增加黑屏过度
parent
1f2e8889aa
commit
c1dc76d2d4
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@ -12,7 +12,7 @@ GameObject:
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- component: {fileID: 2132094194892885705}
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- component: {fileID: 6498830797524188334}
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m_Name: img_BG
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -58,7 +58,7 @@ MonoBehaviour:
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m_Name:
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m_Maskable: 1
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@ -167,11 +167,5 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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Datas:
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- name: btn_Start
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go: {fileID: 0}
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- name: txt_Score
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go: {fileID: 0}
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- name: txt_Progress
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go: {fileID: 0}
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- name: txt_Score
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go: {fileID: 0}
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- name: img_BG
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go: {fileID: 904459869104082739}
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@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using Unity.Loader;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Object = UnityEngine.Object;
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@ -102,5 +103,17 @@ namespace ZC
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callback?.Invoke(binding);
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return binding;
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}
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public static async UniTask OpenLoadingAsync()
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{
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var blackUI = Global.UIManager.GetUI<BlackUI>(UIType.BlackUI);
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await blackUI.OpenAsync();
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}
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public static async UniTask CloseLoadingAsync()
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{
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var blackUI = Global.UIManager.GetUI<BlackUI>(UIType.BlackUI);
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await blackUI.CloseAsync();
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}
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}
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}
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@ -1,4 +1,5 @@
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using Unity.Loader;
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using Cysharp.Threading.Tasks;
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using Unity.Loader;
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using UnityEngine;
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using UnityEngine.EventSystems;
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@ -8,15 +9,23 @@ namespace ZC
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class 体格检查Procedure : ProcedureBase
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{
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TriggerEvent triggerEvent;
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public override void OnEnter()
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{
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base.OnEnter();
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async UniTask Enter()
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{
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ResourcesLocalComponent.Instance.LoadScene(AssetConst.Assets_DemoGame_GameRes_Scene_HuShiTaiScene_unity);
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await CommonHelper.CloseLoadingAsync();
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var introduceUI = (IntroduceUI)Global.UIManager.ShowUI(UIType.IntroduceUI);
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introduceUI.SetData(ConstStr.体格检查, ConstStr.体格检查介绍, IntroduceUI_Callback);
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}
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Enter().Forget();
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}
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private void IntroduceUI_Callback()
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{
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Global.UIManager.HideUI(UIType.IntroduceUI);
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@ -30,10 +39,16 @@ namespace ZC
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}
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private void PlayerMoveToPoint()
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{
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async UniTask Close()
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{
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triggerEvent.Dispose();
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await CommonHelper.OpenLoadingAsync();
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Global.UIManager.HideUI(UIType.BigTipsUI);
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Global.ProcedureManager.ChangeProcedure(ProcedureType.常规血液与尿液分析Procedure);
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}
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Close().Forget();
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}
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}
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}
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@ -17,15 +17,23 @@ namespace ZC
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public override void OnEnter()
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{
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base.OnEnter();
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async UniTask Enter()
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{
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ResourcesLocalComponent.Instance.LoadScene(AssetConst.Assets_DemoGame_GameRes_Scene_LiaoTianScene_unity);
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CommonHelper.GetSceneBindingAsync((bind) =>
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await CommonHelper.CloseLoadingAsync();
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await CommonHelper.GetSceneBindingAsync((bind) =>
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{
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this.binding = bind;
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binding = GameObject.FindObjectOfType<SceneGameObjectBinding>();
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go = binding.GetValue("老人");
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go.OpenHighlight();
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go.AddEventTrigger(EventTriggerType.PointerClick, ClickHiglight);
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}).Forget();
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});
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}
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Enter().Forget();
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}
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private void ClickHiglight(BaseEventData arg0)
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@ -189,10 +197,16 @@ namespace ZC
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private void IntroduceUI_Callback()
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{
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async UniTask Close()
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{
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await CommonHelper.OpenLoadingAsync();
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Global.UIManager.HideUI(UIType.DialogueUI);
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Global.UIManager.HideUI(UIType.IntroduceUI);
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Global.UIManager.HideUI(UIType.BasicInformationUI);
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Global.ProcedureManager.ChangeProcedure(ProcedureType.体格检查Procedure);
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}
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Close().Forget();
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}
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}
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}
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@ -13,12 +13,19 @@ namespace ZC
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public override void OnEnter()
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{
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base.OnEnter();
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async UniTask Enter()
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{
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ResourcesLocalComponent.Instance.LoadScene(AssetConst.Assets_DemoGame_GameRes_Scene_ChouXueScene_unity);
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await CommonHelper.CloseLoadingAsync();
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var introduceUI = (IntroduceUI)Global.UIManager.ShowUI(UIType.IntroduceUI);
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introduceUI.SetData(ConstStr.常规血液与尿液分析, ConstStr.常规血液与尿液分析介绍, IntroduceUI_Callback);
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}
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Enter().Forget();
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}
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private void IntroduceUI_Callback()
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{
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Global.UIManager.CloseLast();
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@ -108,8 +115,14 @@ namespace ZC
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private void AnswerUI_Callback()
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{
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async UniTask Close()
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{
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await CommonHelper.OpenLoadingAsync();
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Global.UIManager.CloseLast();
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Global.ProcedureManager.ChangeProcedure(ProcedureType.返回体检场景Procedure);
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}
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Close().Forget();
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}
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}
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}
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@ -1,4 +1,7 @@
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namespace ZC
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using Cysharp.Threading.Tasks;
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using Unity.Loader;
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namespace ZC
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{
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[Procedure(ProcedureType.返回体检场景Procedure)]
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class 返回体检场景Procedure : ProcedureBase
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@ -6,7 +9,12 @@
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public override void OnEnter()
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{
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base.OnEnter();
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async UniTask Enter()
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{
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ResourcesLocalComponent.Instance.LoadScene(AssetConst.Assets_DemoGame_GameRes_Scene_HuShiTaiScene_unity);
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await CommonHelper.CloseLoadingAsync();
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}
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Enter().Forget();
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}
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}
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}
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@ -8,14 +8,22 @@ namespace ZC
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class 首页Procedure : ProcedureBase
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{
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TriggerEvent triggerEvent;
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public override void OnEnter()
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{
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base.OnEnter();
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async UniTask Enter()
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{
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ResourcesLocalComponent.Instance.LoadScene(AssetConst.Assets_DemoGame_GameRes_Scene_MainScene_unity);
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await CommonHelper.CloseLoadingAsync();
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var mainUI = (MainUI)Global.UIManager.ShowUI(UIType.MainUI);
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mainUI.SetData(MainUI_Callback);
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}
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Enter().Forget();
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}
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void MainUI_Callback()
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{
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// Global.UIManager.HideUI(UIType.MainUI);
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@ -37,10 +45,16 @@ namespace ZC
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}
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private void PlayerMoveToPoint()
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{
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async UniTask Close()
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{
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triggerEvent.Dispose();
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await CommonHelper.OpenLoadingAsync();
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Global.UIManager.HideUI(UIType.BigTipsUI);
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Global.ProcedureManager.ChangeProcedure(ProcedureType.基本资料填写Procedure);
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}
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Close().Forget();
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}
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}
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}
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@ -1,7 +1,55 @@
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namespace ZC
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using Cysharp.Threading.Tasks;
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using DG.Tweening;
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using UnityEngine.UI;
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using TMPro;
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namespace ZC
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{
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[UIType(UIType.BlackUI)]
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public class BlackUI : UIBase
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{
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#region AutoGen_InitIon
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public Image img_BG;
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#endregion
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public override void Init()
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{
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base.Init();
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#region AutoGen_Init
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img_BG = GetValue<Image>("img_BG");
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#endregion
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}
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public async UniTask OpenAsync()
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{
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img_BG.DOFade(1, 1f);
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await UniTask.Delay(1000);
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}
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public async UniTask CloseAsync()
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{
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img_BG.DOFade(0, 1f);
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await UniTask.Delay(1000);
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}
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#region AutoGen_Method
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#endregion
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public override void Dispose()
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{
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base.Dispose();
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#region AutoGen_Dispose
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img_BG = null;
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#endregion
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}
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}
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}
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@ -1,3 +1,11 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: dd9abc3083384dc5a310404193297e5c
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timeCreated: 1730991322
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -51,6 +51,7 @@ namespace ZC
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foreach (Transform tran in camera.transform.GetChild(0))
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{
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var itemGo = GameObject.Instantiate(btn_EquipItem.gameObject, btn_EquipItem.transform.parent);
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itemGo.gameObject.SetActive(true);
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var binding = itemGo.GetComponent<GameObjectBinding>();
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binding.GetValue<Button>("btn_EquipItem").onClick.AddListener(() =>
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{
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@ -112,6 +112,7 @@ namespace Unity.Loader
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//
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CreateUI();
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Global.UIManager.ShowUI(UIType.BlackUI);
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_isInitFinish = true;
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this._procedureManager.ChangeProcedure(ProcedureType.首页Procedure);
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@ -122,12 +123,12 @@ namespace Unity.Loader
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UIGameObjectFactory.CreateUI<AnalysisReportUI>(UIType.AnalysisReportUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIAnalysisReport_prefab,UILayer.Mid);
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UIGameObjectFactory.CreateUI<BasicInformationUI>(UIType.BasicInformationUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIBasicInformation_prefab,UILayer.Mid);
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UIGameObjectFactory.CreateUI<BigTipsUI>(UIType.BigTipsUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIBigTips_prefab,UILayer.Mid);
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UIGameObjectFactory.CreateUI<BlackUI>(UIType.BlackUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIBlack_prefab,UILayer.Mid);
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UIGameObjectFactory.CreateUI<BlackUI>(UIType.BlackUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIBlack_prefab,UILayer.High);
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UIGameObjectFactory.CreateUI<DialogueUI>(UIType.DialogueUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIDialogue_prefab,UILayer.Mid);
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UIGameObjectFactory.CreateUI<IntroduceUI>(UIType.IntroduceUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIIntroduce_prefab,UILayer.Mid);
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UIGameObjectFactory.CreateUI<MainUI>(UIType.MainUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIMain_prefab,UILayer.Mid);
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UIGameObjectFactory.CreateUI<MinTipsUI>(UIType.MinTipsUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIMinTips_prefab,UILayer.Mid);
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UIGameObjectFactory.CreateUI<TaskListUI>(UIType.TaskListUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UITaskList_prefab,UILayer.Mid);
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UIGameObjectFactory.CreateUI<TaskListUI>(UIType.TaskListUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UITaskList_prefab,UILayer.Low);
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UIGameObjectFactory.CreateUI<UrineSamplingUI>(UIType.UrineSamplingUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIUrineSampling_prefab,UILayer.Mid);
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UIGameObjectFactory.CreateUI<ModelDisplayUI>(UIType.ModelDisplayUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIModelDisplay_prefab,UILayer.Mid);
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UIGameObjectFactory.CreateUI<AnswerUI>(UIType.AnswerUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIAnswer_prefab,UILayer.Mid);
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@ -38,7 +38,6 @@ RenderSettings:
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--- !u!157 &3
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|
Loading…
Reference in New Issue