| | |
| | | |
| | | protected List<Sprite> backGrounds = new List<Sprite>(); |
| | | |
| | | protected float backGroundTimer = 0f; |
| | | protected float backGroundTimer = 10f; |
| | | protected int backGroundIndex = 0; |
| | | |
| | | protected override void InitComponent() |
| | |
| | | protected void LateUpdate() |
| | | { |
| | | UpdateProgress(); |
| | | // CopiedLogic_LateUpdate(); |
| | | CopiedLogic_LateUpdate(); |
| | | } |
| | | |
| | | private void CopiedLogic_LateUpdate() |
| | | { |
| | | // backGroundTimer += Time.deltaTime; |
| | | // if (backGroundTimer >= 3f) |
| | | // { |
| | | // backGroundTimer -= 3f; |
| | | // if (backGrounds.Count > 1) |
| | | // { |
| | | // m_BackGround.overrideSprite = backGrounds[(++backGroundIndex) % backGrounds.Count]; |
| | | // } |
| | | backGroundTimer += Time.deltaTime; |
| | | if (backGroundTimer >= 3f) |
| | | { |
| | | backGroundTimer = 0f; |
| | | // if (backGrounds.Count > 1) |
| | | // { |
| | | // m_BackGround.overrideSprite = backGrounds[(++backGroundIndex) % backGrounds.Count]; |
| | | // } |
| | | |
| | | // // 考虑在这里做这个描述的切换 或者根据图片来做提示词 |
| | | // // m_StageDescription.text = ""; |
| | | // } |
| | | // 考虑在这里做这个描述的切换 或者根据图片来做提示词 |
| | | // m_StageDescription.text = ""; |
| | | |
| | | var maxNum = GeneralDefine.loadingTips.Length; |
| | | //随机一个提示词 |
| | | var randomIndex = UnityEngine.Random.Range(0, maxNum); |
| | | m_StageDescription.text = Language.Get(GeneralDefine.loadingTips[randomIndex]); |
| | | } |
| | | } |
| | | |
| | | public void SetData(LaunchWinData _launchWinData) |
| | | { |
| | | backGroundTimer = _launchWinData.backGroundTimer; |
| | | backGroundIndex = _launchWinData.backGroundIndex; |
| | | // m_BackGround.overrideSprite = _launchWinData.sprite; |
| | | backGrounds = _launchWinData.sprites; |
| | | m_StageDescription.text = Language.GetFromLocal(44);//最后Completed一定是这个 考虑要不要塞入LaunchWinData.. |
| | | // backGroundTimer = _launchWinData.backGroundTimer; |
| | | // backGroundIndex = _launchWinData.backGroundIndex; |
| | | // // m_BackGround.overrideSprite = _launchWinData.sprite; |
| | | // backGrounds = _launchWinData.sprites; |
| | | // m_StageDescription.text = Language.GetFromLocal(44);//最后Completed一定是这个 考虑要不要塞入LaunchWinData.. |
| | | } |
| | | } |