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@ -74,11 +74,14 @@ namespace GameLogic
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m_tmpSign.text = DataGameSceneManager.Instance.m_Strs[i];
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m_tmpAllValue.text = m_AllPush.ToString();
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// 根据当前动画Id 获取纹理列表
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TextureEntry textureEntry = DataGameSceneManager.Instance.m_TextureManager.GetTexture("1");
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//// 根据当前动画Id 获取纹理列表
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//TextureEntry textureEntry = DataGameSceneManager.Instance.m_TextureManager.GetTexture("1");
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// 播放序列图
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PlayTextureSequence(textureEntry, 0.05f, true);
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//// 播放序列图
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//PlayTextureSequence(textureEntry, 0.05f, true);
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// 播放序列图,通过Gpu的形式
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LoadTextureMatRes(1);
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}
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@ -163,92 +166,98 @@ namespace GameLogic
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m_rectCar.localPosition = localPosition;
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}
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/// <summary>
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/// 开始播放 TextureEntry 的序列图
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/// </summary>
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/// <param name="textureEntry">要播放的 TextureEntry</param>
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/// <param name="interval">每帧的时间间隔(秒)</param>
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/// <param name="loop">是否循环播放</param>
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public void PlayTextureSequence(TextureEntry textureEntry, float interval, bool loop = true)
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private void LoadTextureMatRes(int key)
|
||||
{
|
||||
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();
|
||||
m_ImgSprite.material = GameModule.Resource.LoadAsset<Material>("0" + key);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 停止播放序列图
|
||||
/// </summary>
|
||||
public void StopTextureSequence()
|
||||
{
|
||||
m_IsPlaying = false;
|
||||
}
|
||||
///// <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;
|
||||
// }
|
||||
|
||||
/// <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;
|
||||
// m_CurrentTextureEntry = textureEntry;
|
||||
// m_FrameInterval = interval;
|
||||
// m_Loop = loop;
|
||||
// m_CurrentTextureIndex = 0;
|
||||
// m_TimeSinceLastFrame = 0f;
|
||||
// m_IsPlaying = true;
|
||||
|
||||
// 累加时间
|
||||
m_TimeSinceLastFrame += deltaTime;
|
||||
// // 立即显示第一帧
|
||||
// UpdateTexture();
|
||||
//}
|
||||
|
||||
// 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++;
|
||||
///// <summary>
|
||||
///// 停止播放序列图
|
||||
///// </summary>
|
||||
//public void StopTextureSequence()
|
||||
//{
|
||||
// m_IsPlaying = false;
|
||||
//}
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
///// <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;
|
||||
|
||||
// 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;
|
||||
// // 累加时间
|
||||
// m_TimeSinceLastFrame += deltaTime;
|
||||
|
||||
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)
|
||||
);
|
||||
}
|
||||
}
|
||||
// // 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
|
||||
@ -258,8 +267,8 @@ namespace GameLogic
|
||||
base.OnUpdate();
|
||||
|
||||
|
||||
// 更新序列图播放逻辑
|
||||
UpdateTextureSequence(Time.deltaTime);
|
||||
//// 更新序列图播放逻辑
|
||||
//UpdateTextureSequence(Time.deltaTime);
|
||||
}
|
||||
|
||||
|
||||
|
@ -31,7 +31,7 @@ namespace GameLogic
|
||||
public List<GiftItemData> m_GiftItemDatas = new List<GiftItemData>();
|
||||
|
||||
public MeshRenderer m_PanelBg;
|
||||
public TextureManager m_TextureManager;
|
||||
//public TextureManager m_TextureManager;
|
||||
|
||||
private int m_UpdateShowEmoTimer = -1;
|
||||
|
||||
@ -59,7 +59,7 @@ namespace GameLogic
|
||||
private void FindGameComponent()
|
||||
{
|
||||
m_PanelBg = GameObject.Find("Plane").GetComponent<MeshRenderer>();
|
||||
m_TextureManager = GameObject.Find("Textures").GetComponent<TextureManager>();
|
||||
//m_TextureManager = GameObject.Find("Textures").GetComponent<TextureManager>();
|
||||
}
|
||||
|
||||
private void InitGameTeam()
|
||||
|
Loading…
x
Reference in New Issue
Block a user