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using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace UI
{
public class UIBinding : MonoBehaviour
{
public GameProgressManager progress;
[Range(0, 1)] public float player1ScorePercent;
[Range(0, 1)] public float player2ScorePercent;
public TMP_Text timeText;
public TMP_Text player1ScoreText;
public TMP_Text player2ScoreText;
public TMP_Text questionText;
public Image player1ScoreDisplay;
public Image player2ScoreDisplay;
public GameObject noPlayerJoinedLayer;
public GameObject player1JoinedLayer;
public GameObject allPlayerJoinedLayer;
private void FixedUpdate()
{
// 更新时间文本
timeText.text = progress.time.ToString();
// 更新百分比
player1ScorePercent = Mathf.Clamp(progress.player1Score, 0, Single.MaxValue) * 1.0f / progress.questionMaxScore * 1.0f;
player2ScorePercent = Mathf.Clamp(progress.player2Score, 0, Single.MaxValue) * 1.0f / progress.questionMaxScore * 1.0f;
var targetPlayer1Amount = Mathf.Lerp(0.25f, 0.5f, player1ScorePercent);
var targetPlayer2Amount = Mathf.Lerp(0.25f, 0.5f, player2ScorePercent);
// 更新进度条
player1ScoreDisplay.fillAmount = targetPlayer1Amount;
player2ScoreDisplay.fillAmount = targetPlayer2Amount;
// 更新玩家分数显示
player1ScoreText.text = progress.player1Score.ToString();
player2ScoreText.text = progress.player2Score.ToString();
// 更新问题显示
questionText.text = progress.questionPlayer.currentQuestion.QuestionText;
// 更新玩家加入显示
if (progress.sceneStatus.current == Status.Waiting)
{
var player1Joined = progress.player1.bindPlayer != null;
var player2Joined = progress.player2.bindPlayer != null;
if (!player1Joined && !player2Joined)
{
noPlayerJoinedLayer.SetActive(true);
player1JoinedLayer.SetActive(false);
allPlayerJoinedLayer.SetActive(false);
return;
}
if (player1Joined && !player2Joined)
{
noPlayerJoinedLayer.SetActive(false);
player1JoinedLayer.SetActive(true);
allPlayerJoinedLayer.SetActive(false);
return;
}
if (player1Joined && player2Joined)
{
noPlayerJoinedLayer.SetActive(false);
player1JoinedLayer.SetActive(false);
allPlayerJoinedLayer.SetActive(true);
}
}
else
{
noPlayerJoinedLayer.SetActive(false);
player1JoinedLayer.SetActive(false);
allPlayerJoinedLayer.SetActive(false);
}
}
}
}
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