diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
index a143a67..435cb55 100644
--- a/Assembly-CSharp.csproj
+++ b/Assembly-CSharp.csproj
@@ -169,6 +169,7 @@
+
diff --git a/Assets/Scripts/Controller/UI/InfoImageController.cs b/Assets/Scripts/Controller/UI/InfoImageController.cs
index 1567506..765a89c 100644
--- a/Assets/Scripts/Controller/UI/InfoImageController.cs
+++ b/Assets/Scripts/Controller/UI/InfoImageController.cs
@@ -15,8 +15,10 @@ public class InfoImageController : MonoBehaviour
}
public void SetText(string text)
- {
- _infoText.text = text;
+ {
+ _animator = GetComponent();
+ _infoText = GetComponentInChildren();
+ _infoText.text = text;
}
public void DestroySelf()
diff --git a/Assets/Scripts/Event/Item/EventItemOther3.cs b/Assets/Scripts/Event/Item/EventItemOther3.cs
index 9ac16fa..c3eb0b2 100644
--- a/Assets/Scripts/Event/Item/EventItemOther3.cs
+++ b/Assets/Scripts/Event/Item/EventItemOther3.cs
@@ -8,6 +8,14 @@ public class EventItemOther3 : MonoBehaviour, IInteraction
// 对称飞行
public bool Interaction()
{
+ //暂时禁用
+ switch (GameManager.Instance.LevelManager.Level)
+ {
+ case 40:
+ GameManager.Instance.UIManager.ShowInfo("BOSS层无法使用");
+ break;
+ }
+
// 获取对称坐标
Vector2 point = GameManager.Instance.PlayerManager.PlayerController.transform.position * -1;
// 判断坐标是否可以传送
diff --git a/Assets/Scripts/Event/Level/EventLevel12Actor3.cs b/Assets/Scripts/Event/Level/EventLevel12Actor3.cs
index 4053dd9..e6fa81f 100644
--- a/Assets/Scripts/Event/Level/EventLevel12Actor3.cs
+++ b/Assets/Scripts/Event/Level/EventLevel12Actor3.cs
@@ -1,65 +1,14 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
public class EventLevel12Actor3 : ActorController
{
- public override bool Interaction()
- {
- // 打开商店界面
- GameManager.Instance.EventManager.OnShopShow?.Invoke(GetComponent().Name, 50, ShopShowCallback);
- return false;
- }
-
- ///
- /// 打开商店回调
- ///
- private void ShopShowCallback()
- {
- // 判断金币是否足够
- if (GameManager.Instance.PlayerManager.PlayerInfo.Gold < 50)
- {
- GameManager.Instance.UIManager.ShowInfo($"不会有人连 50 金币都没有吧!");
- // 音频播放
- GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "No");
- return;
- }
- GameManager.Instance.PlayerManager.PlayerInfo.Gold -= 50;
- // 随机一个属性
- ERandomShopType type = ERandomShopType.Health;
- int randomNumber = Random.Range(0, 100);
- if (randomNumber <= 30) type = ERandomShopType.Health;
- else if (randomNumber > 30 && randomNumber <= 60) type = ERandomShopType.Attack;
- else if (randomNumber > 60 && randomNumber <= 90) type = ERandomShopType.Defence;
- else type = ERandomShopType.Gold;
- // 随机数值
- switch (type)
- {
- case ERandomShopType.Health:
- randomNumber = Random.Range(100, 400);
- GameManager.Instance.PlayerManager.PlayerInfo.Health += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"获得 {randomNumber} 点生命值提升!");
- break;
- case ERandomShopType.Attack:
- randomNumber = Random.Range(4, 20);
- GameManager.Instance.PlayerManager.PlayerInfo.Attack += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"获得 {randomNumber} 点攻击力提升!");
- break;
- case ERandomShopType.Defence:
- randomNumber = Random.Range(4, 20);
- GameManager.Instance.PlayerManager.PlayerInfo.Defence += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"获得 {randomNumber} 点防御力提升!");
- break;
- case ERandomShopType.Gold:
- randomNumber = Random.Range(40, 200);
- GameManager.Instance.PlayerManager.PlayerInfo.Gold += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"运气爆棚!获得 {randomNumber} 金币!");
- break;
- default:
- print("商店随机了个什么玩意儿?");
- break;
- }
- // 音频播放
- GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "Yes");
- }
+ ShopComm.E_ShopFloor floor = ShopComm.E_ShopFloor.F12;
+ public override bool Interaction()
+ {
+ // 打开商店界面
+ GameManager.Instance.EventManager.OnShopShow?.Invoke(GetComponent().Name, floor,
+ this,
+ () => ShopComm.BuyHP(floor),
+ () => ShopComm.BuyAtk(floor),
+ () => ShopComm.BuyDef(floor));
+ return false;
+ }
}
diff --git a/Assets/Scripts/Event/Level/EventLevel28Actor1.cs b/Assets/Scripts/Event/Level/EventLevel28Actor1.cs
index 516b45e..4ca4563 100644
--- a/Assets/Scripts/Event/Level/EventLevel28Actor1.cs
+++ b/Assets/Scripts/Event/Level/EventLevel28Actor1.cs
@@ -6,6 +6,31 @@ public class EventLevel28Actor1 : ActorController
{
public override bool Interaction()
{
+
+ GameManager.Instance.UIManager.ShowInteractionDialog(GetComponent().Name, "我按100个金币一把的价格回收黄钥匙,你出售吗?", "成交!", "算了吧", () =>
+ {
+ if (GameManager.Instance.BackpackManager.ConsumeItem(1))
+ {
+ GameManager.Instance.PlayerManager.PlayerInfo.Gold += 100;
+
+ GameManager.Instance.UIManager.ShowInfo("失去黄色钥匙x1");
+ GameManager.Instance.UIManager.ShowInfo("获得100金币");
+ // 打开人物控制器
+ GameManager.Instance.PlayerManager.Enable = true;
+ // 音频播放
+ GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "Yes");
+ }
+ else
+ {
+ GameManager.Instance.UIManager.ShowInfo("你没有黄钥匙");
+ // 打开人物控制器
+ GameManager.Instance.PlayerManager.Enable = true;
+ }
+
+ });
+ return false;
+
+ /*
GameManager.Instance.UIManager.ShowInteractionDialog(GetComponent().Name, "我会随机赋予你属性,但同样我也会收取你一部分属性,你确定要试试吗?", "谁怕谁", "我走了", () =>
{
// 随机两个属性
@@ -63,5 +88,6 @@ public class EventLevel28Actor1 : ActorController
GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "Yes");
});
return false;
- }
+ */
+ }
}
diff --git a/Assets/Scripts/Event/Level/EventLevel32Actor1.cs b/Assets/Scripts/Event/Level/EventLevel32Actor1.cs
index 59851d9..6a12e54 100644
--- a/Assets/Scripts/Event/Level/EventLevel32Actor1.cs
+++ b/Assets/Scripts/Event/Level/EventLevel32Actor1.cs
@@ -1,65 +1,14 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
public class EventLevel32Actor1 : ActorController
{
- public override bool Interaction()
- {
- // 打开商店界面
- GameManager.Instance.EventManager.OnShopShow?.Invoke(GetComponent().Name, 100, ShopShowCallback);
- return false;
- }
-
- ///
- /// 打开商店回调
- ///
- private void ShopShowCallback()
- {
- // 判断金币是否足够
- if (GameManager.Instance.PlayerManager.PlayerInfo.Gold < 100)
- {
- GameManager.Instance.UIManager.ShowInfo($"不会有人连 100 金币都没有吧!");
- // 音频播放
- GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "No");
- return;
- }
- GameManager.Instance.PlayerManager.PlayerInfo.Gold -= 100;
- // 随机一个属性
- ERandomShopType type = ERandomShopType.Health;
- int randomNumber = Random.Range(0, 100);
- if (randomNumber <= 30) type = ERandomShopType.Health;
- else if (randomNumber > 30 && randomNumber <= 60) type = ERandomShopType.Attack;
- else if (randomNumber > 60 && randomNumber <= 90) type = ERandomShopType.Defence;
- else type = ERandomShopType.Gold;
- // 随机数值
- switch (type)
- {
- case ERandomShopType.Health:
- randomNumber = Random.Range(200, 800);
- GameManager.Instance.PlayerManager.PlayerInfo.Health += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"获得 {randomNumber} 点生命值提升!");
- break;
- case ERandomShopType.Attack:
- randomNumber = Random.Range(8, 40);
- GameManager.Instance.PlayerManager.PlayerInfo.Attack += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"获得 {randomNumber} 点攻击力提升!");
- break;
- case ERandomShopType.Defence:
- randomNumber = Random.Range(8, 40);
- GameManager.Instance.PlayerManager.PlayerInfo.Defence += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"获得 {randomNumber} 点防御力提升!");
- break;
- case ERandomShopType.Gold:
- randomNumber = Random.Range(80, 400);
- GameManager.Instance.PlayerManager.PlayerInfo.Gold += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"运气爆棚!获得 {randomNumber} 金币!");
- break;
- default:
- print("商店随机了个什么玩意儿?");
- break;
- }
- // 音频播放
- GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "Yes");
- }
+ ShopComm.E_ShopFloor floor = ShopComm.E_ShopFloor.F32;
+ public override bool Interaction()
+ {
+ // 打开商店界面
+ GameManager.Instance.EventManager.OnShopShow?.Invoke(GetComponent().Name, floor,
+ this,
+ () => ShopComm.BuyHP(floor),
+ () => ShopComm.BuyAtk(floor),
+ () => ShopComm.BuyDef(floor));
+ return false;
+ }
}
diff --git a/Assets/Scripts/Event/Level/EventLevel46Actor2.cs b/Assets/Scripts/Event/Level/EventLevel46Actor2.cs
index c9cffdf..2fca807 100644
--- a/Assets/Scripts/Event/Level/EventLevel46Actor2.cs
+++ b/Assets/Scripts/Event/Level/EventLevel46Actor2.cs
@@ -1,65 +1,14 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
public class EventLevel46Actor2 : ActorController
{
- public override bool Interaction()
- {
- // 打开商店界面
- GameManager.Instance.EventManager.OnShopShow?.Invoke(GetComponent().Name, 200, ShopShowCallback);
- return false;
- }
-
- ///
- /// 打开商店回调
- ///
- private void ShopShowCallback()
- {
- // 判断金币是否足够
- if (GameManager.Instance.PlayerManager.PlayerInfo.Gold < 200)
- {
- GameManager.Instance.UIManager.ShowInfo($"不会有人连 200 金币都没有吧!");
- // 音频播放
- GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "No");
- return;
- }
- GameManager.Instance.PlayerManager.PlayerInfo.Gold -= 200;
- // 随机一个属性
- ERandomShopType type = ERandomShopType.Health;
- int randomNumber = Random.Range(0, 100);
- if (randomNumber <= 30) type = ERandomShopType.Health;
- else if (randomNumber > 30 && randomNumber <= 60) type = ERandomShopType.Attack;
- else if (randomNumber > 60 && randomNumber <= 90) type = ERandomShopType.Defence;
- else type = ERandomShopType.Gold;
- // 随机数值
- switch (type)
- {
- case ERandomShopType.Health:
- randomNumber = Random.Range(400, 1600);
- GameManager.Instance.PlayerManager.PlayerInfo.Health += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"获得 {randomNumber} 点生命值提升!");
- break;
- case ERandomShopType.Attack:
- randomNumber = Random.Range(16, 80);
- GameManager.Instance.PlayerManager.PlayerInfo.Attack += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"获得 {randomNumber} 点攻击力提升!");
- break;
- case ERandomShopType.Defence:
- randomNumber = Random.Range(16, 80);
- GameManager.Instance.PlayerManager.PlayerInfo.Defence += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"获得 {randomNumber} 点防御力提升!");
- break;
- case ERandomShopType.Gold:
- randomNumber = Random.Range(160, 800);
- GameManager.Instance.PlayerManager.PlayerInfo.Gold += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"运气爆棚!获得 {randomNumber} 金币!");
- break;
- default:
- print("商店随机了个什么玩意儿?");
- break;
- }
- // 音频播放
- GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "Yes");
- }
+ ShopComm.E_ShopFloor floor = ShopComm.E_ShopFloor.F46;
+ public override bool Interaction()
+ {
+ // 打开商店界面
+ GameManager.Instance.EventManager.OnShopShow?.Invoke(GetComponent().Name, floor,
+ this,
+ () => ShopComm.BuyHP(floor),
+ () => ShopComm.BuyAtk(floor),
+ () => ShopComm.BuyDef(floor));
+ return false;
+ }
}
diff --git a/Assets/Scripts/Event/Level/EventLevel4Actor1.cs b/Assets/Scripts/Event/Level/EventLevel4Actor1.cs
index 9321128..c9e176e 100644
--- a/Assets/Scripts/Event/Level/EventLevel4Actor1.cs
+++ b/Assets/Scripts/Event/Level/EventLevel4Actor1.cs
@@ -1,7 +1,3 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
public enum ERandomShopType
{
Health,
@@ -12,62 +8,15 @@ public enum ERandomShopType
public class EventLevel4Actor1 : ActorController
{
- public override bool Interaction()
+ ShopComm.E_ShopFloor floor = ShopComm.E_ShopFloor.F4;
+ public override bool Interaction()
{
- // 打开商店界面
- GameManager.Instance.EventManager.OnShopShow?.Invoke(GetComponent().Name, 25, ShopShowCallback);
- return false;
- }
-
- ///
- /// 打开商店回调
- ///
- private void ShopShowCallback()
- {
- // 判断金币是否足够
- if (GameManager.Instance.PlayerManager.PlayerInfo.Gold < 25)
- {
- GameManager.Instance.UIManager.ShowInfo($"不会有人连 25 金币都没有吧!");
- // 音频播放
- GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "No");
- return;
- }
- GameManager.Instance.PlayerManager.PlayerInfo.Gold -= 25;
- // 随机一个属性
- ERandomShopType type = ERandomShopType.Health;
- int randomNumber = Random.Range(0, 100);
- if (randomNumber <= 30) type = ERandomShopType.Health;
- else if (randomNumber > 30 && randomNumber <= 60) type = ERandomShopType.Attack;
- else if (randomNumber > 60 && randomNumber <= 90) type = ERandomShopType.Defence;
- else type = ERandomShopType.Gold;
- // 随机数值
- switch (type)
- {
- case ERandomShopType.Health:
- randomNumber = Random.Range(50, 200);
- GameManager.Instance.PlayerManager.PlayerInfo.Health += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"获得 {randomNumber} 点生命值提升!");
- break;
- case ERandomShopType.Attack:
- randomNumber = Random.Range(2, 10);
- GameManager.Instance.PlayerManager.PlayerInfo.Attack += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"获得 {randomNumber} 点攻击力提升!");
- break;
- case ERandomShopType.Defence:
- randomNumber = Random.Range(2, 10);
- GameManager.Instance.PlayerManager.PlayerInfo.Defence += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"获得 {randomNumber} 点防御力提升!");
- break;
- case ERandomShopType.Gold:
- randomNumber = Random.Range(20, 100);
- GameManager.Instance.PlayerManager.PlayerInfo.Gold += randomNumber;
- GameManager.Instance.UIManager.ShowInfo($"运气爆棚!获得 {randomNumber} 金币!");
- break;
- default:
- print("商店随机了个什么玩意儿?");
- break;
- }
- // 音频播放
- GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "Yes");
+ // 打开商店界面
+ GameManager.Instance.EventManager.OnShopShow?.Invoke(GetComponent().Name, floor,
+ this,
+ () => ShopComm.BuyHP(floor),
+ () => ShopComm.BuyAtk(floor),
+ () => ShopComm.BuyDef(floor));
+ return false;
}
}
diff --git a/Assets/Scripts/Event/Level/ShopComm.cs b/Assets/Scripts/Event/Level/ShopComm.cs
new file mode 100644
index 0000000..6fdb601
--- /dev/null
+++ b/Assets/Scripts/Event/Level/ShopComm.cs
@@ -0,0 +1,111 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+
+public class ShopComm
+{
+ /*
+ 初始价格是20金币,购买后会涨价,第n次购买所需金币10n*(n-1)+20
+4层商店每次加2点攻或4点防
+12层商店每次加4点攻或8点防
+32层商店每次加8点攻或16点防
+46层商店每次加10点攻或20点防
+ */
+ public enum E_ShopFloor
+ {
+ F4,
+ F12,
+ F32,
+ F46
+ }
+ public class FloorShopInfo
+ {
+ public E_ShopFloor Floor;
+ public int AddHP;
+ public int AddAtk;
+ public int AddDef;
+ }
+
+ static Dictionary dictShopFloor = new Dictionary()
+ {
+ { E_ShopFloor.F4,new FloorShopInfo(){Floor = E_ShopFloor.F4,AddAtk = 2,AddDef = 4 ,AddHP = 100}},
+ { E_ShopFloor.F12,new FloorShopInfo(){Floor = E_ShopFloor.F4,AddAtk = 4,AddDef = 8,AddHP = 100 }},
+ { E_ShopFloor.F32,new FloorShopInfo(){Floor = E_ShopFloor.F4,AddAtk = 8,AddDef = 16,AddHP = 100 }},
+ { E_ShopFloor.F46,new FloorShopInfo(){Floor = E_ShopFloor.F4,AddAtk = 10,AddDef = 20,AddHP = 100 }},
+ };
+
+ public static FloorShopInfo GetFloorShopInfo(E_ShopFloor floor)
+ {
+ return dictShopFloor[floor];
+ }
+ public static int GetShopNeedMoney(E_ShopFloor floor)
+ {
+ int BuyNum = 0;
+ switch (floor)
+ {
+ case E_ShopFloor.F4: BuyNum = GameManager.Instance.PlayerManager.PlayerInfo.StoreBuyNum_F4; break;
+ case E_ShopFloor.F12: BuyNum = GameManager.Instance.PlayerManager.PlayerInfo.StoreBuyNum_F12; break;
+ case E_ShopFloor.F32: BuyNum = GameManager.Instance.PlayerManager.PlayerInfo.StoreBuyNum_F32; break;
+ case E_ShopFloor.F46: BuyNum = GameManager.Instance.PlayerManager.PlayerInfo.StoreBuyNum_F46; break;
+ }
+ return (10 * BuyNum * (BuyNum - 1) + 20);
+ }
+ public static bool CheckMoney(E_ShopFloor floor)
+ {
+ int needMoney = GetShopNeedMoney(floor);
+ // 判断金币是否足够
+ if (GameManager.Instance.PlayerManager.PlayerInfo.Gold < needMoney)
+ {
+ GameManager.Instance.UIManager.ShowInfo($"不会有人连 {needMoney} 金币都没有吧!");
+ // 音频播放
+ GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "No");
+ return false;
+ }
+ return true;
+ }
+ public static void SetShopUseMoney(E_ShopFloor floor)
+ {
+ int needMoney = GetShopNeedMoney(floor);
+ GameManager.Instance.PlayerManager.PlayerInfo.Gold -= needMoney;
+
+ //追加购买次数
+ switch (floor)
+ {
+ case E_ShopFloor.F4: GameManager.Instance.PlayerManager.PlayerInfo.StoreBuyNum_F4++; break;
+ case E_ShopFloor.F12: GameManager.Instance.PlayerManager.PlayerInfo.StoreBuyNum_F12++; break;
+ case E_ShopFloor.F32: GameManager.Instance.PlayerManager.PlayerInfo.StoreBuyNum_F32++; break;
+ case E_ShopFloor.F46: GameManager.Instance.PlayerManager.PlayerInfo.StoreBuyNum_F46++; break;
+ }
+
+ }
+ public static void BuyHP(E_ShopFloor floor)
+ {
+ if (!CheckMoney(floor))
+ return;
+ SetShopUseMoney(floor);
+ int hp = dictShopFloor[floor].AddHP;
+ GameManager.Instance.PlayerManager.PlayerInfo.Health += hp;
+ GameManager.Instance.UIManager.ShowInfo($"获得 {hp} 点生命值提升!");
+ // 音频播放
+ GameManager.Instance.SoundManager.PlaySound(ESoundType.Effect, "Yes");
+ }
+ public static void BuyAtk(E_ShopFloor floor)
+ {
+ if (!CheckMoney(floor))
+ return;
+ SetShopUseMoney(floor);
+ int atk = dictShopFloor[floor].AddAtk;
+ GameManager.Instance.PlayerManager.PlayerInfo.Attack += atk;
+ GameManager.Instance.UIManager.ShowInfo($"获得 {atk} 点攻击力提升!");
+ }
+ public static void BuyDef(E_ShopFloor floor)
+ {
+ if (!CheckMoney(floor))
+ return;
+ SetShopUseMoney(floor);
+ int def = dictShopFloor[floor].AddDef;
+ GameManager.Instance.PlayerManager.PlayerInfo.Defence += def;
+ GameManager.Instance.UIManager.ShowInfo($"获得 {def} 点防御力提升!");
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Event/Level/ShopComm.cs.meta b/Assets/Scripts/Event/Level/ShopComm.cs.meta
new file mode 100644
index 0000000..9ac13c3
--- /dev/null
+++ b/Assets/Scripts/Event/Level/ShopComm.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 289293a7d8170934dbba5f74dc889cc6
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Manager/EventManager.cs b/Assets/Scripts/Manager/EventManager.cs
index 18e54c9..e08d239 100644
--- a/Assets/Scripts/Manager/EventManager.cs
+++ b/Assets/Scripts/Manager/EventManager.cs
@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using static ShopComm;
public class EventManager : Singleton
{
@@ -74,15 +75,16 @@ public class EventManager : Singleton
///
public Action OnResourceLoaded;
- ///
- /// 打开商店事件
- ///
- public Action OnShopShow;
+ ///
+ /// 打开商店事件
+ ///
+ public Action OnShopShow;
+ //public Action OnShopShow;
- ///
- /// 法老权杖上楼事件
- ///
- public Action OnArtifactUp;
+ ///
+ /// 法老权杖上楼事件
+ ///
+ public Action OnArtifactUp;
///
/// 法老权杖下楼事件
///
diff --git a/Assets/Scripts/Manager/PlayerManager.cs b/Assets/Scripts/Manager/PlayerManager.cs
index 8032a8a..f98f062 100644
--- a/Assets/Scripts/Manager/PlayerManager.cs
+++ b/Assets/Scripts/Manager/PlayerManager.cs
@@ -35,7 +35,16 @@ public class PlayerInfo
[SerializeField]
private string _notepadInfo;
- public int Health
+ [SerializeField]
+ public int StoreBuyNum_F4 = 1;
+ [SerializeField]
+ public int StoreBuyNum_F12 = 1;
+ [SerializeField]
+ public int StoreBuyNum_F32 = 1;
+ [SerializeField]
+ public int StoreBuyNum_F46 = 1;
+
+ public int Health
{
get => _health;
set
diff --git a/Assets/Scripts/Manager/ResourceManager.cs b/Assets/Scripts/Manager/ResourceManager.cs
index f33f45e..916dba6 100644
--- a/Assets/Scripts/Manager/ResourceManager.cs
+++ b/Assets/Scripts/Manager/ResourceManager.cs
@@ -51,6 +51,11 @@ public class GameInfo
public int MaxLevelInfo;
public string BackpackInfo;
public string PlotInfo;
+ //每个层商店购买次数
+ public int StoreBuyNum_F4 = 0;
+ public int StoreBuyNum_F12 = 0;
+ public int StoreBuyNum_F32 = 0;
+ public int StoreBuyNum_F46 = 0;
}
public class ResourceManager : Singleton
@@ -357,7 +362,8 @@ public class ResourceManager : Singleton
MaxLevelInfo = GameManager.Instance.LevelManager.MaxLevel,
BackpackInfo = JsonUtility.ToJson(new Serialization(GameManager.Instance.BackpackManager.BackpackDictionary)),
PlotInfo = JsonUtility.ToJson(new Serialization(GameManager.Instance.PlotManager.PlotDictionary)),
- };
+
+ };
// 保存资源信息
PlayerPrefs.SetString("GameInfo", JsonUtility.ToJson(gameInfo));
// UI 提示
diff --git a/Assets/Scripts/Manager/UIManager.cs b/Assets/Scripts/Manager/UIManager.cs
index c4e5d18..c42d104 100644
--- a/Assets/Scripts/Manager/UIManager.cs
+++ b/Assets/Scripts/Manager/UIManager.cs
@@ -44,8 +44,14 @@ public class UIManager : MonoSingleton
private GameObject _shopPanel;
private Text _shopNameValueText;
private Text _shopInfoValueText;
- private Button _shopYesButton;
- private Button _shopNoButton;
+ private Button _shopAddHPButton;
+ private Text _shopAddHPButtonText;
+ private Button _shopAddAtkButton;
+ private Text _shopAddAtkButtonText;
+ private Button _shopAddDefButton;
+ private Text _shopAddDefButtonText;
+
+ private Button _shopNoButton;
private GameObject _infoPanel;
@@ -117,8 +123,13 @@ public class UIManager : MonoSingleton
_shopPanel = MainCanvas.transform.Find("ShopPanel").gameObject;
_shopNameValueText = _shopPanel.transform.Find("ShopNameValueText").GetComponent();
_shopInfoValueText = _shopPanel.transform.Find("ShopValueText").GetComponent();
- _shopYesButton = _shopPanel.transform.Find("YesButton").GetComponent