This commit is contained in:
liuliang 2024-12-29 11:30:31 +08:00
commit 3be5a00d13
11 changed files with 317 additions and 8 deletions

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@ -1 +1 @@
Subproject commit 53e24b624e206126bddcc2e0d8399a442d741901
Subproject commit bf88fb96a3125ef91388146665eeab8f80aa2f25

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@ -12,7 +12,7 @@ public class laohuSkillUp :SkillUp
/// </summary>
public override void Skill_1_1()
{
base.AttackRange += 2;
base.AttackRange = 2;
attack.SetAttackRange();
Debug.LogError("使用技能1-1");
}
@ -21,7 +21,7 @@ public class laohuSkillUp :SkillUp
/// </summary>
public override void Skill_1_3()
{
base.AttackRange += -1;
base.AttackRange = -1;
attack.SetAttackRange();
// 创建一个眩晕 Buff持续1秒20%概率)
Action<Role> decelerationBuff = CreateDecelerationBuff(1f, 0.2f);

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@ -44,7 +44,7 @@ public class mkl_SkillUp : SkillUp
public override void Skill_2_3()
{
base.DamageOfMin += 0.25f;
base.AttackRange += -1;
base.AttackRange = -1;
attack.SetAttackRange();
}
/// <summary>

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@ -35,7 +35,9 @@ public class Battle_Selection : BaseUI
public List<Button> Btns;
public StaminaBar _staminaBar;
public StaminaBar _staminaBar;
public GameObject loadPanelPrefab;
// Start is called before the first frame update
async void Start()
@ -78,7 +80,8 @@ public class Battle_Selection : BaseUI
_staminaBar.NumberInt -= 5;
SceneManager.LoadScene(2);
GameObject.Instantiate(loadPanelPrefab, GameObject.Find("myCanvas").transform).GetComponent<loadingPanel>().SceneIndex =
2;
});
}

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@ -0,0 +1,65 @@
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Threading.Tasks;
using DG.Tweening;
using TMPro;
using System.Collections;
using Unity.VisualScripting;
public class loadingPanel : MonoBehaviour
{
public Text targetText; // 需要显示动画的Text组件
public string fullText = "正在加载,请稍候..."; // 要显示的完整文本
public float typewriterDelay = 0.1f; // 打字机效果的间隔时间
public int SceneIndex;
// 控制加载场景和动画之间的时间同步
async void Start()
{
// 调用加载场景和显示动画的方法
await LoadSceneWithTextAnimation(SceneIndex);
}
public async Task LoadSceneWithTextAnimation(int sceneBuildIndex)
{
// 启动文本动画任务
Task textAnimationTask = AnimateText();
// 异步加载场景
AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneBuildIndex);
asyncOperation.allowSceneActivation = false; // 不自动激活场景
while (!asyncOperation.isDone)
{
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float progress = asyncOperation.progress;
// 更新文本内容,显示加载进度
targetText.text = $"{fullText} ({progress * 100:F0}%)";
// 当加载进度接近90%时,允许场景激活
if (progress >= 0.9f)
{
asyncOperation.allowSceneActivation = true;
}
// 每帧执行一次任务,让文本动画继续进行
await Task.Yield();
}
// 等待文本动画结束(如果它还没有结束)
await textAnimationTask;
}
// 执行逐字显示文本动画
private async Task AnimateText()
{
// 逐字显示文本
for (int i = 0; i < fullText.Length; i++)
{
targetText.text = fullText.Substring(0, i + 1); // 逐个字符地拼接显示文本
await Task.Delay((int)(typewriterDelay * 1000)); // 控制显示的速度
}
}
}

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