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No commits in common. "b002910437d60389c89c73089a1c500c62f56721" and "100b8665640c0b8376c4ec325bada243e069edc7" have entirely different histories.

76 changed files with 28247 additions and 37052 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CircleDissolveEffect : MonoBehaviour
{
public Material dissolveMaterial;
public Image targetImage; // 使用的UI图片
public float transitionSpeed = 1.0f;
private float radius = 0.0f;
public bool isTransitioning = false;
void Start()
{
// 计算宽高比并应用到Shader
float aspectRatio = (float)targetImage.rectTransform.rect.width / targetImage.rectTransform.rect.height;
dissolveMaterial.SetFloat("_AspectRatio", aspectRatio);
}
void Update()
{
if (isTransitioning)
{
if (radius < 1f)
{
radius += Time.deltaTime * transitionSpeed;
dissolveMaterial.SetFloat("_Radius", Mathf.Clamp01(radius));
}
}
else
{
if (radius > 0f)
{
radius -= Time.deltaTime * transitionSpeed;
dissolveMaterial.SetFloat("_Radius", Mathf.Clamp01(radius));
}
}
}
public void StartTransition()
{
radius = 0.0f;
isTransitioning = true;
}
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Shader "UI/CircleDissolveEffect"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_Center("Dissolve Center", Vector) = (0.5, 0.5, 0, 0)
_Radius("Dissolve Radius", Range(0, 1)) = 0.5
_EdgeWidth("Edge Width", Range(0, 0.1)) = 0.05
_EdgeColor("Edge Color", Color) = (1,1,1,1)
_AspectRatio("Aspect Ratio", Float) = 1.0
}
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Blend SrcAlpha OneMinusSrcAlpha
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{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
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float2 _Center;
float _Radius;
float _EdgeWidth;
fixed4 _EdgeColor;
float _AspectRatio;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
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{
float2 uv = i.uv;
fixed4 mainColor = tex2D(_MainTex, uv);
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adjustedUV.x = (uv.x - _Center.x) * _AspectRatio + _Center.x;
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float dist = distance(adjustedUV, _Center);
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float dissolveThreshold = smoothstep(_Radius - _EdgeWidth, _Radius, dist);
// 混合边缘颜色
fixed4 edgeColor = _EdgeColor * (1.0 - dissolveThreshold);
// 应用溶解效果
return lerp(edgeColor, mainColor, dissolveThreshold) * mainColor.a;
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ENDCG
}
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Shader "Custom/yuan"
{
Properties
{
_R("Radius_R", Range(0,1)) = 0.5
_Blur("virtual_Range", Range(0,100)) = 100
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float _R;
float _X;
float _Y;
float _Blur;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = v.texcoord;
OUT.color = v.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
//圆形
float x = IN.texcoord.x - 0.5f;
float y = IN.texcoord.y - 0.5f;
float lerp = (1 - _Blur * (_R * _R - (x * x + y * y))) * color.a;//如果不加这句代码,图片边缘会有明显的锯齿
color.a = (color.a - lerp) * step(x * x + y * y, _R * _R);//如果 _R*_R<(x*x + y * y),返回 0否则返回 1。
return color;
}
ENDCG
}
}
FallBack "Diffuse"
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@ -51,9 +51,9 @@ TextureImporter:
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spriteGenerateFallbackPhysicsShape: 1 spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1 alphaUsage: 1
alphaIsTransparency: 1 alphaIsTransparency: 0
spriteTessellationDetail: -1 spriteTessellationDetail: -1
textureType: 8 textureType: 0
textureShape: 1 textureShape: 1
singleChannelComponent: 0 singleChannelComponent: 0
flipbookRows: 1 flipbookRows: 1
@ -95,7 +95,7 @@ TextureImporter:
outline: [] outline: []
physicsShape: [] physicsShape: []
bones: [] bones: []
spriteID: 5e97eb03825dee720800000000000000 spriteID:
internalID: 0 internalID: 0
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indices: indices:

View File

@ -1,37 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using DG.Tweening;
public class JinBidaoBtn : 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);
transform.DOScale(new Vector3(0.5f, 0.5f, 0.5f), 0.3f).SetEase(Ease.OutBack);
StartCoroutine("Magnify");
}
IEnumerator Magnify()
{
yield return null;
transform.DOScale(Vector3.one, 0.5f).SetEase(Ease.OutBack);
yield return new WaitForSeconds(0.3f);
OnSceneMouseBTN();
}
void JUmpScem()
{
// SceneGuodu.instance.SlideInAndLoadScene(JumpScene.cultivation_Jinsha_mine_slices);
}
}

View File

@ -1,11 +0,0 @@
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View File

@ -3,7 +3,6 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using System; using System;
using DG.Tweening;
public class JinshaBtn : MonoBehaviour public class JinshaBtn : MonoBehaviour
{ {
public static Action OnSceneMouseBTN; public static Action OnSceneMouseBTN;
@ -17,21 +16,12 @@ public class JinshaBtn : MonoBehaviour
private void OnMouseDown() private void OnMouseDown()
{ {
//SceneManager.LoadScene(JumpScene.cultivation_Jinsha_mine_slices); //SceneManager.LoadScene(JumpScene.cultivation_Jinsha_mine_slices);
transform.DOScale(new Vector3(0.5f,0.5f,0.5f),0.3f).SetEase(Ease.OutBack);
StartCoroutine("Magnify");
}
IEnumerator Magnify()
{
transform.DOScale(Vector3.one, 0.5f).SetEase(Ease.OutBack);
OnSceneMouseBTN(); OnSceneMouseBTN();
return null;
} }
void JUmpScem() void JUmpScem()
{ {
Debug.Log("===="); SceneManager.LoadScene(JumpScene.cultivation_Jinsha_mine_slices);
SceneGuodu.instance.SlideInAndLoadScene(JumpScene.cultivation_Jinsha_mine_slices);
} }
} }

View File

@ -1,64 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class JinshaReturnBtn : MonoBehaviour
{
public Button shopbtn;
public Button Developbtn;
public Button Troughbtn;
public Button Herobtn;
public Button Treebtn;
// Start is called before the first frame update
void Start()
{
shopbtn.onClick.AddListener(shopClick);
Developbtn.onClick.AddListener(DevelopClick);
Troughbtn.onClick.AddListener(TroughClick);
Herobtn.onClick.AddListener(HeroClick);
Treebtn.onClick.AddListener(TreeClick);
}
private void TreeClick()
{
SceneGuodu.instance.SlideInAndLoadScene(JumpScene.main_scene);
JumpScene.jumpbool = 4;
}
private void HeroClick()
{
SceneGuodu.instance.SlideInAndLoadScene(JumpScene.main_scene);
JumpScene.jumpbool = 3;
}
private void TroughClick()
{
SceneGuodu.instance.SlideInAndLoadScene(JumpScene.main_scene);
JumpScene.jumpbool = 2;
}
private void DevelopClick()
{
SceneGuodu.instance.SlideInAndLoadScene(JumpScene.main_scene);
JumpScene.jumpbool = 1;
}
private void shopClick()
{
SceneGuodu.instance.SlideInAndLoadScene(JumpScene.main_scene);
JumpScene.jumpbool = 0;
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -1,11 +0,0 @@
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View File

@ -2,47 +2,14 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using DG.Tweening; using UnityEngine.SceneManagement;
public class SceneBtn : MonoBehaviour public class SceneBtn : MonoBehaviour
{ {
public Button shopbtn; public Button shopbtn;
public Button Developbtn; public Button Developbtn;
public Button Troughbtn; public Button Troughbtn;
public Button Herobtn; public Button Herobtn;
public Button Treebtn; public Button Treebtn;
public Sprite showtextbg;
public Sprite showtextup;
public Sprite removetextbg;
public Sprite removetextup;
private RectTransform Developpanel;
private RectTransform shoppanel;
private RectTransform Troughpanel;
private RectTransform heropanel;
private RectTransform treepanel;
private Image shopimagebg;
private Image shopimagerup;
private Image Developimagebg;
private Image Developimagerup;
private Image Troughimagebg;
private Image Troughmagerup;
private Image Heroimagebg;
private Image Heroimagerup;
private Image Treeimagebg;
private Image Treeimagerup;
Vector3 Deflate = new Vector3(0.5f, 0.5f, 0.5f);
void Start() void Start()
{ {
shopbtn.onClick.AddListener(shopClick); shopbtn.onClick.AddListener(shopClick);
@ -50,62 +17,26 @@ public class SceneBtn : MonoBehaviour
Troughbtn.onClick.AddListener(TroughClick); Troughbtn.onClick.AddListener(TroughClick);
Herobtn.onClick.AddListener(HeroClick); Herobtn.onClick.AddListener(HeroClick);
Treebtn.onClick.AddListener(TreeClick); Treebtn.onClick.AddListener(TreeClick);
Developpanel = Developbtn.GetComponent<RectTransform>();
shoppanel = shopbtn.GetComponent<RectTransform>();
Troughpanel = Troughbtn.GetComponent<RectTransform>();
heropanel = Herobtn.GetComponent<RectTransform>();
treepanel = Treebtn.GetComponent<RectTransform>();
shopimagebg = shopbtn.transform.Find("Bg").GetComponent<Image>();
shopimagerup= shopbtn.transform.Find("TxtBorder").GetComponent<Image>();
Developimagebg = Developbtn.transform.Find("Bg").GetComponent<Image>();
Developimagerup = Developbtn.transform.Find("TxtBorder").GetComponent<Image>();
Troughimagebg = Troughbtn.transform.Find("Bg").GetComponent<Image>();
Troughmagerup = Troughbtn.transform.Find("TxtBorder").GetComponent<Image>();
Heroimagebg =Herobtn.transform.Find("Bg").GetComponent<Image>();
Heroimagerup = Herobtn.transform.Find("TxtBorder").GetComponent<Image>();
Treeimagebg = Treebtn.transform.Find("Bg").GetComponent<Image>();
Treeimagerup = Treebtn.transform.Find("TxtBorder").GetComponent<Image>();
BeginLoad(JumpScene.jumpbool);
} }
void shopClick() void shopClick()
{ {
RemoveImage();
Showimage(shopimagebg, shopimagerup);
shoppanel.DOScale(Deflate, 0.3f).SetEase(Ease.OutBack);
StartCoroutine(Magnify(shoppanel));
UIScreenMgr.instance.ShowScreen(0);
} }
void DevelopClick() void DevelopClick()
{ {
RemoveImage(); SceneManager.LoadScene(JumpScene.develop_the_main_interface_slices);
Showimage(Developimagebg, Developimagerup); Debug.Log("sdasd");
Developpanel.DOScale(Deflate,0.3f).SetEase(Ease.OutBack);
StartCoroutine(Magnify(Developpanel));
UIScreenMgr.instance.ShowScreen(1);
} }
void TroughClick() void TroughClick()
{ {
RemoveImage();
Showimage(Troughimagebg, Troughmagerup);
Troughpanel.DOScale(Deflate, 0.3f).SetEase(Ease.OutBack);
StartCoroutine(Magnify(Troughpanel));
UIScreenMgr.instance.ShowScreen(2);
} }
void HeroClick() void HeroClick()
{ {
RemoveImage();
Showimage(Heroimagebg, Heroimagerup);
heropanel.DOScale(Deflate, 0.3f).SetEase(Ease.OutBack);
StartCoroutine(Magnify(heropanel));
UIScreenMgr.instance.ShowScreen(3);
} }
void TreeClick() void TreeClick()
@ -114,57 +45,4 @@ public class SceneBtn : MonoBehaviour
} }
void Showimage(Image im,Image im2)
{
im.sprite = showtextbg;
im2.sprite = showtextup;
}
public void RemoveImage()
{
shopimagebg.sprite = removetextbg;
shopimagerup.sprite = removetextup;
Developimagebg.sprite = removetextbg;
Developimagerup.sprite = removetextup;
Troughimagebg.sprite = removetextbg;
Troughmagerup.sprite = removetextup;
Heroimagebg.sprite = removetextbg;
Heroimagerup.sprite = removetextup;
Treeimagebg.sprite = removetextbg;
Treeimagerup.sprite = removetextup;
}
IEnumerator Magnify(RectTransform allpanel)
{
yield return null;
allpanel.DOScale(Vector3.one, 0.5f).SetEase(Ease.OutBack);
}
public void BeginLoad(int i)
{
RemoveImage();
switch (i)
{
case 0:
Showimage(shopimagebg, shopimagerup);
break;
case 1:
Showimage(Developimagebg, Developimagerup);
break;
case 2:
Showimage(Troughimagebg, Troughmagerup);
break;
case 3:
Showimage(Heroimagebg, Heroimagerup);
break;
}
}
} }

View File

@ -1,28 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using DG.Tweening;
using System.Threading.Tasks;
public class SceneGuodu : MonoBehaviour
{
public static SceneGuodu instance;
public RectTransform panel; // ÕÚÕÖµÄRectTransform
public float transitionTime = 1f; // ¹ý¶Éʱ¼ä
public GameObject mask;//ÕÚÕÖ
private void Start()
{
instance = this;
}
public async void SlideInAndLoadScene(string sceneName)
{
Debug.Log(sceneName);
mask.GetComponent<CircleDissolveEffect>().isTransitioning = false;
await Task.Delay(1000);
SceneManager.LoadScene(sceneName);
}
}

View File

@ -1,11 +0,0 @@
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View File

@ -1,56 +0,0 @@
using UnityEngine;
using UnityEngine.EventSystems;
using DG.Tweening;
using System.Collections.Generic;
public class SilderUI : MonoBehaviour, IDragHandler, IEndDragHandler
{
public SceneBtn sceneBtn;
private float swipeThreshold = 10f; // 滑动切换的阈值
private void Start()
{
}
public void OnDrag(PointerEventData eventData)
{
}
public void OnEndDrag(PointerEventData eventData)
{
float dragDistance = eventData.pressPosition.x - eventData.position.x;
Debug.Log(dragDistance);
bool toNext = dragDistance > 0; // 判断是向左还是向右滑动
if (toNext)
{
JumpScene.jumpbool += 1;
}
else
{
JumpScene.jumpbool -= 1;
}
if (JumpScene.jumpbool < 0)
{
JumpScene.jumpbool = 4;
}
if (JumpScene.jumpbool >4)
{
JumpScene.jumpbool = 0;
}
if (Mathf.Abs(dragDistance) >= swipeThreshold)
{
sceneBtn.BeginLoad(JumpScene.jumpbool);
UIScreenMgr.instance.ShowScreen(JumpScene.jumpbool);
}
}
}

View File

@ -1,11 +0,0 @@
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View File

@ -1,37 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using DG.Tweening;
public class ZuanshiBtn : 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);
transform.DOScale(new Vector3(0.5f, 0.5f, 0.5f), 0.3f).SetEase(Ease.OutBack);
StartCoroutine("Magnify");
}
IEnumerator Magnify()
{
yield return null;
transform.DOScale(Vector3.one, 0.5f).SetEase(Ease.OutBack);
yield return new WaitForSeconds(0.3f);
OnSceneMouseBTN();
}
void JUmpScem()
{
// SceneGuodu.instance.SlideInAndLoadScene(JumpScene.cultivation_Jinsha_mine_slices);
}
}

View File

@ -1,11 +0,0 @@
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View File

@ -5,7 +5,7 @@ using UnityEngine.SceneManagement;
public class JumpScene public class JumpScene
{ {
public static int jumpbool = 2;
public static string Choose_the_main_character= "Choose_the_main_character"; public static string Choose_the_main_character= "Choose_the_main_character";
public static string clan_slices ="clan_slices"; public static string clan_slices ="clan_slices";
public static string cultivation_gem_island_slices= "cultivation_gem_island_slices"; public static string cultivation_gem_island_slices= "cultivation_gem_island_slices";

View File

@ -7,8 +7,10 @@ public class Promptmgr : MonoBehaviour
public static Promptmgr Instance; public static Promptmgr Instance;
private GameObject PromptPrefab; private GameObject PromptPrefab;
private GameObject PromptWhiltePrefab; private GameObject PromptWhiltePrefab;
private float movedistance = 800f;//Òƶ¯µÄ¾àÀë private float movedistance = 400f;//移动的距离
private float moveDuration = 1f;//Òƶ¯ËùÐèµÄʱ¼ä private float moveDuration = 1f;//Òƶ¯ËùÐèµÄʱ¼ä
public GameObject canvs;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -16,23 +18,54 @@ public class Promptmgr : MonoBehaviour
DontDestroyOnLoad(this); DontDestroyOnLoad(this);
PromptPrefab = (GameObject)Resources.Load("Prefabs/Prompt"); PromptPrefab = (GameObject)Resources.Load("Prefabs/Prompt");
PromptWhiltePrefab = (GameObject)Resources.Load("Prefabs/PromptWhite"); PromptWhiltePrefab = (GameObject)Resources.Load("Prefabs/PromptWhite");
} }
public void PromptBubble(string message) /* public void PromptBubble(string message)
{ {
GameObject proobj = Instantiate(PromptPrefab); GameObject proobj = Instantiate(PromptPrefab);
proobj.transform.SetParent(GameObject.Find("Canvas").transform); proobj.transform.SetParent(GameObject.Find("Canvas").transform);
proobj.transform.position =new Vector3(Screen.width/2,Screen.height/2+33,0); proobj.transform.position = new Vector3(540, 1300, 0);
StartCoroutine(MoveUpandDestory(proobj)); StartCoroutine(MoveUpandDestory(proobj));
Text protext = proobj.transform.Find("Prompttext").GetComponent<Text>(); Text protext = proobj.transform.Find("Prompttext").GetComponent<Text>(); ;
protext.text = message; protext.text = message;
}*/
public void PromptBubble(string message)
{
PromptBubble(message, Color.white, Color.black);
} }
/// <summary>
/// 显示弹窗
/// </summary>
/// <param name="message">显示的内容</param>
/// <param name="textColor">文字颜色,默认白色</param>
/// <param name="backgroundColor">背景颜色,默认黑色</param>
public void PromptBubble(string message, Color textColor, Color backgroundColor)
{
GameObject proobj = Instantiate(PromptPrefab);
proobj.transform.SetParent(canvs.transform);
proobj.transform.position = new Vector3(540, 1300, 0);
StartCoroutine(MoveUpandDestory(proobj));
Text protext = proobj.transform.Find("Prompttext").GetComponent<Text>();
protext.text = message;
protext.color = textColor; // 设置文本颜色
// 设置背景颜色
Image backgroundImage = proobj.GetComponent<Image>();
if (backgroundImage != null)
{
backgroundImage.color = backgroundColor; // 设置背景颜色
}
}
public void PromptWhilteBubble(string message) public void PromptWhilteBubble(string message)
{ {
GameObject proobj = Instantiate(PromptWhiltePrefab); GameObject proobj = Instantiate(PromptWhiltePrefab);
proobj.transform.SetParent(GameObject.Find("Canvas").transform); proobj.transform.SetParent(canvs.transform);
proobj.transform.position = new Vector3(Screen.width / 2, Screen.height / 2 + 33, 0); proobj.transform.position = new Vector3(540, 1300, 0);
StartCoroutine(MoveUpandDestory(proobj)); StartCoroutine(MoveUpandDestory(proobj));
Text protext = proobj.transform.Find("Prompttext").GetComponent<Text>(); ; Text protext = proobj.transform.Find("Prompttext").GetComponent<Text>(); ;
protext.text = message; protext.text = message;

View File

@ -1,40 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using UnityEngine.SceneManagement;
public class UIScreenMgr : MonoBehaviour
{
public static UIScreenMgr instance;
public GameObject[] screens;
// Start is called before the first frame update
void Start()
{
ShowScreen(JumpScene.jumpbool);
instance = this;
}
public void ShowScreen(int index)
{
// 隐藏所有界面
foreach (GameObject screen in screens)
{
screen.SetActive(false);
}
// 显示指定的界面
if (index >= 0 && index < screens.Length)
{
screens[index].SetActive(true);
}
}
// Update is called once per frame
void Update()
{
}
}

View File

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@ -1,28 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class textRoading : MonoBehaviour
{
public bool Is;
public Button BTN;
// Start is called before the first frame update
void Start()
{
BTN.onClick.AddListener(OnBTN);
}
// Update is called once per frame
void OnBTN()
{
if (Is)
{
Debug.Log(Is);
SceneManager.LoadScene(JumpScene.main_scene);
return;
}
Debug.Log(Is);
}
}

View File

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