Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_TheStrongestSnail
This commit is contained in:
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1cd3bac6af
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@ -1441,6 +1365,12 @@ MonoBehaviour:
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mainScene: {fileID: 1769459763}
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minX: -5315
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targetPositions:
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- 0
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- -2100
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- -3760
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- -5350
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@ -1722,7 +1652,7 @@ MonoBehaviour:
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m_Name:
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mainPanel: {fileID: 0}
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mainPanel: {fileID: 1769459763}
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BTN_0: {fileID: 1937427102}
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BTN_0: {fileID: 1937427102}
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BTN_1: {fileID: 1906759230}
|
BTN_1: {fileID: 1906759230}
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BTN_2: {fileID: 934652041}
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BTN_2: {fileID: 934652041}
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@ -7314,7 +7244,6 @@ RectTransform:
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m_Father: {fileID: 278122029}
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File diff suppressed because it is too large
Load Diff
@ -10,6 +10,7 @@ public class FriendInfo : MonoBehaviour
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|||||||
public Text phonrNumberTxt;
|
public Text phonrNumberTxt;
|
||||||
public Text timeTxt;
|
public Text timeTxt;
|
||||||
public GameObject sharePanel;
|
public GameObject sharePanel;
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||||||
|
public GameObject friendPanel;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
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||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -23,6 +24,6 @@ public class FriendInfo : MonoBehaviour
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|||||||
public void SetSharePanel()
|
public void SetSharePanel()
|
||||||
{
|
{
|
||||||
sharePanel.gameObject.SetActive(true);
|
sharePanel.gameObject.SetActive(true);
|
||||||
transform.gameObject.SetActive(false);
|
friendPanel.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -23,6 +23,7 @@ public class InviteFriendsPanel : MonoBehaviour
|
|||||||
public void SetInviteFriendPanel()
|
public void SetInviteFriendPanel()
|
||||||
{
|
{
|
||||||
invitefriendPanel.gameObject.SetActive(true);
|
invitefriendPanel.gameObject.SetActive(true);
|
||||||
|
transform.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
public void SetInviteFriendsPanel()
|
public void SetInviteFriendsPanel()
|
||||||
{
|
{
|
||||||
|
@ -1,5 +1,7 @@
|
|||||||
|
using Newtonsoft.Json;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Threading.Tasks;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
@ -8,16 +10,22 @@ public class PerSonalCenterPanel : MonoBehaviour
|
|||||||
public Button invitefriendsBtn;
|
public Button invitefriendsBtn;
|
||||||
public GameObject invitefriendsPanel;
|
public GameObject invitefriendsPanel;
|
||||||
public GameObject editPanel;
|
public GameObject editPanel;
|
||||||
|
public UserInfomation14 userInfomation14;
|
||||||
|
public Text nickName;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
GetPlayerInfo();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
void SetPlayerName()
|
||||||
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
public void SetInviteFriendsPanel()
|
public void SetInviteFriendsPanel()
|
||||||
{
|
{
|
||||||
@ -32,4 +40,26 @@ public class PerSonalCenterPanel : MonoBehaviour
|
|||||||
{
|
{
|
||||||
transform.gameObject.SetActive(false);
|
transform.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
public async Task GetPlayerInfo() // 1.4
|
||||||
|
{
|
||||||
|
// 准备请求的头部信息,包含授权令牌
|
||||||
|
Dictionary<string, string> head14 = new Dictionary<string, string>
|
||||||
|
{
|
||||||
|
{ "Authorization", Global.global.serverResponse.data.token }
|
||||||
|
};
|
||||||
|
|
||||||
|
// 异步查询玩家信息
|
||||||
|
string response14 = await web.SendRequest(web.URL + "/snail/user/queryUserInfo", "POST", "{}", head14);
|
||||||
|
Debug.Log("1.4查询玩家信息" + response14);
|
||||||
|
userInfomation14 = JsonConvert.DeserializeObject<UserInfomation14>(response14);
|
||||||
|
Debug.Log("玩家剩余蜗蛋:" + userInfomation14.data.beansCoin);
|
||||||
|
//Money = userInfomation14.beansCoin;
|
||||||
|
Debug.Log("&&&&&&&&&&&&&&&&&&&&7" + userInfomation14.data.nickName);
|
||||||
|
nickName.text = userInfomation14.data.nickName;
|
||||||
|
// 解析服务器返回的数据
|
||||||
|
Global.global.response = JsonConvert.DeserializeObject<ServerResponse>(response14);
|
||||||
|
|
||||||
|
// 不需要返回值,只需表示异步操作完成
|
||||||
|
await Task.CompletedTask; // 或者直接返回,不使用 await
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -9,6 +9,7 @@ using UnityEngine.UI;
|
|||||||
public class mainBTN : MonoBehaviour
|
public class mainBTN : MonoBehaviour
|
||||||
{
|
{
|
||||||
public GameObject mainPanel;
|
public GameObject mainPanel;
|
||||||
|
private RectTransform mainPanelRect;
|
||||||
|
|
||||||
public GameObject BTN_0;
|
public GameObject BTN_0;
|
||||||
public GameObject BTN_1;
|
public GameObject BTN_1;
|
||||||
@ -22,62 +23,61 @@ public class mainBTN : MonoBehaviour
|
|||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
BTN_0.GetComponent<Button>().onClick.AddListener(()=> {
|
// 确保mainPanel不为空
|
||||||
BTN_0.SetActive(false);
|
if (mainPanel == null)
|
||||||
BTN_1.SetActive(true);
|
{
|
||||||
BTN_2.SetActive(true);
|
Debug.LogError("mainPanel is not assigned!");
|
||||||
BTN_3.SetActive(true);
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
BTN_0_0.SetActive(true);
|
mainPanelRect = mainPanel.GetComponent<RectTransform>();
|
||||||
BTN_1_1.SetActive(false);
|
|
||||||
BTN_2_2.SetActive(false);
|
|
||||||
BTN_3_3.SetActive(false);
|
|
||||||
});
|
|
||||||
BTN_1.GetComponent<Button>().onClick.AddListener(() => {
|
|
||||||
BTN_0.SetActive(true);
|
|
||||||
BTN_1.SetActive(false);
|
|
||||||
BTN_2.SetActive(true);
|
|
||||||
BTN_3.SetActive(true);
|
|
||||||
|
|
||||||
BTN_0_0.SetActive(false);
|
// 添加按钮点击事件
|
||||||
BTN_1_1.SetActive(true);
|
BTN_0.GetComponent<Button>().onClick.AddListener(() => MovePanel(0));
|
||||||
BTN_2_2.SetActive(false);
|
BTN_1.GetComponent<Button>().onClick.AddListener(() => MovePanel(-2100));
|
||||||
BTN_3_3.SetActive(false);
|
BTN_2.GetComponent<Button>().onClick.AddListener(() => MovePanel(-3760));
|
||||||
|
BTN_3.GetComponent<Button>().onClick.AddListener(() => MovePanel(-5350));
|
||||||
});
|
|
||||||
BTN_2.GetComponent<Button>().onClick.AddListener(() => {
|
|
||||||
BTN_0.SetActive(true);
|
|
||||||
BTN_1.SetActive(true);
|
|
||||||
BTN_2.SetActive(false);
|
|
||||||
BTN_3.SetActive(true);
|
|
||||||
|
|
||||||
BTN_0_0.SetActive(false);
|
|
||||||
BTN_1_1.SetActive(false);
|
|
||||||
BTN_2_2.SetActive(true);
|
|
||||||
BTN_3_3.SetActive(false);
|
|
||||||
|
|
||||||
});
|
|
||||||
BTN_3.GetComponent<Button>().onClick.AddListener(() => {
|
|
||||||
BTN_0.SetActive(true);
|
|
||||||
BTN_1.SetActive(true);
|
|
||||||
BTN_2.SetActive(true);
|
|
||||||
BTN_3.SetActive(false);
|
|
||||||
|
|
||||||
BTN_0_0.SetActive(false);
|
|
||||||
BTN_1_1.SetActive(false);
|
|
||||||
BTN_2_2.SetActive(false);
|
|
||||||
BTN_3_3.SetActive(true);
|
|
||||||
|
|
||||||
});
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 统一的面板移动方法
|
||||||
|
public void MovePanel(float targetX)
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
{
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// 启动协程,平滑移动 mainPanel
|
||||||
|
StartCoroutine(SmoothMovePanel(targetX, 0.3f));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 协程实现平滑移动
|
||||||
|
private IEnumerator SmoothMovePanel(float targetX, float duration)
|
||||||
|
{
|
||||||
|
Vector2 startPosition = mainPanelRect.anchoredPosition;
|
||||||
|
Vector2 targetPosition = new Vector2(targetX, startPosition.y);
|
||||||
|
float elapsedTime = 0f;
|
||||||
|
|
||||||
|
while (elapsedTime < duration)
|
||||||
|
{
|
||||||
|
// 计算当前进度
|
||||||
|
float t = elapsedTime / duration;
|
||||||
|
// 逐渐改变 position
|
||||||
|
mainPanelRect.anchoredPosition = Vector2.Lerp(startPosition, targetPosition, t);
|
||||||
|
|
||||||
|
// 增加时间
|
||||||
|
elapsedTime += Time.deltaTime;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 最终确保位置为目标位置
|
||||||
|
mainPanelRect.anchoredPosition = targetPosition;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -21,6 +21,13 @@ public class sceneContorl : MonoBehaviour
|
|||||||
public float minX = -500f; // 最小x值
|
public float minX = -500f; // 最小x值
|
||||||
public float maxX = 500f; // 最大x值
|
public float maxX = 500f; // 最大x值
|
||||||
|
|
||||||
|
|
||||||
|
[Header("定义目标位置")]
|
||||||
|
public float[] targetPositions = new float[] { 0f, -2100f, -3760f, -5350f };
|
||||||
|
|
||||||
|
// 引用 mainBTN 脚本
|
||||||
|
public mainBTN mainBtnScript;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -90,20 +97,35 @@ public class sceneContorl : MonoBehaviour
|
|||||||
// 限制x轴位置在 minX 和 maxX 之间
|
// 限制x轴位置在 minX 和 maxX 之间
|
||||||
newPos.x = Mathf.Clamp(newPos.x, minX, maxX);
|
newPos.x = Mathf.Clamp(newPos.x, minX, maxX);
|
||||||
|
|
||||||
mainSceneRectTransform.anchoredPosition = newPos; // 设置新的锚点位置
|
mainSceneRectTransform.anchoredPosition = newPos; // 设置新的锚点位置
|
||||||
|
|
||||||
|
|
||||||
// 更新起始位置,用于计算下一帧的增量
|
// 更新起始位置,用于计算下一帧的增量
|
||||||
m_oneFingerDragStartPos = fingerPos;
|
m_oneFingerDragStartPos = fingerPos;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 屏幕坐标换算成3D坐标
|
/// 计算当前位置与目标位置数组中哪个位置最接近,并返回对应的目标位置值.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="screenPos">屏幕坐标</param>
|
/// <param name="currentX">当前X坐标</param>
|
||||||
/// <returns></returns>
|
/// <returns>返回距离最近的目标位置值</returns>
|
||||||
Vector3 GetWorldPos(Vector2 screenPos)
|
private float GetClosestTargetValue(float currentX)
|
||||||
{
|
{
|
||||||
return m_cam.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, Mathf.Abs(m_cam.transform.position.z)));
|
float closestValue = targetPositions[0]; // 默认目标位置为数组的第一个值
|
||||||
|
float minDistance = Mathf.Abs(currentX - targetPositions[0]); // 初始最小距离为第一个目标的距离
|
||||||
|
|
||||||
|
// 遍历 targetPositions 数组,计算与当前位置的距离
|
||||||
|
for (int i = 1; i < targetPositions.Length; i++)
|
||||||
|
{
|
||||||
|
float distance = Mathf.Abs(currentX - targetPositions[i]); // 计算当前位置与目标的绝对距离
|
||||||
|
if (distance < minDistance) // 如果当前距离比最小距离小
|
||||||
|
{
|
||||||
|
closestValue = targetPositions[i]; // 更新最近的目标位置
|
||||||
|
minDistance = distance; // 更新最小距离
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return closestValue; // 返回最近目标的值
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
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Reference in New Issue
Block a user