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										 |  |  | using System; | 
					
						
							|  |  |  | using System.Collections.Generic; | 
					
						
							|  |  |  | using System.ComponentModel; | 
					
						
							|  |  |  | using System.Diagnostics; | 
					
						
							|  |  |  | using SRDebugger; | 
					
						
							|  |  |  | using SRDebugger.Services; | 
					
						
							|  |  |  | using SRF; | 
					
						
							|  |  |  | using SRF.Service; | 
					
						
							|  |  |  | using Debug = UnityEngine.Debug; | 
					
						
							|  |  |  | using Random = UnityEngine.Random; | 
					
						
							|  |  |  | using UnityEngine; | 
					
						
							|  |  |  | 
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							|  |  |  | public partial class SROptions | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     private bool mIsBPShowed = GameConfig.Instance.IsDebug; | 
					
						
							|  |  |  |     private bool mIsEditorPlayer = true; | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("数值")] | 
					
						
							|  |  |  |     public int 关卡 | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         get => PlayerData.Instance.CurrentLevel; | 
					
						
							|  |  |  |         set | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             PlayerData.Instance.CurrentLevel = Math.Max(value, 1); | 
					
						
							|  |  |  |             GameManager.Instance.LoadGame(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("数值")] | 
					
						
							|  |  |  |     public int 金币 | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         get | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             return PlayerData.Instance.Coin; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
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							|  |  |  |         set | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             PlayerData.Instance.Coin = value; | 
					
						
							|  |  |  |             UIUtils.RefreshCoin(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("数值")] | 
					
						
							|  |  |  |     public bool 战力开关 | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         get | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             return mIsBPShowed; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         set | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             mIsBPShowed = value; | 
					
						
							|  |  |  |             UIManager.Instance.GetUI<PanelTopBar>().ShowBP(mIsBPShowed); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("功能")] | 
					
						
							|  |  |  |     public bool 去掉勾编辑敌人 | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         get => mIsEditorPlayer; | 
					
						
							|  |  |  |         set | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             mIsEditorPlayer = value; | 
					
						
							|  |  |  |             GameManager.Instance.CurrentEnemyBlockMgr.EnableInteraction(!mIsEditorPlayer); | 
					
						
							|  |  |  |             GameManager.Instance.CurrentEnemyBlockMgr.ShowFloor(!mIsEditorPlayer); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("功能")] | 
					
						
							|  |  |  |     public void 清空阵型() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         if (mIsEditorPlayer) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             GameManager.Instance.CurrentPlayerBlockMgr.ClearAll(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             GameManager.Instance.CurrentEnemyBlockMgr.ClearAll(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("功能")] | 
					
						
							|  |  |  |     public bool 暂停游戏 | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         get => Time.timeScale < 0.1f; | 
					
						
							|  |  |  |         set => Time.timeScale = value ? 0 : 1; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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										 |  |  |     [Category("人类")] | 
					
						
							|  |  |  |     public void 人Lv1() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateHuman(1); | 
					
						
							|  |  |  |     } | 
					
						
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										 |  |  |     [Category("人类")] | 
					
						
							|  |  |  |     public void 人Lv2() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateHuman(2); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("人类")] | 
					
						
							|  |  |  |     public void 人Lv3() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateHuman(3); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("人类")] | 
					
						
							|  |  |  |     public void 人Lv4() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateHuman(4); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("人类")] | 
					
						
							|  |  |  |     public void 人Lv5() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateHuman(5); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("人类")] | 
					
						
							|  |  |  |     public void 人Lv6() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateHuman(6); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("人类")] | 
					
						
							|  |  |  |     public void 人Lv7() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateHuman(7); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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										 |  |  |     //[Category("人类")] | 
					
						
							|  |  |  |     //public void 人Lv8() | 
					
						
							|  |  |  |     //{ | 
					
						
							|  |  |  |     //    CreateHuman(8); | 
					
						
							|  |  |  |     //} | 
					
						
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										 |  |  | 
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										 |  |  |     //[Category("人类")] | 
					
						
							|  |  |  |     //public void 人Lv9() | 
					
						
							|  |  |  |     //{ | 
					
						
							|  |  |  |     //    CreateHuman(9); | 
					
						
							|  |  |  |     //} | 
					
						
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										 |  |  | 
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										 |  |  |     //[Category("人类")] | 
					
						
							|  |  |  |     //public void 人Lv10() | 
					
						
							|  |  |  |     //{ | 
					
						
							|  |  |  |     //    CreateHuman(10); | 
					
						
							|  |  |  |     //} | 
					
						
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										 |  |  | 
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							|  |  |  |     private void CreateHuman(int pLevel) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         if (mIsEditorPlayer) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             GameManager.Instance.CurrentPlayerBlockMgr.CreateBlockAtRandomPos(BlockType.Human, pLevel); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             GameManager.Instance.CurrentEnemyBlockMgr.CreateBlockAtRandomPos(BlockType.Human, pLevel); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
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										 |  |  |     [Category("怪兽")] | 
					
						
							|  |  |  |     public void 怪Lv1() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateMonster(1); | 
					
						
							|  |  |  |     } | 
					
						
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										 |  |  |     [Category("怪兽")] | 
					
						
							|  |  |  |     public void 怪Lv2() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateMonster(2); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("怪兽")] | 
					
						
							|  |  |  |     public void 怪Lv3() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateMonster(3); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("怪兽")] | 
					
						
							|  |  |  |     public void 怪Lv4() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateMonster(4); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     [Category("怪兽")] | 
					
						
							|  |  |  |     public void 怪Lv5() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateMonster(5); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     [Category("怪兽")] | 
					
						
							|  |  |  |     public void 怪Lv6() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateMonster(6); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     [Category("怪兽")] | 
					
						
							|  |  |  |     public void 怪Lv7() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         CreateMonster(7); | 
					
						
							|  |  |  |     } | 
					
						
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										 |  |  |     //[Category("怪兽")] | 
					
						
							|  |  |  |     //public void 怪Lv8() | 
					
						
							|  |  |  |     //{ | 
					
						
							|  |  |  |     //    CreateMonster(8); | 
					
						
							|  |  |  |     //} | 
					
						
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										 |  |  |     //[Category("怪兽")] | 
					
						
							|  |  |  |     //public void 怪Lv9() | 
					
						
							|  |  |  |     //{ | 
					
						
							|  |  |  |     //    CreateMonster(9); | 
					
						
							|  |  |  |     //} | 
					
						
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										 |  |  |     //[Category("怪兽")] | 
					
						
							|  |  |  |     //public void 怪Lv10() | 
					
						
							|  |  |  |     //{ | 
					
						
							|  |  |  |     //    CreateMonster(10); | 
					
						
							|  |  |  |     //} | 
					
						
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							|  |  |  |     private void CreateMonster(int pLevel) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         if (mIsEditorPlayer) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             GameManager.Instance.CurrentPlayerBlockMgr.CreateBlockAtRandomPos(BlockType.Monster, pLevel); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             GameManager.Instance.CurrentEnemyBlockMgr.CreateBlockAtRandomPos(BlockType.Monster, pLevel); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     [Category("镜头")] | 
					
						
							|  |  |  |     public void 默认镜头() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         Transform tCamTrans = GameManager.Instance.CurrentGameCam.transform; | 
					
						
							|  |  |  |         tCamTrans.position = new Vector3(0, 19, -16); | 
					
						
							|  |  |  |         tCamTrans.rotation = Quaternion.Euler(55, 0, 0); | 
					
						
							|  |  |  | 
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							|  |  |  |         GameManager.Instance.CurrentGameCam.fieldOfView = 80; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("镜头")] | 
					
						
							|  |  |  |     public void 镜头1() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         Transform tCamTrans = GameManager.Instance.CurrentGameCam.transform; | 
					
						
							|  |  |  |         tCamTrans.position = new Vector3(0, 19, -16); | 
					
						
							|  |  |  |         tCamTrans.rotation = Quaternion.Euler(55, 0, 0); | 
					
						
							|  |  |  | 
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							|  |  |  |         GameManager.Instance.CurrentGameCam.fieldOfView = 60; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("镜头")] | 
					
						
							|  |  |  |     public void 镜头2() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         Transform tCamTrans = GameManager.Instance.CurrentGameCam.transform; | 
					
						
							|  |  |  |         tCamTrans.position = new Vector3(0, 6, -20); | 
					
						
							|  |  |  |         tCamTrans.rotation = Quaternion.Euler(20, 0, 0); | 
					
						
							|  |  |  | 
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							|  |  |  |         GameManager.Instance.CurrentGameCam.fieldOfView = 80; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     [Category("镜头")] | 
					
						
							|  |  |  |     public void 镜头3() | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         Transform tCamTrans = GameManager.Instance.CurrentGameCam.transform; | 
					
						
							|  |  |  |         tCamTrans.position = new Vector3(0, 23, -2); | 
					
						
							|  |  |  |         tCamTrans.rotation = Quaternion.Euler(90, 0, 0); | 
					
						
							|  |  |  | 
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							|  |  |  |         GameManager.Instance.CurrentGameCam.fieldOfView = 80; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     [Category("广告")] | 
					
						
							|  |  |  |     public bool 屏蔽所有广告 | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         get => TKGSDKManager.Instance.IsNoAllAD; | 
					
						
							|  |  |  |         set => TKGSDKManager.Instance.IsNoAllAD = value; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } |