提交场景跳转,修复360视频播放,更新场景播放效果
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@@ -7,42 +7,17 @@ using UnityEngine;
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public class StartShowUICtr : MonoBehaviour
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{
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// public List<GameObject> ListObj;
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public GameObject leaveBoxObj;
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public GameObject box360;
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public GameObject sceneTitle;
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public GameObject Volume; //后效
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GameObject dynamicObj;
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GameObject staticObj;
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//显示字的时间
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bool oIsRun = false;
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float oneWaitTime = 3f;
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float oneRunTime = 0;
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private void Awake()
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{
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dynamicObj = GameObject.Find("Dynamic");
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staticObj = GameObject.Find("Static");
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if (box360 != null)
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{
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box360.transform.position = new Vector3(10000,0,0);
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}
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if (dynamicObj != null)
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{
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dynamicObj.SetActive(false);
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}
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if (staticObj != null)
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{
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staticObj.SetActive(false);
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}
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if (leaveBoxObj != null)
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{
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leaveBoxObj.SetActive(false);
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}
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//for (int i = 0; i < ListObj.Count; i++)
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//{
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// ListObj[i].SetActive(false);
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@@ -52,11 +27,10 @@ public class StartShowUICtr : MonoBehaviour
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// Start is called before the first frame update
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void Start()
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{
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GlobalEventMgr.Listen(GameEvent.EventRestScenePosition, GameDataManage_EventRestScenePosition);
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SetVolume(false);
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//Debug.Log("开始显示UI"+ RunningSceneMgr.Instance._runningSceneData.id);
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StartCoroutine(WaitingShowUI()); //显示UI
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ChangSceneSphereMgr.Instance.ShowChangeSecne(false);//黑球变淡
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// GlobalEventMgr.Listen(GameEvent.EventRestScenePosition, GameDataManage_EventRestScenePosition);
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// SetVolume(false);
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StartCoroutine(WaitingShowUI()); //<2F><>ʾUI
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// ChangSceneSphereMgr.Instance.ShowChangeSecne(false);//<2F><><EFBFBD><EFBFBD>䵭
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}
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private void Update()
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@@ -75,40 +49,9 @@ public class StartShowUICtr : MonoBehaviour
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}
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}
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void SetVolume(bool isShow)
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{
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if (Volume != null)
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{
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Volume.SetActive(isShow);
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}
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}
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//恢复场景
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void GameDataManage_EventRestScenePosition()
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{
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//for (int i = 0; i < ListObj.Count; i++)
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//{
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// ListObj[i].SetActive(true);
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//}
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if (dynamicObj != null)
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{
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dynamicObj.SetActive(true);
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}
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if (staticObj != null)
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{
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staticObj.SetActive(true);
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}
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if (leaveBoxObj != null)
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{
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leaveBoxObj.SetActive(true);
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}
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box360.transform.position = Vector3.zero;
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SetVolume(true);
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}
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private void OnDestroy()
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{
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GlobalEventMgr.Remove(GameEvent.EventRestScenePosition);
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// GlobalEventMgr.Remove(GameEvent.EventRestScenePosition);
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}
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