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HuangZiBo 2024-11-27 19:11:24 +08:00
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@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AddressPanel : MonoBehaviour
{
public GameObject addressPrefab;
public Transform trans;
void Start()
{
getData();
}
public async void getData()
{
AdressResponse adressResponse = new AdressResponse();
AdressList83 adressList83 = new AdressList83();
adressResponse = await adressList83.AdressList();
int length = adressResponse.data.Count;
for(int i = 0; i < length; i++)
{
//Debug.Log(i);
GameObject addres = GameObject.Instantiate(addressPrefab,trans);
addres.name = "address_" + i;
addressItem item = addres.GetComponent<addressItem>();
Address address = adressResponse.data[i];
item.SetInfo(address);
}
}
}

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@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class NewAddressPanel : MonoBehaviour
{
public Button submitBtn;//±£´æ°´Å¥
public TMP_InputField nameInput;
public TMP_InputField telInput;
public TMP_InputField addresInput;
public TMP_InputField detailInput;
// Start is called before the first frame update
void Start()
{
submitBtn.onClick.AddListener(NewAddress);
}
//
public async void NewAddress()
{
newAddress81 newAddress81 = new newAddress81();
newAddressResponse newAddressResponse = new newAddressResponse();
newAddressResponse = await newAddress81.newAddress(nameInput.text,telInput.text,addresInput.text,detailInput.text);
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class addressItem : MonoBehaviour
{
public TextMeshProUGUI nameTxt;//Ãû³Æ
public TextMeshProUGUI addressTxt;//µØÖ·
public TextMeshProUGUI telTxt;//µç»°
public Button editBtn;//±à¼­°´Å¥
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void SetInfo(Address address)
{
nameTxt.text = address.receiveName;
addressTxt.text = address.address;
telTxt.text = address.receivePhone;
}
}

View File

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@ -12,7 +12,7 @@ public class newAddress81 : MonoBehaviour
//public async Task<KnightBetResult> queryKnightBetResult(int KnightId) // 5.2.2//需传入KightId
public async Task<newAddressResponse> newAddress(string receiveName, string receivePhone,string area, string address)
public async Task<newAddressResponse> newAddress(string receiveName, string receivePhone,string area, string address)
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head81 = new Dictionary<string, string>

View File

@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ContentMove : MonoBehaviour
{
public RectTransform content; // Scroll View的Content
public float speed; // 滚动速度
private float startPositionX;
public RectTransform startpos;
// Start is called before the first frame update
void Start()
{
startPositionX = startpos.anchoredPosition.x;
speed = 225f;
}
// Update is called once per frame
void Update()
{
// 滚动Content
content.anchoredPosition += Vector2.right * speed * Time.deltaTime;
// 当Content离开可视区域时重置位置
if (content.anchoredPosition.x + content.rect.width / 2 > content.rect.width)
{
startPositionX = startpos.anchoredPosition.x- content.rect.width;
content.anchoredPosition = new Vector2(startPositionX, content.anchoredPosition.y);
}
}
}

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@ -0,0 +1,11 @@
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@ -5,11 +5,13 @@ using UnityEngine;
public class LoadPanel : BasePanel
{
public static LoadPanel instance;
public override void Start()
{
instance = this;
base.Start();
ShowPanel();
}
@ -18,4 +20,8 @@ public class LoadPanel : BasePanel
yield return new WaitForSeconds(1.0f);
HidePanel();
}
}

View File

@ -30,7 +30,8 @@ public class BuyGoodId42 : MonoBehaviour
// 将响应反序列化为对象
BuyGoodIdResponse buyGoodIdResponse = JsonConvert.DeserializeObject<BuyGoodIdResponse>(response42);
Debug.Log("8==================================D" + buyGoodIdResponse.Data.TotalCount);
// Debug.Log("8==================================D" + buyGoodIdResponse.Data.TotalCount);
return buyGoodIdResponse;
}

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@ -0,0 +1,78 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
public class snailRider : MonoBehaviour
{
public Image palye;
public GameObject obj;
public List<Sprite> LightSprite;
public GameObject startingPoint;
public GameObject end;
public bool is_victory = false;//这只蜗牛是否在本回合比赛胜利
public bool is_die = false;//这个蜗牛死了没
float offset = 0;
// Start is called before the first frame update
async void Start()
{
startMove();
while (true)
{
if (LightSprite == null) return;
foreach (Sprite sprite in LightSprite)
{
if (palye != null)
{
palye.sprite = sprite;
await Task.Delay(50);
}
}
}
}
private void OnDestroy()
{
LightSprite = null;
}
void startMove()
{
obj.SetActive(!is_die);
//palye.enabled = !is_die;
if (!is_die)
{
float suiji = 0;
if (is_victory)
{
suiji = UnityEngine.Random.Range(-1f,0f);
}
else
{
suiji = UnityEngine.Random.Range(1f, 5f);
}
Sequence mySequence = DOTween.Sequence();
mySequence.Append(transform.DOMove(startingPoint.transform.position, 0.01f))
.Append(transform.DOMove(end.transform.position, 10f + suiji))
;
}
}
private void Update()
{
offset = Mathf.Lerp(offset, 0, 1f * Time.deltaTime);
obj.transform.localPosition = Vector3.Lerp(obj.transform.localPosition, new Vector3(offset, 0, 0), 1f * Time.deltaTime);
}
async void OnTriggerEnter2D(Collider2D other)
{
Destroy(other.gameObject);
if (other.gameObject.GetComponent< snailRiderItem >().mode == snailRiderItem.Mode.accelerate)
{
offset = 500;
}
else
{
offset = -500;
}
}
}

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@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class snailRiderItem : MonoBehaviour
{
public enum Mode
{
accelerate,//źÓËŮ
slowDown//źőËŮ
}
public Mode mode = Mode.accelerate;
public Sprite accelerate;
public Sprite slowDown;
private void Update()
{
if (mode == Mode.accelerate)
{
GetComponent<Image>().sprite = accelerate;
}
else
{
GetComponent<Image>().sprite = slowDown;
}
}
}

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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SMFinishPanel : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

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@ -0,0 +1,59 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
using static OrderPanel;
public class ShiMingPanel : MonoBehaviour
{
//姓名
public InputField inputName;
//身份证号
public InputField inputIDNum;
//银行卡
public InputField inputBankNum;
//手机号
public InputField inputPhone;
//认证按钮
public Button btnProve;
private RealName realName;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
//实名认证消息体
public class RealName
{
//身份证
public string idCard;
public string bank;
public string realName;
}
//准备请求的头部信息,包含授权令牌
private Dictionary<string, string> headInfo = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
public async Task ReGetOrder()
{
// 请求体
//异步发送请求
//string responsel6 = await web.SendRequest(web.URL + "/snail/order/queryPage", "POST", JsonUtility.ToJson(msg), headInfo);
//Debug.Log(responsel6);
}
}

View File

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@ -17,7 +17,7 @@ public class main_BaseShowPanel : MonoBehaviour
return;
}
panel.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
panel.transform.DOScale(1f, 0.8f);
panel.transform.DOScale(1f, 0.5f);
}
}

View File

@ -51,8 +51,8 @@ public class main_game :Base
}
// 实例化 Panel 并设置缩放为 0.5
GameObject newPanel = GameObject.Instantiate(_panel, canvas.transform);
newPanel.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
/*GameObject newPanel =*/ GameObject.Instantiate(_panel, canvas.transform);
/* newPanel.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);*/
}
}

View File

@ -20,6 +20,8 @@ public class main_shop :BaseUIPanel
{
await ButtonClickAnimationAsync(BTN.gameObject);
BTN.GetComponent<main_RedDot>().HideRedDot();
if (Panel == null)
{
addEventPopUp("먦·Å", 3f);

View File

@ -4,16 +4,5 @@ using UnityEngine;
public class scene_main_init : MonoBehaviour
{
[Header("作为父节点的canvas")]
public Canvas _canvas;
[Header("需要生成的预制体")]
public GameObject panelPrefab;
// Start is called before the first frame update
void Start()
{
GameObject newPanel= GameObject.Instantiate(panelPrefab,_canvas.transform);
//newPanel.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
}
}

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@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
public class Change_Password : Base
{
public TMP_InputField PhonenumberInput;
public TMP_InputField YanzhengmaInput;
public TMP_InputField NewPasswordInput;
public Button ConfirmBtn;
public ShimingPanel shimingPanel;
// Start is called before the first frame update
void Start()
{
ConfirmBtn.onClick.AddListener(ConfirmClick);
PhonenumberInput.placeholder.GetComponent<TextMeshProUGUI>().text = shimingPanel.phonenumber.text;
}
async void ConfirmClick()
{
string response = "";//²âÊÔ
string body = "{\"password\":\"" +NewPasswordInput.text + "\",\"verifyCode\":" + int.Parse(YanzhengmaInput.text) + "}";
Debug.Log(body);
response = await web.SendRequest(web.URL + "/snail/user/changePassword", "POST", body, Global.global.CreateHeaders());
Debug.Log(response);
}
// Update is called once per frame
void Update()
{
}
}

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
public class ExchangePanel : MonoBehaviour
public class ExchangePanel : Base
{
public TMP_InputField exchangeInput;
public Button CancelBtn;
@ -11,6 +11,7 @@ public class ExchangePanel : MonoBehaviour
// Start is called before the first frame update
void Start()
{
testLogo();
ConfirmBtn.onClick.AddListener(ConfrimPanel);
CancelBtn.onClick.AddListener(CancelPanel);
}
@ -24,7 +25,11 @@ public class ExchangePanel : MonoBehaviour
async void ConfrimPanel()
{
string response = "";//²âÊÔ
string body = "{\"exchangeCode\":\"" + exchangeInput.text + "}";
Debug.Log(body);
response = await web.SendRequest(web.URL + "/snail/exchangeCode", "POST", body, testhead);
Debug.Log(response);
}

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@ -12,6 +12,7 @@ public class LoginItem :MonoBehaviour
// Start is called before the first frame update
void Start()
{
Init();
}

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Nice_numPanel : MonoBehaviour
public class Nice_numPanel : Base
{
public Button CancleBtn;
public Button ConfirmBtn;
@ -26,9 +26,17 @@ public class Nice_numPanel : MonoBehaviour
//string pricetext = numberTc.price.text;
buyGoodIdResponse = await buyGoodId42.buyGoodId(numberTc.id);
Debug.Log(buyGoodIdResponse);
numberTc.musk_show();
Destroy(this.gameObject);
//Debug.Log("弹出蜗壳不足的弹窗");
if (buyGoodIdResponse.code == 200)
{
numberTc.musk_show();
Destroy(this.gameObject);
}
else
{
addEventPopUp("弹出蜗壳不足的弹窗");
}
}

View File

@ -0,0 +1,57 @@
using UnityEngine;
using UnityEngine.UI;
using static OrderPanel;
public class OrderObj : MonoBehaviour
{
//已完成背景图
public Sprite imgBk1;
//已取消背景图
public Sprite imgBk2;
//已完成字体颜色
private string colorZong = "574436";
//已取消字体颜色
private string colorFen = "B67687";
//支付中字体颜色
private string colorLv = "63B900";
//背景
public Image imgBk;
//商品Id
public Text txtId;
//支付状态
public Text txtFinish;
public void UpdatePanel(OrderList order)
{
txtId.text = order.productId + "\n" + order.createTime;
switch (order.payStatus)
{
case 0:
txtFinish.text = "支付中";
txtFinish.color = HexToColor(colorLv);
imgBk.sprite = imgBk1;
break;
case 1:
txtFinish.text = "已完成";
txtFinish.color = HexToColor(colorZong);
imgBk.sprite = imgBk1;
break;
case 2:
txtFinish.text = "已取消";
txtFinish.color = HexToColor(colorFen);
imgBk.sprite = imgBk2;
break;
}
}
// 将十六进制颜色转换为 Color
private Color HexToColor(string hex)
{
byte r = byte.Parse(hex.Substring(0, 2), System.Globalization.NumberStyles.HexNumber);
byte g = byte.Parse(hex.Substring(2, 2), System.Globalization.NumberStyles.HexNumber);
byte b = byte.Parse(hex.Substring(4, 2), System.Globalization.NumberStyles.HexNumber);
return new Color32(r, g, b, 255);
}
}

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@ -0,0 +1,103 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
public class OrderPanel : MonoBehaviour
{
public ScrollRect sv;
public GameObject orderObj;
private string urlPath = "/snail/order/queryPage";
//订单信息
private OrderInfo orderInfo;
// Start is called before the first frame update
void Start()
{
ReGetOrder();
}
// Update is called once per frame
void Update()
{
}
//请求体
public class OrderMsg
{
public int orderByDesc { get; set; }
}
public class OrderInfo
{
public int code;
public string message;
public OrderData data = new OrderData();
}
public class OrderData
{
public int pageNo;
public int pageSize;
public int totalCount;
public List<OrderList> dataList = new List<OrderList>();
}
public class OrderList
{
//玩家id
public int userId;
//商品id
public int productId;
public int productType;
//0支付中1成功2失败
public int payStatus;
public int price;
//下单时间
public string createTime;
public string receiveName;
public string receivePhone;
public string area;
public string address;
}
OrderMsg msg = new OrderMsg() { orderByDesc = 1 };
//准备请求的头部信息,包含授权令牌
private Dictionary<string, string> headInfo = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
//
public async Task ReGetOrder()
{
// 请求体
//异步发送请求
string responsel6 = await web.SendRequest(web.URL + "/snail/order/queryPage", "POST", JsonUtility.ToJson(msg), headInfo);
Debug.Log(responsel6);
//orderInfo = JsonUtility.FromJson<OrderInfo>(responsel6);
//测试
orderInfo = new OrderInfo();
orderInfo.data.dataList.Add(new OrderList());
orderInfo.data.dataList.Add(new OrderList());
orderInfo.data.dataList.Add(new OrderList());
for (int i = 0; i < orderInfo.data.dataList.Count; i++)
{
//创建对象
GameObject go = Instantiate(orderObj);
go.transform.SetParent(sv.content, false);
//更新面板
go.GetComponent<OrderObj>().UpdatePanel(orderInfo.data.dataList[i]);
}
}
}

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@ -0,0 +1,54 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ShimingPanel : Base
{
public Text phonenumber;
public Button changePdBtn;
public Button Deregister_accountBtn;
public Button User_AgreementBtn;
public Button Privacy_PolicyBtn;
public Button checkBtn;
// Start is called before the first frame update
void Start()
{
changePdBtn.onClick.AddListener(ChangeClick);
Deregister_accountBtn.onClick.AddListener(Deregisterclick);
User_AgreementBtn.onClick.AddListener(User_AgreementClick);
Privacy_PolicyBtn.onClick.AddListener(PrivacyClick);
checkBtn.onClick.AddListener(CheckClick);
}
void ChangeClick()
{
GameObject change = (GameObject)Instantiate(Resources.Load("LLPrefabs/Change_Password"),this.transform.parent);
change.GetComponent<Change_Password>().shimingPanel = this;
}
void Deregisterclick()
{
}
void User_AgreementClick()
{
}
void PrivacyClick()
{
}
void CheckClick()
{
}
// Update is called once per frame
void Update()
{
}
}

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