技能主要更新,修复卡顿并加入动画,以及各种其他更新。
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@@ -14,14 +14,21 @@ public class Music_Mgr : Singleton_Mono<Music_Mgr>
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{
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return Get_Time((int)aus.time);
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}
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private static System.Text.StringBuilder _timeSb = new System.Text.StringBuilder();
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public static string Get_Time(int time)
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{
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var currentHour = time / 3600;
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var currentMinute = (time - currentHour * 3600) / 60;
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var currentSecond = time - currentHour * 3600 - currentMinute * 60;
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return string.Format("{0:D2}:{1:D2}:{2:D2} ",
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currentHour, currentMinute, currentSecond);
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_timeSb.Clear();
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if (currentHour > 0)
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{
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_timeSb.Append(currentHour.ToString("D2")).Append(":");
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}
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_timeSb.Append(currentMinute.ToString("D2")).Append(":").Append(currentSecond.ToString("D2")).Append(" ");
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return _timeSb.ToString();
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}
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public static float Get_Time_Cur_Prv(AudioSource aus)
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{
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@@ -37,7 +44,21 @@ public class Music_Mgr : Singleton_Mono<Music_Mgr>
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{
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AudioSource = gameObject.AddComponent<AudioSource>();
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}
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Music_Data_List = Resources.LoadAll<Music_Data>("Data/Music").ToList();
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StartCoroutine(LoadMusicDataRoutine());
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}
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private System.Collections.IEnumerator LoadMusicDataRoutine()
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{
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var rawData = Resources.LoadAll<Music_Data>("Data/Music");
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Music_Data_List = new List<Music_Data>();
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for (int i = 0; i < rawData.Length; i++)
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{
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Music_Data_List.Add(rawData[i]);
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// 每 10 个数据等待一帧
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if (i > 0 && i % 10 == 0) yield return null;
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}
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if (Music_Data_List.Count > 0)
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{
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Play(Music_Data_List[0]);
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