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target: {fileID: 7845495900371944551, guid: 04dc0adc7d7b4194fb802190e38a6c1d, type: 3} propertyPath: m_AnchorMax.y value: 0 diff --git a/meng_yao/Assets/communal/ugui/input_box_pop_up_window/input_box_pop_up_window.cs b/meng_yao/Assets/communal/ugui/input_box_pop_up_window/input_box_pop_up_window.cs index 20d4916f1..84ac3f763 100644 --- a/meng_yao/Assets/communal/ugui/input_box_pop_up_window/input_box_pop_up_window.cs +++ b/meng_yao/Assets/communal/ugui/input_box_pop_up_window/input_box_pop_up_window.cs @@ -195,6 +195,11 @@ public class input_box_pop_up_window : MonoBehaviour { prefab = Resources.Load("preform/gui/item_button_Agree");//用户隐私协议同意或者不同意 } + else if (boxType.Type == 13) + { + prefab = Resources.Load("preform/gui/Text_pop");//用户隐私协议同意或者不同意 + } + GameObject ranking_list_item = Instantiate(prefab, Vector3.zero, Quaternion.identity); ranking_list_item.transform.parent = contentList.transform; diff --git a/meng_yao/Assets/script/ConnactServer/Logo_in.cs b/meng_yao/Assets/script/ConnactServer/Logo_in.cs index 27d0f246f..1649dba4e 100644 --- a/meng_yao/Assets/script/ConnactServer/Logo_in.cs +++ b/meng_yao/Assets/script/ConnactServer/Logo_in.cs @@ -15,7 +15,7 @@ public class Logo_in : mount public Slider sceneslider; public Button logo_inbtn; public float loadSpeed = 0.5f; // 填充速度 - public float timerDuration = 2f; // 剩余30%进度的时间 + public float loadDuration = 5f; // 总加载时间,用于计时器控制 public float smoothingSpeed = 0.1f; public override void Awake() { @@ -47,11 +47,11 @@ public class Logo_in : mount { if (type == 0) { - + } else if (type == 1) - { - login_in_screen(); + { + Real_name_screen(); gameObject.GetComponent().destroy(); } }); @@ -60,16 +60,27 @@ public class Logo_in : mount public void Real_name_screen() { List boxTypes = new List(); - boxTypes.Add(new BoxType { Name = "", prompt = "", Type = 9, widthnum = 700, WidthHeight = 650, content = "在您使用我们(萌妖)服务前,请您务必审慎阅读、充分理解腾讯游戏用户协议隐私保护指引和儿童隐私保护指引的各条款,了解我们对您个人信息的处理规则。同时,您应特别注意前述协议中免除或者限制我们责任的条款、对您权利进行限制的条款、约定争议解决方式和司法管辖的条款。如您已详细阅读并同意 萌妖出击游戏用户协议、隐私保护指引和儿童隐私保护指引,请点击“同意”开始使用我们的服务。" }); - boxTypes.Add(new BoxType { Name = "submit", textName = " 取消确定 ", Type = 12 }); + 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 gameObjects = gameObject.GetComponent().updateUI(boxTypes, "实名认证");//测试输入框回调处理 + gameObjects[3].GetComponent().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().destroy(); + } + }); } - - - - public void login_in_screen()//登录界面 + public void login_in_screen()//登录界面 { List boxTypes = new List(); @@ -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; - } } diff --git a/meng_yao/Assets/script/JumpScene/JinBidaoBtn.cs b/meng_yao/Assets/script/JumpScene/JinBidaoBtn.cs index f253aa4b9..717bdd0f9 100644 --- a/meng_yao/Assets/script/JumpScene/JinBidaoBtn.cs +++ b/meng_yao/Assets/script/JumpScene/JinBidaoBtn.cs @@ -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); } } diff --git a/meng_yao/Assets/script/JumpScene/ZuanshiBtn.cs b/meng_yao/Assets/script/JumpScene/ZuanshiBtn.cs index 272499c48..366fcec35 100644 --- a/meng_yao/Assets/script/JumpScene/ZuanshiBtn.cs +++ b/meng_yao/Assets/script/JumpScene/ZuanshiBtn.cs @@ -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); } } diff --git a/meng_yao/Assets/script/JumpScene/jinTols.cs b/meng_yao/Assets/script/JumpScene/jinTols.cs index e8286b067..ac5672fc8 100644 --- a/meng_yao/Assets/script/JumpScene/jinTols.cs +++ b/meng_yao/Assets/script/JumpScene/jinTols.cs @@ -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; } diff --git a/meng_yao/Assets/script/Manager/JumpScene.cs b/meng_yao/Assets/script/Manager/JumpScene.cs index a33f4cf8a..e4af2bbe3 100644 --- a/meng_yao/Assets/script/Manager/JumpScene.cs +++ b/meng_yao/Assets/script/Manager/JumpScene.cs @@ -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"; diff --git a/meng_yao/Assets/script/cultivation_gold_coin_Island/landContorl.cs b/meng_yao/Assets/script/cultivation_gold_coin_Island/landContorl.cs index e03b48e92..a7dd5427d 100644 --- a/meng_yao/Assets/script/cultivation_gold_coin_Island/landContorl.cs +++ b/meng_yao/Assets/script/cultivation_gold_coin_Island/landContorl.cs @@ -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(); @@ -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(); diff --git a/meng_yao/Assets/script/cultivation_gold_gold_Island/JinBiDao_buy.cs b/meng_yao/Assets/script/cultivation_gold_gold_Island/JinBiDao_buy.cs index 916e13a50..e3e4b86aa 100644 --- a/meng_yao/Assets/script/cultivation_gold_gold_Island/JinBiDao_buy.cs +++ b/meng_yao/Assets/script/cultivation_gold_gold_Island/JinBiDao_buy.cs @@ -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 boxTypes = new List(); @@ -44,7 +44,7 @@ public class JinBiDao_buy : mount gameObject.GetComponent().OnEnd += () => { //关闭摄像头逻辑 - Cinemachine_2dCon.SetCameraContorl(true); + // Cinemachine_2dCon.SetCameraContorl(true); landContorl_jinsha.canClick = true; }; diff --git a/meng_yao/Assets/script/cultivation_gold_gold_Island/landContorl_jinsha.cs b/meng_yao/Assets/script/cultivation_gold_gold_Island/landContorl_jinsha.cs index b006800a8..7979e2344 100644 --- a/meng_yao/Assets/script/cultivation_gold_gold_Island/landContorl_jinsha.cs +++ b/meng_yao/Assets/script/cultivation_gold_gold_Island/landContorl_jinsha.cs @@ -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(); @@ -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();