2024-10-28 10:57:19 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Promptmgr : MonoBehaviour
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{
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public static Promptmgr Instance;
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private GameObject PromptPrefab;
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2024-10-28 16:41:14 +08:00
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private GameObject PromptWhiltePrefab;
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2024-10-30 01:08:16 +08:00
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private float movedistance = 800f;//<2F>ƶ<EFBFBD><C6B6>ľ<EFBFBD><C4BE><EFBFBD>
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2024-10-28 10:57:19 +08:00
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private float moveDuration = 1f;//<2F>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
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// Start is called before the first frame update
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void Start()
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{
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2024-10-30 01:33:31 +08:00
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2024-10-28 10:57:19 +08:00
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Instance = this;
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DontDestroyOnLoad(this);
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PromptPrefab = (GameObject)Resources.Load("Prefabs/Prompt");
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2024-10-28 16:41:14 +08:00
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PromptWhiltePrefab = (GameObject)Resources.Load("Prefabs/PromptWhite");
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2024-10-28 10:57:19 +08:00
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}
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public void PromptBubble(string message)
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{
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GameObject proobj = Instantiate(PromptPrefab);
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proobj.transform.SetParent(GameObject.Find("Canvas").transform);
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2024-10-30 01:08:16 +08:00
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proobj.transform.position =new Vector3(Screen.width/2,Screen.height/2+33,0);
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2024-10-28 10:57:19 +08:00
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StartCoroutine(MoveUpandDestory(proobj));
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2024-10-29 12:01:30 +08:00
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Text protext = proobj.transform.Find("Prompttext").GetComponent<Text>();
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2024-10-28 10:57:19 +08:00
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protext.text = message;
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2024-10-29 12:01:30 +08:00
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}
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2024-10-28 10:57:19 +08:00
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2024-10-28 16:41:14 +08:00
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public void PromptWhilteBubble(string message)
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{
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GameObject proobj = Instantiate(PromptWhiltePrefab);
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proobj.transform.SetParent(GameObject.Find("Canvas").transform);
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2024-10-30 01:19:18 +08:00
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proobj.transform.position = new Vector3(Screen.width / 2, Screen.height / 2 + 33, 0);
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2024-10-28 16:41:14 +08:00
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StartCoroutine(MoveUpandDestory(proobj));
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Text protext = proobj.transform.Find("Prompttext").GetComponent<Text>(); ;
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protext.text = message;
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2024-10-28 10:57:19 +08:00
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}
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IEnumerator MoveUpandDestory(GameObject obj)
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{
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RectTransform uielement = obj.GetComponent<RectTransform>();
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Vector3 startPosition = uielement.anchoredPosition;
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Vector3 endPosition = startPosition + new Vector3(0, movedistance, 0);
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float elapsedTime = 0f;
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while (elapsedTime < moveDuration)
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{
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uielement.anchoredPosition = Vector3.Lerp(startPosition, endPosition, (elapsedTime / moveDuration));
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elapsedTime += Time.deltaTime;
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yield return null; // <20>ȴ<EFBFBD><C8B4><EFBFBD>һ֡
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}
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uielement.anchoredPosition = endPosition; // ȷ<><C8B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>ȷ
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// <20>ȴ<EFBFBD>һ<EFBFBD><D2BB>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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2024-10-28 22:05:14 +08:00
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yield return new WaitForSeconds(1f); // <20>ɵ<EFBFBD><C9B5><EFBFBD><EFBFBD>ĵȴ<C4B5>ʱ<EFBFBD><CAB1>
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2024-10-28 10:57:19 +08:00
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Destroy(uielement.gameObject); // <20><><EFBFBD><EFBFBD>UIԪ<49><D4AA>
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}
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}
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