Merge branch 'main' of http://sheziwanglo.cn:3000/shurongsen/Cute_demon_attacks
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commit
4af70eb693
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{
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prefab = Resources.Load<GameObject>("preform/gui/item_button_Agree");//用户隐私协议同意或者不同意
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}
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else if (boxType.Type == 13)
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{
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prefab = Resources.Load<GameObject>("preform/gui/Text_pop");//用户隐私协议同意或者不同意
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}
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|
@ -15,7 +15,7 @@ public class Logo_in : mount
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public Slider sceneslider;
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public Button logo_inbtn;
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public float loadSpeed = 0.5f; // 填充速度
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public float timerDuration = 2f; // 剩余30%进度的时间
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public float loadDuration = 5f; // 总加载时间,用于计时器控制
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public float smoothingSpeed = 0.1f;
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public override void Awake()
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{
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@ -47,11 +47,11 @@ public class Logo_in : mount
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{
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if (type == 0)
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{
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}
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else if (type == 1)
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{
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login_in_screen();
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{
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Real_name_screen();
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gameObject.GetComponent<input_box_pop_up_window>().destroy();
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}
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});
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@ -60,16 +60,27 @@ public class Logo_in : mount
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public void Real_name_screen()
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{
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List<BoxType> boxTypes = new List<BoxType>();
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|
||||
boxTypes.Add(new BoxType { Name = "", prompt = "", Type = 13, content = "根据有关部门的规定,网络游戏用户需要使用有效身份信息进行实名注册,为享受健康游戏生活,请玩家尽快实名注册。我们承诺将严格保护您的个人信息,不会对外泄露。" });
|
||||
boxTypes.Add(new BoxType { Name = "verification_code", textName = " 姓名", prompt = "请输入真实姓名", Type = 0, is_required = true });
|
||||
boxTypes.Add(new BoxType { Name = "verification_code", textName = " 身份证", prompt = "请输入身份证号", Type = 0, is_required = true });
|
||||
boxTypes.Add(new BoxType { Name = "submit", textName = " 取消确定 ", Type = 2 });
|
||||
GameObject gameObject = add_pop_up(true);//生成弹窗母体
|
||||
List<GameObject> gameObjects = gameObject.GetComponent<input_box_pop_up_window>().updateUI(boxTypes, "实名认证");//测试输入框回调处理
|
||||
gameObjects[3].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 0)//取消
|
||||
{
|
||||
Application.Quit();
|
||||
}
|
||||
else if (type == 1)//提交
|
||||
{
|
||||
login_in_screen();
|
||||
gameObject.GetComponent<input_box_pop_up_window>().destroy();
|
||||
}
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void login_in_screen()//登录界面
|
||||
public void login_in_screen()//登录界面
|
||||
{
|
||||
|
||||
List<BoxType> boxTypes = new List<BoxType>();
|
||||
@ -137,57 +148,33 @@ public class Logo_in : mount
|
||||
|
||||
IEnumerator LoadSceneWithProgress()
|
||||
{
|
||||
// 异步加载场景
|
||||
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(JumpScene.main_scene);
|
||||
|
||||
// 确保加载完毕前场景不会自动切换
|
||||
// 开始异步加载场景
|
||||
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(JumpScene.scene_Main);
|
||||
asyncLoad.allowSceneActivation = false;
|
||||
|
||||
float displayProgress = 0f;
|
||||
float timer = 0f;
|
||||
|
||||
// 当场景未加载完成时,持续更新进度条
|
||||
while (!asyncLoad.isDone)
|
||||
{
|
||||
// 获取加载进度,将异步加载进度映射到0-0.7范围内
|
||||
float targetProgress = Mathf.Clamp01(asyncLoad.progress / 0.9f) * 0.7f;
|
||||
// 更新计时器进度
|
||||
timer += Time.deltaTime;
|
||||
float progress = Mathf.Clamp01(timer / loadDuration);
|
||||
|
||||
// 平滑推进进度条显示
|
||||
displayProgress = Mathf.MoveTowards(displayProgress, targetProgress, smoothingSpeed * Time.deltaTime);
|
||||
sceneslider.value = displayProgress;
|
||||
// 设置进度条的值
|
||||
sceneslider.value = progress;
|
||||
|
||||
// 强制刷新UI
|
||||
yield return new WaitForSeconds(0.02f); // 等待更短的时间确保UI更新
|
||||
|
||||
// 当异步加载到90%,开启计时器
|
||||
if (asyncLoad.progress >= 0.9f)
|
||||
// 检查是否加载完成且进度条到达100%
|
||||
if (asyncLoad.progress >= 0.9f && progress >= 1f)
|
||||
{
|
||||
StartCoroutine(CompleteProgressWithTimer(asyncLoad));
|
||||
yield break;
|
||||
// 延迟短暂时间,确保玩家看到加载完成
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
asyncLoad.allowSceneActivation = true; // 切换场景
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator CompleteProgressWithTimer(AsyncOperation asyncLoad)
|
||||
{
|
||||
float elapsedTime = 0f;
|
||||
float startProgress = 0.7f;
|
||||
float targetProgress = 1f;
|
||||
|
||||
while (elapsedTime < timerDuration)
|
||||
{
|
||||
elapsedTime += Time.deltaTime;
|
||||
float newProgress = Mathf.Lerp(startProgress, targetProgress, elapsedTime / timerDuration);
|
||||
sceneslider.value = newProgress;
|
||||
|
||||
yield return new WaitForSeconds(0.02f); // 控制刷新频率
|
||||
}
|
||||
|
||||
// 确保进度条达到100%
|
||||
sceneslider.value = 1f;
|
||||
|
||||
yield return new WaitForSeconds(0.5f); // 短暂延迟后允许场景切换
|
||||
asyncLoad.allowSceneActivation = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -6,6 +6,9 @@ using DG.Tweening;
|
||||
public class JinBidaoBtn : MonoBehaviour
|
||||
{
|
||||
public static Action OnSceneMouseBTN;
|
||||
|
||||
public GameObject jinbidao;
|
||||
public GameObject nowScene;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -30,6 +33,8 @@ public class JinBidaoBtn : MonoBehaviour
|
||||
|
||||
void JUmpScem()
|
||||
{
|
||||
Virtual_CameraManager.Instance.SwitchToCamera(2);
|
||||
//Virtual_CameraManager.Instance.SwitchToCamera(2);
|
||||
jinbidao.SetActive(true);
|
||||
nowScene.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
@ -6,6 +6,8 @@ using DG.Tweening;
|
||||
public class ZuanshiBtn : MonoBehaviour
|
||||
{
|
||||
public static Action OnSceneMouseBTN;
|
||||
public GameObject gotoscene;
|
||||
public GameObject nowScene;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -32,6 +34,8 @@ public class ZuanshiBtn : MonoBehaviour
|
||||
|
||||
void JUmpScem()
|
||||
{
|
||||
Virtual_CameraManager.Instance.SwitchToCamera(1);
|
||||
//Virtual_CameraManager.Instance.SwitchToCamera(1);
|
||||
gotoscene.SetActive(true);
|
||||
nowScene.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
@ -4,7 +4,9 @@ using UnityEngine;
|
||||
using DG.Tweening;
|
||||
public class jinTols : MonoBehaviour
|
||||
{
|
||||
public string scene;
|
||||
public GameObject gotoscene;
|
||||
public GameObject nowScene;
|
||||
|
||||
public void OnMouseDown()
|
||||
{
|
||||
//SceneManager.LoadScene(JumpScene.cultivation_Jinsha_mine_slices);
|
||||
@ -16,15 +18,9 @@ public class jinTols : MonoBehaviour
|
||||
IEnumerator Magnify()
|
||||
{
|
||||
transform.DOScale(Vector3.one, 0.5f).SetEase(Ease.OutBack);
|
||||
if (string.IsNullOrEmpty(scene))
|
||||
{
|
||||
Promptmgr.Instance.PromptBubble("功能未开放");
|
||||
}
|
||||
else
|
||||
{
|
||||
Virtual_CameraManager.Instance.SwitchToCamera(0);
|
||||
}
|
||||
|
||||
|
||||
gotoscene.SetActive(true);
|
||||
nowScene.SetActive(false);
|
||||
return null;
|
||||
}
|
||||
|
||||
|
@ -7,6 +7,7 @@ public class JumpScene
|
||||
{
|
||||
public static int jumpbool = 2;
|
||||
public static string lodingid = "1";
|
||||
public const string scene_Main = "scene_Main";
|
||||
public const string Choose_the_main_character= "Choose_the_main_character";
|
||||
public const string clan_slices ="clan_slices";
|
||||
public const string cultivation_gem_island_slices= "cultivation_gem_island_slices";
|
||||
|
@ -175,7 +175,7 @@ public class landContorl : MonoBehaviour
|
||||
|
||||
if (timerStr!=null)
|
||||
{
|
||||
fishMan = GameObject.Instantiate(fishManPrefab);
|
||||
fishMan = GameObject.Instantiate(fishManPrefab,this.transform);
|
||||
fishMan.transform.position = endPos.position;
|
||||
fishManShipContorl = fishMan.GetComponent<shipcontorl>();
|
||||
|
||||
@ -185,7 +185,7 @@ public class landContorl : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
fishMan = GameObject.Instantiate(fishManPrefab);
|
||||
fishMan = GameObject.Instantiate(fishManPrefab,this.transform);
|
||||
fishMan.transform.position = startPos.position;
|
||||
fishManShipContorl = fishMan.GetComponent<shipcontorl>();
|
||||
|
||||
|
@ -23,7 +23,7 @@ public class JinBiDao_buy : mount
|
||||
|
||||
public async void buy_ship()
|
||||
{
|
||||
Cinemachine_2dCon.SetCameraContorl(false);
|
||||
// Cinemachine_2dCon.SetCameraContorl(false);
|
||||
//Debug.LogError("禁用生成船只逻辑");
|
||||
// landContorl_jinsha.canClick = false;
|
||||
List<BoxType> boxTypes = new List<BoxType>();
|
||||
@ -44,7 +44,7 @@ public class JinBiDao_buy : mount
|
||||
gameObject.GetComponent<input_box_pop_up_window>().OnEnd += () =>
|
||||
{
|
||||
//关闭摄像头逻辑
|
||||
Cinemachine_2dCon.SetCameraContorl(true);
|
||||
// Cinemachine_2dCon.SetCameraContorl(true);
|
||||
landContorl_jinsha.canClick = true;
|
||||
};
|
||||
|
||||
|
@ -181,7 +181,7 @@ public class landContorl_jinsha : MonoBehaviour
|
||||
|
||||
if (timerStr != null)
|
||||
{
|
||||
fishMan = GameObject.Instantiate(fishManPrefab);
|
||||
fishMan = GameObject.Instantiate(fishManPrefab,this.transform);
|
||||
fishMan.transform.position = endPos.position;
|
||||
fishManShipContorl = fishMan.GetComponent<shipcontorl>();
|
||||
|
||||
@ -194,7 +194,7 @@ public class landContorl_jinsha : MonoBehaviour
|
||||
|
||||
// UseShip();
|
||||
|
||||
fishMan = GameObject.Instantiate(fishManPrefab);
|
||||
fishMan = GameObject.Instantiate(fishManPrefab,this.transform);
|
||||
fishMan.transform.position = startPos.position;
|
||||
fishManShipContorl = fishMan.GetComponent<shipcontorl>();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user