优化死亡界面跳转
This commit is contained in:
@@ -348,7 +348,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: f9e36f6d2e0ea0541bad29e784e0841b, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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maxHealth: 100
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maxHealth: 5
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deathEffect: {fileID: 4806121257990350900, guid: f19c76183b5e22e44a73655dc18f1a92, type: 3}
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isPlayer: 1
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--- !u!114 &4071397948156435190
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@@ -16,6 +16,8 @@ namespace IndianOceanAssets.Engine2_5D
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[SerializeField]
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private bool isPlayer; // Is this the player?
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private bool _isDead = false; // 防止重复触发死亡
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// Initializes health
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private void Start()
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{
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@@ -25,16 +27,25 @@ namespace IndianOceanAssets.Engine2_5D
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// Applies damage and checks for death
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public void Damage(int damageAmount)
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{
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if (_isDead) return; // 已死亡,不再处理
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health -= damageAmount;
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// If dead, trigger game over if player, then die
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// If dead
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if (health <= 0)
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{
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_isDead = true;
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if (isPlayer)
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{
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// 玩家死亡:触发过场动画,不立即销毁(由 GameManager 处理)
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GameManager.GameOver();
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}
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Die();
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else
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{
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// 非玩家:正常播放死亡特效并销毁
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Die();
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}
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}
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}
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@@ -1,6 +1,4 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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namespace GameFramework
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{
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@@ -12,59 +10,6 @@ namespace GameFramework
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public class DebugResultButtons : MonoBehaviour
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{
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private string _debugLog = "";
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private GameResultScreen _resultScreen;
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// 转场效果
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private bool _isFading = false;
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private float _fadeAlpha = 0f;
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private float _fadeSpeed = 2f; // 淡出速度
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private string _pendingScene = "";
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private Texture2D _fadeTexture;
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private void Start()
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{
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// 查找场景中的 GameResultScreen
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_resultScreen = FindObjectOfType<GameResultScreen>();
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if (_resultScreen == null)
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{
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Debug.LogWarning("[DebugResultButtons] 场景中没有 GameResultScreen!");
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}
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else
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{
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Debug.Log("[DebugResultButtons] 找到 GameResultScreen: " + _resultScreen.gameObject.name);
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}
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// 检查 SceneLoader
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if (SceneLoader.Instance == null)
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{
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Debug.LogWarning("[DebugResultButtons] SceneLoader.Instance 为 null,将使用 SceneManager 直接加载场景");
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}
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// 创建用于淡入淡出的纹理
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_fadeTexture = new Texture2D(1, 1);
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_fadeTexture.SetPixel(0, 0, Color.black);
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_fadeTexture.Apply();
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}
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private void Update()
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{
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// 处理淡出效果
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if (_isFading)
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{
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_fadeAlpha += Time.deltaTime * _fadeSpeed;
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if (_fadeAlpha >= 1f)
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{
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_fadeAlpha = 1f;
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// 淡出完成,加载场景
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if (!string.IsNullOrEmpty(_pendingScene))
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{
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Debug.Log($"[DebugResultButtons] 淡出完成,加载场景: {_pendingScene}");
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SceneManager.LoadScene(_pendingScene);
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}
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_isFading = false;
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}
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}
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}
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private void OnGUI()
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{
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@@ -75,98 +20,64 @@ namespace GameFramework
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debugStyle.fontStyle = FontStyle.Bold;
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// 调试信息背景
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GUI.Box(new Rect(5, 5, 500, 130), "");
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GUI.Box(new Rect(5, 5, 500, 85), "");
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GUI.Label(new Rect(10, 10, 480, 25), $"GameManager.Instance: {(GameManager.Instance != null ? "【存在】" : "【null - 缺失!】")}", debugStyle);
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GUI.Label(new Rect(10, 35, 480, 25), $"GameState: {GameManager.GameState}", debugStyle);
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string resultScreenStatus = _resultScreen != null ? "【已找到】" : "【未找到!】";
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GUI.Label(new Rect(10, 60, 480, 25), $"GameResultScreen: {resultScreenStatus}", debugStyle);
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if (!string.IsNullOrEmpty(_debugLog))
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{
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GUIStyle logStyle = new GUIStyle(GUI.skin.label);
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logStyle.fontSize = 16;
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logStyle.normal.textColor = _debugLog.Contains("错误") ? Color.red : Color.green;
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logStyle.normal.textColor = Color.green;
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logStyle.fontStyle = FontStyle.Bold;
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GUI.Label(new Rect(10, 85, 580, 25), _debugLog, logStyle);
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GUI.Label(new Rect(10, 60, 580, 25), _debugLog, logStyle);
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}
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// 右上角显示两个按钮(淡出时隐藏)
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if (!_isFading)
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// 右上角显示两个按钮
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float x = Screen.width - 220;
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float y = 10;
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GUIStyle style = new GUIStyle(GUI.skin.button);
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style.fontSize = 20;
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style.fontStyle = FontStyle.Bold;
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// 胜利按钮(绿色)
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GUI.backgroundColor = new Color(0.2f, 0.8f, 0.2f, 0.9f);
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if (GUI.Button(new Rect(x, y, 100, 50), "胜利", style))
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{
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float x = Screen.width - 220;
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float y = 10;
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GUIStyle style = new GUIStyle(GUI.skin.button);
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style.fontSize = 20;
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style.fontStyle = FontStyle.Bold;
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// 胜利按钮(绿色)
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GUI.backgroundColor = new Color(0.2f, 0.8f, 0.2f, 0.9f);
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if (GUI.Button(new Rect(x, y, 100, 50), "胜利", style))
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if (GameManager.Instance == null)
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{
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if (GameManager.Instance == null)
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{
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_debugLog = "[错误] GameManager.Instance 为 null!";
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Debug.LogError("[DebugResultButtons] GameManager.Instance 为 null!");
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}
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else
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{
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_debugLog = $"[调用] Win() - 时间: {Time.time:F2}";
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Debug.Log("[DebugResultButtons] 调用 GameManager.Win()");
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GameManager.Win();
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// 如果没有 ResultScreen,直接跳转结算场景
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if (_resultScreen == null)
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{
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StartFadeToScene("Scoring");
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}
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}
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_debugLog = "[错误] GameManager.Instance 为 null!";
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Debug.LogError("[DebugResultButtons] GameManager.Instance 为 null!");
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}
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// 失败按钮(红色)
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GUI.backgroundColor = new Color(0.8f, 0.2f, 0.2f, 0.9f);
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if (GUI.Button(new Rect(x + 110, y, 100, 50), "失败", style))
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else
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{
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if (GameManager.Instance == null)
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{
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_debugLog = "[错误] GameManager.Instance 为 null!";
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Debug.LogError("[DebugResultButtons] GameManager.Instance 为 null!");
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}
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else
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{
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_debugLog = $"[调用] GameOver() - 时间: {Time.time:F2}";
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Debug.Log("[DebugResultButtons] 调用 GameManager.GameOver()");
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GameManager.GameOver();
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// 如果没有 ResultScreen,直接跳转结算场景
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if (_resultScreen == null)
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{
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StartFadeToScene("Scoring");
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}
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}
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_debugLog = $"[调用] Win() - 时间: {Time.time:F2}";
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Debug.Log("[DebugResultButtons] 调用 GameManager.Win()");
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GameManager.Win();
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}
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// 重置颜色
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GUI.backgroundColor = Color.white;
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}
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// 绘制淡出遮罩
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if (_isFading || _fadeAlpha > 0)
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// 失败按钮(红色)
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GUI.backgroundColor = new Color(0.8f, 0.2f, 0.2f, 0.9f);
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if (GUI.Button(new Rect(x + 110, y, 100, 50), "失败", style))
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{
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GUI.color = new Color(0, 0, 0, _fadeAlpha);
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GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), _fadeTexture);
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GUI.color = Color.white;
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if (GameManager.Instance == null)
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{
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_debugLog = "[错误] GameManager.Instance 为 null!";
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Debug.LogError("[DebugResultButtons] GameManager.Instance 为 null!");
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}
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else
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{
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_debugLog = $"[调用] GameOver() - 时间: {Time.time:F2}";
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Debug.Log("[DebugResultButtons] 调用 GameManager.GameOver()");
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GameManager.GameOver();
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}
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}
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}
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private void StartFadeToScene(string sceneName)
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{
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_debugLog = $"[转场] 淡出到 {sceneName}...";
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_pendingScene = sceneName;
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_isFading = true;
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_fadeAlpha = 0f;
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// 重置颜色
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GUI.backgroundColor = Color.white;
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}
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}
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}
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@@ -1,5 +1,9 @@
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using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using IndianOceanAssets.Engine2_5D;
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namespace GameFramework
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{
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@@ -23,20 +27,130 @@ namespace GameFramework
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[SerializeField] private GameState gameState = GameState.Playing;
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/// <summary>触发游戏失败:设状态 + 触发事件。</summary>
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[Header("过场动画")]
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[Tooltip("光源扩大的持续时间(秒)")]
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[SerializeField] private float lightExpandDuration = 1.5f;
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[Tooltip("光源扩大目标半径")]
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[SerializeField] private float lightExpandTargetRadius = 20f;
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[Tooltip("淡出持续时间(秒)")]
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[SerializeField] private float fadeOutDuration = 1f;
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/// <summary>触发游戏失败:设状态 + 触发事件 + 播放过场动画。</summary>
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public static void GameOver()
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{
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if (Instance == null) return;
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GameState = GameState.GameOver;
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onGameOver?.Invoke();
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Instance.StartCoroutine(Instance.DeathTransition());
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}
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/// <summary>触发游戏胜利:设状态 + 触发事件。</summary>
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/// <summary>触发游戏胜利:设状态 + 触发事件 + 播放过场动画。</summary>
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public static void Win()
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{
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if (Instance == null) return;
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GameState = GameState.Victory;
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onGameWin?.Invoke();
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Instance.StartCoroutine(Instance.VictoryTransition());
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}
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/// <summary>
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/// 死亡过场协程:禁用控制 → 光源放大 → 淡出 → 跳转 Scoring。
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/// 使用 unscaledDeltaTime 确保不受 timeScale 影响。
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/// </summary>
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private IEnumerator DeathTransition()
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{
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// 1. 查找玩家并禁用控制
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var player = GameObject.FindGameObjectWithTag("Player");
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if (player != null)
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{
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// 禁用玩家移动
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var playerController = player.GetComponent<PlayerController>();
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if (playerController != null) playerController.enabled = false;
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// 禁用相机跟随
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var camFollow = Camera.main != null ? Camera.main.GetComponent<CameraFollow>() : null;
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if (camFollow != null) camFollow.enabled = false;
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// 2. 光源扩大
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var lightSource = player.GetComponent<LightSource>();
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if (lightSource != null)
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{
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float startRadius = lightSource.Radius;
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float elapsed = 0f;
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while (elapsed < lightExpandDuration)
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{
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elapsed += Time.unscaledDeltaTime;
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float t = Mathf.Clamp01(elapsed / lightExpandDuration);
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float smoothT = t * t * (3f - 2f * t); // SmoothStep
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lightSource.SetRadius(Mathf.Lerp(startRadius, lightExpandTargetRadius, smoothT));
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yield return null;
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}
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lightSource.SetRadius(lightExpandTargetRadius);
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}
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else
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{
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// 没有光源,等待同样时间
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yield return new WaitForSecondsRealtime(lightExpandDuration);
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}
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}
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else
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{
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// 没有玩家,等待同样时间
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yield return new WaitForSecondsRealtime(lightExpandDuration);
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}
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// 3. 淡出到黑色
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yield return StartCoroutine(FadeOutAndLoad());
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}
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/// <summary>
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/// 胜利过场协程(与死亡相同,可后续扩展不同效果)。
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/// </summary>
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private IEnumerator VictoryTransition()
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{
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// 胜利也使用相同的光源扩散 + 淡出效果
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yield return DeathTransition();
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}
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/// <summary>
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/// 创建全屏黑色遮罩并淡出,然后加载 Scoring 场景。
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/// </summary>
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private IEnumerator FadeOutAndLoad()
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{
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// 创建全屏黑色遮罩
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var canvasObj = new GameObject("FadeOverlay");
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var canvas = canvasObj.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvas.sortingOrder = 99999;
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canvasObj.AddComponent<CanvasScaler>();
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var overlay = canvasObj.AddComponent<Image>();
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overlay.color = new Color(0, 0, 0, 0);
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// 淡出到黑色
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float elapsed = 0f;
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while (elapsed < fadeOutDuration)
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{
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elapsed += Time.unscaledDeltaTime;
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float t = Mathf.Clamp01(elapsed / fadeOutDuration);
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overlay.color = new Color(0, 0, 0, t);
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yield return null;
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}
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overlay.color = new Color(0, 0, 0, 1);
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// 加载 Scoring 场景
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if (SceneLoader.Instance != null)
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{
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SceneLoader.Instance.LoadScoringScene();
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}
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else
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{
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SceneManager.LoadScene("Scoring");
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}
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}
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}
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@@ -1,5 +1,6 @@
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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namespace GameFramework
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{
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@@ -39,6 +40,23 @@ namespace GameFramework
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private bool _isVisible;
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/// <summary>
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/// 运行时初始化所有引用(由 GameManager 自动创建时调用)。
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/// </summary>
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public void Initialize(Canvas canvas, GameObject win, Button winBtn, Text winTitle, Text winScore,
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GameObject lose, Button loseBtn, Text loseTitle, Text loseScore)
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{
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resultCanvas = canvas;
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winPanel = win;
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winConfirmButton = winBtn;
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winTitleText = winTitle;
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winScoreText = winScore;
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losePanel = lose;
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loseConfirmButton = loseBtn;
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loseTitleText = loseTitle;
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loseScoreText = loseScore;
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}
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void OnEnable()
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{
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GameManager.onGameOver += OnGameOver;
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@@ -108,7 +126,14 @@ namespace GameFramework
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// 暂停游戏
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if (TimeController.Instance != null)
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{
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TimeController.Instance.Pause();
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}
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else
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{
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// 没有 TimeController 时直接设置 timeScale
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Time.timeScale = 0f;
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}
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// 显示鼠标
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Cursor.visible = true;
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@@ -132,11 +157,24 @@ namespace GameFramework
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// 解除暂停
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if (TimeController.Instance != null)
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{
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TimeController.Instance.Unpause();
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}
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else
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{
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Time.timeScale = 1f;
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}
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// 跳转到排行榜
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if (SceneLoader.Instance != null)
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{
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SceneLoader.Instance.LoadScoringScene();
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}
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else
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{
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// 没有 SceneLoader 时直接加载场景
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SceneManager.LoadScene("Scoring");
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}
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}
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}
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}
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Reference in New Issue
Block a user