gameplay所有基本功能都装了,加入了全局警告。加入飘字等各种东西。
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@@ -1,10 +1,11 @@
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using System.IO;
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using System.IO;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using UnityEngine.Networking;
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using UnityEngine.SceneManagement;
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using UnityEngineInternal;
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using Bansonic;
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public class GameManager : MonoBehaviour
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{
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@@ -766,10 +767,20 @@ public class GameManager : MonoBehaviour
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// Kick off UI canvas fade-out when start requested
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StartFadeStartCanvas();
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// Wait for readyLetsGo sequence if playing
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if (readyLetsGo != null && readyLetsGo.IsSequencePlaying)
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{
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while (readyLetsGo.IsSequencePlaying)
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{
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yield return null;
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}
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}
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gNotice.recommendation.display("游戏开始!");
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// Resume using PauseManager
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PauseManager.Instance?.Pause(false);
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// Use scaled wait so pause (Escape) will pause this delay
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yield return new WaitForSeconds(Mathf.Max(0f, playbackStartDelay));
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// yield return new WaitForSeconds(Mathf.Max(0f, playbackStartDelay));
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// Start spawning using the parsed beatmap
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if (beatmapManager.beatmap != null)
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@@ -817,10 +828,20 @@ public class GameManager : MonoBehaviour
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// Kick off UI canvas fade-out when start requested
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StartFadeStartCanvas();
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// Wait for readyLetsGo sequence if playing
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if (readyLetsGo != null && readyLetsGo.IsSequencePlaying)
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{
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while (readyLetsGo.IsSequencePlaying)
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{
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yield return null;
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}
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}
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gNotice.recommendation.display("游戏开始!");
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// Resume
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PauseManager.Instance?.Pause(false);
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// Use scaled wait so pause (Escape) will pause this delay
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yield return new WaitForSeconds(Mathf.Max(0f, playbackStartDelay));
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// yield return new WaitForSeconds(Mathf.Max(0f, playbackStartDelay));
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// Start spawning using the existing parsed beatmap
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if (beatmapManager.beatmap != null)
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@@ -907,10 +928,20 @@ public class GameManager : MonoBehaviour
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// Kick off UI canvas fade-out when start requested
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StartFadeStartCanvas();
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// Wait for readyLetsGo sequence if playing
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if (readyLetsGo != null && readyLetsGo.IsSequencePlaying)
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{
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while (readyLetsGo.IsSequencePlaying)
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{
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yield return null;
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}
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}
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gNotice.recommendation.display("游戏开始!");
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// Resume
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PauseManager.Instance?.Pause(false);
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// Use scaled wait so pause (Escape) will pause this delay
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yield return new WaitForSeconds(Mathf.Max(0f, playbackStartDelay));
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// yield return new WaitForSeconds(Mathf.Max(0f, playbackStartDelay));
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// Start spawning
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if (beatmapManager.beatmap != null)
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@@ -995,6 +1026,30 @@ public class GameManager : MonoBehaviour
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Debug.LogWarning("[GameManager] TriggerOnGameStartSkills: SkillBuilder not found.");
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yield break;
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}
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int guard = 0;
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while (guard < 240)
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{
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if (teamUIController.Instance == null || SkillBuilder.Instance == null)
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{
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guard++;
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yield return null;
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continue;
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}
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bool ready = true;
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for (int i = 0; i < 5; i++)
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{
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if (builder.GetAllyHeroSOBySlot(i) == null)
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{
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ready = false;
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break;
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}
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}
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if (ready) break;
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guard++;
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yield return null;
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}
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builder.TriggerOnGameStart();
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}
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