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9 changed files with 678 additions and 68 deletions

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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using System;
public class JinshaBtn : MonoBehaviour
{
public static Action OnSceneMouseBTN;
// Start is called before the first frame update
void Start()
{
OnSceneMouseBTN += JUmpScem;
}
private void OnMouseDown()
{
//SceneManager.LoadScene(JumpScene.cultivation_Jinsha_mine_slices);
OnSceneMouseBTN();
}
void JUmpScem()
{
SceneManager.LoadScene(JumpScene.cultivation_Jinsha_mine_slices);
}
}

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@ -0,0 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class SceneBtn : MonoBehaviour
{
public Button shopbtn;
public Button Developbtn;
public Button Troughbtn;
public Button Herobtn;
public Button Treebtn;
void Start()
{
shopbtn.onClick.AddListener(shopClick);
Developbtn.onClick.AddListener(DevelopClick);
Troughbtn.onClick.AddListener(TroughClick);
Herobtn.onClick.AddListener(HeroClick);
Treebtn.onClick.AddListener(TreeClick);
}
void shopClick()
{
}
void DevelopClick()
{
SceneManager.LoadScene(JumpScene.develop_the_main_interface_slices);
Debug.Log("sdasd");
}
void TroughClick()
{
}
void HeroClick()
{
}
void TreeClick()
{
}
}

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@ -3,72 +3,36 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
public class JumpScene : MonoBehaviour public class JumpScene
{ {
public Dictionary<string, string> SceneLoad = new Dictionary<string, string>();
public static JumpScene instance;
public string Choose_the_main_character; public static string Choose_the_main_character= "Choose_the_main_character";
public string clan_slices; public static string clan_slices ="clan_slices";
public string cultivation_gem_island_slices; public static string cultivation_gem_island_slices= "cultivation_gem_island_slices";
public string cultivation_gold_coin_Island; public static string cultivation_gold_coin_Island= "cultivation_gold_coin_Island";
public string cultivation_Jinsha_mine_slices; public static string cultivation_Jinsha_mine_slices = "cultivation_Jinsha_mine_slices";
public string develop_Scene; public static string develop_Scene= "develop_Scene";
public string develop_the_main_interface_slices; public static string develop_the_main_interface_slices= "develop_the_main_interface_slices";
public string eco_tree_achievement; public static string eco_tree_achievement = "eco_tree_achievement";
public string ecological_tree_network_wide_data_slices; public static string ecological_tree_network_wide_data_slices = "ecological_tree_network_wide_data_slices";
public string envirmentTreeReward_Scene; public static string envirmentTreeReward_Scene= "envirmentTreeReward_Scene";
public string fight_slices; public static string fight_slices = "fight_slices";
public string first_charge_slices; public static string first_charge_slices= "first_charge_slices";
public string forging_slices; public static string forging_slices= "forging_slices";
public string general_slices; public static string general_slices= "general_slices";
public string heroBg; public static string heroBg = "heroBg";
public string heroes_Pavilion_slices; public static string heroes_Pavilion_slices = "heroes_Pavilion_slices";
public string list_scene; public static string list_scene= "list_scene";
public string loading; public static string loading= "loading";
public string lock_demon_tower; public static string lock_demon_tower= "lock_demon_tower";
public string main_scene; public static string main_scene = "main_scene";
public string mining_goldCoin_Scene; public static string mining_goldCoin_Scene = "mining_goldCoin_Scene";
public string Obtain_power_ups; public static string Obtain_power_ups = "Obtain power-ups";
public string personalinformation_slices; public static string personalinformation_slices = "personalinformation_slices";
public string shop_scene; public static string shop_scene= "shop_scene";
public string signin; public static string signin= "signin";
public string upLevel_Scene; public static string upLevel_Scene= "upLevel_Scene";
// Start is called before the first frame update // Start is called before the first frame update
void Start()
{
instance = this;
Init();
}
void Init()
{
SceneLoad.Add(Choose_the_main_character, "Choose_the_main_character");
SceneLoad.Add(clan_slices, "clan_slices");
SceneLoad.Add(cultivation_gem_island_slices, "cultivation_gem_island_slices");
SceneLoad.Add(cultivation_gold_coin_Island, "cultivation_gold_coin_Island");
SceneLoad.Add(cultivation_Jinsha_mine_slices, "cultivation_Jinsha_mine_slices");
SceneLoad.Add(develop_Scene, "develop_Scene");
SceneLoad.Add(develop_the_main_interface_slices, "develop_the_main_interface_slices");
SceneLoad.Add(eco_tree_achievement, "eco_tree_achievement");
SceneLoad.Add(ecological_tree_network_wide_data_slices, "ecological_tree_network_wide_data_slices");
SceneLoad.Add(envirmentTreeReward_Scene, "envirmentTreeReward_Scene");
SceneLoad.Add(fight_slices, "fight_slices");
SceneLoad.Add(first_charge_slices, "first_charge_slices");
SceneLoad.Add(forging_slices, "forging_slices");
SceneLoad.Add(general_slices, "general_slices");
SceneLoad.Add(heroBg, "heroBg");
SceneLoad.Add(heroes_Pavilion_slices, "heroes_Pavilion_slices");
SceneLoad.Add(list_scene, "list_scene");
SceneLoad.Add(loading, "loading");
SceneLoad.Add(lock_demon_tower, "lock_demon_tower");
SceneLoad.Add(main_scene, "main_scene");
SceneLoad.Add(mining_goldCoin_Scene, "mining_goldCoin_Scene");
SceneLoad.Add(Obtain_power_ups, "Obtain power-ups");
SceneLoad.Add(personalinformation_slices, "personalinformation_slices");
SceneLoad.Add(shop_scene, "shop_scene");
SceneLoad.Add(signin, "signin");
SceneLoad.Add(upLevel_Scene, "upLevel_Scene");
}

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@ -58,7 +58,7 @@ public class Promptmgr : MonoBehaviour
uielement.anchoredPosition = endPosition; // 确保最终位置准确 uielement.anchoredPosition = endPosition; // 确保最终位置准确
// 等待一段时间后销毁 // 等待一段时间后销毁
yield return new WaitForSeconds(0.3f); // 可调整的等待时间 yield return new WaitForSeconds(1f); // 可调整的等待时间
Destroy(uielement.gameObject); // 销毁UI元素 Destroy(uielement.gameObject); // 销毁UI元素
} }