(client)feat:实现子弹定义以及生成,实现初始化动画,实现血条 (#43)
Co-authored-by: zzdxxz <2079238449@qq.com> Co-committed-by: zzdxxz <2079238449@qq.com>
This commit is contained in:
150
Client/Assets/Scripts/Base/Launcher.cs
Normal file
150
Client/Assets/Scripts/Base/Launcher.cs
Normal file
@ -0,0 +1,150 @@
|
||||
using System.Collections;
|
||||
using Logging;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Base
|
||||
{
|
||||
|
||||
public class Launcher : MonoBehaviour
|
||||
{
|
||||
public GameObject loadingUI;
|
||||
public Gradient progressBar; // 渐变色条
|
||||
public TMP_Text describeText; // 描述文本
|
||||
|
||||
public float duration = 0.5f; // 过渡时间
|
||||
public float fadeDuration = 2f; // 不透明度渐隐的时间
|
||||
private float _currentProgress = 0f; // 当前进度
|
||||
|
||||
private Color textColor;
|
||||
|
||||
|
||||
private readonly string[] _loadingSteps =
|
||||
{
|
||||
"初始化日志", "正在载入定义", "正在加载图片资源", "正在切割瓦片", "正在加载区分派系",
|
||||
"正在加载物品"
|
||||
};
|
||||
|
||||
public float Progress
|
||||
{
|
||||
set
|
||||
{
|
||||
_currentProgress = value;
|
||||
if (value < 0.5f)
|
||||
{
|
||||
progressBar.color2 = Color.Lerp(Color.black, Color.white, value * 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
progressBar.color2 = Color.white;
|
||||
progressBar.color1 = Color.Lerp(Color.black, Color.white, (value - 0.5f) * 2);
|
||||
}
|
||||
|
||||
progressBar.Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
public float Opacity
|
||||
{
|
||||
set
|
||||
{
|
||||
var alpha = (byte)(value * 255);
|
||||
progressBar.color1.a = alpha;
|
||||
progressBar.color2.a = alpha;
|
||||
describeText.color = value > 0.5f ? Color.Lerp(new Color(1, 1, 1, 0), textColor, (value - 0.5f) * 2) : new Color(1, 1, 1, 0);
|
||||
progressBar.Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Base.Setting.Instance.Init();
|
||||
#if !DEBUG
|
||||
duration = Base.Setting.Instance.progressStepDuration;
|
||||
fadeDuration = Base.Setting.Instance.exitAnimationDuration;
|
||||
#endif
|
||||
loadingUI.SetActive(true);
|
||||
textColor = describeText.color;
|
||||
StartCoroutine(LoadAllManagers());
|
||||
}
|
||||
|
||||
private IEnumerator LoadAllManagers()
|
||||
{
|
||||
for (var i = 0; i < _loadingSteps.Length; i++)
|
||||
{
|
||||
// 更新描述文本
|
||||
describeText.text = _loadingSteps[i];
|
||||
|
||||
// 获取当前阶段的目标进度
|
||||
var targetProgress = (float)(i + 1) / _loadingSteps.Length;
|
||||
|
||||
// 平滑过渡到下一个阶段
|
||||
yield return SmoothTransitionTo(targetProgress);
|
||||
|
||||
// 初始化对应的管理器
|
||||
switch (i)
|
||||
{
|
||||
case 0:
|
||||
UnityLogger.Init();
|
||||
break;
|
||||
case 1:
|
||||
Managers.DefineManager.Instance.Init();
|
||||
break;
|
||||
case 2:
|
||||
Managers.PackagesImageManager.Instance.Init();
|
||||
break;
|
||||
case 3:
|
||||
Managers.TileManager.Instance.Init();
|
||||
break;
|
||||
case 4:
|
||||
Managers.AffiliationManager.Instance.Init();
|
||||
break;
|
||||
case 5:
|
||||
Managers.ItemResourceManager.Instance.Init();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 加载完成后的处理
|
||||
describeText.text = "加载完成!";
|
||||
Progress = 1f;
|
||||
|
||||
// 开始渐隐效果
|
||||
yield return FadeOutProgressBar();
|
||||
}
|
||||
|
||||
private IEnumerator SmoothTransitionTo(float targetProgress)
|
||||
{
|
||||
var startProgress = _currentProgress;
|
||||
var elapsedTime = 0f;
|
||||
|
||||
while (elapsedTime < duration)
|
||||
{
|
||||
elapsedTime += Time.deltaTime;
|
||||
var t = Mathf.SmoothStep(0f, 1f, elapsedTime / duration); // 使用 SmoothStep 实现平滑过渡
|
||||
Progress = Mathf.Lerp(startProgress, targetProgress, t);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 确保最终进度达到目标值
|
||||
Progress = targetProgress;
|
||||
}
|
||||
|
||||
private IEnumerator FadeOutProgressBar()
|
||||
{
|
||||
var elapsedTime = 0f;
|
||||
|
||||
while (elapsedTime < fadeDuration)
|
||||
{
|
||||
elapsedTime += Time.deltaTime;
|
||||
var t = Mathf.SmoothStep(0f, 1f, elapsedTime / fadeDuration); // 使用 SmoothStep 实现平滑渐隐
|
||||
Opacity = 1f - t; // 不透明度从 1 到 0
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 确保最终不透明度为 0
|
||||
Opacity = 0f;
|
||||
loadingUI.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user