吃饭去咯
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@ -26,16 +26,6 @@ public class FreePanelManager : MonoBehaviour
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public GameObject EvacuateSurePanel;
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//疏散顺序面板
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public GameObject EvacuatePanel;
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//次级面板
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public GameObject minPanel1;
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public GameObject minPanel2;
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public GameObject minPanel3;
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public GameObject minPanel4;
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public GameObject minPanel5;
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public GameObject minPanel6;
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public GameObject minPanel7;
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public GameObject minPanel8;
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public GameObject minPanel9;
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[Header("图像")]
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//特殊情况弹窗背景图
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public Image TipBg;
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@ -83,6 +73,7 @@ public class FreePanelManager : MonoBehaviour
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private int itemCount = 1; // 要创建的物体数量
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public GameObject itemPrefab; // 子物体的预制件
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public GameObject Order2Prefab;//带有次级面板
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//public List<>
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public JSONReader JSONReader;
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#endregion
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@ -94,7 +85,7 @@ public class FreePanelManager : MonoBehaviour
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public List<string> TaskId = new List<string>();//保存玩家接取的任务
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public GameObject OpcPrefab;//职业预制体
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public Image OpcImage;//预制体图片
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public Text OpcText;//预制体文本内容
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public List<Text> OpcNameList=new List<Text>();
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#endregion
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private static int a = 0;
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private static int bb = 5;
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@ -248,10 +239,10 @@ public class FreePanelManager : MonoBehaviour
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/// </summary>
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/// <param name="ID">职业的ID</param>
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/// <param name="a">第几个面板(从1开始)</param>
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public void OcpNameChoose(int ID)
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public void OcpNameChoose(int ID,GameObject item)
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{
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string str = JSONReader.GetOcpName(ID);
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OpcText.text = str;
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item.transform.Find("occuname").GetComponent<Text>().text = str;
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}
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/// <summary>
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@ -605,7 +596,7 @@ public class FreePanelManager : MonoBehaviour
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for (int i = 0; i < OpcItems.Count; i++)
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{
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GameObject newItem = Instantiate(OpcPrefab, Item.transform);
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OcpNameChoose(int.Parse(OpcItems[i]));
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OcpNameChoose(int.Parse(OpcItems[i]),newItem);
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newItem.SetActive(true);
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LoadAndSetImage(int.Parse(OpcItems[i]));
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30
xiaofang/Assets/Script/UI/ZZZZZZ/Progress.cs
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30
xiaofang/Assets/Script/UI/ZZZZZZ/Progress.cs
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@ -0,0 +1,30 @@
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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 Progress : MonoBehaviour
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{
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public Image targetImage; // 要控制的图片
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public float fillDuration = 1f; // 填充完成所需的时间(秒)
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void Start()
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{
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StartCoroutine(FillImage(targetImage, fillDuration));
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}
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private IEnumerator FillImage(Image image, float duration)
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{
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float elapsed = 0f; // 计时器
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image.fillAmount = 0f; //强制为0
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime; // 累加帧间隔时间
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image.fillAmount = Mathf.Clamp01(elapsed / duration); // 根据时间计算填充量
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yield return null; // 等待下一帧
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}
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image.fillAmount = 1f; // 确保填充值最终为1
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}
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}
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xiaofang/Assets/Script/UI/ZZZZZZ/Progress.cs.meta
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11
xiaofang/Assets/Script/UI/ZZZZZZ/Progress.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 15e39c366976d6e488de948bc01e4213
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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