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deleted file mode 100644
index 4fe51064..00000000
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deleted file mode 100644
index 2ab9f2f3..00000000
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diff --git a/UnityProject/Assets/AssetRaw/Audios/03.MP3 b/UnityProject/Assets/AssetRaw/Audios/03.MP3
deleted file mode 100644
index 14d774ee..00000000
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deleted file mode 100644
index cb22bbe3..00000000
--- a/UnityProject/Assets/AssetRaw/Audios/03.MP3.meta
+++ /dev/null
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diff --git a/UnityProject/Assets/AssetRaw/Audios/04.MP3 b/UnityProject/Assets/AssetRaw/Audios/04.MP3
deleted file mode 100644
index 8a11ce6f..00000000
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diff --git a/UnityProject/Assets/AssetRaw/Audios/04.MP3.meta b/UnityProject/Assets/AssetRaw/Audios/04.MP3.meta
deleted file mode 100644
index 038f35e9..00000000
--- a/UnityProject/Assets/AssetRaw/Audios/04.MP3.meta
+++ /dev/null
@@ -1,23 +0,0 @@
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diff --git a/UnityProject/Assets/AssetRaw/Audios/05.MP3 b/UnityProject/Assets/AssetRaw/Audios/05.MP3
deleted file mode 100644
index 9fd663ca..00000000
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diff --git a/UnityProject/Assets/AssetRaw/Audios/05.MP3.meta b/UnityProject/Assets/AssetRaw/Audios/05.MP3.meta
deleted file mode 100644
index 06148095..00000000
--- a/UnityProject/Assets/AssetRaw/Audios/05.MP3.meta
+++ /dev/null
@@ -1,23 +0,0 @@
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diff --git a/UnityProject/Assets/AssetRaw/Audios/06.MP3 b/UnityProject/Assets/AssetRaw/Audios/06.MP3
deleted file mode 100644
index db70fb51..00000000
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diff --git a/UnityProject/Assets/AssetRaw/Audios/06.MP3.meta b/UnityProject/Assets/AssetRaw/Audios/06.MP3.meta
deleted file mode 100644
index 6a722534..00000000
--- a/UnityProject/Assets/AssetRaw/Audios/06.MP3.meta
+++ /dev/null
@@ -1,23 +0,0 @@
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index 64cde679..144b6581 100644
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+++ b/UnityProject/Assets/AssetRaw/Scenes/Game.unity
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diff --git a/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab b/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab
index a4bb8b12..3140adb4 100644
--- a/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab
+++ b/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab
@@ -557,7 +557,7 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier:
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+ m_Material: {fileID: 2100000, guid: 9e94ac6e3aa7e7644b72793b6c2df5e4, type: 2}
m_Color: {r: 1, g: 1, b: 1, a: 1}
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@@ -565,7 +565,7 @@ MonoBehaviour:
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diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs
index 8033de4a..1ddc0161 100644
--- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs
+++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs
@@ -74,11 +74,14 @@ 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");
+ //// 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
+ //PlayTextureSequence(textureEntry, 0.05f, true);
+
+ // 播放序列图,通过Gpu的形式
+ LoadTextureMatRes(1);
}
@@ -163,92 +166,98 @@ namespace GameLogic
m_rectCar.localPosition = localPosition;
}
- ///
- /// 开始播放 TextureEntry 的序列图
- ///
- /// 要播放的 TextureEntry
- /// 每帧的时间间隔(秒)
- /// 是否循环播放
- public void PlayTextureSequence(TextureEntry textureEntry, float interval, bool loop = true)
+
+ 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("0" + key);
}
- ///
- /// 停止播放序列图
- ///
- public void StopTextureSequence()
- {
- m_IsPlaying = false;
- }
+ /////
+ ///// 开始播放 TextureEntry 的序列图
+ /////
+ ///// 要播放的 TextureEntry
+ ///// 每帧的时间间隔(秒)
+ ///// 是否循环播放
+ //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;
+ // }
- ///
- /// 更新纹理播放逻辑
- ///
- 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++;
+ /////
+ ///// 停止播放序列图
+ /////
+ //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;
- }
- }
+ /////
+ ///// 更新纹理播放逻辑
+ /////
+ //private void UpdateTextureSequence(float deltaTime)
+ //{
+ // if (!m_IsPlaying || m_CurrentTextureEntry == null || m_CurrentTextureEntry.Textures == null)
+ // return;
- // 更新纹理
- UpdateTexture();
- }
- }
- ///
- /// 更新当前显示的纹理
- ///
- 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();
+ // }
+ //}
+ /////
+ ///// 更新当前显示的纹理
+ /////
+ //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)
+ // );
+ // }
+ //}
///
/// 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);
}
diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs
index 52301bf1..0a5c8e88 100644
--- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs
+++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs
@@ -31,7 +31,7 @@ namespace GameLogic
public List m_GiftItemDatas = new List();
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();
- m_TextureManager = GameObject.Find("Textures").GetComponent();
+ //m_TextureManager = GameObject.Find("Textures").GetComponent();
}
private void InitGameTeam()