收拾烂摊子

增加编队初步,改动了判定系统,编队UI组装好
This commit is contained in:
FloatGaming
2025-09-28 00:23:05 +08:00
parent 1d818fa4eb
commit 98510eef0f
53 changed files with 10492 additions and 60 deletions
@@ -0,0 +1,155 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class teamUIController : MonoBehaviour
{
[Header("teammate01")]
[Tooltip("父物体-控制整体显隐")]
public GameObject objectFather_ally01;
[Tooltip("开关")]
public bool isAlly01_active = true;
[Tooltip("角色图")]
public Image teammate01_characterImage;
[Tooltip("血条")]
public Image teammate01_healthImage;
[Tooltip("虚血条")]
public Image teammate01_fadehealthImage;
[Tooltip("名字文本")]
public TextMeshProUGUI teammate01_nameText;
[Tooltip("当前生命值/最大生命值")]
public TextMeshProUGUI teammate01_healthRate;
[Tooltip("当前分数/轨道分数上限")]
public TextMeshProUGUI teammate01_current_scoreText; // rate : now score / max score
[Tooltip("角色唯一识别码")]
[SerializeField] private int ally01_id;
[Tooltip("受击闪红")]
public Image teammate01_hurtRedImage;
[Header("teammate02")]
[Tooltip("父物体-控制整体显隐")]
public GameObject objectFather_ally02;
[Tooltip("开关")]
public bool isAlly02_active = true;
[Tooltip("角色图")]
public Image teammate02_characterImage;
[Tooltip("血条")]
public Image teammate02_healthImage;
[Tooltip("虚血条")]
public Image teammate02_fadehealthImage;
[Tooltip("名字文本")]
public TextMeshProUGUI teammate02_nameText;
[Tooltip("当前生命值/最大生命值")]
public TextMeshProUGUI teammate02_healthRate;
[Tooltip("当前分数/轨道分数上限")]
public TextMeshProUGUI teammate02_current_scoreText; // rate : now score / max score
[Tooltip("角色唯一识别码")]
[SerializeField] private int ally02_id;
[Tooltip("受击闪红")]
public Image teammate02_hurtRedImage;
[Header("teammate03")]
[Tooltip("父物体-控制整体显隐")]
public GameObject objectFather_ally03;
[Tooltip("开关")]
public bool isAlly03_active = true;
[Tooltip("角色图")]
public Image teammate03_characterImage;
[Tooltip("血条")]
public Image teammate03_healthImage;
[Tooltip("虚血条")]
public Image teammate03_fadehealthImage;
[Tooltip("名字文本")]
public TextMeshProUGUI teammate03_nameText;
[Tooltip("当前生命值/最大生命值")]
public TextMeshProUGUI teammate03_healthRate;
[Tooltip("当前分数/轨道分数上限")]
public TextMeshProUGUI teammate03_current_scoreText; // rate : now score / max score
[Tooltip("角色唯一识别码")]
[SerializeField] private int ally03_id;
[Tooltip("受击闪红")]
public Image teammate03_hurtRedImage;
[Header("teammate04")]
[Tooltip("父物体-控制整体显隐")]
public GameObject objectFather_ally04;
[Tooltip("开关")]
public bool isAlly04_active = true;
[Tooltip("角色图")]
public Image teammate04_characterImage;
[Tooltip("血条")]
public Image teammate04_healthImage;
[Tooltip("虚血条")]
public Image teammate04_fadehealthImage;
[Tooltip("名字文本")]
public TextMeshProUGUI teammate04_nameText;
[Tooltip("当前生命值/最大生命值")]
public TextMeshProUGUI teammate04_healthRate;
[Tooltip("当前分数/轨道分数上限")]
public TextMeshProUGUI teammate04_current_scoreText; // rate : now score / max score
[Tooltip("角色唯一识别码")]
[SerializeField] private int ally04_id;
[Tooltip("受击闪红")]
public Image teammate04_hurtRedImage;
[Header("teammate05")]
[Tooltip("父物体-控制整体显隐")]
public GameObject objectFather_ally05;
[Tooltip("开关")]
public bool isAlly05_active = true;
[Tooltip("角色图")]
public Image teammate05_characterImage;
[Tooltip("血条")]
public Image teammate05_healthImage;
[Tooltip("虚血条")]
public Image teammate05_fadehealthImage;
[Tooltip("名字文本")]
public TextMeshProUGUI teammate05_nameText;
[Tooltip("当前生命值/最大生命值")]
public TextMeshProUGUI teammate05_healthRate;
[Tooltip("当前分数/轨道分数上限")]
public TextMeshProUGUI teammate05_current_scoreText; // rate : now score / max score
[Tooltip("角色唯一识别码")]
[SerializeField] private int ally05_id;
[Tooltip("受击闪红")]
public Image teammate05_hurtRedImage;
[Header("currentEnemy")]
[Tooltip("父物体-控制整体显隐")]
public GameObject objectFather_enemy;
[Tooltip("开关")]
public bool isEnemy_active = true;
[Tooltip("角色图")]
public Image currentEnemy_characterImage;
[Tooltip("血条")]
public Image currentEnemy_healthImage;
[Tooltip("虚血条")]
public Image currentEnemy_fadehealthImage;
[Tooltip("名字文本")]
public TextMeshProUGUI currentEnemy_nameText;
[Tooltip("当前生命值/最大生命值")]
public TextMeshProUGUI currentEnemy_healthRate;
[Tooltip("当前分数/轨道分数上限")]
public TextMeshProUGUI currentEnemy_current_scoreText; // rate : now score / max score
[Tooltip("角色唯一识别码")]
[SerializeField] private int enemy_id;
[Tooltip("受击闪红")]
public Image currentEnemy_hurtRedImage;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void FixedUpdate()
{
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 756cb32790bbee94ebb3e3b1cf061392