最强钓手动画修改

This commit is contained in:
杨号敬 2025-01-07 17:26:04 +08:00
parent e3317f6570
commit 9cfb7254f6
2 changed files with 705 additions and 222 deletions

File diff suppressed because it is too large Load Diff

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