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
76 lines
2.1 KiB
C#
76 lines
2.1 KiB
C#
using asap.core;
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using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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using UniRx;
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using DG.Tweening;
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public class UISkillShow
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{
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public int type;
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public float chargingTime;
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public float executeTime;
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public bool isStart;
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}
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public class FishingPanelIconFish : MonoBehaviour
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{
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public Image icon;
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public Image icon_bar;
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public GameObject fx_sp;
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public GameObject fx_escape;
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public GameObject fx_fishingpanel_fishboss_glowdown;
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IDisposable icon_bar_disposable;
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private void OnEnable()
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{
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fx_sp.SetActive(false);
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fx_escape.SetActive(false);
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fx_fishingpanel_fishboss_glowdown.SetActive(false);
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Init();
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icon_bar_disposable = GContext.OnEvent<UISkillShow>().Subscribe(OnUISkillShow);
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}
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void Init()
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{
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StopAllCoroutines();
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fx_fishingpanel_fishboss_glowdown.SetActive(false);
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fx_sp.SetActive(false);
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fx_escape.SetActive(false);
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icon_bar.DOKill();
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icon_bar.fillAmount = 0;
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}
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void OnUISkillShow(UISkillShow uISkillShow)
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{
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Init();
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if (uISkillShow.isStart)
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{
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StartCoroutine(StartSkill(uISkillShow.chargingTime, uISkillShow.executeTime, uISkillShow.type));
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}
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}
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IEnumerator StartSkill(float time, float executeTime, int type)
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{
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icon_bar.DOFillAmount(1, time);
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yield return new WaitForSeconds(time);
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icon_bar.DOKill();
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icon_bar.fillAmount = 1;
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fx_sp.SetActive(true);
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fx_escape.SetActive(type == 2);
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fx_fishingpanel_fishboss_glowdown.SetActive(type == 2);
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if (executeTime > 0.001f)
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{
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yield return new WaitForSeconds(executeTime);
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icon_bar.fillAmount = 0;
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fx_sp.SetActive(false);
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fx_escape.SetActive(false);
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fx_fishingpanel_fishboss_glowdown.SetActive(false);
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}
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}
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private void OnDisable()
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{
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fx_sp.SetActive(false);
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fx_escape.SetActive(false);
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icon_bar.DOKill();
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icon_bar.fillAmount = 0;
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icon_bar_disposable?.Dispose();
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icon_bar_disposable = null;
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}
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}
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