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using UnityEngine; | ||
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public class enter : MonoBehaviour | ||
{ | ||
// Start is called before the first frame update | ||
public GameObject Fumo; | ||
public GameObject Fumo_button; | ||
void Start() | ||
{ | ||
Fumo.SetActive(false); | ||
} | ||
public void Setactive() | ||
{ | ||
Fumo.SetActive(true); | ||
Fumo_button.SetActive(false); | ||
} | ||
public void Setsleep() | ||
{ | ||
Fumo.SetActive(false); | ||
Fumo_button.SetActive(true); | ||
} | ||
// Update is called once per frame | ||
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} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
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public class material : MonoBehaviour | ||
{ | ||
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public Slider Material_slider; | ||
public Text Material_text; | ||
public GameObject success_picture; | ||
public GameObject fail_picture; | ||
public GameObject success_button; | ||
public GameObject fail_button; | ||
void Start() | ||
{ | ||
success_picture.SetActive(false); | ||
fail_picture.SetActive(false); | ||
success_button.SetActive(false); | ||
fail_button.SetActive(false); | ||
} | ||
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void Update() | ||
{ | ||
int Material = (int)(Material_slider.value * 80); | ||
Material_text.text = Material.ToString(); | ||
} | ||
public void close_success() | ||
{ | ||
success_picture.SetActive(false); | ||
success_button.SetActive(false); | ||
} | ||
public void close_fail() | ||
{ | ||
fail_picture.SetActive(false); | ||
fail_button.SetActive(false); | ||
} | ||
public void Fumo() | ||
{ | ||
int Material = (int)(Material_slider.value * 80); | ||
if (Material <= numerical.material) | ||
{ | ||
numerical.material -= Material; | ||
//写一下材料值=材料值减去Material; | ||
Material_slider.value = 0; | ||
int success = Random.Range(1, 81); | ||
if (Material >= success) | ||
{ | ||
int p = Random.Range(1, 100); | ||
if (p % 3 == 1) | ||
{ | ||
numerical.force_ability += 15; | ||
//武力值上升15; | ||
} | ||
else if (p % 3 == 2) | ||
{ | ||
numerical.force_ability += 30; | ||
//武力值上升30; | ||
} | ||
else if (p % 3 == 0) | ||
{ | ||
numerical.force_ability += 45; | ||
//武力值上升45; | ||
} | ||
success_picture.SetActive(true); | ||
success_button.SetActive(true); | ||
} | ||
else | ||
{ | ||
fail_picture.SetActive(true); | ||
fail_button.SetActive(true); | ||
} | ||
} | ||
} | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class Choose_destroy : MonoBehaviour | ||
{ | ||
// Start is called before the first frame update | ||
void Start() | ||
{ | ||
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} | ||
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// Update is called once per frame | ||
void Update() | ||
{ | ||
if (numerical.destroy) | ||
Destroy(this.gameObject); | ||
} | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class Exit : MonoBehaviour | ||
{ | ||
public void click() | ||
{ | ||
Application.Quit(); | ||
} | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class Choice_button : MonoBehaviour | ||
{ | ||
bool happen; | ||
private void Start() | ||
{ | ||
happen = false; | ||
} | ||
public void Choice1() | ||
{ | ||
if (!happen) | ||
{ | ||
numerical.choice = 1; | ||
happen = !happen; | ||
} | ||
} | ||
public void Choice2() | ||
{ | ||
if (!happen) | ||
{ | ||
numerical.choice = 2; | ||
happen = !happen; | ||
} | ||
} | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class Choice_develop : MonoBehaviour | ||
{ | ||
bool happen; | ||
private void Start() | ||
{ | ||
happen = false; | ||
} | ||
public void construct() | ||
{ | ||
if (!happen) | ||
{ | ||
numerical.material += 6 + numerical.random(0, 4); | ||
numerical.hungry += 10 + numerical.random(0, 10); | ||
if (numerical.force > 0) | ||
numerical.force -= numerical.random(0,10); | ||
if (numerical.random(1, 10) <= 2 && numerical.a != 2) | ||
numerical.monster = 1; | ||
numerical.choice = 0; | ||
numerical.win = 0; | ||
numerical.succeed = 0; | ||
happen = !happen; | ||
} | ||
} | ||
public void explore() | ||
{ | ||
if (!happen) | ||
{ | ||
if (numerical.hungry >= 3) | ||
numerical.hungry -= 3; | ||
else | ||
numerical.hungry = 0; | ||
if (numerical.random(1, 10) <= 2 && numerical.a != 2) | ||
numerical.monster = 1; | ||
numerical.choice = 0; | ||
numerical.win = 0; | ||
numerical.succeed = 0; | ||
happen = !happen; | ||
} | ||
} | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
using UnityEngine.SceneManagement; | ||
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public class Scene_window_dev_construct : MonoBehaviour | ||
{ | ||
//public GameObject eventObj; | ||
//public GameObject eventObj2; | ||
public Animator animator; | ||
// Start is called before the first frame update | ||
void Start() | ||
{ | ||
numerical.scene_happen = false; | ||
GameObject.DontDestroyOnLoad(this.gameObject); | ||
//GameObject.DontDestroyOnLoad(this.eventObj); | ||
//GameObject.DontDestroyOnLoad(this.eventObj2);//切换场景时使组件不被破坏 | ||
} | ||
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public void LoadSceneA() | ||
{ | ||
if (!numerical.scene_happen) | ||
{ | ||
if (numerical.hungry <= 0) | ||
StartCoroutine(LoadScene(7)); | ||
else if(numerical.a==3) | ||
StartCoroutine(LoadScene(10)); | ||
else | ||
StartCoroutine(LoadScene(9));//在bulidSettings中设置(unity) | ||
numerical.scene_happen = true; | ||
} | ||
} | ||
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// Update is called once per frame | ||
IEnumerator LoadScene(int index) | ||
{ | ||
animator.SetBool("fadeout", true); | ||
animator.SetBool("fadein", false);//设置bool参数 | ||
yield return new WaitForSeconds(1);//等待一秒空白期 | ||
AsyncOperation async = SceneManager.LoadSceneAsync(index); | ||
async.completed += OnLoadedScene; | ||
yield return new WaitForSeconds(1); | ||
Destroy(this.gameObject); | ||
} | ||
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private void OnLoadedScene(AsyncOperation obj) | ||
{ | ||
animator.SetBool("fadeout", false); | ||
animator.SetBool("fadein", true); | ||
} | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
using UnityEngine.SceneManagement; | ||
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public class Scene_window_dev_explore : MonoBehaviour | ||
{ | ||
//public GameObject eventObj; | ||
//public GameObject eventObj2; | ||
public Animator animator; | ||
// Start is called before the first frame update | ||
void Start() | ||
{ | ||
numerical.scene_happen = false; | ||
GameObject.DontDestroyOnLoad(this.gameObject); | ||
//GameObject.DontDestroyOnLoad(this.eventObj); | ||
//GameObject.DontDestroyOnLoad(this.eventObj2);//切换场景时使组件不被破坏 | ||
} | ||
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public void LoadSceneA() | ||
{ | ||
if (!numerical.scene_happen) | ||
{ | ||
int change_to = 0; | ||
if (numerical.hungry <= 0) | ||
change_to = 7; | ||
else if (numerical.random(1, 100) > 30) | ||
{ | ||
if (numerical.a == 3) | ||
{ | ||
if (numerical.random(1, 100) <= 20 && numerical.b4 == 0 && numerical.b1 != 0) | ||
{ | ||
change_to = 14; | ||
numerical.b4++; | ||
} | ||
else if (numerical.b_sort % 10 == 1) | ||
change_to = 12; | ||
else if (numerical.b_sort % 10 == 2) | ||
change_to = 15; | ||
else if (numerical.b_sort % 10 == 3) | ||
change_to = 16; | ||
else if (numerical.b_sort % 10 == 4) | ||
change_to = 17; | ||
else | ||
change_to = 13; | ||
} | ||
else | ||
{ | ||
if (numerical.b_sort % 10 == 1) | ||
change_to = 12; | ||
else if (numerical.b_sort % 10 == 2) | ||
change_to = 15; | ||
else if (numerical.b_sort % 10 == 3) | ||
change_to = 17; | ||
else if (numerical.b_sort % 10 == 4) | ||
change_to = 18; | ||
else | ||
change_to = 13; | ||
} | ||
numerical.b_sort /= 10; | ||
} | ||
else | ||
change_to = 11; | ||
StartCoroutine(LoadScene(change_to));//在bulidSettings中设置(unity) | ||
numerical.scene_happen = true; | ||
} | ||
} | ||
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// Update is called once per frame | ||
IEnumerator LoadScene(int index) | ||
{ | ||
animator.SetBool("fadeout", true); | ||
animator.SetBool("fadein", false);//设置bool参数 | ||
yield return new WaitForSeconds(1);//等待一秒空白期 | ||
AsyncOperation async = SceneManager.LoadSceneAsync(index); | ||
async.completed += OnLoadedScene; | ||
yield return new WaitForSeconds(1); | ||
Destroy(this.gameObject); | ||
} | ||
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private void OnLoadedScene(AsyncOperation obj) | ||
{ | ||
animator.SetBool("fadeout", false); | ||
animator.SetBool("fadein", true); | ||
} | ||
} |
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