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