bug修复
This commit is contained in:
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45c66a4fb4
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@ -5854,6 +5854,7 @@ GameObject:
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m_Component:
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- component: {fileID: 1884241085}
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- component: {fileID: 1884241086}
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- component: {fileID: 1884241087}
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m_Layer: 0
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m_Name: SpawnMonster
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m_TagString: Untagged
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@ -5898,6 +5899,18 @@ MonoBehaviour:
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GenerateQuantityMax: 20
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GenerateQuantity: 5
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deadNumber: 0
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--- !u!114 &1884241087
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1884241084}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 97664c5246bb0d242997921b3560d036, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!1 &1932457212
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GameObject:
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m_ObjectHideFlags: 0
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@ -13918,7 +13918,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchoredPosition: {x: -35.921356, y: 0}
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m_AnchoredPosition: {x: -27, y: 0}
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m_SizeDelta: {x: 71.8427, y: 71.8427}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &148769171
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@ -24084,8 +24084,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 22.5, y: 2.2}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchoredPosition: {x: 58.315002, y: 0.000049591064}
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m_SizeDelta: {x: -116.63, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &283076767
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MonoBehaviour:
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@ -24114,7 +24114,7 @@ MonoBehaviour:
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m_BestFit: 1
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m_MinSize: 1
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m_MaxSize: 40
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m_Alignment: 4
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m_Alignment: 3
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 0
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@ -43233,8 +43233,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 22.5, y: 2.2}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchoredPosition: {x: 68.07, y: 0.000049591064}
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m_SizeDelta: {x: -136.14, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &495265248
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MonoBehaviour:
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@ -43263,7 +43263,7 @@ MonoBehaviour:
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m_BestFit: 1
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m_MinSize: 1
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m_MaxSize: 40
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m_Alignment: 4
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m_Alignment: 3
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 0
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@ -48820,8 +48820,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0.000022888184}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchoredPosition: {x: 23.8, y: 0.000049591064}
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m_SizeDelta: {x: 4.0677, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &565435911
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MonoBehaviour:
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@ -105993,8 +105993,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 150.75, y: 41}
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m_SizeDelta: {x: 777.5, y: 115}
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m_AnchoredPosition: {x: 252.93, y: 41}
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m_SizeDelta: {x: 573.14, y: 115}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1218477463
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MonoBehaviour:
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@ -106009,12 +106009,12 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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m_Padding:
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m_Left: 208
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m_Left: -59
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m_Right: 99
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m_Top: 0
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m_Bottom: 0
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m_ChildAlignment: 4
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m_Spacing: 0
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m_Spacing: -21.37
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m_ChildForceExpandWidth: 1
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m_ChildForceExpandHeight: 1
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m_ChildControlWidth: 0
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@ -106466,7 +106466,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 118.53667, y: -57.5}
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m_AnchoredPosition: {x: -295.1386, y: -57.5}
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m_SizeDelta: {x: 280, y: 86}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &1222913632
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@ -121434,7 +121434,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0.000022888184}
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m_AnchoredPosition: {x: 11.1, y: -3.8}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1411013103
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@ -132639,8 +132639,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 19.48999, y: 0}
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m_SizeDelta: {x: 189.02, y: 56}
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m_AnchoredPosition: {x: 31.958292, y: 0}
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m_SizeDelta: {x: 213.9567, y: 56}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1548918930
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MonoBehaviour:
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@ -142969,8 +142969,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 628, y: -57.5}
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m_SizeDelta: {x: 280, y: 86}
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m_AnchoredPosition: {x: 398.4879, y: -57.5}
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m_SizeDelta: {x: 296.3652, y: 86}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &1665185078
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GameObject:
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@ -161864,8 +161864,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 348, y: -57.5}
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m_SizeDelta: {x: 280, y: 86}
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m_AnchoredPosition: {x: 106.33765, y: -57.5}
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m_SizeDelta: {x: 330.6753, y: 86}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &1889134673
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GameObject:
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@ -172072,8 +172072,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 19.48999, y: 0}
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m_SizeDelta: {x: 189.02, y: 56}
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m_AnchoredPosition: {x: 32.58972, y: 0}
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m_SizeDelta: {x: 215.2195, y: 56}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1982184202
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MonoBehaviour:
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@ -197595,7 +197595,7 @@ MonoBehaviour:
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m_Alignment: 4
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 0
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m_HorizontalOverflow: 1
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_Text: 2000/3000
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@ -140,7 +140,7 @@ public class WaterPanel : MonoBehaviour
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public void Updated_water(TreeInfo info)
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{
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waterCountText.text = info.Data.Water.ToString();
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waterCountText.text = info.Data.Water.ToString("F2");
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}
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@ -82,10 +82,10 @@ public class AssetsPanel : MonoBehaviour
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{
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isUpdating = true;
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CapitalbalanceIndefo CapitalbalanceData = await Scene_main_jiekou.instance.CapitalbalanceInfos();
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Stone.text = CapitalbalanceData.data.gem.ToString();
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Coin.text = CapitalbalanceData.data.gold.ToString();
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Ore.text = CapitalbalanceData.data.water.ToString();
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Forging.text = CapitalbalanceData.data.forge.ToString();
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Stone.text = CapitalbalanceData.data.gem.ToString("F2");
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Coin.text = CapitalbalanceData.data.gold.ToString("F2");
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Ore.text = CapitalbalanceData.data.water.ToString("F2");
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Forging.text = CapitalbalanceData.data.forge.ToString("F2");
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CapitalbalanceData = null;
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// 异步操作完成,标记为未执行
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isUpdating = false;
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@ -28,6 +28,8 @@ public class Promotion_Rank : MonoBehaviour
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public Text countdown;
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List<GameObject> Items = new List<GameObject>();
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// Start is called before the first frame update
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private float lastCallTime = 0f;
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private float interval = 1f; // 每秒调用一次
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float remainingTime=0f;
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void OnEnable()
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@ -39,24 +41,61 @@ public class Promotion_Rank : MonoBehaviour
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async void Init()
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{
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PromotionRankResponse response = await Scene_main_jiekou.instance.PromotionRanks();
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Firstlevel.text = response.data.ranks[0].rank.ToString();
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FirstName.text = response.data.ranks[0].nickname;
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Firstcount.text = response.data.ranks[0].quantity + "/" + response.data.ranks[0].require;
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FitstPrize.text = response.data.ranks[0].reward.ToString();
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Secondlevel.text = response.data.ranks[1].rank.ToString();
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SecondName.text = response.data.ranks[1].nickname;
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Secondcount.text = response.data.ranks[1].quantity + "/" + response.data.ranks[1].require;
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SecondPrize.text = response.data.ranks[1].reward.ToString();
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Thirdlevel.text = response.data.ranks[2].rank.ToString();
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ThirdName.text = response.data.ranks[2].nickname;
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Thirdcount.text = response.data.ranks[2].quantity + "/" + response.data.ranks[2].require;
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ThirdPrize.text = response.data.ranks[2].reward.ToString();
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remainingTime = response.data.countdown;
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UpdateCountdownText(remainingTime);
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switch (response.data.ranks.Count)
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{
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case 1:
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Firstlevel.text = response.data.ranks[0].rank.ToString();
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FirstName.text = response.data.ranks[0].nickname;
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Firstcount.text = response.data.ranks[0].quantity + "/" + response.data.ranks[0].require;
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FitstPrize.text = response.data.ranks[0].reward.ToString();
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Secondlevel.text ="2";
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SecondName.text = "";
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Secondcount.text = "";
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SecondPrize.text = "";
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Thirdlevel.text = "3";
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ThirdName.text ="";
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Thirdcount.text = "";
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ThirdPrize.text ="";
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break;
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case 2:
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Firstlevel.text = response.data.ranks[0].rank.ToString();
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FirstName.text = response.data.ranks[0].nickname;
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Firstcount.text = response.data.ranks[0].quantity + "/" + response.data.ranks[0].require;
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FitstPrize.text = response.data.ranks[0].reward.ToString();
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Secondlevel.text = response.data.ranks[1].rank.ToString();
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SecondName.text = response.data.ranks[1].nickname;
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Secondcount.text = response.data.ranks[1].quantity + "/" + response.data.ranks[1].require;
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SecondPrize.text = response.data.ranks[1].reward.ToString();
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Thirdlevel.text = "3";
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ThirdName.text = "";
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Thirdcount.text = "";
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ThirdPrize.text = "";
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break;
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case 3:
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Firstlevel.text = response.data.ranks[0].rank.ToString();
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FirstName.text = response.data.ranks[0].nickname;
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Firstcount.text = response.data.ranks[0].quantity + "/" + response.data.ranks[0].require;
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FitstPrize.text = response.data.ranks[0].reward.ToString();
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Secondlevel.text = response.data.ranks[1].rank.ToString();
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SecondName.text = response.data.ranks[1].nickname;
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Secondcount.text = response.data.ranks[1].quantity + "/" + response.data.ranks[1].require;
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SecondPrize.text = response.data.ranks[1].reward.ToString();
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Thirdlevel.text = response.data.ranks[2].rank.ToString();
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ThirdName.text = response.data.ranks[2].nickname;
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Thirdcount.text = response.data.ranks[2].quantity + "/" + response.data.ranks[2].require;
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ThirdPrize.text = response.data.ranks[2].reward.ToString();
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break;
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}
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for (int i = 3; i < response.data.ranks.Count; i++)
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{
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@ -73,6 +112,7 @@ public class Promotion_Rank : MonoBehaviour
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void UpdateCountdownText(float remainingTime)
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{
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// 将剩余时间转换为小时、分钟和秒
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int hours = Mathf.FloorToInt(remainingTime / 3600);
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int minutes = Mathf.FloorToInt((remainingTime % 3600) / 60);
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@ -80,17 +120,27 @@ public class Promotion_Rank : MonoBehaviour
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// 使用格式化字符串显示倒计时(00:00:00)
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countdown.text = string.Format("{0:D2}:{1:D2}:{2:D2}", hours, minutes, seconds);
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}
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private void Update()
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{
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if (remainingTime > 0)
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if (Time.time - lastCallTime >= interval)
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{
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// 每帧减少剩余时间
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remainingTime -= Time.deltaTime;
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// 每秒调用一次的代码
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if (remainingTime > 0)
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{
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remainingTime -= 1;
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UpdateCountdownText(remainingTime);
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Debug.Log("进入倒计时");
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}
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// 更新倒计时显示
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UpdateCountdownText(remainingTime);
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// 更新上次调用时间
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lastCallTime = Time.time;
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}
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}
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@ -10,7 +10,7 @@ public class FirstChargePanel : MonoBehaviour
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public Transform Connact;
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List<GameObject> objlist = new List<GameObject>();
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private async void OnEnable()
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private async void Start()
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{
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productListResponse productListResponse = await Scene_main_jiekou.instance.ProductLists();
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for (int i = 0; i < productListResponse.Data.Count; i++)
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@ -51,8 +51,8 @@ public class IllustrationsAssetDetails : MonoBehaviour
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isUpdating = true;
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PlayerInfoData _PlayerInfoData = await Scene_main_jiekou.instance.PlayerInfos();
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GemText.text = _PlayerInfoData.gem.ToString();
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WaterText.text = _PlayerInfoData.water.ToString();
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GemText.text = _PlayerInfoData.gem.ToString("F2");
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WaterText.text = _PlayerInfoData.water.ToString("F2");
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UserName.text = _PlayerInfoData.nickname.ToString();
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UserID.text = _PlayerInfoData.uid.ToString();
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@ -49,8 +49,8 @@ public class ShopAssetDetails : MonoBehaviour
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isUpdating = true;
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PlayerInfoData _PlayerInfoData = await Scene_main_jiekou.instance.PlayerInfos();
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GemText .text = _PlayerInfoData.gem.ToString();
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OreText.text = _PlayerInfoData.forge.ToString();
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GemText .text = _PlayerInfoData.gem.ToString("F2");
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OreText.text = _PlayerInfoData.forge.ToString("F2");
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_PlayerInfoData = null;
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// 异步操作完成,标记为未执行
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isUpdating = false;
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