收拾烂摊子
增加编队初步,改动了判定系统,编队UI组装好
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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public class teamUIController : MonoBehaviour
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{
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[Header("teammate01")]
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[Tooltip("父物体-控制整体显隐")]
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public GameObject objectFather_ally01;
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[Tooltip("开关")]
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public bool isAlly01_active = true;
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[Tooltip("角色图")]
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public Image teammate01_characterImage;
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[Tooltip("血条")]
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public Image teammate01_healthImage;
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[Tooltip("虚血条")]
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public Image teammate01_fadehealthImage;
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[Tooltip("名字文本")]
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public TextMeshProUGUI teammate01_nameText;
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[Tooltip("当前生命值/最大生命值")]
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public TextMeshProUGUI teammate01_healthRate;
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[Tooltip("当前分数/轨道分数上限")]
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public TextMeshProUGUI teammate01_current_scoreText; // rate : now score / max score
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[Tooltip("角色唯一识别码")]
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[SerializeField] private int ally01_id;
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[Tooltip("受击闪红")]
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public Image teammate01_hurtRedImage;
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[Header("teammate02")]
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[Tooltip("父物体-控制整体显隐")]
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public GameObject objectFather_ally02;
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[Tooltip("开关")]
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public bool isAlly02_active = true;
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[Tooltip("角色图")]
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public Image teammate02_characterImage;
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[Tooltip("血条")]
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public Image teammate02_healthImage;
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[Tooltip("虚血条")]
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public Image teammate02_fadehealthImage;
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[Tooltip("名字文本")]
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public TextMeshProUGUI teammate02_nameText;
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[Tooltip("当前生命值/最大生命值")]
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public TextMeshProUGUI teammate02_healthRate;
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[Tooltip("当前分数/轨道分数上限")]
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public TextMeshProUGUI teammate02_current_scoreText; // rate : now score / max score
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[Tooltip("角色唯一识别码")]
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[SerializeField] private int ally02_id;
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[Tooltip("受击闪红")]
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public Image teammate02_hurtRedImage;
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[Header("teammate03")]
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[Tooltip("父物体-控制整体显隐")]
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public GameObject objectFather_ally03;
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[Tooltip("开关")]
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public bool isAlly03_active = true;
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[Tooltip("角色图")]
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public Image teammate03_characterImage;
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[Tooltip("血条")]
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public Image teammate03_healthImage;
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[Tooltip("虚血条")]
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public Image teammate03_fadehealthImage;
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[Tooltip("名字文本")]
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public TextMeshProUGUI teammate03_nameText;
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[Tooltip("当前生命值/最大生命值")]
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public TextMeshProUGUI teammate03_healthRate;
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[Tooltip("当前分数/轨道分数上限")]
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public TextMeshProUGUI teammate03_current_scoreText; // rate : now score / max score
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[Tooltip("角色唯一识别码")]
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[SerializeField] private int ally03_id;
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[Tooltip("受击闪红")]
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public Image teammate03_hurtRedImage;
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[Header("teammate04")]
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[Tooltip("父物体-控制整体显隐")]
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public GameObject objectFather_ally04;
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[Tooltip("开关")]
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public bool isAlly04_active = true;
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[Tooltip("角色图")]
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public Image teammate04_characterImage;
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[Tooltip("血条")]
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public Image teammate04_healthImage;
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[Tooltip("虚血条")]
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public Image teammate04_fadehealthImage;
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[Tooltip("名字文本")]
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public TextMeshProUGUI teammate04_nameText;
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[Tooltip("当前生命值/最大生命值")]
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public TextMeshProUGUI teammate04_healthRate;
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[Tooltip("当前分数/轨道分数上限")]
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public TextMeshProUGUI teammate04_current_scoreText; // rate : now score / max score
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[Tooltip("角色唯一识别码")]
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[SerializeField] private int ally04_id;
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[Tooltip("受击闪红")]
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public Image teammate04_hurtRedImage;
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[Header("teammate05")]
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[Tooltip("父物体-控制整体显隐")]
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public GameObject objectFather_ally05;
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[Tooltip("开关")]
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public bool isAlly05_active = true;
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[Tooltip("角色图")]
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public Image teammate05_characterImage;
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[Tooltip("血条")]
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public Image teammate05_healthImage;
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[Tooltip("虚血条")]
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public Image teammate05_fadehealthImage;
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[Tooltip("名字文本")]
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public TextMeshProUGUI teammate05_nameText;
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[Tooltip("当前生命值/最大生命值")]
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public TextMeshProUGUI teammate05_healthRate;
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[Tooltip("当前分数/轨道分数上限")]
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public TextMeshProUGUI teammate05_current_scoreText; // rate : now score / max score
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[Tooltip("角色唯一识别码")]
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[SerializeField] private int ally05_id;
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[Tooltip("受击闪红")]
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public Image teammate05_hurtRedImage;
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[Header("currentEnemy")]
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[Tooltip("父物体-控制整体显隐")]
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public GameObject objectFather_enemy;
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[Tooltip("开关")]
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public bool isEnemy_active = true;
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[Tooltip("角色图")]
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public Image currentEnemy_characterImage;
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[Tooltip("血条")]
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public Image currentEnemy_healthImage;
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[Tooltip("虚血条")]
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public Image currentEnemy_fadehealthImage;
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[Tooltip("名字文本")]
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public TextMeshProUGUI currentEnemy_nameText;
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[Tooltip("当前生命值/最大生命值")]
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public TextMeshProUGUI currentEnemy_healthRate;
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[Tooltip("当前分数/轨道分数上限")]
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public TextMeshProUGUI currentEnemy_current_scoreText; // rate : now score / max score
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[Tooltip("角色唯一识别码")]
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[SerializeField] private int enemy_id;
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[Tooltip("受击闪红")]
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public Image currentEnemy_hurtRedImage;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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private void FixedUpdate()
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{
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 756cb32790bbee94ebb3e3b1cf061392
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