少年修仙传客户端代码仓库
lcy
2024-12-16 a39c35fc6449430cd02bccb681c4a0a880e46cd9
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Thursday, September 14, 2017
//--------------------------------------------------------
 
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using vnxbqy.UI;
 
public class ExperienceGetBehaviour
{
    public static void Init()
    {
        PlayerMainDate.Event_Experience += OnGetNewExperience;
    }
 
    public static void UnInit()
    {
        PlayerMainDate.Event_Experience -= OnGetNewExperience;
    }
 
    static void OnGetNewExperience(int _source, int _billionsExperience, int _unitExperience)
    {
        if (!WindowCenter.Instance.IsOpen("ExperienceGetWin"))
        {
            WindowCenter.Instance.Open<ExperienceGetWin>(true);
        }
 
        var experience = _billionsExperience * (long)100000000 + _unitExperience;
        if (experienceQueue.Count >= queueMax)
        {
            experienceQueue.Dequeue();
        }
 
        experienceQueue.Enqueue(new Experience()
        {
            source = _source,
            value = experience
        });
    }
 
    public static bool GetExperience(out Experience exp)
    {
        if (experienceQueue.Count > 0)
        {
            exp = experienceQueue.Dequeue();
            return true;
        }
        else
        {
            exp = default(Experience);
            return false;
        }
    }
 
    public static void Clear()
    {
        experienceQueue.Clear();
    }
 
    static int queueMax = 10;
    static Queue<Experience> experienceQueue = new Queue<Experience>();
 
    public struct Experience
    {
        public int source;
        public long value;
    }
 
}
 
namespace vnxbqy.UI
{
    public class ExperienceGetWin : Window
    {
 
        [SerializeField]
        Transform m_ResetPoint;
 
        float interval = 0.2f;
        float nextShowTime = 0f;
 
        #region Built-in
        protected override void BindController()
        {
        }
 
        protected override void AddListeners()
        {
        }
 
        protected override void OnPreOpen()
        {
        }
 
        protected override void OnAfterOpen()
        {
        }
 
        protected override void OnPreClose()
        {
            ExperienceGetBehaviour.Clear();
            ExperienceFloatPool.RecycleAll();
        }
 
        protected override void OnAfterClose()
        {
 
        }
        #endregion
 
        protected override void LateUpdate()
        {
            base.LateUpdate();
 
            if (Time.time > nextShowTime)
            {
                ExperienceGetBehaviour.Experience exp;
                if (ExperienceGetBehaviour.GetExperience(out exp))
                {
                    ExperienceFloat.Pattern _pattern;
                    if (exp.source == 4)
                    {
                        _pattern = ExperienceFloat.Pattern.LongFeng;
                    }
                    else
                    {
                        _pattern = ExperienceFloat.Pattern.Normal;
                    }
                    var experienceFloat = ExperienceFloatPool.Require(_pattern);
                    experienceFloat.SetActive(true);
                    experienceFloat.transform.SetParentEx(m_ResetPoint, Vector3.zero, Quaternion.identity, Vector3.one);
                    experienceFloat.Begin(exp.source, exp.value);
                    nextShowTime = Time.time + interval;
                }
            }
 
        }
 
 
    }
 
}