商店动画的调整
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@ -14,6 +14,7 @@ public class WaterPanel : MonoBehaviour
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public Texture NightSp;
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public Texture NightSp;
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public List<GameObject> Treelist = new List<GameObject>();
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public List<GameObject> Treelist = new List<GameObject>();
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public List<GameObject> ChineseZodiac = new List<GameObject>();
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public List<GameObject> ChineseZodiac = new List<GameObject>();
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public List<GameObject> Schedulelist;
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public Text chart_title;
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public Text chart_title;
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@ -60,7 +61,7 @@ public class WaterPanel : MonoBehaviour
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}
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}
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InvokeRepeating("Updated_water", 1f, 1f);
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InvokeRepeating("Updated_water", 1f, 1f);
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}
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}
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@ -75,10 +76,9 @@ public class WaterPanel : MonoBehaviour
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async void Start()
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async void Start()
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{
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{
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instance = this;
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instance = this;
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Updated_water();
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TreeInfo info = await Scene_main_jiekou.instance.TreeInfoS();
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TreeInfo info = await Scene_main_jiekou.instance.TreeInfoS();
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Updated_interface(info);
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Updated_interface(info);
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petBettleInfoResponse petinfo = await Scene_main_jiekou.instance.getPetBettleInfos();
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petBettleInfoResponse petinfo = await Scene_main_jiekou.instance.getPetBettleInfos();
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Updated_petinfo(petinfo);
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Updated_petinfo(petinfo);
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PlayerInfoData playerinfo = await Scene_main_jiekou.instance.PlayerInfos();
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PlayerInfoData playerinfo = await Scene_main_jiekou.instance.PlayerInfos();
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@ -104,6 +104,15 @@ public class WaterPanel : MonoBehaviour
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Updated_Tree(info.Data.Level);
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Updated_Tree(info.Data.Level);
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LevelShow.text = info.Data.Exp + "/" + info.Data.upgrade_exp;
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LevelShow.text = info.Data.Exp + "/" + info.Data.upgrade_exp;
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TreeExpFill.fillAmount =(float)info.Data.Exp / info.Data.upgrade_exp;
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TreeExpFill.fillAmount =(float)info.Data.Exp / info.Data.upgrade_exp;
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for (int i = 0; i < info.Data.Charts.Count; i++)
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{
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if (info.Data.Charts[i].status == 2)
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{
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Schedulelist[i].gameObject.SetActive(true);
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break;
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}
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}
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Debug.Log(TreeExpFill.fillAmount);
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Debug.Log(TreeExpFill.fillAmount);
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}
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}
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@ -20,8 +20,8 @@ public class IllustrationsAssetDetails : MonoBehaviour
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private bool isUpdating = false;
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private bool isUpdating = false;
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void Start()
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void Start()
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{
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{
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UpDateText();
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Updatatasset();
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Updatatasset();
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UpDateText();
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if (Genbtn != null)
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if (Genbtn != null)
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{
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{
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Genbtn.onClick.AddListener(() =>
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Genbtn.onClick.AddListener(() =>
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@ -68,13 +68,13 @@ public class IllustrationsAssetDetails : MonoBehaviour
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private void OnEnable()
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private void OnEnable()
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{
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{
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InvokeRepeating("UpDateText", 5f, 1f);
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InvokeRepeating("UpDateText", 5f, 1f);
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InvokeRepeating("Updatatasset", 1f, 1f);
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InvokeRepeating("Updatatasset", 2f, 1f);
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}
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}
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private void OnDisable()
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private void OnDisable()
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{
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{
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CancelInvoke("UpDateText");
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CancelInvoke("UpDateText");
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InvokeRepeating("Updatatasset", 1f, 1f);
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CancelInvoke("Updatatasset");
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}
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}
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@ -1,10 +1,30 @@
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using DG.Tweening;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Unity.VisualScripting.Antlr3.Runtime;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI;
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public class ShopScroll : MonoBehaviour
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public class ShopScroll : MonoBehaviour
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{
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{
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public RectTransform[] SkincategoryButtons; // 所有分类按钮的 RectTransform
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public RectTransform[] MycategoryButtons; // 所有分类按钮的 RectTransform
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public Vector2 SkinopenPosition; // 按钮展开时的位置(例如,按钮的目标位置)
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public Vector2 MyopenPosition; // 按钮展开时的位置(例如,按钮的目标位置)
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public Vector2 closedPosition; // 按钮收起时的位置(例如,按钮完全在屏幕外面)
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public Vector2 myclosedPosition;
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public float slideDuration = 0.5f; // 滑动的时间
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public float delayBetweenButtons = 0.1f; // 按钮之间的延迟
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private bool isSkinOpen = false; // 按钮是否展开的状态
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private bool isMyOpen = false;
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public Button GemBtn;
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public Button GemBtn;
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public Button oreBtn;
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public Button oreBtn;
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public Button lingpaiBtn;
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public Button lingpaiBtn;
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@ -94,9 +114,9 @@ public class ShopScroll : MonoBehaviour
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HidePropertyScroll();
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HidePropertyScroll();
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PropertySoilHideScroll();
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PropertySoilHideScroll();
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HideMyScroll();
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HideMyScroll();
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SkinCloseButtons(SkincategoryButtons);
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MyCloseButtons(MycategoryButtons);
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gemmage.sprite = Checked;
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gemmage.sprite = Checked;
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Propertybtnlist.gameObject.SetActive(false);
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myBtnlist.gameObject.SetActive(false);
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Gemscroll.gameObject.SetActive(true);
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Gemscroll.gameObject.SetActive(true);
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}
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}
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@ -105,9 +125,9 @@ public class ShopScroll : MonoBehaviour
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HidePropertyScroll();
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HidePropertyScroll();
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PropertySoilHideScroll();
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PropertySoilHideScroll();
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HideMyScroll();
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HideMyScroll();
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SkinCloseButtons(SkincategoryButtons);
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MyCloseButtons(MycategoryButtons);
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oreImage.sprite = Checked;
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oreImage.sprite = Checked;
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Propertybtnlist.gameObject.SetActive(false);
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myBtnlist.gameObject.SetActive(false);
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OreScroll.gameObject.SetActive(true);
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OreScroll.gameObject.SetActive(true);
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}
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}
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@ -116,21 +136,23 @@ public class ShopScroll : MonoBehaviour
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HidePropertyScroll();
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HidePropertyScroll();
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PropertySoilHideScroll();
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PropertySoilHideScroll();
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HideMyScroll();
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HideMyScroll();
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SkinCloseButtons(SkincategoryButtons);
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MyCloseButtons(MycategoryButtons);
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lingpaiImage.sprite = Checked;
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lingpaiImage.sprite = Checked;
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Propertybtnlist.gameObject.SetActive(false);
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myBtnlist.gameObject.SetActive(false);
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lingpaiScroll.gameObject.SetActive(true);
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lingpaiScroll.gameObject.SetActive(true);
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}
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}
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void mengyaoClick()
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void mengyaoClick()
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{
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{
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HidePropertyScroll();
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HidePropertyScroll();
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PropertySoilHideScroll();
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PropertySoilHideScroll();
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HideMyScroll();
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HideMyScroll();
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SkinCloseButtons(SkincategoryButtons);
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MyOpenButtons(MycategoryButtons);
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mengyaoImage.sprite = Checked;
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mengyaoImage.sprite = Checked;
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Propertybtnlist.gameObject.SetActive(false);
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myBtnlist.gameObject.SetActive(true);
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MengyaoScroll.gameObject.SetActive(true);
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MengyaoScroll.gameObject.SetActive(true);
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}
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}
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void skinClick()
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void skinClick()
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@ -138,10 +160,12 @@ public class ShopScroll : MonoBehaviour
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HidePropertyScroll();
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HidePropertyScroll();
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PropertySoilHideScroll();
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PropertySoilHideScroll();
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HideMyScroll();
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HideMyScroll();
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MyCloseButtons(MycategoryButtons);
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SkinOpenButtons(SkincategoryButtons);
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skinImage.sprite = Checked;
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skinImage.sprite = Checked;
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SkinScroll.gameObject.SetActive(true);
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SkinScroll.gameObject.SetActive(true);
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myBtnlist.gameObject.SetActive(false);
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Propertybtnlist.gameObject.SetActive(true);
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}
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}
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void PropertyGoldClick()
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void PropertyGoldClick()
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@ -277,8 +301,62 @@ public class ShopScroll : MonoBehaviour
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}
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}
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// Update is called once per frame
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void Update()
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// 展开按钮
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void SkinOpenButtons(RectTransform[] cateButtons)
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{
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Propertybtnlist.gameObject.SetActive(true);
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for (int i =1; i <= cateButtons.Length; i++)
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{
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// 为每个按钮设置延迟,按顺序展开
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cateButtons[i-1].DOAnchorPos(i* SkinopenPosition, slideDuration).SetEase(Ease.OutCubic).SetDelay(i * delayBetweenButtons);
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}
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}
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// 收起按钮
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async void SkinCloseButtons(RectTransform[] cateButtons)
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{
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for (int i = 0; i < cateButtons.Length; i++)
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{
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cateButtons[i].DOAnchorPos(closedPosition, slideDuration)
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.SetEase(Ease.InCubic)
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.SetDelay(i * delayBetweenButtons);
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}
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await Task.Delay(800);
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Propertybtnlist.gameObject.SetActive(false);
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}
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void MyOpenButtons(RectTransform[] cateButtons)
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{
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cateButtons[cateButtons.Length - 1].DOAnchorPos(new Vector2(0, -1155), slideDuration).SetEase(Ease.InCubic);
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myBtnlist.gameObject.SetActive(true);
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for (int i = 1; i <cateButtons.Length; i++)
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{
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// 为每个按钮设置延迟,按顺序展开
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cateButtons[i - 1].DOAnchorPos(i * MyopenPosition, slideDuration).SetEase(Ease.OutCubic).SetDelay(i * delayBetweenButtons);
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}
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}
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// 收起按钮
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async void MyCloseButtons(RectTransform[] cateButtons)
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{
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for (int i = 1; i < cateButtons.Length-1; i++)
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{
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// 为每个按钮设置延迟,按顺序展开
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cateButtons[i - 1].DOAnchorPos(i * MyopenPosition, slideDuration)
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.SetEase(Ease.OutCubic)
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.SetDelay(i * delayBetweenButtons);
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}
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// 最后一个按钮的动画
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cateButtons[cateButtons.Length - 1].DOAnchorPos(new Vector2(0, -597), slideDuration).SetEase(Ease.InCubic);
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await Task.Delay(500);
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myBtnlist.gameObject.SetActive(false);
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}
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// Update is called once per frame
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void Update()
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{
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{
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}
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}
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