(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

View File

@ -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);
}
}
}