免登录的修改以及商店UI的添加

This commit is contained in:
liuliang 2024-12-24 17:03:50 +08:00
parent 9d7a4b2338
commit c082001241
46 changed files with 7013 additions and 263 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Clipboard
{
// 将文本复制到剪贴板
public static void CopyToClipboard(string text)
{
if (Application.platform == RuntimePlatform.Android)
{
Debug.Log("进入复制粘贴方法");
// 获取 Android 的 ClipboardManager 类
using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
{
// 获取当前的 Android Activity
AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
// 获取 Android 的 ClipboardManager
using (AndroidJavaObject clipboardManager = currentActivity.Call<AndroidJavaObject>("getSystemService", "clipboard"))
{
// 创建一个新的 ClipData 对象ClipData 是 Android 中的剪贴板数据
using (AndroidJavaClass clipDataClass = new AndroidJavaClass("android.content.ClipData"))
{
// 创建剪贴板数据ClipData并添加要复制的文本
AndroidJavaObject clipData = clipDataClass.CallStatic<AndroidJavaObject>("newPlainText", "text", text);
// 将数据设置到剪贴板
clipboardManager.Call("setPrimaryClip", clipData);
}
}
}
}
else
{
Debug.Log("This feature is only available on Android.");
}
}
}

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[
{
"temp_id": "M_H_001",
"monster_code": "火萌妖-01",
"skills": [
{
"positioning": "长周期烧一条直线上",
"name": "火龙之舌",
"effects": {
"level_1": "射程提升2格位置",
"level_2": "伤害提升15%",
"level_3": "被火焰伤害的敌人有20%概率原地眩晕1秒射程减少1格",
"level_4": "伤害提升35%",
"level_5": "喷火冷却时间减少50%持续喷火时间减少50%"
}
},
{
"positioning": "近身攻击多个敌人",
"name": "烈焰之舞",
"effects": {
"level_1": "喷出的火焰散开为3个但每个火焰伤害减少50%",
"level_2": "伤害提升15%",
"level_3": "降低敌人20%移动速度攻击CD增加5%",
"level_4": "伤害提升35%",
"level_5": "喷火冷却时间增加30%持续喷火时间增加50%"
}
}
]
},
{
"temp_id": "M_S_001",
"monster_code": "水萌妖-01",
"skills": [
{
"positioning": "快速射出子弹,增加对空伤害",
"name": "寒冰子弹",
"effects": {
"level_1": "攻击CD减少25%",
"level_2": "伤害提升15%",
"level_3": "增加子弹20%飞行速度射程减少1格",
"level_4": "伤害提升35%",
"level_5": "对攻击减速的敌人造成额外30%伤害攻击CD增加5%"
}
},
{
"positioning": "增加对空debuff对小型怪伤害加强",
"name": "冰霜风暴",
"effects": {
"level_1": "攻击CD减少25%",
"level_2": "伤害提升15%",
"level_3": "对小型敌人增加25%伤害射程减少1格",
"level_4": "伤害提升35%",
"level_5": "每次攻击增加20%暴击率攻击CD增加5%"
}
}
]
},
{
"temp_id": "M_M_001",
"monster_code": "木萌妖-01",
"skills": [
{
"positioning": "子弹飞行速度射击高频",
"name": "高速射击",
"effects": {
"level_1": "子弹飞行速度增加30%",
"level_2": "伤害提升15%",
"level_3": "对小型敌人增加40%伤害攻击CD增加5%",
"level_4": "伤害提升35%",
"level_5": "每次攻击增加20%暴击率射程减少1格"
}
},
{
"positioning": "精准子弹",
"name": "精制子弹",
"effects": {
"level_1": "攻击CD减少25%",
"level_2": "伤害提升15%",
"level_3": "对小型敌人增加25%伤害射程减少1格",
"level_4": "伤害提升35%",
"level_5": "每次攻击增加20%暴击率攻击CD增加5%"
}
}
]
}
]

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[
{
"Id": 1001,
"Name": "小哥布林",
"info": "第一关",
"AllEnemyNumber": 20,
"WaveNumber": 4,
"OneWaveEnemyNumber": [5, 5, 5, 5],
"LevelRewards": [
{
"RewardId": 1001,
"RewardName": "战魂",
"RewardNumber": 50
}
]
}
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[
{
"WaveNumberId": "N0101",
"AffiliatedWaveNumber": 1,
"WaveRewards": 50,
"EnemyStatistics": [
{
"type": 1,
"enemies": [
{
"id": "Enemy_002",
"level": 1,
"health": 0,
"damage": 3
},
{
"id": "Enemy_002",
"level": 1,
"health": 500,
"damage": 3
},
{
"id": "Enemy_002",
"level": 1,
"health": 500,
"damage": 3
},
{
"id": "Enemy_002",
"level": 1,
"health": 500,
"damage": 3
},
{
"id": "Enemy_002",
"level": 1,
"health": 500,
"damage": 3
},
{
"id": "Enemy_002",
"level": 1,
"health": 500,
"damage": 3
},
{
"id": "Enemy_002",
"level": 1,
"health": 500,
"damage": 3
},
{
"id": "Enemy_002",
"level": 1,
"health": 500,
"damage": 3
},
{
"id": "Enemy_002",
"level": 1,
"health": 500,
"damage": 3
},
{
"id": "Enemy_002",
"level": 1,
"health": 500,
"damage": 3
}
]
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[
{
"Id": "M_H_001",
"Name": "火萌妖-01",
"Quality": "0",
"Elements": "4",
"Info": "向前方喷射纵向2格范围的火焰持续攻击敌人。",
"SkillId": "4001",
"AttackType": "0",
"AttackActionType": "0",
"MaxAttack": "5",
"MinAttack": "4",
"AttackRange": "2",
"AttackCD": "0.3",
"CritRate": "0.03",
"CriticalHitRateBonus": "0.25"
},
{
"Id": "M_S_001",
"Name": "水萌妖-01",
"Quality": "0",
"Elements": "3",
"Info": "射出冰冻子弹,命中后会降低敌人移动速度。",
"SkillId": "3001",
"AttackType": "0",
"AttackActionType": "0",
"MaxAttack": "10",
"MinAttack": "7",
"AttackRange": "5",
"AttackCD": "1",
"CritRate": "0.05",
"CriticalHitRateBonus": "0"
},
{
"Id": "M_M_001",
"Name": "木萌妖-01",
"Quality": "0",
"Elements": "2",
"Info": "当攻击范围内出现敌人后就会锁定敌人,然后持续射出子弹进行攻击。",
"SkillId": "2001",
"AttackType": "0",
"AttackActionType": "0",
"MaxAttack": "6",
"MinAttack": "4",
"AttackRange": "6",
"AttackCD": "0.6",
"CritRate": "0.065",
"CriticalHitRateBonus": "0"
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[
{
"temp_id": "M_H_001",
"monster_code": "火萌妖-01",
"skills": [
{
"positioning": "长周期烧一条直线上",
"name": "火龙之舌",
"effects": {
"level_1": "射程提升2格位置",
"level_2": "伤害提升15%",
"level_3": "被火焰伤害的敌人有20%概率原地眩晕1秒射程减少1格",
"level_4": "伤害提升35%",
"level_5": "喷火冷却时间减少50%持续喷火时间减少50%"
}
},
{
"positioning": "近身攻击多个敌人",
"name": "烈焰之舞",
"effects": {
"level_1": "喷出的火焰散开为3个但每个火焰伤害减少50%",
"level_2": "伤害提升15%",
"level_3": "降低敌人20%移动速度攻击CD增加5%",
"level_4": "伤害提升35%",
"level_5": "喷火冷却时间增加30%持续喷火时间增加50%"
}
}
]
},
{
"temp_id": "M_S_001",
"monster_code": "水萌妖-01",
"skills": [
{
"positioning": "快速射出子弹,增加对空伤害",
"name": "寒冰子弹",
"effects": {
"level_1": "攻击CD减少25%",
"level_2": "伤害提升15%",
"level_3": "增加子弹20%飞行速度射程减少1格",
"level_4": "伤害提升35%",
"level_5": "对攻击减速的敌人造成额外30%伤害攻击CD增加5%"
}
},
{
"positioning": "增加对空debuff对小型怪伤害加强",
"name": "冰霜风暴",
"effects": {
"level_1": "攻击CD减少25%",
"level_2": "伤害提升15%",
"level_3": "对小型敌人增加25%伤害射程减少1格",
"level_4": "伤害提升35%",
"level_5": "每次攻击增加20%暴击率攻击CD增加5%"
}
}
]
},
{
"temp_id": "M_M_001",
"monster_code": "木萌妖-01",
"skills": [
{
"positioning": "子弹飞行速度射击高频",
"name": "高速射击",
"effects": {
"level_1": "子弹飞行速度增加30%",
"level_2": "伤害提升15%",
"level_3": "对小型敌人增加40%伤害攻击CD增加5%",
"level_4": "伤害提升35%",
"level_5": "每次攻击增加20%暴击率射程减少1格"
}
},
{
"positioning": "精准子弹",
"name": "精制子弹",
"effects": {
"level_1": "攻击CD减少25%",
"level_2": "伤害提升15%",
"level_3": "对小型敌人增加25%伤害射程减少1格",
"level_4": "伤害提升35%",
"level_5": "每次攻击增加20%暴击率攻击CD增加5%"
}
}
]
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@ -34,6 +34,7 @@ public class Customer_serviceTanchuang : mount
bool issucceffull = await Scene_main_jiekou.instance.Cancellations();
if (issucceffull)
{
PlayerPrefs.DeleteKey("UserToken");
SceneManager.LoadScene(0);
}
else

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@ -19,7 +19,8 @@ public class SwitchAccount : MonoBehaviour
bool issucceffull = await Scene_main_jiekou.instance.Logouts();
if (issucceffull)
{
SceneManager.LoadScene(0);
PlayerPrefs.DeleteKey("UserToken");
SceneManager.LoadScene(0);
}
}

View File

@ -16,18 +16,20 @@ public class Logo_in : mount
public Slider sceneslider;
public Button logo_inbtn;
playerInfo player = new playerInfo();
public float loadDuration = 10f; // 总加载时间,用于计时器控制
public float smoothingSpeed = 0.1f;
float progress = 0;
float timer = 0f;
public override void Awake()
public override void Awake()
{
}
// Start is called before the first frame update
void Start()
async void Start()
{
//sceneslider.gameObject.SetActive(false);
//logo_inbtn.onClick.AddListener(ShowLogoin);
@ -36,9 +38,36 @@ public class Logo_in : mount
sceneslider.value = 0f; // 初始值设为0
}
PlayerPrefs.SetInt("SceneStatus", -1);
sceneslider.gameObject.SetActive(false);
Privacy_Policy_screen();
string token = PlayerPrefs.GetString("UserToken", string.Empty); // 如果没有找到 token返回空字符串
if (!string.IsNullOrEmpty(token))
{
MyGlobal.global.loginResponse.Data.access_token = token;
PlayerIndfo info = await player.PalyerInfo();
if (info.code == 200)
{
Promptmgr.Instance.PromptBubble("登录成功");
sceneslider.gameObject.SetActive(true);
StartCoroutine(jiaLoading());
}
else
{
Promptmgr.Instance.PromptBubble("身份过期,请重新登录");
PlayerPrefs.SetInt("SceneStatus", -1);
sceneslider.gameObject.SetActive(false);
Privacy_Policy_screen();
}
}
else
{
PlayerPrefs.SetInt("SceneStatus", -1);
sceneslider.gameObject.SetActive(false);
Privacy_Policy_screen();
}
}

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@ -16,6 +16,8 @@ public class MyGlobal : MonoBehaviour
return;
}
global = this;
DontDestroyOnLoad(gameObject);
}

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@ -36,6 +36,7 @@ public class login : MonoBehaviour
loginResponse apifox = JsonConvert.DeserializeObject<loginResponse>(response);
//Debug.Log(MyGlobal.global.loginResponse.Data);
MyGlobal.global.loginResponse.Data.access_token = apifox.Data.access_token;
PlayerPrefs.SetString("UserToken", apifox.Data.access_token);
//Debug.Log(MyGlobal.global.loginResponse.Data.access_token);
return response;
}