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Subproject commit 8873ff33780bf44fc454aa318094170ac46c3b2f
Subproject commit fc5f538527b823f30604de978fa6f8ee7396faac

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@ -29,7 +29,7 @@ public class ssm_SkillUp : SkillUp
public override void Skill_1_1()
{
base.AttackRange = -1;
base.AttackRange = 1;
attack.SetAttackRange();
}
/// <summary>

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@ -10,8 +10,6 @@ using UnityEngine.UI;
using System.Net;
using System.Reflection;
using DG.Tweening;
public class WebJoinroom : MonoBehaviour
{
private ClientWebSocket _webSocket;
@ -35,11 +33,8 @@ public class WebJoinroom : MonoBehaviour
public GameObject shuaigan;
public GameObject shougou;
public Animator animator;
public GameObject yupanel;
public Image zhanshiyu;
private async void Start()
{
yupanel.SetActive(false);
TimeText.gameObject.transform.parent.gameObject.SetActive(false);
Debug.Log(PlayerPrefs.GetString("UserToken"));
AuthorizationValue = PlayerPrefs.GetString("UserToken");
@ -248,9 +243,9 @@ public class WebJoinroom : MonoBehaviour
// 更新 Aintime每次递归时都重新计算
var spriteAniation = shougou.GetComponent<SpriteAniation>();
spriteAniation.Aintime = randomDelay * 1000 / spriteAniation.sprites.Count;
//remainingTime = randomDelay;
remainingTime = randomDelay;
// 延迟随机时间
await Task.Delay(800);
await Task.Delay(TimeSpan.FromSeconds(randomDelay)/2);
// 延迟结束后发送消息
await SendJsonMessage("{ \"code\": \"FISHING\", \"content\": \"{\\\"action\\\":\\\"FISHING\\\"}\" }");
@ -364,15 +359,13 @@ public class WebJoinroom : MonoBehaviour
}
public async void fishmove(int id)
public void fishmove(int id)
{
float liftHeight = 300f; // 吊起的高度
float liftDuration = 2f; // 吊起动画的持续时间
float shakeStrength = 1f; // 摇动的强度
float shakeDuration = 0.3f; // 摇动持续时间
GameObject ob = Instantiate(yu[id]);
ob.transform.SetParent(transform, false);
ob.transform.localPosition = new Vector3(-45, 200, 0);
@ -385,17 +378,7 @@ public class WebJoinroom : MonoBehaviour
transform.DOShakePosition(shakeDuration, shakeStrength, 10, 90, false, true)
.OnKill(() => Debug.Log("鱼被吊起的动画完成!"));
});
Destroy(ob, 1f);
await Task.Delay(300);
yupanel.SetActive(true);
zhanshiyu.sprite = yu[id].GetComponent<Image>().sprite;
yupanel.transform.DOScale(1.3f, 1f) // 使用缓动函数让鱼上升更加自然
.OnComplete(() =>
{
yupanel.SetActive(false);
yupanel.transform.DOScale(1f, 1f);
});
Destroy(ob,1.5f);
}

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@ -0,0 +1,56 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class treeachievePrize : MonoBehaviour
{
public Image reward;
public Text time;
public float Remainingtime;
private float lastCallTime = 0f;
private float interval = 1f; // 每秒调用一次
//float remainingTime = 0f;
void Start()
{
}
public void Updatatime()
{
UpdateCountdownText(Remainingtime);
}
void UpdateCountdownText(float remainingTimes)
{
// 将剩余时间转换为小时、分钟和秒
int hours = Mathf.FloorToInt(remainingTimes / 3600);
int minutes = Mathf.FloorToInt((remainingTimes % 3600) / 60);
int seconds = Mathf.FloorToInt(remainingTimes % 60);
// 使用格式化字符串显示倒计时00:00:00
time.text = string.Format("{0:D2}:{1:D2}:{2:D2}", hours, minutes, seconds);
Debug.Log(time.text);
}
private void Update()
{
if (Time.time - lastCallTime >= interval)
{
// 每秒调用一次的代码
if (Remainingtime > 0)
{
Remainingtime -= 1;
UpdateCountdownText(Remainingtime);
Debug.Log("进入倒计时");
}
// 更新上次调用时间
lastCallTime = Time.time;
}
}
}

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