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0000000000000000f000000000000000, type: 0} - m_Type: 1 + m_Sprite: {fileID: 21300000, guid: a5522fd83836c9e408f01fe41536a4ac, type: 3} + m_Type: 0 m_PreserveAspect: 0 m_FillCenter: 1 m_FillMethod: 4 @@ -221584,6 +222676,7 @@ MonoBehaviour: m_EditorClassIdentifier: SpriteAniation: {fileID: 8388230216698188284} daiji: {fileID: 8388230216207427347} + count: 24 --- !u!222 &9098829179098907447 CanvasRenderer: m_ObjectHideFlags: 0 diff --git a/meng_yao/Assets/script/A_Fight/SkillUp/SkillUp.cs b/meng_yao/Assets/script/A_Fight/SkillUp/SkillUp.cs index 9227a356..d96eb50f 100644 --- a/meng_yao/Assets/script/A_Fight/SkillUp/SkillUp.cs +++ b/meng_yao/Assets/script/A_Fight/SkillUp/SkillUp.cs @@ -90,7 +90,7 @@ public class SkillUp : Fun private void Awake() { - description = "更新后的萌耀,:使用方法xxxxxxxx"; + //description = "更新后的萌耀,:使用方法xxxxxxxx"; } public void Up(string mengyao_id,string skill_id,string level) diff --git a/meng_yao/Assets/script/scene_Main/Thebestfishman/PhotoMovement.cs b/meng_yao/Assets/script/scene_Main/Thebestfishman/PhotoMovement.cs new file mode 100644 index 00000000..a3f07cd4 --- /dev/null +++ b/meng_yao/Assets/script/scene_Main/Thebestfishman/PhotoMovement.cs @@ -0,0 +1,94 @@ +using System.Collections; +using UnityEngine; +using DG.Tweening; +using System.Threading.Tasks; + +public class PhotoMovement : MonoBehaviour +{ + // 存储路径点的位置和旋转角度 + [System.Serializable] + public class PathPoint + { + public Vector3 position; // 路径点的位置 + public Vector3 rotation; // 路径点的旋转角度(欧拉角) + } + public GameObject image; + public PathPoint[] pathPoints; // 路径点数组 + public float moveDuration = 1f; // 每次移动的持续时间 + public int currentPathIndex = 0; // 当前路径点的索引 + public GameObject daiji; + public GameObject shuaigan; + public GameObject shougan; + public bool type=false; + private void Start() + { + image.gameObject.SetActive(false); + } + public void changetype() + { + while(type) + { + To1(); + } + } + public async void To1() + { + shuaigan.gameObject.SetActive(true); + var time=shuaigan.GetComponent().sprites.Count * shuaigan.GetComponent().Aintime; + await Task.Delay((int)time); + daiji.gameObject.SetActive(true); + shuaigan.gameObject.SetActive(false); + await Task.Delay(1000); + daiji.gameObject.SetActive(false); + shougan.gameObject.SetActive(true); + var time1 = shougan.GetComponent().sprites.Count * shougan.GetComponent().Aintime; + StartCoroutine(MoveAlongPath()); + currentPathIndex = 0; + image.gameObject.SetActive(true); + await Task.Delay((int)time1); + Del1(); + } + public void Del1() + { + image.gameObject.SetActive(false); + shuaigan.gameObject.SetActive(false); + daiji.gameObject.SetActive(false) ; + shougan.gameObject .SetActive(false) ; + currentPathIndex = 0; + } + public async void To2() + { + shuaigan.gameObject.SetActive(true); + var time = shuaigan.GetComponent().sprites.Count * shuaigan.GetComponent().Aintime; + await Task.Delay((int)time); + daiji.gameObject.SetActive(true); + shuaigan.gameObject.SetActive(false); + + + } + private IEnumerator MoveAlongPath() + { + // 持续沿着路径点移动 + while (currentPathIndex < pathPoints.Length) + { + PathPoint currentPoint = pathPoints[currentPathIndex]; + + // 移动到当前路径点的位置,并旋转到对应的角度 + yield return image.transform.DOLocalMove(currentPoint.position, moveDuration) + .OnStart(() => image.transform.DOLocalRotate(currentPoint.rotation, moveDuration)) + .WaitForCompletion(); // 等待移动和旋转完成 + + // 移动到下一个路径点 + currentPathIndex++; + } + image.gameObject.SetActive(false); + shougan.gameObject.SetActive(false); + + } + public void change() + { + StartCoroutine(MoveAlongPath()); + currentPathIndex = 0; + image.gameObject.SetActive(true); + } +} diff --git a/meng_yao/Assets/script/scene_Main/Thebestfishman/PhotoMovement.cs.meta b/meng_yao/Assets/script/scene_Main/Thebestfishman/PhotoMovement.cs.meta new file mode 100644 index 00000000..195e2ecc --- /dev/null +++ b/meng_yao/Assets/script/scene_Main/Thebestfishman/PhotoMovement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7915ad4d1e5d5ec4aabe8badad5812b6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/meng_yao/Assets/script/scene_Main/Thebestfishman/WebFishingPK.cs b/meng_yao/Assets/script/scene_Main/Thebestfishman/WebFishingPK.cs index 99d751c0..2cf23210 100644 --- a/meng_yao/Assets/script/scene_Main/Thebestfishman/WebFishingPK.cs +++ b/meng_yao/Assets/script/scene_Main/Thebestfishman/WebFishingPK.cs @@ -30,19 +30,52 @@ public class WebFishingPK : MonoBehaviour /// public Text lefttext; public Text righttext; + public Button TouruBtn; + public Button selleftbtn; + public Button selrightbtn; + public Dropdown Dropdown; + int pos = 0; + private UnityEngine.Color normalColor = UnityEngine.Color.white; // 默认颜色 + private UnityEngine.Color selectedColor = UnityEngine.Color.blue; // 选中时的颜色 + + + /// + /// 钓鱼 + /// + /// + public PhotoMovement photoMovement; private async void Start() { TimeText.gameObject.SetActive(false); Debug.Log(PlayerPrefs.GetString("UserToken")); AuthorizationValue = PlayerPrefs.GetString("UserToken"); await ConnectWebSocket(); + selleftbtn.onClick.AddListener(() => + { + pos = 1; + ChangeButtonColor(selleftbtn, selectedColor); + ChangeButtonColor(selrightbtn, normalColor); // 恢复右侧按钮颜色 + }); - + // 为右侧按钮添加点击监听器 + selrightbtn.onClick.AddListener(() => + { + pos = 2; + ChangeButtonColor(selrightbtn, selectedColor); + ChangeButtonColor(selleftbtn, normalColor); // 恢复左侧按钮颜色 + }); // 调用发送方法 await SendJsonMessage("{ \"code\": \"FISHING_PK\", \"content\": \"{\\\"action\\\":\\\"INFO\\\"}\" }"); - //await SendJsonMessage(30, 1); - } + TouruBtn.onClick.AddListener(async() => + { + await SendJsonMessage(int.Parse(Dropdown.options[Dropdown.value].text), pos); + }); + } + private void ChangeButtonColor(Button btn, UnityEngine.Color color) + { + btn.gameObject.GetComponent().color = color; + } private async Task ConnectWebSocket() { _webSocket = new ClientWebSocket(); @@ -86,7 +119,7 @@ public class WebFishingPK : MonoBehaviour Debug.Log($"接收到消息:{message}"); var baseResponse = JsonConvert.DeserializeObject(message); - Promptmgr.Instance.PromptBubble(baseResponse.message); + //Promptmgr.Instance.PromptBubble(baseResponse.message); if (baseResponse != null) { switch (baseResponse.code) @@ -105,6 +138,17 @@ public class WebFishingPK : MonoBehaviour TimeText.gameObject.SetActive(true); remainingTime = (float)fishResponse.data.countdown; Debug.Log(fishResponse.data.countdown_type); + if(fishResponse.data.countdown_type==0) + { + photoMovement.Del1(); + photoMovement.To1(); + } + else + { + photoMovement.Del1(); + photoMovement.To2(); + + } Debug.Log(fishResponse.data.amount_left); lefttext.text= fishResponse.data.amount_left.ToString(); Debug.Log(fishResponse.data.amount_right); @@ -139,10 +183,19 @@ public class WebFishingPK : MonoBehaviour Debug.Log(fishResponse2.data.countdown); remainingTime = (float)fishResponse2.data.countdown; Debug.Log(fishResponse2.data.countdown_type); + if (fishResponse2.data.countdown_type == 0) + { + photoMovement.Del1(); + photoMovement.To1(); + } + else + { + photoMovement.Del1(); + photoMovement.To2(); + } Debug.Log(fishResponse2.data.amount_left); Debug.Log(fishResponse2.data.amount_right); lefttext.text = fishResponse2.data.amount_left.ToString(); - righttext.text = fishResponse2.data.amount_right.ToString(); } else diff --git a/meng_yao/Assets/script/scene_Main/Thebestfishman/shougou.cs b/meng_yao/Assets/script/scene_Main/Thebestfishman/shougou.cs index 76a1cc7e..ad8c7908 100644 --- a/meng_yao/Assets/script/scene_Main/Thebestfishman/shougou.cs +++ b/meng_yao/Assets/script/scene_Main/Thebestfishman/shougou.cs @@ -6,6 +6,8 @@ public class shougou : MonoBehaviour { public SpriteAniation SpriteAniation; public GameObject daiji; + public int count; + // Start is called before the first frame update void Start() { @@ -15,10 +17,11 @@ public class shougou : MonoBehaviour // Update is called once per frame void Update() { - if(SpriteAniation.index>=24) + if(SpriteAniation.index>= count) { this.gameObject.SetActive(false); daiji.gameObject.SetActive(true); + daiji.GetComponentInParent().change(); SpriteAniation.index = 0; } }