宠物成就信息接口的完成
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meng_yao/Assets/res/eco_tree_achievement/bg_treechaive.png
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meng_yao/Assets/res/eco_tree_achievement/bg_treechaive.png
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meng_yao/Assets/res/eco_tree_achievement/bg_treechaive.png.meta
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meng_yao/Assets/res/eco_tree_achievement/bg_treechaive.png.meta
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@ -24,6 +24,7 @@ public class Lottery : MonoBehaviour
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{
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TreeInfo info = await Scene_main_jiekou.instance.TreeInfoS();
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WaterText.text = info.Data.Water.ToString();
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Update_itemClick();
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}
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@ -31,7 +32,6 @@ public class Lottery : MonoBehaviour
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{
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LotteryBtn.onClick.AddListener(LotteryClick);
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ClosefightingBtn.onClick.AddListener(CloseBtnClick);
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Update_itemClick();
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}
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@ -58,7 +58,6 @@ public class Lottery : MonoBehaviour
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{
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GameObject obj = GameObject.Instantiate(petItem, Connect);
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objitem.Add(obj);
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obj.GetComponent<PetCard>().petName.text = info.data.items[i].name;
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obj.GetComponent<PetCard>().petFightingBtn.id = info.data.items[i].id;
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obj.GetComponent<PetCard>().petimage.sprite = showSprite(info.data.items[i].name);
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@ -98,6 +97,11 @@ public class Lottery : MonoBehaviour
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}
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objitem.Clear();
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fightinglist.Clear();
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foreach (GameObject obj in ExuExhibitmusklist)
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{
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Destroy(obj);
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}
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ExuExhibitmusklist.Clear();
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Update_itemClick();
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TreeInfo info = await Scene_main_jiekou.instance.TreeInfoS();
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WaterText.text = info.Data.Water.ToString();
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@ -108,9 +112,22 @@ public class Lottery : MonoBehaviour
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{
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Promptmgr.Instance.PromptBubble("Ë®µÎÓà¶î²»×ã");
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}
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}
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private void OnDisable()
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{
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foreach (GameObject ob in objitem)
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{
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Destroy(ob);
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}
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objitem.Clear();
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foreach (GameObject obj in ExuExhibitmusklist)
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{
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Destroy(obj);
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}
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ExuExhibitmusklist.Clear();
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fightinglist.Clear();
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}
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// Update is called once per frame
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void Update()
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{
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@ -133,9 +133,6 @@ public class Promotion_Rank : MonoBehaviour
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}
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private void Update()
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{
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if (Time.time - lastCallTime >= interval)
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@ -32,6 +32,7 @@ public class TransfersurenPanel : MonoBehaviour
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WaterPanel.instance.Updated_petinfo(petinfo);
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Destroy(this.gameObject);
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Promptmgr.Instance.PromptBubble(response.message);
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}
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else
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{
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@ -1,6 +1,5 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using UnityEngine;
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public class treeachievePanel : MonoBehaviour
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@ -13,7 +12,10 @@ public class treeachievePanel : MonoBehaviour
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public List<Sprite> sxcardbg;
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public List<Sprite> sxcardup;
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int prizeNumber=0;
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List<GameObject> itemlist = new List<GameObject>();
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private async void OnEnable()
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{
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treeachievementResponse response = await Scene_main_jiekou.instance.Treeachievements();
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@ -30,11 +32,32 @@ public class treeachievePanel : MonoBehaviour
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if (response.data.top_list[j].expired_time == 0)
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{
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GameObject obj = Instantiate(sxcardobj, sxcardConnact);
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itemlist.Add(obj);
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SwitchCardbg(response.data.top_list[j].type,obj);
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obj.GetComponent<sxcarditem>().name.text = response.data.top_list[j].name;
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}
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else
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{
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{
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prizeobj[prizeNumber].gameObject.SetActive(true);
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Debug.Log("分红类型"+response.data.top_list[j].type);
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switch (response.data.top_list[j].type)
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{
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case 0:
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prizeobj[prizeNumber].GetComponent<treeachievePrize>().reward.sprite = sxcard[12];
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Debug.Log("游戏分红卡");
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break;
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case 1:
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prizeobj[prizeNumber].GetComponent<treeachievePrize>().reward.sprite = sxcard[13];
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Debug.Log("广告分红卡");
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break;
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case 2:
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prizeobj[prizeNumber].GetComponent<treeachievePrize>().reward.sprite = sxcard[14];
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Debug.Log("金币分红卡");
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break;
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}
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prizeobj[prizeNumber].GetComponent<treeachievePrize>().Remainingtime = response.data.top_list[j].expired_time;
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prizeobj[prizeNumber].GetComponent<treeachievePrize>().Updatatime();
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prizeNumber++;
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}
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@ -67,8 +90,12 @@ public class treeachievePanel : MonoBehaviour
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}
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private void OnDisable()
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{
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prizeNumber = 0;
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foreach (GameObject obj in itemlist)
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{
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Destroy(obj);
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56
meng_yao/Assets/script/scene_Main/ui/treeachievePrize.cs
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56
meng_yao/Assets/script/scene_Main/ui/treeachievePrize.cs
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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 treeachievePrize : MonoBehaviour
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{
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public Image reward;
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public Text time;
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public float Remainingtime;
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private float lastCallTime = 0f;
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private float interval = 1f; // 每秒调用一次
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//float remainingTime = 0f;
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void Start()
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{
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}
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public void Updatatime()
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{
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UpdateCountdownText(Remainingtime);
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}
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void UpdateCountdownText(float remainingTimes)
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{
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// 将剩余时间转换为小时、分钟和秒
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int hours = Mathf.FloorToInt(remainingTimes / 3600);
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int minutes = Mathf.FloorToInt((remainingTimes % 3600) / 60);
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int seconds = Mathf.FloorToInt(remainingTimes % 60);
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// 使用格式化字符串显示倒计时(00:00:00)
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time.text = string.Format("{0:D2}:{1:D2}:{2:D2}", hours, minutes, seconds);
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Debug.Log(time.text);
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}
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private void Update()
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{
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if (Time.time - lastCallTime >= interval)
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{
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// 每秒调用一次的代码
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if (Remainingtime > 0)
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{
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Remainingtime -= 1;
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UpdateCountdownText(Remainingtime);
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Debug.Log("进入倒计时");
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}
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// 更新上次调用时间
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lastCallTime = Time.time;
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}
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}
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}
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@ -0,0 +1,11 @@
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