
场景:【序章-家中】
1.创建事件【当完成回忆后的对话后】。
2.填充z新事件逻辑。
3.创建UI【CG管理员】
4.创建CG管理员脚本并编辑内容
5.完成CG系统
下班,加油吧。🙏明天一定开始做第一关的内容了,应该不难,系统基本都写了个雏形。
68 lines
2.0 KiB
C#
68 lines
2.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEditor;
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public class CGAdministrator : MonoBehaviour
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{
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// Start is called before the first frame update
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//CG管理员相关代码
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private RawImage rawImage;
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[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")]
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public ACG[] CGs;
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private IndexRecoder indexRecoder;
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void Start()
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{
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rawImage = GetComponent<RawImage>();
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indexRecoder = FindObjectOfType<IndexRecoder>();
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}
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// Update is called once per frame
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void Update()
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{
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}
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//外部呼叫CG用,传入你要调用的CG名
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public void CallACG(string CGName)
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{
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//当外面叫了一个CG,传入CG名
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foreach(ACG CG in CGs)
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{
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//找到这个CG
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if(CG.CGName.Equals(CGName))
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{
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Debug.Log("正在显示CG:"+CG.name);
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rawImage.texture = CG.texture;//把CG的内容装载上
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rawImage.CrossFadeAlpha(1,indexRecoder.CGFadeTime,true);//淡入显示CG
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Invoke("StopIt",CG.time);
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}
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}
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}
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//改变标记,使管理员意识到CG该停了
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private void StopIt(){rawImage.CrossFadeAlpha(0f,indexRecoder.CGFadeTime,true);}//淡出CG
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//制造一个只读的变量,不要动这些
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public class ReadOnlyAttribute : PropertyAttribute{}
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[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
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public class ReadOnlyDrawer : PropertyDrawer
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{
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return EditorGUI.GetPropertyHeight(property, label, true);
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}
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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GUI.enabled = false;
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EditorGUI.PropertyField(position, property, label, true);
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GUI.enabled = true;
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}
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}
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//
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}
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