This commit is contained in:
GL 2024-12-26 18:13:42 +08:00
commit e10bad5975
36 changed files with 6812 additions and 847 deletions

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@ -27,10 +27,9 @@ public class Challeng_Evictory : charainfoPanel
AwardBtn.onClick.AddListener(AwardClick);
DmageBtn.onClick.AddListener(DmageClick);
Debug.Log(cardBox.instance.card[0].name);
Debug.Log(cardBox.instance.card[0].GetComponent<enemy>());
var sortedObjects = cardBox.instance.card.OrderByDescending(go => go.GetComponent<enemy>().harmNumber).ToList();
Debug.Log(sortedObjects);
// 遍历排序后的结果并输出每个GameObject的名字和伤害值
for (int i = 0; i < sortedObjects.Count; i++)
{
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DmageCountobj.gameObject.SetActive(true);
AwardBtn.GetComponent<Image>().sprite = anSprite;
DmageBtn.GetComponent<Image>().sprite = gaoliangsprite;
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}

View File

@ -55,7 +55,7 @@ public class Asset_Details : MonoBehaviour
// Step 1: 排序 statistics 按日期
List<statistics> sortedStatistics = infoIcomeList.Data.statistics
.OrderBy(s => s.date_time) // °´ÕÕ date_time ÅÅÐò
.OrderByDescending(s => s.date_time) // °´ÕÕ date_time ÅÅÐò
.ToList();
// Step 2: 遍历并生成对应的 itemBoxPrefab
@ -68,7 +68,7 @@ public class Asset_Details : MonoBehaviour
// Step 3: 排序 Transaction 按时间
List<Transaction> sortedTransactions = infoIcomeList.Data.List
.OrderBy(t => t.create_time) // °´ÕÕ create_time ÅÅÐò
.OrderByDescending(t => t.create_time) // °´ÕÕ create_time ÅÅÐò
.ToList();
// Step 4: 遍历 Transaction按时间生成并归类到对应的 itemBoxPrefab

View File

@ -14,7 +14,9 @@ public class Scene_baoshidao : MonoBehaviour
instance = this;
}
void Start()
private void OnEnable()
{
init();
}
@ -32,6 +34,7 @@ public class Scene_baoshidao : MonoBehaviour
go.daoyuName.text = info.name;
go.ActivateValue = info.price;
go.goldNumerTextPro.text = info.price.ToString("f0");
Debug.Log("宝石岛价格"+info.price);
go.MaxShipNumber = info.activate_limit;
go.ShipNumber = info.activate_count;

View File

@ -16,6 +16,10 @@ public class Scene_baoshikuang : MonoBehaviour
}
void Start()
{
}
private void OnEnable()
{
init();
}

View File

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.VisualScripting;
using UnityEngine;
public class Scene_jinbikuang : MonoBehaviour
@ -14,7 +15,7 @@ public class Scene_jinbikuang : MonoBehaviour
instance = this;
}
void Start()
private void OnEnable()
{
init();
}

View File

@ -14,10 +14,11 @@ public class scene_jingshadao : MonoBehaviour
instance = this;
}
void Start()
private void OnEnable()
{
init();
}
async void init()
{

View File

@ -0,0 +1,49 @@
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
public class ModePanel : MonoBehaviour
{
[Header("模式一按钮")] public Button btn1;
[Header("模式二按钮")] public Button btn2;
[Header("滑动条")] public GameObject obj;
[Header("速度")] public float speed;
// Start is called before the first frame update
void Start()
{
btn1.onClick.AddListener(async () =>
{
MoveToTarget(obj, btn1.GetComponent<RectTransform>().position, speed*100);
btn2.GetComponent<Text>().color = Color.white;
await Task.Delay(200);
btn1.GetComponent<Text>().color = Color.black;
});
btn2.onClick.AddListener(async () =>
{
MoveToTarget(obj, btn2.GetComponent<RectTransform>().position, speed*100);
btn1.GetComponent<Text>().color = Color.white;
await Task.Delay(200);
btn2.GetComponent<Text>().color = Color.black;
});
}
// 让物体滑动到目标位置
void MoveToTarget(GameObject obj, Vector3 targetPosition, float speed)
{
// 计算物体与目标位置的距离
float distance = Vector3.Distance(obj.transform.position, targetPosition);
// 根据速度计算持续时间
float moveDuration = distance / speed;
// 使用 DOTween 让物体滑动到目标位置
// 使用 DOTween 让物体滑动到目标位置并使用缓动效果Ease.InOutQuad
obj.transform.DOMove(targetPosition, moveDuration).SetEase(Ease.InOutQuad);
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a3a6b8473145fbb45ab7cbeccf28286d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -32,7 +32,7 @@ public class jskPanel : mount
for (int i = 0; i < 5; i++)
{
boxTypes.Add(new BoxType { Name = index.ToString() + "Îı¾", prompt = "µÚ" + ArabicToChineseNumberConverter.ConvertToChineseNumbers(index.ToString()) + "²ã", Type = 4, is_required = true });
boxTypes.Add(new BoxType { Name = "捕鱼" + index.ToString(), prompt = "挖矿" + 1,prompt2 = "矿"+(i+1),nametext1="剩余数量1", Type = 3, goldNumerobj = (200 * index).ToString(), icon = iconS[index - 1] });
boxTypes.Add(new BoxType { Name = "捕鱼" + index.ToString(), prompt = "挖矿" + 1,prompt2 = ""+(i+1),nametext1="剩余数量:"+ (lands[i].GetComponent<roomcontroller>().MaxShipNumber - lands[i].GetComponent<roomcontroller>().shipNumber), Type = 3, goldNumerobj = lands[i].GetComponent<roomcontroller>().ActivateValue.ToString(), icon = iconS[index - 1] });
index++;
}
@ -56,8 +56,8 @@ public class jskPanel : mount
if (!Generate1 && (PlayerManager.Instance.Coins - 200) > 0)
{
lands[0].GetComponent<roomcontroller>().add_fish();
lands[0].GetComponent<roomcontroller>().BuyActivation();
}
}

View File

@ -12,6 +12,8 @@ public class jishadao_buy :mount
public List<GameObject> lands = new List<GameObject>();
public bool Generate1 = false;
public bool Generate2 = false;
public bool Generate3 = false;
@ -26,11 +28,12 @@ public class jishadao_buy :mount
//Debug.LogError("禁用生成船只逻辑");
jishadao_contorl.canClick = false;
List<BoxType> boxTypes = new List<BoxType>();
int index = 1;
for (int i = 0; i < 3; i++)
{
boxTypes.Add(new BoxType { Name = index.ToString() + "文本", prompt = "第" + ArabicToChineseNumberConverter.ConvertToChineseNumbers(index.ToString()) + "层", Type = 4, is_required = true });
boxTypes.Add(new BoxType { Name = "捕鱼" + index.ToString(), prompt = "捕鱼" + 1, prompt2 = "捕鱼" + (i + 1), nametext1 = "剩余数量1",Type = 3, goldNumerobj = (200 * index).ToString(), icon = iconS[index - 1] });
boxTypes.Add(new BoxType { Name = "捕鱼" + index.ToString(), prompt = "捕鱼" + 1, prompt2 = "捕鱼" + (i + 1), nametext1 = "剩余数量:" + (lands[i].GetComponent<jishadao_contorl>().MaxShipNumber - lands[i].GetComponent<jishadao_contorl>().shipNumber), Type = 3, goldNumerobj = lands[i].GetComponent<jishadao_contorl>().ActivateValue.ToString(), icon = iconS[index - 1] });
index++;
}
@ -53,10 +56,7 @@ public class jishadao_buy :mount
{
if (!Generate1 && (PlayerManager.Instance.Coins - 200) > 0)
{
lands[0].GetComponent<jishadao_contorl>().BuyActivation();
}
}

View File

@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Net.NetworkInformation;
using System.Runtime.CompilerServices;
using Newtonsoft.Json;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
@ -25,6 +26,7 @@ public class Logo_in : mount
float progress = 0;
float timer = 0f;
bool isSecond = true;
public override void Awake()
{
@ -39,7 +41,7 @@ public class Logo_in : mount
sceneslider.value = 0f; // 初始值设为0
}
string token = PlayerPrefs.GetString("UserToken", string.Empty); // 如果没有找到 token返回空字符串
@ -65,8 +67,8 @@ public class Logo_in : mount
else
{
PlayerPrefs.SetInt("SceneStatus", -1);
sceneslider.gameObject.SetActive(false);
Privacy_Policy_screen();
sceneslider.gameObject.SetActive(false);
Privacy_Policy_screen();
}
@ -243,19 +245,24 @@ public class Logo_in : mount
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 == 0)
if (type == 0 && isSecond)
{
bool response =await loading_Jiekou.SendCodes(boxTypes[0].content);
bool response =await loading_Jiekou.SendCodes(boxTypes[0].content);
if (response)
{
isSecond = false;
Text time = gameObjects[1].transform.Find("ConfirmBtn/Confirmtext").GetComponent<Text>();
StartCoroutine(StartCountdown(time, 60f));
Promptmgr.Instance.PromptBubble("发送成功");
}
else
{
Promptmgr.Instance.PromptBubble("发送失败");
}
//这里调用发送验证码的接口
Debug.Log("发送验证码");
}else
{
Promptmgr.Instance.PromptBubble("请等待倒计时结束");
}
});
@ -264,7 +271,6 @@ public class Logo_in : mount
{
if (type == 1)
{
login_Password_screen(gameObject,boxTypes[0].content);
//gameObject.GetComponent<input_box_pop_up_window>().destroy();
}
@ -279,13 +285,15 @@ public class Logo_in : mount
}
else if (type == 1)//登录
{
Debug.Log("点击登录按钮");
string response = await loading_Jiekou.Logins("app", boxTypes[0].content, boxTypes[1].content, "code");
loginResponse apifox = JsonConvert.DeserializeObject<loginResponse>(response);
Debug.Log(response);
Button ga = gameObjects[3].transform.Find("loginbtn").GetComponent<Button>();
ga.enabled = false;
if (apifox.code == 200)
{
PlayerIndfo info = await loading_Jiekou.PalyerInfos();
if (info.Data.certify_status == -1)
{
@ -302,6 +310,7 @@ public class Logo_in : mount
}
else
{
ga.enabled = true;
Promptmgr.Instance.PromptBubble(apifox.message);
}
@ -310,6 +319,22 @@ public class Logo_in : mount
}
IEnumerator StartCountdown(Text textComponent, float duration)
{
float timeLeft = duration;
while (timeLeft > 0)
{
textComponent.text = Mathf.Ceil(timeLeft).ToString(); // 更新Text组件的显示
timeLeft -= 1f; // 每秒减少1秒
yield return new WaitForSeconds(1f); // 等待1秒
Debug.Log("进入倒计时");
}
isSecond = true;
textComponent.text = "发送"; // 倒计时结束后更新文本
}
IEnumerator jiaLoading()
{
while (timer <= 3f)
@ -320,7 +345,9 @@ public class Logo_in : mount
// 设置进度条的值
sceneslider.value = progress;
yield return new WaitForSeconds(0.01f);
}
StartCoroutine(LoadSceneWithProgress());
}
@ -347,7 +374,6 @@ public class Logo_in : mount
yield return new WaitForSeconds(0.5f);
asyncLoad.allowSceneActivation = true; // 切换场景
}
yield return null;
}
}