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增加结尾动画
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79
Assets/Scripts/Views/EndAboutPanel.cs
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79
Assets/Scripts/Views/EndAboutPanel.cs
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using System.Collections.Generic;
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using System.StateSystem;
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using Framework.Audio;
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using Framework.UI;
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using Game.Component;
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using UnityEngine;
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using UnityEngine.UI;
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using IcecreamView;
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using StateSystem;
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using UnityEngine.Playables;
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namespace Views
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{
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public class EndAboutPanel : IcecreamView.IC_AbstractModule
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{
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[SerializeField] private PlayableDirector table1;
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[SerializeField] private PlayableDirector table2;
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[SerializeField] private PlayableDirector table3;
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[SerializeField] private GameObject table4;
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[SerializeField] private Button _closeBtn;
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[SerializeField] private string BGM;
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private AnimatorStateUpdate _animatorStateUpdate;
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public override void OnInitView ()
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{
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this._closeBtn.gameObject.SetActive (false);
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this._closeBtn.onClick.AddListener (() =>
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{
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UIManager.Instance.OpenLoading (() => { GameStateManager.Instance.OpenState (GameGlobalState.GameHome); });
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this.ViewConnector.CloseView ();
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});
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}
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public override void OnOpenView (IC_ViewData parameters)
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{
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AudioManager.Instance.PlayBGM (BGM , 1 , 0.6f);
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string key = "CompleteCount";
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if (!PlayerPrefs.HasKey (key))
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{
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PlayerPrefs.SetInt (key , 0);
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}
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PlayerPrefs.SetInt (key , PlayerPrefs.GetInt (key) + 1);
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this._animatorStateUpdate = Transform.FindObjectOfType<AnimatorStateUpdate> ();
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table1.stopped += OnTable2;
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table2.stopped += OnTable3;
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table3.stopped += OnTable4;
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this.table1.gameObject.SetActive (true);
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}
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private void OnTable4 (PlayableDirector obj)
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{
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this._animatorStateUpdate.state = 7;
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this.table3.gameObject.SetActive (false);
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this.table4.gameObject.SetActive (true);
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this._closeBtn.gameObject.SetActive (true);
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}
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private void OnTable3 (PlayableDirector obj)
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{
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this._animatorStateUpdate.state = 6;
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this.table2.gameObject.SetActive (false);
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this.table3.gameObject.SetActive (true);
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}
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private void OnTable2 (PlayableDirector obj)
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{
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this._animatorStateUpdate.state = 5;
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this.table1.gameObject.SetActive (false);
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this.table2.gameObject.SetActive (true);
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}
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public override void OnCloseView ()
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{
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}
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}
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}
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