(client) feat:添加设置类,子弹添加敌我识别; chore:修改了右键菜单的初始化方式为独立创建,加载定义报错提供更多信息,动画加载出错也返回默认序列。

This commit is contained in:
m0_75251201
2025-08-19 14:36:22 +08:00
parent f67aca0804
commit f4cd5f4a86
57 changed files with 1000 additions and 788 deletions

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@ -5,21 +5,27 @@ 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 float duration = 0.5f; // 过渡时间
private Color textColor;
private string[] _loadingSteps =
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
public float Progress
{
set
{
@ -33,12 +39,32 @@ namespace Base
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());
}
@ -81,7 +107,10 @@ namespace Base
// 加载完成后的处理
describeText.text = "加载完成!";
progress = 1f;
Progress = 1f;
// 开始渐隐效果
yield return FadeOutProgressBar();
}
private IEnumerator SmoothTransitionTo(float targetProgress)
@ -93,12 +122,29 @@ namespace Base
{
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);
Progress = Mathf.Lerp(startProgress, targetProgress, t);
yield return null;
}
// 确保最终进度达到目标值
progress = targetProgress;
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);
}
}
}

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@ -1,42 +0,0 @@
using System.Collections.Generic;
using Prefab;
using UnityEngine;
using UnityEngine.Events;
namespace Base
{
public class RightMenu : Utils.MonoSingleton<RightMenu>
{
public RightMenuPrefab rightMenuPrefab;
public Vector3 Position
{
set
{
rightMenuPrefab.transform.position = value;
}
get
{
return rightMenuPrefab.transform.position;
}
}
public void Show()
{
rightMenuPrefab.Show();
}
public void Hide()
{
rightMenuPrefab.Hide();
}
public void Init(List<(string name, UnityAction callback)> buttons)
{
rightMenuPrefab.Init(buttons);
}
protected override void OnStart()
{
Hide();
}
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 7f6fd5ff82ab4ce4aae8dd41118277f8

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@ -0,0 +1,90 @@
using Newtonsoft.Json;
using UnityEngine;
namespace Base
{
public class Setting : Utils.Singleton<Setting>
{
// 游戏设置数据类(用于序列化)
[System.Serializable]
public class GameSettings
{
public float progressStepDuration = 1f;
public float exitAnimationDuration = 2f;
public bool developerMode = false;
public bool friendlyFire = false;
public float globalVolume = 1.0f;
public WindowMode currentWindowMode = WindowMode.Fullscreen;
public Vector2Int windowResolution = new(1920, 1080);
}
// 当前游戏设置
public GameSettings CurrentSettings = new();
// 窗口模式枚举
public enum WindowMode { Fullscreen, Windowed, Borderless }
// 常用分辨率选项
public static readonly Vector2Int[] CommonResolutions = new Vector2Int[]
{
new(800, 600),
new(1024, 768),
new(1280, 720),
new(1366, 768),
new(1600, 900),
new(1920, 1080),
new(2560, 1440),
new(3840, 2160)
};
// 初始化加载设置
public void Init()
{
LoadSettings();
}
public void SaveSettings()
{
string json = JsonConvert.SerializeObject(CurrentSettings);
PlayerPrefs.SetString("GameSettings", json);
PlayerPrefs.Save();
}
public void LoadSettings()
{
if (PlayerPrefs.HasKey("GameSettings"))
{
string json = PlayerPrefs.GetString("GameSettings");
CurrentSettings = JsonConvert.DeserializeObject<GameSettings>(json);
}
// 应用加载的设置
ApplyAudioSettings();
ApplyWindowSettings();
}
// 应用音频设置
private void ApplyAudioSettings()
{
AudioListener.volume = Mathf.Clamp01(CurrentSettings.globalVolume);
}
// 应用窗口设置
private void ApplyWindowSettings()
{
switch (CurrentSettings.currentWindowMode)
{
case WindowMode.Fullscreen:
Screen.SetResolution(CurrentSettings.windowResolution.x, CurrentSettings.windowResolution.y, FullScreenMode.FullScreenWindow);
break;
case WindowMode.Windowed:
Screen.SetResolution(CurrentSettings.windowResolution.x, CurrentSettings.windowResolution.y, FullScreenMode.Windowed);
break;
case WindowMode.Borderless:
Screen.SetResolution(CurrentSettings.windowResolution.x, CurrentSettings.windowResolution.y, FullScreenMode.MaximizedWindow);
break;
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9eb8b1554550478c85cc87558920ec6b
timeCreated: 1755524879