Merge branch 'main' of http://shu.sheziwanglo.cn:3000/shurongsen/Cute_demon_attacks
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7
meng_yao/Assets/Prefabs/ui/load/loadingPanel.prefab.meta
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@ -1 +1 @@
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Subproject commit 53e24b624e206126bddcc2e0d8399a442d741901
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||||
Subproject commit bf88fb96a3125ef91388146665eeab8f80aa2f25
|
@ -12,7 +12,7 @@ public class laohuSkillUp :SkillUp
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/// </summary>
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public override void Skill_1_1()
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{
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base.AttackRange += 2;
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base.AttackRange = 2;
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attack.SetAttackRange();
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Debug.LogError("使用技能1-1");
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}
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@ -21,7 +21,7 @@ public class laohuSkillUp :SkillUp
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/// </summary>
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public override void Skill_1_3()
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{
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base.AttackRange += -1;
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base.AttackRange = -1;
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attack.SetAttackRange();
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// 创建一个眩晕 Buff(持续1秒,20%概率)
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Action<Role> decelerationBuff = CreateDecelerationBuff(1f, 0.2f);
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@ -44,7 +44,7 @@ public class mkl_SkillUp : SkillUp
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public override void Skill_2_3()
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{
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base.DamageOfMin += 0.25f;
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base.AttackRange += -1;
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base.AttackRange = -1;
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attack.SetAttackRange();
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}
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/// <summary>
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|
@ -35,7 +35,9 @@ public class Battle_Selection : BaseUI
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public List<Button> Btns;
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public StaminaBar _staminaBar;
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public StaminaBar _staminaBar;
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public GameObject loadPanelPrefab;
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// Start is called before the first frame update
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async void Start()
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@ -78,7 +80,8 @@ public class Battle_Selection : BaseUI
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_staminaBar.NumberInt -= 5;
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SceneManager.LoadScene(2);
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GameObject.Instantiate(loadPanelPrefab, GameObject.Find("myCanvas").transform).GetComponent<loadingPanel>().SceneIndex =
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2;
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});
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}
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|
65
meng_yao/Assets/script/loadingPanel.cs
Normal file
65
meng_yao/Assets/script/loadingPanel.cs
Normal file
@ -0,0 +1,65 @@
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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using System.Threading.Tasks;
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using DG.Tweening;
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using TMPro;
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using System.Collections;
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using Unity.VisualScripting;
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||||
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||||
public class loadingPanel : MonoBehaviour
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||||
{
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||||
public Text targetText; // 需要显示动画的Text组件
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public string fullText = "正在加载,请稍候..."; // 要显示的完整文本
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public float typewriterDelay = 0.1f; // 打字机效果的间隔时间
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public int SceneIndex;
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async void Start()
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{
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// 调用加载场景和显示动画的方法
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||||
await LoadSceneWithTextAnimation(SceneIndex);
|
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}
|
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public async Task LoadSceneWithTextAnimation(int sceneBuildIndex)
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{
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// 启动文本动画任务
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Task textAnimationTask = AnimateText();
|
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|
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// 异步加载场景
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AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneBuildIndex);
|
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asyncOperation.allowSceneActivation = false; // 不自动激活场景
|
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|
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while (!asyncOperation.isDone)
|
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{
|
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// 根据加载进度更新UI
|
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float progress = asyncOperation.progress;
|
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|
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// 更新文本内容,显示加载进度
|
||||
targetText.text = $"{fullText} ({progress * 100:F0}%)";
|
||||
|
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// 当加载进度接近90%时,允许场景激活
|
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if (progress >= 0.9f)
|
||||
{
|
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asyncOperation.allowSceneActivation = true;
|
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}
|
||||
|
||||
// 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)
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||||
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
|
||||
}
|
||||
}
|
||||
}
|
11
meng_yao/Assets/script/loadingPanel.cs.meta
Normal file
11
meng_yao/Assets/script/loadingPanel.cs.meta
Normal file
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