2 == 0 ? 1 : -1;
- float rangeX = UnityEngine.Random.Range(0, range);
- x = pos.x + signX * (rangeX);
- int numY = UnityEngine.Random.Range(0, 2);
- int signY = numY % 2 == 0 ? 1 : -1;
- float rangeY = UnityEngine.Random.Range(0, range);
- y = pos.y + signY * (rangeY);
- }
- public Texture2D GetPrintscreenNTexture(Camera camera)
- {
- RenderTexture rt = new RenderTexture(UnityEngine.Screen.width, UnityEngine.Screen.height, 0);//渲染一张1920*1080的图
- camera.targetTexture = rt;//传到主摄像机上
- camera.Render();//渲染
- RenderTexture.active = rt;
- Texture2D screenShot = new Texture2D(UnityEngine.Screen.width, UnityEngine.Screen.height, TextureFormat.ARGB32, false);
- screenShot.ReadPixels(new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height), 0, 0);//读像素
- screenShot.Apply();
- camera.targetTexture = null;
- RenderTexture.active = null;
- Object.Destroy(rt);
- return screenShot;
- }
- public FightRoleData GetMyFightRoleData()
- {
- FightRoleData roleData = new FightRoleData();
- roleData.cardId = InstanceZonesDataManager.currentCardId;
- roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
- return roleData;
- }
- public FightRoleData GetArenaFightRoleData()
- {
- FightRoleData roleData = new FightRoleData();
- return roleData;
- }
- public FightRobotData GetFightRobotData()
- {
- FightRobotData robotData = new FightRobotData();
- return robotData;
- }
- public FightRobotData GetArenaRobotData()
- {
- FightRobotData robotData = new FightRobotData();
- return robotData;
- }
- }
- }
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