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m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
|
||||
m_ColorMultiplier: 1
|
||||
m_FadeDuration: 0.1
|
||||
m_SpriteState:
|
||||
m_HighlightedSprite: {fileID: 0}
|
||||
m_PressedSprite: {fileID: 0}
|
||||
m_SelectedSprite: {fileID: 0}
|
||||
m_DisabledSprite: {fileID: 0}
|
||||
m_AnimationTriggers:
|
||||
m_NormalTrigger: Normal
|
||||
m_HighlightedTrigger: Highlighted
|
||||
m_PressedTrigger: Pressed
|
||||
m_SelectedTrigger: Selected
|
||||
m_DisabledTrigger: Disabled
|
||||
m_Interactable: 1
|
||||
m_TargetGraphic: {fileID: 3011360594005455387}
|
||||
m_OnClick:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
--- !u!1 &3011360594037153532
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -10416,7 +10520,7 @@ RectTransform:
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
m_AnchoredPosition: {x: 0, y: 172.21802}
|
||||
m_AnchoredPosition: {x: 0, y: 172.21826}
|
||||
m_SizeDelta: {x: 981.5343, y: 701.7915}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!1 &3011360594499795597
|
||||
|
@ -230,8 +230,8 @@ MonoBehaviour:
|
||||
m_Alignment: 4
|
||||
m_AlignByGeometry: 0
|
||||
m_RichText: 1
|
||||
m_HorizontalOverflow: 0
|
||||
m_VerticalOverflow: 0
|
||||
m_HorizontalOverflow: 1
|
||||
m_VerticalOverflow: 1
|
||||
m_LineSpacing: 1
|
||||
m_Text: 9999
|
||||
--- !u!114 &4159882548156028848
|
||||
@ -483,7 +483,7 @@ MonoBehaviour:
|
||||
m_Top: 0
|
||||
m_Bottom: 0
|
||||
m_ChildAlignment: 4
|
||||
m_Spacing: 27.2
|
||||
m_Spacing: 10.96
|
||||
m_ChildForceExpandWidth: 1
|
||||
m_ChildForceExpandHeight: 1
|
||||
m_ChildControlWidth: 0
|
||||
|
@ -13,7 +13,7 @@ GameObject:
|
||||
- component: {fileID: 5504567710688427244}
|
||||
- component: {fileID: 2004357173}
|
||||
m_Layer: 5
|
||||
m_Name: Text (Legacy)
|
||||
m_Name: Confirmtext
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
@ -680,7 +680,7 @@ GameObject:
|
||||
- component: {fileID: 4368723989286821865}
|
||||
- component: {fileID: 5866305367404123795}
|
||||
m_Layer: 5
|
||||
m_Name: Button (Legacy) (1)
|
||||
m_Name: ConfirmBtn
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
|
@ -497,7 +497,7 @@ GameObject:
|
||||
- component: {fileID: 8244130571147241844}
|
||||
- component: {fileID: 8244130571147241847}
|
||||
m_Layer: 5
|
||||
m_Name: Button (Legacy) (1)
|
||||
m_Name: loginbtn
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
|
@ -109,7 +109,7 @@ GameObject:
|
||||
- component: {fileID: 1102998763759666647}
|
||||
- component: {fileID: 1102998763759666644}
|
||||
m_Layer: 5
|
||||
m_Name: Button (Legacy) (1)
|
||||
m_Name: ConfirmBtn
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
|
@ -48,7 +48,7 @@ TextureImporter:
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteBorder: {x: 63, y: 25, z: 61, w: 26}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
@ -89,6 +89,42 @@ TextureImporter:
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: iPhone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: WebGL
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Android
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
@ -96,7 +132,7 @@ TextureImporter:
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
internalID: 1537655665
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
|
@ -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++)
|
||||
{
|
||||
@ -66,10 +65,5 @@ public class Challeng_Evictory : charainfoPanel
|
||||
DmageCountobj.gameObject.SetActive(true);
|
||||
AwardBtn.GetComponent<Image>().sprite = anSprite;
|
||||
DmageBtn.GetComponent<Image>().sprite = gaoliangsprite;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -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
|
||||
|
@ -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;
|
||||
|
@ -16,6 +16,10 @@ public class Scene_baoshikuang : MonoBehaviour
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
init();
|
||||
}
|
||||
|
@ -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();
|
||||
}
|
||||
|
@ -14,11 +14,12 @@ public class scene_jingshadao : MonoBehaviour
|
||||
instance = this;
|
||||
}
|
||||
|
||||
void Start()
|
||||
private void OnEnable()
|
||||
{
|
||||
init();
|
||||
}
|
||||
|
||||
|
||||
async void init()
|
||||
{
|
||||
List<MinngConfigData> infos = await miner_jiekou.instance.GetMinerInfo(10);
|
||||
|
49
meng_yao/Assets/script/scene_Main/ui/ModePanel.cs
Normal 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);
|
||||
}
|
||||
}
|
11
meng_yao/Assets/script/scene_Main/ui/ModePanel.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a3a6b8473145fbb45ab7cbeccf28286d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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 = "挖矿"+(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 = "矿工"+(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++;
|
||||
}
|
||||
|
||||
@ -56,7 +56,7 @@ public class jskPanel : mount
|
||||
if (!Generate1 && (PlayerManager.Instance.Coins - 200) > 0)
|
||||
{
|
||||
|
||||
lands[0].GetComponent<roomcontroller>().add_fish();
|
||||
lands[0].GetComponent<roomcontroller>().BuyActivation();
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -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 = "捕鱼船" + (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();
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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()
|
||||
{
|
||||
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
|