
*:修复若干Bug
场景:【序章-家中】
1.让CG拥有结束事件
2.编写暂用CG的结束事件,即重新载入场景【序章-家中】并让其呈现开门演出的多态。
3.创建多态【开门演出】。
4.完成多态【开门演出】。
5.创建并填充对话【谈论父亲离开后的水缸】
下班。明天做开门进CG,然后就是第一关了。🙏加油吧。
72 lines
2.3 KiB
C#
72 lines
2.3 KiB
C#
using System.Collections;
|
||
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
using UnityEngine.UI;
|
||
using UnityEditor;
|
||
|
||
public class CGAdministrator : MonoBehaviour
|
||
{
|
||
// Start is called before the first frame update
|
||
//CG管理员相关代码
|
||
|
||
private RawImage rawImage;
|
||
[Tooltip("记录这个场景中的所有CG,要加的话直接扩容数组,并往新的CG里面加内容")]
|
||
public ACG[] CGs;
|
||
private IndexRecoder indexRecoder;
|
||
private ACG playingCG;//正在播放的CG,因为invoke无法传参而存在
|
||
void Start()
|
||
{
|
||
rawImage = GetComponent<RawImage>();
|
||
indexRecoder = FindObjectOfType<IndexRecoder>();
|
||
rawImage.CrossFadeAlpha(0,0,true);//为了淡入显示,必须先把它的阿尔法值降到0,对吧?
|
||
}
|
||
|
||
// Update is called once per frame
|
||
void Update()
|
||
{
|
||
}
|
||
|
||
|
||
//外部呼叫CG用,传入你要调用的CG名
|
||
public void CallACG(string CGName)
|
||
{
|
||
//当外面叫了一个CG,传入CG名
|
||
foreach(ACG CG in CGs)
|
||
{
|
||
//找到这个CG
|
||
if(CG.CGName.Equals(CGName))
|
||
{
|
||
Debug.Log("正在显示CG:"+CG.name);
|
||
rawImage.texture = CG.texture;//把CG的内容装载上
|
||
rawImage.CrossFadeAlpha(1,indexRecoder.CGFadeTime,true);//淡入显示CG
|
||
playingCG = CG;
|
||
Invoke("StopIt",CG.time);
|
||
}
|
||
}
|
||
}
|
||
|
||
//改变标记,使管理员意识到CG该停了
|
||
private void StopIt(){rawImage.CrossFadeAlpha(0f,indexRecoder.CGFadeTime,true);//淡出CG
|
||
playingCG.OnEnded();}//告诉这个CG它结束了,然后触发它的结束事件
|
||
|
||
//制造一个只读的变量,不要动这些
|
||
public class ReadOnlyAttribute : PropertyAttribute{}
|
||
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
|
||
public class ReadOnlyDrawer : PropertyDrawer
|
||
{
|
||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
|
||
{
|
||
return EditorGUI.GetPropertyHeight(property, label, true);
|
||
}
|
||
|
||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||
{
|
||
GUI.enabled = false;
|
||
EditorGUI.PropertyField(position, property, label, true);
|
||
GUI.enabled = true;
|
||
}
|
||
}
|
||
//
|
||
|
||
}
|