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文字同步,设置UI

pull/35/head
45 1 year ago
parent
commit
49cc7abbdb
  1. 25897
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  2. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  3. 13
      ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs
  4. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/SyncTextUI/SyncMoneyText.cs
  5. 25
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/SyncTextUI/SyncVoiceText.cs
  6. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/SyncTextUI/SyncVoiceText.cs.meta
  7. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/ScenceLoadManager.cs

25897
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

File diff suppressed because it is too large

4
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -110,8 +110,8 @@ public class CardEntity : MonoBehaviour
} }
//ťńČĄż¨ĹĆ͟Ə //ťńČĄż¨ĹĆ͟Ə
public void createCardImage() public void createCardImage()
{ {
if (cardOriginalData.ImgPath != null) if (cardOriginalData.ImgPath != null)
{ {

13
ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs

@ -20,18 +20,9 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
DontDestroyOnLoad(this.gameObject); DontDestroyOnLoad(this.gameObject);
// StartCoroutine(e123());
}
IEnumerator e123 ()
{
while (true )
{
EffectFunction(1, 10);
yield return new WaitForSeconds(2f);
}
} }
//选项效果==加一个同步UI的订阅系统 //选项效果==加一个同步UI的订阅系统
public void EffectFunction(int functionIndex, int amount) public void EffectFunction(int functionIndex, int amount)
{ {
@ -89,7 +80,7 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
} }
//广播同步文本(在UI上添加synctextMono来订阅事件) //广播同步文本(在UI上添加synctextMono来订阅事件)
public event Action syncMoneyText; public Action syncMoneyText;
public void BroadCastSyncMoneyText() public void BroadCastSyncMoneyText()
{ {
if (syncMoneyText != null) if (syncMoneyText != null)

6
ColorlessWorld-2024-4-2/Assets/Scripts/UI/SyncTextUI/SyncMoneyText.cs

@ -12,9 +12,13 @@ public class SyncMoneyText : MonoBehaviour
money, money,
hp hp
} }
private void OnEnable() private void Start()
{ {
PlayerStatsManager.Instance.syncMoneyText += SyncText; PlayerStatsManager.Instance.syncMoneyText += SyncText;
}
private void OnEnable()
{
} }
private void OnDisable() private void OnDisable()

25
ColorlessWorld-2024-4-2/Assets/Scripts/UI/SyncTextUI/SyncVoiceText.cs

@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class SyncVoiceText : MonoBehaviour,IPointerEnterHandler ,IPointerExitHandler
{
public Text text;
public Scrollbar scrollbar;
public bool isSync;
public void OnPointerEnter(PointerEventData eventData)
{
isSync = true;
}
public void OnPointerExit(PointerEventData eventData)
{
isSync = false;
}
private void OnGUI()
{
if (isSync )
text.text = (scrollbar.value * 100).ToString("#0") + "%";
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/UI/SyncTextUI/SyncVoiceText.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fad41d46c8f2ce24c9a3eb1d8901a613
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

1
ColorlessWorld-2024-4-2/Assets/Scripts/manager/ScenceLoadManager.cs

@ -17,6 +17,7 @@ public class ScenceLoadManager : Singleton <ScenceLoadManager>
IEnumerator LoadLevel(int levelIndex) IEnumerator LoadLevel(int levelIndex)
{ {
yield return new WaitForSeconds(0.5f);
loadScreen.SetActive(true); loadScreen.SetActive(true);
AsyncOperation operation = SceneManager.LoadSceneAsync(levelIndex); AsyncOperation operation = SceneManager.LoadSceneAsync(levelIndex);

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