Пример #1
0
 /// <summary>
 /// 关闭人物对话框
 /// </summary>
 /// <returns></returns>
 public async UniTask CloseShowText()
 {
     if (_boxBgRect.gameObject.activeSelf)
     {
         await ChapterTool.ChangeUiScale(_boxBgRect, Vector3.zero, 0.1f, 10, null, () =>
         {
             _roleDialogueBoxCloseAction?.Invoke(_dialogueData._Data);
             _boxBgRect.gameObject.SetActive(false);
         });
     }
 }
Пример #2
0
    /// <summary>
    /// 展示对话
    /// </summary>
    /// <param name="data"></param>
    public async void Show(ChapterFunctionTextDefine data)
    {
        await UniTask.WaitUntil(() => !_roleSpeakAeforeAwait);

        _showText.text = ChapterTool.GetChapterFunctionString(data.ID);

        _boxBgRect.gameObject.SetActive(true);
        RefreshGroup();
        await ChapterTool.ChangeUiScale(_boxBgRect, Vector3.one, 0.1f, 10);

        _roleSpeakRearTwoAction?.Invoke(_dialogueData._FunctionData);
    }
Пример #3
0
    public override async void Show()
    {
        base.Show();
        _bgBoxRect.localScale = Vector3.zero;
        gameObject.SetActive(true);
        OpenClickBtn(false);
        Debug.Log("Show");
        await ChapterTool.ChangeUiScale(_bgBoxRect, Vector3.one, 0.1f, 10, null, () =>
        {
            OpenClickBtn(true);
        });

        ClickBtn();
    }
Пример #4
0
    /// <summary>
    /// 展示对话
    /// </summary>
    /// <param name="data"></param>
    public override async UniTask Show(ChapterDialogueTextDefine data)
    {
        await base.Show(data);

        _roleSpeakAeforeAction?.Invoke(data);
        await UniTask.WaitUntil(() => !_roleSpeakAeforeAwait);

        _showText.text = ChapterTool.GetDialogueString(_dialogueData._Data);

        _boxBgRect.gameObject.SetActive(true);
        RefreshGroup();
        await ChapterTool.ChangeUiScale(_boxBgRect, Vector3.one, 0.1f, 10);

        _roleSpeakRearAction?.Invoke(_dialogueData._Data);
    }