Merge branch 'main' of http://shu.sheziwanglo.cn:3000/shurongsen/Cute_demon_attacks
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commit
c2506d5566
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File diff suppressed because it is too large
Load Diff
@ -5,35 +5,57 @@ using UnityEngine.UI;
|
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public class Lingjiang_Tanchuang : mount
|
||||
{
|
||||
public Button Kfbtn;
|
||||
public Button Txbtn;
|
||||
public Text title;
|
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public Text balance;
|
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public Text explained;
|
||||
|
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public Transform canvas;
|
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|
||||
|
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private async void OnEnable()
|
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{
|
||||
|
||||
Init();
|
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}
|
||||
|
||||
// Start is called before the first frame update
|
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void Start()
|
||||
{
|
||||
|
||||
|
||||
Kfbtn.onClick.AddListener(Display_pop_up_window);
|
||||
Txbtn.onClick.AddListener(TxClick);
|
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|
||||
}
|
||||
|
||||
|
||||
private void Display_pop_up_window()
|
||||
private void Display_pop_up_window()//绑定支付宝或者银行卡
|
||||
{
|
||||
|
||||
|
||||
List<BoxType> boxTypes = new List<BoxType>();
|
||||
boxTypes.Add(new BoxType { Name = "", prompt = "", Type = 13, content = "此功能未开通" });
|
||||
boxTypes.Add(new BoxType { Name = "", prompt = "确认", Type = 11 });
|
||||
GameObject gameObject = add_pop_up();
|
||||
gameObject.transform.position = new Vector3(Screen.width / 2, Screen.height / 2, 0);
|
||||
gameObject.transform.SetParent(canvas);
|
||||
gameObject.GetComponent<input_box_pop_up_window>().minHeight = 300;//设置最低高度
|
||||
gameObject.GetComponent<input_box_pop_up_window>().setScrollMode(0);//设置滚动模式为滚动
|
||||
//gameObject.GetComponent<input_box_pop_up_window>().setScrollMode(0);//设置滚动模式为自动填充
|
||||
List<GameObject> gameObjects = gameObject.GetComponent<input_box_pop_up_window>().updateUI(boxTypes, "绑定提示");//测试输入框回调处理
|
||||
gameObjects[1].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 1)
|
||||
{
|
||||
gameObject.GetComponent<input_box_pop_up_window>().destroy();
|
||||
}
|
||||
});
|
||||
}
|
||||
// Update is called once per frame
|
||||
|
||||
void TxClick()//提现支付宝或者银行卡
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
async void Init()
|
||||
{
|
||||
WithdrawConfigResponse response = await Scene_main_jiekou.instance.WithdrawConfigs();
|
||||
title.text = response.data.config.title;
|
||||
balance.text = response.data.config.balance;
|
||||
explained.text = response.data.config.explained;
|
||||
if (response.data.accounts.Count != 0)
|
||||
{
|
||||
Debug.Log(response.data.accounts);
|
||||
Txbtn.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Kfbtn.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
89
meng_yao/Assets/script/scene_Main/ui/CheckpointsBox.cs
Normal file
89
meng_yao/Assets/script/scene_Main/ui/CheckpointsBox.cs
Normal file
@ -0,0 +1,89 @@
|
||||
using DG.Tweening;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class CheckpointsBox : MonoBehaviour
|
||||
{
|
||||
[Header("模式切换脚步")] public ModePanel _modePanel;
|
||||
[Header("文字显示")] public Text _text;
|
||||
|
||||
[Header("旋转物品")] public GameObject OBJ;
|
||||
|
||||
private string temp;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
temp = _text.text;
|
||||
|
||||
_modePanel.mode1 += async () =>
|
||||
{
|
||||
_text.text = "";
|
||||
await RotationObj(OBJ);
|
||||
await TypeWriterEffect(temp);
|
||||
};
|
||||
|
||||
_modePanel.mode2 += async () =>
|
||||
{
|
||||
_text.text = "";
|
||||
await RotationObj(OBJ);
|
||||
await TypeWriterEffect(temp + "(精英)");
|
||||
};
|
||||
}
|
||||
|
||||
// 让物体随机旋转,然后恢复到原来的位置
|
||||
public async Task RotationObj(GameObject obj)
|
||||
{
|
||||
// 获取当前物体的旋转角度
|
||||
Vector3 startRotation = obj.transform.rotation.eulerAngles;
|
||||
|
||||
// 随机生成一个旋转角度
|
||||
float randomRotationY = Random.Range(-180f, 180f);
|
||||
|
||||
// 如果旋转角度的绝对值小于 60,则强制设定为 60(可以是正负60)
|
||||
if (Mathf.Abs(randomRotationY) < 120f)
|
||||
{
|
||||
randomRotationY = randomRotationY < 0 ? -120f : 120f;
|
||||
}
|
||||
|
||||
// 使用 DOTween 来旋转物体,旋转到随机角度
|
||||
await AnimateRotation(obj, randomRotationY);
|
||||
|
||||
// 动画完成后,旋转回 Y=0 的角度
|
||||
await AnimateRotation(obj, 0f);
|
||||
}
|
||||
|
||||
// 使用 TaskCompletionSource 来等待 DOTween 动画完成
|
||||
private async Task AnimateRotation(GameObject obj, float targetYRotation)
|
||||
{
|
||||
// 获取当前物体的旋转角度
|
||||
Vector3 startRotation = obj.transform.rotation.eulerAngles;
|
||||
|
||||
// 创建一个 TaskCompletionSource 来等待 DOTween 动画完成
|
||||
var tcs = new TaskCompletionSource<bool>();
|
||||
|
||||
// 使用 DOTween 来旋转物体
|
||||
obj.transform.DORotate(new Vector3(startRotation.x, targetYRotation, startRotation.z), 1f, RotateMode.FastBeyond360)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
// 动画完成后标记 Task 为完成
|
||||
tcs.SetResult(true);
|
||||
});
|
||||
|
||||
// 等待 Task 完成
|
||||
await tcs.Task;
|
||||
}
|
||||
|
||||
// 打字机效果
|
||||
private async Task TypeWriterEffect(string text)
|
||||
{
|
||||
_text.text = "";
|
||||
foreach (char c in text)
|
||||
{
|
||||
_text.text += c;
|
||||
await Task.Delay(100); // 每个字符之间延迟100毫秒
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
meng_yao/Assets/script/scene_Main/ui/CheckpointsBox.cs.meta
Normal file
11
meng_yao/Assets/script/scene_Main/ui/CheckpointsBox.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 36a154c6ab438304392f989d2d6ee437
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -2,11 +2,14 @@ using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
using static TreeEditor.TreeEditorHelper;
|
||||
|
||||
|
||||
|
||||
public class ModePanel : MonoBehaviour
|
||||
{
|
||||
|
||||
|
||||
[Header("ģʽһ°´Å¥")] public Button btn1;
|
||||
[Header("ģʽ¶þ°´Å¥")] public Button btn2;
|
||||
|
||||
@ -16,16 +19,24 @@ public class ModePanel : MonoBehaviour
|
||||
public Color textColor1;
|
||||
public Color textColor2;
|
||||
|
||||
|
||||
public delegate void ModeChangeAction();
|
||||
|
||||
public event ModeChangeAction mode1;
|
||||
public event ModeChangeAction mode2;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
btn1.onClick.AddListener(() =>
|
||||
{
|
||||
mode1?.Invoke();
|
||||
MoveToTarget(obj, btn1.GetComponent<RectTransform>().position, speed * 100, btn2, btn1);
|
||||
});
|
||||
|
||||
btn2.onClick.AddListener(() =>
|
||||
{
|
||||
mode2?.Invoke();
|
||||
MoveToTarget(obj, btn2.GetComponent<RectTransform>().position, speed * 100, btn1, btn2);
|
||||
});
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user