_TheStrongestSnail/TheStrongestSnail/Assets/Scripts/Scene_main/mainBTN.cs
2024-11-26 23:30:03 +08:00

97 lines
2.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
//MD FUCK Everthing
//史山,别学
public class mainBTN :main_game
{
[Header("在父类的基础上添加的")]
public Button BTN5;
public Button BTN6;
public Button BTN7;
public Button BTN8;
[Header("需要一一对应")]
public GameObject panel5;
public GameObject panel6;
public GameObject panel7;
public GameObject panel8;
[Header("下面是本脚本的")]
public GameObject mainPanel;
private RectTransform mainPanelRect;
public GameObject BTN_0;
public GameObject BTN_1;
public GameObject BTN_2;
public GameObject BTN_3;
public GameObject BTN_0_0;
public GameObject BTN_1_1;
public GameObject BTN_2_2;
public GameObject BTN_3_3;
// Start is called before the first frame update
public override void Start()
{
base.Start();
// 确保mainPanel不为空
if (mainPanel == null)
{
Debug.LogError("mainPanel is not assigned!");
return;
}
mainPanelRect = mainPanel.GetComponent<RectTransform>();
// 添加按钮点击事件
BTN_0.GetComponent<Button>().onClick.AddListener(() => MovePanel(0));
BTN_1.GetComponent<Button>().onClick.AddListener(() => MovePanel(-2100));
BTN_2.GetComponent<Button>().onClick.AddListener(() => MovePanel(-3760));
BTN_3.GetComponent<Button>().onClick.AddListener(() => MovePanel(-5350));
BTN5.onClick.AddListener(() => {
asyncOnShopBTN(BTN5, panel5);
});
BTN6.onClick.AddListener(() => {
asyncOnShopBTN(BTN6, panel6);
});
BTN7.onClick.AddListener(() => {
asyncOnShopBTN(BTN7, panel7);
});
BTN8.onClick.AddListener(() => {
asyncOnShopBTN(BTN8, panel8);
});
}
// 统一的面板移动方法
public void MovePanel(float targetX)
{
// 更新按钮的显示和隐藏
BTN_0.SetActive(targetX != 0);
BTN_1.SetActive(targetX != -2100);
BTN_2.SetActive(targetX != -3760);
BTN_3.SetActive(targetX != -5350);
BTN_0_0.SetActive(targetX == 0);
BTN_1_1.SetActive(targetX == -2100);
BTN_2_2.SetActive(targetX == -3760);
BTN_3_3.SetActive(targetX == -5350);
// 使用 DOTween 实现平滑移动
mainPanelRect.DOKill(); // 杀死之前的动画,防止重复动画干扰
mainPanelRect.DOAnchorPosX(targetX, 0.3f).SetEase(Ease.Linear);
}
}