场景切换视频,切换场景时的效果补充
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchoredPosition: {x: -0.75, y: -0.2857666}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &7137013874561420673
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@ -33,6 +33,9 @@ namespace GameLogic
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private TextMeshProUGUI m_tmpCount;
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private RawImage m_rimg_ViewTexture;
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private VideoPlayer m_video_Video;
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private RectTransform m_rectSdx;
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private RectTransform m_rectSceneFx;
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private RectTransform m_rectSpeed;
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protected override void ScriptGenerator()
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{
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m_rectBgList = FindChildComponent<RectTransform>("Bg/m_rectBgList");
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@ -53,6 +56,9 @@ namespace GameLogic
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m_tmpCount = FindChildComponent<TextMeshProUGUI>("Bg/m_rect_GiftPanel/GiftItem/Item/m_tmpCount");
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m_rimg_ViewTexture = FindChildComponent<RawImage>("Bg/BattleBg/m_rimg_ViewTexture");
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m_video_Video = FindChildComponent<VideoPlayer>("Bg/BattleBg/m_video_Video");
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m_rectSdx = FindChildComponent<RectTransform>("m_rectSdx");
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m_rectSceneFx = FindChildComponent<RectTransform>("m_rectSceneFx");
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m_rectSpeed = FindChildComponent<RectTransform>("m_rectSpeed");
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m_btnSetting.onClick.AddListener(OnClickSettingBtn);
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m_btnRank.onClick.AddListener(OnClickRankBtn);
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}
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@ -181,6 +187,23 @@ namespace GameLogic
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m_rectBgList.GetChild(i).gameObject.SetActive(false);
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}
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for (int i = 0; i < m_rectSdx.childCount; i++)
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{
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m_rectSdx.GetChild(i).gameObject.SetActive(false);
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}
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for (int i = 0; i < m_rectSceneFx.childCount; i++)
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{
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m_rectSceneFx.GetChild(i).gameObject.SetActive(false);
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}
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for (int i = 0; i < m_rectSpeed.childCount; i++)
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{
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m_rectSpeed.GetChild(i).gameObject.SetActive(false);
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}
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if (teamId > m_rectBgList.childCount)
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{
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Log.Error("背景Id错误" + teamId);
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@ -188,6 +211,10 @@ namespace GameLogic
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}
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m_rectBgList.GetChild(teamId).gameObject.SetActive(true);
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m_rectSdx.GetChild(teamId).gameObject.SetActive(true);
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m_rectSceneFx.GetChild(teamId).gameObject.SetActive(true);
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m_rectSpeed.GetChild(teamId).gameObject.SetActive(true);
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// 替换UI图
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SwitchUIResource();
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