Files
MinFt/Client/Assets/Scripts/UI/FishingPanelDrawAuto.cs
Liubing\LB 3d8d4d18f3 first commit
先修复一下,错误的场景

删除不必要的钓场资产

修复into场景

update:更新meta文件,修复报错

update:修复资源

修复第一章节建造

修复建造第三章

update:删除多余内容

update:更新README.md

update:还原图标

update:更新README

update:更新配置
2026-04-28 02:17:22 +08:00

76 lines
2.3 KiB
C#

using asap.core;
using cfg;
using Game;
using GameCore;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class FishingPanelDrawAuto : MonoBehaviour
{
private Animator _btnAnimator;
private Animator _sliderAnimator;
Button _button_draw_auto;
Tables _tables;
private void Awake()
{
_btnAnimator = GetComponent<Animator>();
_button_draw_auto = GetComponent<Button>();
_sliderAnimator = transform.Find("slider").GetComponent<Animator>();
}
private void Start()
{
_btnAnimator.Play("Normal", -1, 0);
//_btnAnimator.Play("slider_rotate_2", -1, 0);
_button_draw_auto.onClick.AddListener(() =>
{
_button_draw_auto.enabled = false;
_btnAnimator.SetTrigger("AutoExit");
StopAllCoroutines();
//GContext.container.Resolve<PlayerFishData>().AutomaticFishing = false;
GContext.container.Resolve<FishingData>().StopAuto();
});
}
public void StartAuto()
{
_tables = GContext.container.Resolve<Tables>();
StartCoroutine(AutoPlay());
}
IEnumerator AutoPlay()
{
//if (GContext.container.Resolve<PlayerFishData>().AutomaticFishing)
//{
// _btnAnimator.Play("Pressed");//, -1, 0);
//}
//else
//{
// _btnAnimator.Play("pressed2");
//}
_sliderAnimator.SetTrigger("Pressed1");
yield return Awaiters.Seconds(GContext.container.Resolve<FishingData>().HoldThreshold());
int coung = Random.Range(5, 15);
while (coung > 0 && enabled)
{
coung--;
yield return Awaiters.Seconds(_tables.TbGlobalConfig.HoldVibrationInterval);
GContext.Publish(new VibrationData(HapticTypes.LightImpact));
}
//if (GContext.container.Resolve<PlayerFishData>().AutomaticFishing)
//{
// _btnAnimator.Play("Normal");
//}
//else
//{
// _btnAnimator.Play("Normal2");
//}
_sliderAnimator.SetTrigger("Normal1");
StartCoroutine(DelayAutoPlay());
}
IEnumerator DelayAutoPlay()
{
float timer = Random.Range(0.5f, 2f);
yield return Awaiters.Seconds(timer);
StartCoroutine(AutoPlay());
}
}