97 lines
3.1 KiB
C#
97 lines
3.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Promptmgr : MonoBehaviour
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{
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public static Promptmgr Instance;
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public GameObject PromptPrefab;
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private GameObject PromptWhiltePrefab;
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private float movedistance = 400f;//移动的距离
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private float moveDuration = 1f;//移动所需的时间
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public GameObject canvs;
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public static AssestPanel assestPanel;
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public static Main_AsstePanel Main_AsstePanel;
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// Start is called before the first frame update
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void Start()
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{
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Instance = this;
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DontDestroyOnLoad(this);
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PromptPrefab = (GameObject)Resources.Load("Prefabs/Prompt");
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PromptWhiltePrefab = (GameObject)Resources.Load("Prefabs/PromptWhite");
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}
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public void PromptBubble(string message)
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{
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PromptBubble(message, Color.white, Color.black);
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}
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/// <summary>
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/// 显示弹窗
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/// </summary>
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/// <param name="message">显示的内容</param>
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/// <param name="textColor">文字颜色,默认白色</param>
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/// <param name="backgroundColor">背景颜色,默认黑色</param>
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public void PromptBubble(string message, Color textColor, Color backgroundColor)
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{
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GameObject proobj = Instantiate(PromptPrefab);
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proobj.transform.SetParent(canvs.transform);
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proobj.transform.position = new Vector3(Screen.width / 2, Screen.height / 2 + 33, 0);
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StartCoroutine(MoveUpandDestory(proobj));
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Text protext = proobj.transform.Find("Prompttext").GetComponent<Text>();
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protext.text = message;
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protext.color = textColor; // 设置文本颜色
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// 设置背景颜色
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Image backgroundImage = proobj.GetComponent<Image>();
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if (backgroundImage != null)
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{
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backgroundImage.color = backgroundColor; // 设置背景颜色
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}
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}
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public void PromptWhilteBubble(string message)
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{
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GameObject proobj = Instantiate(PromptWhiltePrefab);
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proobj.transform.SetParent(canvs.transform);
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proobj.transform.position = new Vector3(Screen.width / 2, Screen.height / 2 + 33, 0);
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StartCoroutine(MoveUpandDestory(proobj));
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Text protext = proobj.transform.Find("Prompttext").GetComponent<Text>(); ;
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protext.text = message;
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}
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IEnumerator MoveUpandDestory(GameObject obj)
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{
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RectTransform uielement = obj.GetComponent<RectTransform>();
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Vector3 startPosition = uielement.anchoredPosition;
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Vector3 endPosition = startPosition + new Vector3(0, movedistance, 0);
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float elapsedTime = 0f;
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while (elapsedTime < moveDuration)
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{
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uielement.anchoredPosition = Vector3.Lerp(startPosition, endPosition, (elapsedTime / moveDuration));
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elapsedTime += Time.deltaTime;
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yield return null; // 等待下一帧
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}
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uielement.anchoredPosition = endPosition; // 确保最终位置准确
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// 等待一段时间后销毁
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yield return new WaitForSeconds(1f); // 可调整的等待时间
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if (uielement != null && uielement.gameObject != null)
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{
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Destroy(uielement.gameObject); // 销毁UI元素
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}
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}
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}
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