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PrinceOfGlory/Assets/Scripts/Help/StartShowUICtr.cs

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using BigSpace.Logic;
using BigSpace.XRCore.Event;
using BigSpace.XRCore.RunningScene;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StartShowUICtr : MonoBehaviour
{
public GameObject sceneTitle;
bool oIsRun = false;
float oneWaitTime = 3f;
float oneRunTime = 0;
private void Awake()
{
//for (int i = 0; i < ListObj.Count; i++)
//{
// ListObj[i].SetActive(false);
//}
}
// Start is called before the first frame update
void Start()
{
// GlobalEventMgr.Listen(GameEvent.EventRestScenePosition, GameDataManage_EventRestScenePosition);
// SetVolume(false);
StartCoroutine(WaitingShowUI()); //<2F><>ʾUI
// ChangSceneSphereMgr.Instance.ShowChangeSecne(false);//<2F><><EFBFBD><EFBFBD>
}
private void Update()
{
if (oIsRun)
{
oneRunTime += Time.deltaTime;
sceneTitle.transform.position = Camera.main.transform.position + Camera.main.transform.forward * 1;
sceneTitle.transform.LookAt(Camera.main.transform);
if (oneRunTime >= oneWaitTime)
{
oIsRun = false;
oneRunTime = 0;
sceneTitle.gameObject.SetActive(false);
}
}
}
private void OnDestroy()
{
// GlobalEventMgr.Remove(GameEvent.EventRestScenePosition);
}
IEnumerator WaitingShowUI()
{
yield return new WaitForSeconds(1f);
if (sceneTitle != null)
{
oIsRun = true;
oneRunTime = 0;
sceneTitle.SetActive(true);
}
else
{
//Debug.Log("WaitingShowUI" + RunningSceneMgr.Instance._runningSceneData.id);
GlobalEventMgr.Dispatch(GameEvent.EventShowUI, RunningSceneMgr.Instance._runningSceneData.id % 10000);
}
}
}