龙腾猫跃 %!s(int64=4) %!d(string=hai) anos
pai
achega
f83138c1c7

BIN=BIN
Assets/Resources/.DS_Store


BIN=BIN
Assets/Resources/Audio/bgm_battle_loop.ogg


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BIN=BIN
Assets/Resources/Dice/Images/die_bg.png


BIN=BIN
Assets/Resources/Dice/Images/die_face_a.png


BIN=BIN
Assets/Resources/Dice/Images/die_face_d.png


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Assets/Resources/Dice/Images/die_face_lmb.png


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Assets/Resources/Dice/Images/die_face_rmb.png


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Assets/Resources/Dice/Images/die_face_s.png


BIN=BIN
Assets/Resources/Dice/Images/die_face_w.png


+ 17 - 9
Assets/Resources/Entities/Player.cs

@@ -12,7 +12,7 @@ public class Player : EntityBase {
     internal override bool isPressingLeft() => InputM.GetKeyEvent(InputM.KeyType.Left);
     internal override bool isPressingRight() => InputM.GetKeyEvent(InputM.KeyType.Right);
 
-    // �츱
+    // 占쏙옙占쏙옙
     public RectTransform[] hearts;
     private int _hp = 3;
     private int hp {
@@ -50,7 +50,7 @@ public class Player : EntityBase {
         }
     }
 
-    // 撈좟
+    // 占쏙옙占쏙옙
     public float healTime = 4f; private float currentHealTime = 0f;
     private void RefreshHearts() {
         float totalHp = Mathf.Clamp(hp + Mathf.Pow(currentHealTime / healTime, 7f) * 0.7f + currentHealTime / healTime * 0.3f, 0, 3);
@@ -59,16 +59,16 @@ public class Player : EntityBase {
         }
     }
 
-    // �샌
+    // 占쏙옙占�
     public int maxBullet = 20, currentBullet = 20;
     public float shootDelay = 0.15f; private float currentShootDelay = 0f;
     public float reloadDelay = 1.5f; private float currentReloadDelay = 0f;
     public float bulletSpeed = 50f, bulletKnockback = 1f;
     public GameObject bullet; public TMPro.TextMeshProUGUI textBullet;
     internal override void OnUpdate() {
-        // 轟둔
+        // �졿븣
         if (resistanceTime > 0f) resistanceTime -= Time.deltaTime;
-        // 撈좟
+        // 亦사뼏
         if (isPressingCrouch() && hp < 3 && isLand) {
             currentHealTime += Time.deltaTime;
             if (currentHealTime > healTime) {
@@ -80,7 +80,7 @@ public class Player : EntityBase {
             currentHealTime = 0f;
             RefreshHearts();
         }
-        // 陋輕
+        // 陋占쏙옙
         if (InputM.GetKeyEvent(InputM.KeyType.Reload) && currentBullet < maxBullet && currentReloadDelay <= 0f) {
             AudioM.Play("reload");
             currentReloadDelay = reloadDelay;
@@ -89,7 +89,8 @@ public class Player : EntityBase {
         } else if (currentReloadDelay > 0) {
             currentReloadDelay -= Time.deltaTime;
         }
-        // 역삽
+        // 占쏙옙占쏙옙
+        bool autoReload = false;
         if (InputM.GetKeyEvent(InputM.KeyType.Fire) && currentBullet > 0 && currentShootDelay <= 0f && currentReloadDelay <= 0f) {
             AudioM.Play("fire");
             currentBullet--; currentShootDelay = shootDelay;
@@ -99,12 +100,19 @@ public class Player : EntityBase {
             GameObject newBullet = Instantiate(bullet, fromPos, Quaternion.identity);
             newBullet.GetComponent<Rigidbody2D>().velocity = bulletSpeed * shootVector;
             newBullet.transform.eulerAngles = (shootVector.x > 0 ? -1 : 1) * Vector2.Angle(shootVector, Vector2.up) * Vector3.forward;
-            // 빈林제
+            // 占쏙옙占쏙옙占쏙옙
             rb.velocity += bulletKnockback * -shootVector;
         } else if (currentShootDelay > 0) {
             currentShootDelay -= Time.deltaTime;
+        }else if (autoReload && InputM.GetKeyEvent(InputM.KeyType.Fire) && currentBullet == 0 && currentShootDelay <= 0f && currentReloadDelay <= 0f)
+        {
+            AudioM.Play("reload");
+            currentReloadDelay = reloadDelay;
+        }
+        {
+
         }
-        // 뫘劤 UI
+        // 占쏙옙占쏙옙 UI
         textBullet.text = currentReloadDelay > 0f ?
             "".PadLeft(maxBullet - Mathf.RoundToInt(currentReloadDelay / reloadDelay * maxBullet), "|".ToCharArray().First()) : 
             "".PadLeft(currentBullet, "|".ToCharArray().First());

+ 11 - 0
Assets/Resources/UI/LocalesProvider.cs

@@ -0,0 +1,11 @@
+using System.Collections.Generic;
+using UnityEngine.Localization.Settings;
+
+public class LocalesProvider : ILocalesProvider
+{
+    public List<UnityEngine.Localization.Locale> Locales { get; } = new List<UnityEngine.Localization.Locale>();
+
+    public UnityEngine.Localization.Locale GetLocale(UnityEngine.Localization.LocaleIdentifier id) => Locales.Find(l => l.Identifier == id);
+    public void AddLocale(UnityEngine.Localization.Locale locale) => Locales.Add(locale);
+    public bool RemoveLocale(UnityEngine.Localization.Locale locale) => Locales.Remove(locale);
+}

+ 1 - 1
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+ 63 - 0
Assets/Resources/UI/SelectLanguage.cs

@@ -0,0 +1,63 @@
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.Localization.Settings;
+using UnityEngine.SceneManagement;
+
+public class SelectLanguage : MonoBehaviour, IPointerClickHandler
+{
+    void Start()
+    {
+        var localizationSettings = LocalizationSettings.GetInstanceDontCreateDefault();
+
+        // Use included settings if one is available.
+        if (localizationSettings != null)
+        {
+            Debug.Log("Using included localization data...");
+            return;
+        }
+
+        Debug.Log("Creating default localization data...");
+
+        // Create our localization settings. If a LocalizationSettings asset has been created and configured in the editor then we can leave this step out.
+        localizationSettings = ScriptableObject.CreateInstance<LocalizationSettings>();
+
+        // Replace the default Locales Provider with something we can manage locally for the example
+        var localesProvider = new LocalesProvider();
+        localizationSettings.SetAvailableLocales(localesProvider);
+
+        // Add the locales we support
+        localesProvider.AddLocale(UnityEngine.Localization.Locale.CreateLocale(new UnityEngine.Localization.LocaleIdentifier("zh-CN")));
+        localesProvider.AddLocale(UnityEngine.Localization.Locale.CreateLocale(new UnityEngine.Localization.LocaleIdentifier("en-US")));
+
+        var startupSelectors = localizationSettings.GetStartupLocaleSelectors();
+        startupSelectors.Clear();
+        startupSelectors.Add(new SpecificLocaleSelector { LocaleId = "zh-CN" });
+
+        // Listen to any Locale changed events
+        localizationSettings.OnSelectedLocaleChanged += OnSelectedLocaleChanged;
+
+        // Make this our new LocalizationSettings
+        LocalizationSettings.Instance = localizationSettings;
+    }
+
+    static void OnSelectedLocaleChanged(UnityEngine.Localization.Locale newLocale)
+    {
+        Debug.Log("OnSelectedLocaleChanged: The locale just changed to " + newLocale.ToString());
+
+    }
+
+    public void OnPointerClick(PointerEventData eventData)
+    {
+        var availableLocales = LocalizationSettings.AvailableLocales;
+        switch (name)
+        {
+            case "Chinese":
+                LocalizationSettings.SelectedLocale = availableLocales.GetLocale("zh-CN");
+                break;
+            case "English":
+                LocalizationSettings.SelectedLocale = availableLocales.GetLocale("en-US");
+                break;
+        }
+        SceneManager.LoadScene("SceneMain");
+    }
+}

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Assets/Scenes/SceneMenu.unity.meta

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Assets/Scenes/Test.cs

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-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class Test : MonoBehaviour
-{
-    // Start is called before the first frame update
-    void Start()
-    {
-        
-    }
-
-    // Update is called once per frame
-    void Update()
-    {
-        
-    }
-}