增加初始推力

This commit is contained in:
SD-20250424WZPW\Administrator 2025-05-06 14:51:02 +08:00
parent dd00ce6fbc
commit 29d396dfa1

View File

@ -32,7 +32,7 @@ namespace GameLogic
public int m_Index;
private List<UnitPlayerData> m_ListUnitPlayDatas = new List<UnitPlayerData>();
private int m_AddPush = 0; // 初始推力值
private int m_AddPush = 10; // 初始推力值
private long m_AllPush = 0; // 当前总值
private int m_AllAddPush = 0;//永久增加推力值
@ -74,12 +74,6 @@ namespace GameLogic
m_tmpSign.text = DataGameSceneManager.Instance.m_Strs[i];
m_tmpAllValue.text = m_AllPush.ToString();
//// 根据当前动画Id 获取纹理列表
//TextureEntry textureEntry = DataGameSceneManager.Instance.m_TextureManager.GetTexture("1");
//// 播放序列图
//PlayTextureSequence(textureEntry, 0.05f, true);
// 播放序列图,通过Gpu的形式
LoadTextureMatRes(1);
}
@ -167,97 +161,15 @@ namespace GameLogic
}
/// <summary>
/// 加载动图
/// </summary>
/// <param name="key"></param>
private void LoadTextureMatRes(int key)
{
m_ImgSprite.material = GameModule.Resource.LoadAsset<Material>("0" + key);
}
///// <summary>
///// 开始播放 TextureEntry 的序列图
///// </summary>
///// <param name="textureEntry">要播放的 TextureEntry</param>
///// <param name="interval">每帧的时间间隔(秒)</param>
///// <param name="loop">是否循环播放</param>
//public void PlayTextureSequence(TextureEntry textureEntry, float interval, bool loop = true)
//{
// if (textureEntry == null || textureEntry.Textures == null || textureEntry.Textures.Count == 0)
// {
// Debug.LogWarning("TextureEntry 或其 Textures 列表为空,无法播放序列图。");
// return;
// }
// m_CurrentTextureEntry = textureEntry;
// m_FrameInterval = interval;
// m_Loop = loop;
// m_CurrentTextureIndex = 0;
// m_TimeSinceLastFrame = 0f;
// m_IsPlaying = true;
// // 立即显示第一帧
// UpdateTexture();
//}
///// <summary>
///// 停止播放序列图
///// </summary>
//public void StopTextureSequence()
//{
// m_IsPlaying = false;
//}
///// <summary>
///// 更新纹理播放逻辑
///// </summary>
//private void UpdateTextureSequence(float deltaTime)
//{
// if (!m_IsPlaying || m_CurrentTextureEntry == null || m_CurrentTextureEntry.Textures == null)
// return;
// // 累加时间
// m_TimeSinceLastFrame += deltaTime;
// // 如果时间超过帧间隔,切换到下一帧
// if (m_TimeSinceLastFrame >= m_FrameInterval)
// {
// m_TimeSinceLastFrame -= m_FrameInterval; // 重置时间
// m_CurrentTextureIndex++;
// // 如果到达末尾
// if (m_CurrentTextureIndex >= m_CurrentTextureEntry.Textures.Count)
// {
// if (m_Loop)
// {
// m_CurrentTextureIndex = 0; // 循环播放
// }
// else
// {
// StopTextureSequence(); // 停止播放
// return;
// }
// }
// // 更新纹理
// UpdateTexture();
// }
//}
///// <summary>
///// 更新当前显示的纹理
///// </summary>
//private void UpdateTexture()
//{
// if (m_CurrentTextureEntry == null || m_CurrentTextureEntry.Textures == null || m_CurrentTextureIndex >= m_CurrentTextureEntry.Textures.Count)
// return;
// Texture2D currentTexture = m_CurrentTextureEntry.Textures[m_CurrentTextureIndex];
// if (currentTexture != null)
// {
// m_ImgSprite.sprite = Sprite.Create(
// currentTexture,
// new Rect(0, 0, currentTexture.width, currentTexture.height),
// new Vector2(0.5f, 0.5f)
// );
// }
//}
/// <summary>
/// Unity 的 Update 方法
@ -266,9 +178,6 @@ namespace GameLogic
{
base.OnUpdate();
//// 更新序列图播放逻辑
//UpdateTextureSequence(Time.deltaTime);
}