新增弹窗获取得分
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@ -2,7 +2,9 @@ using QFramework;
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.SocialPlatforms.Impl;
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using XMLTool;
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using XMLTool;
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public class ScoreController : MonoSingleton<ScoreController>
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public class ScoreController : MonoSingleton<ScoreController>
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@ -59,7 +61,7 @@ public class ScoreController : MonoSingleton<ScoreController>
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}
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}
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public Dictionary<string, ScoreStep> GetCurScore()
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public Dictionary<string, ScoreStep> GetCurScoreData()
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{
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{
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var data = moduleDict[Global.Instance.curModule.ModuleName];
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var data = moduleDict[Global.Instance.curModule.ModuleName];
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return data.scoreDict;
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return data.scoreDict;
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@ -100,6 +102,20 @@ public class ScoreController : MonoSingleton<ScoreController>
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}
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}
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}
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}
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/// <summary>
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/// 获取当前所得总分
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/// </summary>
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public float GetCurScore()
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{
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float score = 0;
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var data = moduleDict[Global.Instance.curModule.ModuleName];
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foreach (var item in data.scoreDict)
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{
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score += item.Value.value;
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}
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return score;
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}
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private void OnQuit(OnModuleQuit quit)
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private void OnQuit(OnModuleQuit quit)
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@ -39,6 +39,10 @@ namespace QFramework.Example
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{
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{
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mData = uiData as UITipWindowData ?? new UITipWindowData();
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mData = uiData as UITipWindowData ?? new UITipWindowData();
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TypeEventSystem.Global.Register<StepStatusOnChange>(OnStepChanged).UnRegisterWhenDisabled(gameObject);
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TypeEventSystem.Global.Register<StepStatusOnChange>(OnStepChanged).UnRegisterWhenDisabled(gameObject);
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if (mData.txt.Contains("{Score}"))
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{
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mData.txt = mData.txt.Replace("{Score}", ScoreController.Instance.GetCurScore().ToString());
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}
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Label.text = mData.txt;
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Label.text = mData.txt;
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BtnContent.RemoveAllChildren();
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BtnContent.RemoveAllChildren();
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if (mData != null)
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if (mData != null)
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@ -222,8 +222,10 @@
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<!--支持deviceName isWait是只Action是否等待结束 frame 从哪一帧开始播放 endFrame 从哪一帧结束-->
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<!--支持deviceName isWait是只Action是否等待结束 frame 从哪一帧开始播放 endFrame 从哪一帧结束-->
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<Action type="TimeLine" value="Models/CZ_FengXian_Timeline" isShow="true" finishedEvent="播放完毕" isWait="true" frame="140" endFrame="240"></Action>
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<Action type="TimeLine" value="Models/CZ_FengXian_Timeline" isShow="true" finishedEvent="播放完毕" isWait="true" frame="140" endFrame="240"></Action>
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<!--弹窗 btns可支持多个按钮-->
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<!--弹窗 btns可支持多个按钮
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<Action type="TipWindow" value="恭喜你完成当前模块" btns="确定,取消" audio=""></Action>
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如果value中包含{Score} 则{Score}会替换成当前模块实际得分来显示-->
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<Action type="TipWindow" value="恭喜你完成当前模块 得分:{Score}" btns="确定,取消" audio=""></Action>
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<!--动态更换材质球和主贴图 材质球优先级高于贴图 同时写的情况下 先换材质球再换贴图-->
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<!--动态更换材质球和主贴图 材质球优先级高于贴图 同时写的情况下 先换材质球再换贴图-->
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<Action type="Mat" value="Models/zhudao/nan_shoushufu.012" matName="yiyongshoutao_yellow1" index="1" mainTexture="贴图名字"></Action>
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<Action type="Mat" value="Models/zhudao/nan_shoushufu.012" matName="yiyongshoutao_yellow1" index="1" mainTexture="贴图名字"></Action>
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