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(client) feat:添加基地界面到游玩界面的过程,添加存档管理,技能树变得可用 (#58)
Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite/pulls/58
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@@ -25,7 +25,7 @@ namespace Managers
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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public void DisplayMessage(string message, PromptDisplayCategory type,Color? color=null)
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public void DisplayMessage(string message, PromptDisplayCategory type,Color? color=null,float showTime=3)
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{
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if (!_canvas)
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{
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@@ -40,7 +40,7 @@ namespace Managers
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return;
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// GenerateTemporaryAnimation的第三个参数是显示时间
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TemporaryAnimationManager.Instance.GenerateTemporaryAnimation(message,
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Program.Instance.FocusedEntity.Position, 5); // 5秒显示时间
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Program.Instance.FocusedEntity.Position, showTime); // 5秒显示时间
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break;
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case PromptDisplayCategory.Default:
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@@ -75,6 +75,7 @@ namespace Managers
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}
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hintTextInstance.Init(message); // Init 方法会处理动画和生命周期
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hintTextInstance.lifeTime = showTime;
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// TemporaryAnimatorText 应该在 Init 内部设置好 lifeTime 并自动销毁。
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break;
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@@ -102,8 +103,7 @@ namespace Managers
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}
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textInstance.Init(message); // Init 方法会处理动画和生命周期
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// textInstance.lifeTime 可以在 Init 方法内部设置,如果 Init 没有提供参数,这里就无法直接设置。
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// 假设 Init 已经处理好生命周期。
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textInstance.lifeTime = showTime;
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break;
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case PromptDisplayCategory.FocusedEntityChatBubble:
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