搭建pause和结算的UI界面,未装功能

重置gameplay的界面。
This commit is contained in:
17849571731
2025-07-11 15:39:40 +08:00
parent e8d84ec9ca
commit 450ef0f8a0
382 changed files with 99878 additions and 1262 deletions
@@ -4,12 +4,15 @@ using System.Collections;
namespace TMPro.Examples
{
public class ObjectSpin : MonoBehaviour
{
#pragma warning disable 0414
public enum MotionType { Rotation, SearchLight, Translation };
public MotionType Motion;
#pragma warning disable 0414
public Vector3 TranslationDistance = new Vector3(5, 0, 0);
public float TranslationSpeed = 1.0f;
public float SpinSpeed = 5;
public int RotationRange = 15;
private Transform m_transform;
@@ -19,10 +22,6 @@ namespace TMPro.Examples
private Vector3 m_initial_Rotation;
private Vector3 m_initial_Position;
private Color32 m_lightColor;
private int frames = 0;
public enum MotionType { Rotation, BackAndForth, Translation };
public MotionType Motion;
void Awake()
{
@@ -38,31 +37,30 @@ namespace TMPro.Examples
// Update is called once per frame
void Update()
{
if (Motion == MotionType.Rotation)
switch (Motion)
{
m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0);
}
else if (Motion == MotionType.BackAndForth)
{
m_time += SpinSpeed * Time.deltaTime;
m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z);
}
else
{
m_time += SpinSpeed * Time.deltaTime;
case MotionType.Rotation:
m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0);
break;
case MotionType.SearchLight:
m_time += SpinSpeed * Time.deltaTime;
m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z);
break;
case MotionType.Translation:
m_time += TranslationSpeed * Time.deltaTime;
float x = 15 * Mathf.Cos(m_time * .95f);
float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f);
float z = 0f; // *Mathf.Sin(m_time * .9f);
float x = TranslationDistance.x * Mathf.Cos(m_time);
float y = TranslationDistance.y * Mathf.Sin(m_time) * Mathf.Cos(m_time * 1f);
float z = TranslationDistance.z * Mathf.Sin(m_time);
m_transform.position = m_initial_Position + new Vector3(x, z, y);
m_transform.position = m_initial_Position + new Vector3(x, z, y);
// Drawing light patterns because they can be cool looking.
//if (frames > 2)
// Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f);
// Drawing light patterns because they can be cool looking.
//if (Time.frameCount > 1)
// Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f);
m_prevPOS = m_transform.position;
frames += 1;
m_prevPOS = m_transform.position;
break;
}
}
}