主界面添加,许多bug修复。祝贺黑盒1如期开始

This commit is contained in:
FloatGaming
2026-03-02 04:34:13 +08:00
parent e11cc1da7a
commit 3c1d263ef1
308 changed files with 59216 additions and 32756 deletions
+139 -75
View File
@@ -1,8 +1,9 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using Spine.Unity;
/// <summary>
/// Throttled preload: uses queues and concurrency limits to load scenes and Resources in small time slices
@@ -16,21 +17,23 @@ public class preload_allScene : MonoBehaviour
public string[] resourcesToPreload = new string[0];
[Header("UI")]
public GameObject spineObject1;
public GameObject spineObject2;
public CanvasGroup spineObject1CanvasGroup;
public float spineObject1DestroyDelay = 6.7f;
public float spineObject1FadeDelay = 5.7f;
public float spineObject2PlayDelay = 0f;
public Text progressText;
[Tooltip("Optional Image whose fillAmount will be driven by the overall progress (0..1)")]
public Image progressFillImage;
[Tooltip("Optional Image to disable after 1 second")]
public Image startDisableImage;
[Tooltip("Documentation text normalized.")]
public Text loadingInfoText;
[Header("Behavior")]
public bool startOnAwake = true;
[Header("Fade-out on complete")]
[Tooltip("GameObject to disable after fade completes")] public GameObject fadeOutObject;
[Tooltip("CanvasGroup to fade (if null and fadeOutObject assigned, will search for one on it)")] public CanvasGroup fadeCanvasGroup;
[Tooltip("Duration of fade-out in seconds")] public float fadeOutDuration = 0.5f;
[Tooltip("Delay before starting fade-out after completion")] public float fadeOutDelay = 0f;
[Header("Throttle")]
public int maxConcurrentResourceLoads = 2;
[Tooltip("Max milliseconds spent per frame on driver work (approx)")]
@@ -50,15 +53,12 @@ public class preload_allScene : MonoBehaviour
Debug.Log("[preload_allScene] Awake called. Forcing Time.timeScale = 1.");
Time.timeScale = 1f; // Ensure time is running so fades and DOTween work
if (fadeOutObject != null)
// 确保物体 1 初始处于关闭状态,以便 1 秒后延迟开启
if (spineObject1 != null)
{
fadeOutObject.SetActive(true);
spineObject1.SetActive(false);
}
else
{
Debug.LogWarning("[preload_allScene] fadeOutObject is not assigned!");
}
// if UI not assigned, try to auto-find Text components
if (progressText == null)
{
@@ -78,21 +78,139 @@ public class preload_allScene : MonoBehaviour
}
}
}
// If a fade object is set but no CanvasGroup assigned, try to find one on the object
if (fadeOutObject != null && fadeCanvasGroup == null)
{
fadeCanvasGroup = fadeOutObject.GetComponent<CanvasGroup>() ?? fadeOutObject.GetComponentInChildren<CanvasGroup>(true);
}
}
void Start()
{
Debug.Log("[preload_allScene] Start called. resourcesToPreload count: " + (resourcesToPreload?.Length ?? 0));
// Always call StartPreload to ensure the screen fades out even if no resources are listed
// 同时启用并初始化两个 Spine 物体
if (spineObject1 != null)
{
// Start 时显式禁用物体 1,确保初始状态正确
spineObject1.SetActive(false);
// 等待 1 秒后再播放 Spine 1
StartCoroutine(DelayedPlaySpine1());
}
if (spineObject2 != null)
{
// Start 时显式禁用物体 2,确保初始状态正确
spineObject2.SetActive(false);
// 延迟播放物体 2 的动画
StartCoroutine(DelayedPlaySpine2Logic());
}
// 1 秒后禁用指定的 Image
if (startDisableImage != null)
{
StartCoroutine(DelayedDisableImage());
}
StartPreload();
}
private IEnumerator DelayedDisableImage()
{
yield return new WaitForSeconds(1f);
if (startDisableImage != null)
{
startDisableImage.gameObject.SetActive(false);
Debug.Log("[preload_allScene] startDisableImage has been disabled after 1 second.");
}
}
private IEnumerator DelayedPlaySpine1()
{
// 等待 1 秒
yield return new WaitForSeconds(1f);
if (spineObject1 != null)
{
spineObject1.SetActive(true);
var sg1 = spineObject1.GetComponentInChildren<SkeletonGraphic>(true);
if (sg1 != null)
{
sg1.allowMultipleCanvasRenderers = true;
sg1.Initialize(true);
var state1 = (sg1.Animation as IAnimationStateComponent)?.AnimationState;
if (state1 != null)
{
state1.SetAnimation(0, "intro", false);
}
// 改为延迟切换到 loop 动画
StartCoroutine(DelayedPlaySpine1Loop(sg1));
// 新增渐隐逻辑
StartCoroutine(FadeOutSpine1());
}
}
}
private IEnumerator DelayedPlaySpine1Loop(SkeletonGraphic sg)
{
if (spineObject1DestroyDelay > 0)
yield return new WaitForSeconds(spineObject1DestroyDelay);
var state1 = (sg.Animation as IAnimationStateComponent)?.AnimationState;
if (state1 != null)
{
state1.SetAnimation(0, "loop", true);
}
}
private IEnumerator FadeOutSpine1()
{
if (spineObject1CanvasGroup == null) yield break;
if (spineObject1FadeDelay > 0)
yield return new WaitForSeconds(spineObject1FadeDelay);
float duration = 1f;
float elapsed = 0f;
float startAlpha = spineObject1CanvasGroup.alpha;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
spineObject1CanvasGroup.alpha = Mathf.Lerp(startAlpha, 0f, elapsed / duration);
yield return null;
}
spineObject1CanvasGroup.alpha = 0f;
// 渐隐结束后销毁物体 1
if (spineObject1 != null)
{
Debug.Log("SpineObject1 fade out completed. Destroying object.");
Destroy(spineObject1);
}
}
private IEnumerator DelayedPlaySpine2Logic()
{
if (spineObject2 == null) yield break;
// 等待指定的播放延迟
if (spineObject2PlayDelay > 0)
yield return new WaitForSeconds(spineObject2PlayDelay);
// 启用物体并初始化动画
spineObject2.SetActive(true);
var sg2 = spineObject2.GetComponentInChildren<SkeletonGraphic>(true);
if (sg2 != null)
{
sg2.allowMultipleCanvasRenderers = true;
sg2.Initialize(true);
var state2 = (sg2.Animation as IAnimationStateComponent)?.AnimationState;
if (state2 != null)
{
state2.SetAnimation(0, "loop", true);
}
}
}
public void StartPreload()
{
if (preloadCoroutine != null) return;
@@ -117,10 +235,6 @@ public class preload_allScene : MonoBehaviour
{
UpdateProgressText(1f);
UpdateLoadingInfo("Loading Complete");
if (fadeOutObject != null)
{
StartCoroutine(FadeAndDisableCoroutine());
}
return;
}
@@ -197,12 +311,6 @@ public class preload_allScene : MonoBehaviour
preloadCoroutine = null;
Debug.Log("Preload complete (throttled). Resources cached: " + loadedResources.Count);
// start fade+disable if configured
if (fadeOutObject != null)
{
StartCoroutine(FadeAndDisableCoroutine());
}
yield break;
}
@@ -214,10 +322,6 @@ public class preload_allScene : MonoBehaviour
UpdateProgressText(1f);
UpdateLoadingInfo("Loading Complete");
preloadCoroutine = null;
if (fadeOutObject != null)
{
StartCoroutine(FadeAndDisableCoroutine());
}
}
private float CalculateOverallProgress()
@@ -284,44 +388,4 @@ public class preload_allScene : MonoBehaviour
}
}
}
private IEnumerator FadeAndDisableCoroutine()
{
// ensure we have a CanvasGroup reference
if (fadeOutObject == null) yield break;
if (fadeCanvasGroup == null)
{
fadeCanvasGroup = fadeOutObject.GetComponent<CanvasGroup>() ?? fadeOutObject.GetComponentInChildren<CanvasGroup>(true);
}
// if there's no CanvasGroup, just disable after delay
if (fadeCanvasGroup == null)
{
if (fadeOutDelay > 0f) yield return new WaitForSecondsRealtime(fadeOutDelay);
fadeOutObject.SetActive(false);
yield break;
}
// optionally wait before fading
if (fadeOutDelay > 0f) yield return new WaitForSecondsRealtime(fadeOutDelay);
float startAlpha = fadeCanvasGroup.alpha;
float elapsed = 0f;
while (elapsed < fadeOutDuration)
{
elapsed += Time.unscaledDeltaTime;
float frac = Mathf.Clamp01(elapsed / Mathf.Max(0.0001f, fadeOutDuration));
fadeCanvasGroup.alpha = Mathf.Lerp(startAlpha, 0f, frac);
yield return null;
}
fadeCanvasGroup.alpha = 0f;
// disable raycasts and interaction
fadeCanvasGroup.blocksRaycasts = false;
fadeCanvasGroup.interactable = false;
// finally disable the GameObject
fadeOutObject.SetActive(false);
}
}