(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。
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@ -5,21 +5,27 @@ using UnityEngine;
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namespace Base
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{
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public class Launcher : MonoBehaviour
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{
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public GameObject loadingUI;
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public Gradient progressBar; // 渐变色条
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public TMP_Text describeText; // 描述文本
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public float duration = 0.5f; // 过渡时间
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public float fadeDuration = 2f; // 不透明度渐隐的时间
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private float _currentProgress = 0f; // 当前进度
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private float duration = 0.5f; // 过渡时间
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private Color textColor;
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private string[] _loadingSteps =
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private readonly string[] _loadingSteps =
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{
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"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",
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"正在加载物品"
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};
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public float progress
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public float Progress
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{
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set
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{
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@ -33,12 +39,32 @@ namespace Base
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progressBar.color2 = Color.white;
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progressBar.color1 = Color.Lerp(Color.black, Color.white, (value - 0.5f) * 2);
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}
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progressBar.Refresh();
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}
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}
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public float Opacity
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{
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set
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{
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var alpha = (byte)(value * 255);
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progressBar.color1.a = alpha;
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progressBar.color2.a = alpha;
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describeText.color = value > 0.5f ? Color.Lerp(new Color(1, 1, 1, 0), textColor, (value - 0.5f) * 2) : new Color(1, 1, 1, 0);
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progressBar.Refresh();
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}
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}
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private void Start()
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{
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Base.Setting.Instance.Init();
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#if !DEBUG
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duration = Base.Setting.Instance.progressStepDuration;
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fadeDuration = Base.Setting.Instance.exitAnimationDuration;
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#endif
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loadingUI.SetActive(true);
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textColor = describeText.color;
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StartCoroutine(LoadAllManagers());
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}
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@ -81,7 +107,10 @@ namespace Base
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// 加载完成后的处理
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describeText.text = "加载完成!";
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progress = 1f;
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Progress = 1f;
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// 开始渐隐效果
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yield return FadeOutProgressBar();
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}
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private IEnumerator SmoothTransitionTo(float targetProgress)
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@ -93,12 +122,29 @@ namespace Base
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{
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elapsedTime += Time.deltaTime;
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var t = Mathf.SmoothStep(0f, 1f, elapsedTime / duration); // 使用 SmoothStep 实现平滑过渡
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progress = Mathf.Lerp(startProgress, targetProgress, t);
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Progress = Mathf.Lerp(startProgress, targetProgress, t);
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yield return null;
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}
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// 确保最终进度达到目标值
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progress = targetProgress;
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Progress = targetProgress;
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}
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private IEnumerator FadeOutProgressBar()
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{
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var elapsedTime = 0f;
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while (elapsedTime < fadeDuration)
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{
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elapsedTime += Time.deltaTime;
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var t = Mathf.SmoothStep(0f, 1f, elapsedTime / fadeDuration); // 使用 SmoothStep 实现平滑渐隐
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Opacity = 1f - t; // 不透明度从 1 到 0
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yield return null;
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}
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// 确保最终不透明度为 0
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Opacity = 0f;
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loadingUI.SetActive(false);
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}
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}
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}
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