This commit is contained in:
wulongxiao 2024-12-28 16:24:08 +08:00
parent bb19707237
commit 54469fff53
6 changed files with 132 additions and 228 deletions

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View File

@ -35,6 +35,8 @@ public class Battle_Selection : BaseUI
public List<Button> Btns; public List<Button> Btns;
public StaminaBar _staminaBar;
// Start is called before the first frame update // Start is called before the first frame update
async void Start() async void Start()
{ {
@ -66,18 +68,16 @@ public class Battle_Selection : BaseUI
return; return;
} }
Debug.LogError("++++Ìø++++ת++++³¡++++¾°++++");
Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId.Clear(); Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId.Clear();
foreach (Button go in CarryCard) foreach (Button go in CarryCard)
{ {
Debug.Log(go.gameObject.GetComponent<CardInfo>().mengyaoid);
Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId.Add(go.gameObject.GetComponent<CardInfo>().mengyaoid); Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId.Add(go.gameObject.GetComponent<CardInfo>().mengyaoid);
} }
SceneManager.LoadScene(2);
_staminaBar.NumberInt -= 5;
// SceneManager.LoadScene(2);
}); });
} }

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@ -10,13 +10,15 @@ public class DownPanel : Base
public List<GameObject> PanelList=new List<GameObject>(); public List<GameObject> PanelList=new List<GameObject>();
public GameObject canvse; public GameObject canvse;
public StaminaBar _staminaBar;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
btns[0].onClick.AddListener(async() => { btns[0].onClick.AddListener(async() => {
await ButtonClickAnimationAsync(btns[0].gameObject); await ButtonClickAnimationAsync(btns[0].gameObject);
GameObject.Instantiate(PanelList[0], canvse.transform); GameObject.Instantiate(PanelList[0], canvse.transform).GetComponent<Battle_Selection>()._staminaBar=this._staminaBar;
}); });
} }

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@ -0,0 +1,69 @@
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
public class StaminaBar : MonoBehaviour
{
[Header("填充条")] public Image filled;
[Header("最大数")] public int MaxNumberInt;
[Header("当前数")] public int numberInt;//当前数
public int NumberInt
{
get => numberInt;
set
{
numberInt = value;
// 使用 DOTween 使 fillAmount 平滑过渡
float targetFillAmount = (float)numberInt / MaxNumberInt; // 目标值
filled.DOFillAmount(targetFillAmount, 0.5f); // 0.5f 为过渡时间,你可以根据需要调整
TextFilled.text = numberInt.ToString() + "/" + MaxNumberInt.ToString();
}
}
[Header("填充显示")] public Text TextFilled;
[Header("恢复时间,秒")] public float Timer;
[Header("恢复时间显示")] public Text TextTime;
private float timer;
// Start is called before the first frame update
void Start()
{
timer = Timer; // 初始化恢复计时器
filled.fillAmount = (float)numberInt / MaxNumberInt;
TextFilled.text = numberInt.ToString() + "/" + MaxNumberInt.ToString();
}
// Update is called once per frame
void Update()
{
if (numberInt < MaxNumberInt) // 如果体力小于最大值
{
timer -= Time.deltaTime; // 计时器减少
// 计算剩余的分钟和秒数
int minutes = Mathf.FloorToInt(timer / 60);
int seconds = Mathf.FloorToInt(timer % 60);
// 格式化为 "分钟:秒" 的格式,显示剩余恢复时间
TextTime.text = string.Format("恢复时间: {0}:{1:D2}", minutes, seconds);
if (timer <= 0) // 如果恢复时间到达
{
NumberInt += 1; // 恢复体力
timer = Timer; // 重置计时器
}
}
else
{
// 恢复完毕后显示为 0:00
TextTime.text = "恢复时间: 0:00";
}
}
}

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