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+++ b/meng_yao/Assets/script/Panel/eco_tree/WaterPanel.cs @@ -14,6 +14,7 @@ public class WaterPanel : MonoBehaviour public Texture NightSp; public List Treelist = new List(); public List ChineseZodiac = new List(); + public List Schedulelist; public Text chart_title; @@ -60,7 +61,7 @@ public class WaterPanel : MonoBehaviour } - InvokeRepeating("Updated_water", 1f, 1f); + InvokeRepeating("Updated_water", 1f, 1f); } @@ -75,10 +76,9 @@ public class WaterPanel : MonoBehaviour async void Start() { instance = this; + Updated_water(); TreeInfo info = await Scene_main_jiekou.instance.TreeInfoS(); Updated_interface(info); - - petBettleInfoResponse petinfo = await Scene_main_jiekou.instance.getPetBettleInfos(); Updated_petinfo(petinfo); PlayerInfoData playerinfo = await Scene_main_jiekou.instance.PlayerInfos(); @@ -104,6 +104,15 @@ public class WaterPanel : MonoBehaviour Updated_Tree(info.Data.Level); LevelShow.text = info.Data.Exp + "/" + info.Data.upgrade_exp; TreeExpFill.fillAmount =(float)info.Data.Exp / info.Data.upgrade_exp; + for (int i = 0; i < info.Data.Charts.Count; i++) + { + if (info.Data.Charts[i].status == 2) + { + Schedulelist[i].gameObject.SetActive(true); + break; + } + } + Debug.Log(TreeExpFill.fillAmount); } diff --git a/meng_yao/Assets/script/scene_Main/ui/IllustrationsAssetDetails.cs b/meng_yao/Assets/script/scene_Main/ui/IllustrationsAssetDetails.cs index 137edcf5..7b204c3b 100644 --- a/meng_yao/Assets/script/scene_Main/ui/IllustrationsAssetDetails.cs +++ b/meng_yao/Assets/script/scene_Main/ui/IllustrationsAssetDetails.cs @@ -20,8 +20,8 @@ public class IllustrationsAssetDetails : MonoBehaviour private bool isUpdating = false; void Start() { - UpDateText(); Updatatasset(); + UpDateText(); if (Genbtn != null) { Genbtn.onClick.AddListener(() => @@ -68,13 +68,13 @@ public class IllustrationsAssetDetails : MonoBehaviour private void OnEnable() { InvokeRepeating("UpDateText", 5f, 1f); - InvokeRepeating("Updatatasset", 1f, 1f); + InvokeRepeating("Updatatasset", 2f, 1f); } private void OnDisable() { CancelInvoke("UpDateText"); - InvokeRepeating("Updatatasset", 1f, 1f); + CancelInvoke("Updatatasset"); } diff --git a/meng_yao/Assets/script/scene_Main/ui/ShopScroll.cs b/meng_yao/Assets/script/scene_Main/ui/ShopScroll.cs index 1a00928c..0d54533e 100644 --- a/meng_yao/Assets/script/scene_Main/ui/ShopScroll.cs +++ b/meng_yao/Assets/script/scene_Main/ui/ShopScroll.cs @@ -1,10 +1,30 @@ +using DG.Tweening; using System.Collections; using System.Collections.Generic; +using System.Threading.Tasks; +using Unity.VisualScripting.Antlr3.Runtime; using UnityEngine; using UnityEngine.UI; public class ShopScroll : MonoBehaviour { + + public RectTransform[] SkincategoryButtons; // 所有分类按钮的 RectTransform + public RectTransform[] MycategoryButtons; // 所有分类按钮的 RectTransform + + public Vector2 SkinopenPosition; // 按钮展开时的位置(例如,按钮的目标位置) + public Vector2 MyopenPosition; // 按钮展开时的位置(例如,按钮的目标位置) + + public Vector2 closedPosition; // 按钮收起时的位置(例如,按钮完全在屏幕外面) + public Vector2 myclosedPosition; + + public float slideDuration = 0.5f; // 滑动的时间 + public float delayBetweenButtons = 0.1f; // 按钮之间的延迟 + + private bool isSkinOpen = false; // 按钮是否展开的状态 + private bool isMyOpen = false; + + public Button GemBtn; public Button oreBtn; public Button lingpaiBtn; @@ -94,9 +114,9 @@ public class ShopScroll : MonoBehaviour HidePropertyScroll(); PropertySoilHideScroll(); HideMyScroll(); + SkinCloseButtons(SkincategoryButtons); + MyCloseButtons(MycategoryButtons); gemmage.sprite = Checked; - Propertybtnlist.gameObject.SetActive(false); - myBtnlist.gameObject.SetActive(false); Gemscroll.gameObject.SetActive(true); } @@ -105,9 +125,9 @@ public class ShopScroll : MonoBehaviour HidePropertyScroll(); PropertySoilHideScroll(); HideMyScroll(); + SkinCloseButtons(SkincategoryButtons); + MyCloseButtons(MycategoryButtons); oreImage.sprite = Checked; - Propertybtnlist.gameObject.SetActive(false); - myBtnlist.gameObject.SetActive(false); OreScroll.gameObject.SetActive(true); } @@ -116,21 +136,23 @@ public class ShopScroll : MonoBehaviour HidePropertyScroll(); PropertySoilHideScroll(); HideMyScroll(); + SkinCloseButtons(SkincategoryButtons); + MyCloseButtons(MycategoryButtons); lingpaiImage.sprite = Checked; - Propertybtnlist.gameObject.SetActive(false); - myBtnlist.gameObject.SetActive(false); lingpaiScroll.gameObject.SetActive(true); } - void mengyaoClick() + void mengyaoClick() { HidePropertyScroll(); PropertySoilHideScroll(); HideMyScroll(); + SkinCloseButtons(SkincategoryButtons); + MyOpenButtons(MycategoryButtons); mengyaoImage.sprite = Checked; - Propertybtnlist.gameObject.SetActive(false); - myBtnlist.gameObject.SetActive(true); MengyaoScroll.gameObject.SetActive(true); + + } void skinClick() @@ -138,10 +160,12 @@ public class ShopScroll : MonoBehaviour HidePropertyScroll(); PropertySoilHideScroll(); HideMyScroll(); + MyCloseButtons(MycategoryButtons); + SkinOpenButtons(SkincategoryButtons); skinImage.sprite = Checked; SkinScroll.gameObject.SetActive(true); - myBtnlist.gameObject.SetActive(false); - Propertybtnlist.gameObject.SetActive(true); + + } void PropertyGoldClick() @@ -277,8 +301,62 @@ public class ShopScroll : MonoBehaviour } - // Update is called once per frame - void Update() + + // 展开按钮 + void SkinOpenButtons(RectTransform[] cateButtons) + { + Propertybtnlist.gameObject.SetActive(true); + for (int i =1; i <= cateButtons.Length; i++) + { + // 为每个按钮设置延迟,按顺序展开 + cateButtons[i-1].DOAnchorPos(i* SkinopenPosition, slideDuration).SetEase(Ease.OutCubic).SetDelay(i * delayBetweenButtons); + } + + } + + // 收起按钮 + async void SkinCloseButtons(RectTransform[] cateButtons) + { + for (int i = 0; i < cateButtons.Length; i++) + { + cateButtons[i].DOAnchorPos(closedPosition, slideDuration) + .SetEase(Ease.InCubic) + .SetDelay(i * delayBetweenButtons); + } + await Task.Delay(800); + Propertybtnlist.gameObject.SetActive(false); + } + + void MyOpenButtons(RectTransform[] cateButtons) + { + cateButtons[cateButtons.Length - 1].DOAnchorPos(new Vector2(0, -1155), slideDuration).SetEase(Ease.InCubic); + myBtnlist.gameObject.SetActive(true); + for (int i = 1; i