Unity类银河恶魔城学习记录14-1,2 p148 Main menu,p149 Screen fade源代码

     Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码

【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili

UI_FadeScreen.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UI_FadeScreen : MonoBehaviour
{
    [SerializeField]private Animator anim;

    
    void Awake()
    {
        anim = GetComponent<Animator>();
        if(anim != null)
        {
            Debug.Log(345);
        }
        if(anim == null)
        {
            Debug.Log(123);
        }
    }

    public void FadeOut()//淡出动画
    {
        if (anim == null)
        {
            Debug.Log("anim is null");
            return;
        }
        anim.SetBool("fadeOut", true);
        Debug.Log(456);
    }
    public void FadeIn()//淡入动画
    {
        anim.SetBool("fadeOut", false);
    }
}

UI_MainMune.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class UI_MainMune : MonoBehaviour
{
    [SerializeField] private string sceneName = "MainScene";//要切换的场景名
    [SerializeField] private GameObject continueButton;
    [SerializeField] private UI_FadeScreen fadeScreen;
    private void Start()
    {
        if(SaveManager.instance.HasSavedData()== false)//如果不存在已有文件,则不显示continue
        {
            continueButton.SetActive(false);
        }
    }
    public void ContinueGame()//将场景切换至已经存在的主场景的函数
        //此函数通过Unity控制栏的button调用
    {
        StartCoroutine(LoadSceneWithFadeEffect(1.5f));
    }

    public void NewGame()//重写开始游戏函数
    {
        SaveManager.instance.DeleteSaveData();
        StartCoroutine(LoadSceneWithFadeEffect(1.5f));
    }

    public void ExitGame()//退出游戏函数
    {
        Debug.Log("Exit Game");
    }

    IEnumerator LoadSceneWithFadeEffect(float _delay)//延迟载入显示渐变动画函数
    {
        fadeScreen.FadeOut();

        yield return new WaitForSeconds(_delay);

        SceneManager.LoadScene(sceneName);//通过场景名切换场景函数

        //作为Unity自带的方法,自然是直接可以通过文件名找到Unity内部的文件的
    }
}
SaveManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;


public class SaveManager : MonoBehaviour
{
    public static SaveManager instance;
    [SerializeField] private string fileName;
    [SerializeField] private bool encryptData;
    GameData gameData;
    private List<ISaveManager> saveManagers;
    private FileDataHandler dataHandler;

    [ContextMenu("Delete save file")]//把一个方法在Unity里面显示出来的做法
    public void DeleteSaveData()//调用并被公开的删除文件函数
    {
        dataHandler = new FileDataHandler(Application.persistentDataPath, fileName, encryptData);
        dataHandler.Delete();
    }

    private void Awake()
    {
        if (instance != null)
            Destroy(instance);
        else
            instance = this;
    }

    private void Start()
    {
        dataHandler = new FileDataHandler(Application.persistentDataPath, fileName, encryptData);
        saveManagers = FindAllSaveManagers();

        LoadGame();
    }

    public void NewGame()
    {
        gameData = new GameData();
    }

    public void LoadGame()
    {
        gameData = dataHandler.Load();

        if(this.gameData == null)
        {
            Debug.Log("No data");
            NewGame();
        }

        foreach(ISaveManager saveManager in saveManagers)//循环调用所有的找到脚本的LoadData和SaveData到,这样便可以将所有的数据汇聚到gameData中,并从中拿到data
        {
            saveManager.LoadData(gameData);
        }

        Debug.Log("Loaded currency " + gameData.currency);
    }

    public void SaveGame()循环调用所有的找到脚本的LoadData和SaveData到,这样便可以将所有的数据汇聚到gameData中,并从中拿到data
    {

        foreach(ISaveManager saveManager in saveManagers)
        {
            saveManager.SaveData(ref gameData);
        }

        dataHandler.Save(gameData);
    }

    private void OnApplicationQuit()
    {
        SaveGame();
    }


    private List<ISaveManager> FindAllSaveManagers()//全局寻找带ISave的脚本的函数
    {
        IEnumerable<ISaveManager> saveManager = FindObjectsOfType<MonoBehaviour>().OfType<ISaveManager>();
        
        return new List<ISaveManager>(saveManager);
    }

    public bool HasSavedData()//判断是否存在已保存数据的函数
    {
        if(dataHandler.Load() != null)//Load在文件不存在时默认返回null
        {
            return true;
        }

        return false;
    }
}

UI.cs
using System.Collections;
using UnityEngine;

public class UI : MonoBehaviour
{
    [Header("End screen")]
    [SerializeField] private UI_FadeScreen fadeScreen;
    [SerializeField] private GameObject endText;

    [Space]

    [SerializeField] private GameObject characterUI;
    [SerializeField] private GameObject skillTreeUI;
    [SerializeField] private GameObject craftUI;
    [SerializeField] private GameObject optionsUI;
    [SerializeField] private GameObject inGameUI;

    public UI_itemTooltip itemToolTip;
    public UI_statToolTip statToopTip;
    public Ui_SkillToolTip skillToolTip;

    public UI_CraftWindow craftWindow;
    public void Awake()
    {
        SwitchTo(skillTreeUI);//修复可能出现skill没法加载成功的bug

    }
    public void Start()
    {
        SwitchTo(inGameUI);
        itemToolTip.gameObject.SetActive(false);
        statToopTip.gameObject.SetActive(false);
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.C))
        {
            SwitchWithKeyTo(characterUI);
        }

        if (Input.GetKeyDown(KeyCode.B))
        {
            SwitchWithKeyTo(craftUI);
        }

        if (Input.GetKeyDown(KeyCode.K))
        {
            SwitchWithKeyTo(skillTreeUI);
        }

        if (Input.GetKeyDown(KeyCode.O))
        {
            SwitchWithKeyTo(optionsUI);
        }
    }

    public void SwitchTo(GameObject _menu)//切换窗口函数
    {

        for (int i = 0; i < transform.childCount; i++)
        {
            bool fadeScreen = transform.GetChild(i).GetComponent<UI_FadeScreen>() != null;//保证存在淡入淡出效果的函数时才会为真,才会使darkScreen保持存在

            if (!fadeScreen)
                transform.GetChild(i).gameObject.SetActive(false);
        }

        if (_menu != null)
        {
            _menu.SetActive(true);
        }
    }

    public void SwitchWithKeyTo(GameObject _menu)//键盘切换窗口函数
    {
        if (_menu != null && _menu.activeSelf)//通过判断是否传入mune和mune是否激活来决定使设置为可视或不可使
        {
            _menu.SetActive(false);
            CheckForInGameUI();
            return;
        }
        SwitchTo(_menu);
    }

    private void CheckForInGameUI()//当其他UI不在时自动切换值InGameUI函数
    {
        for (int i = 0; i < transform.childCount; i++)
        {
            if (transform.GetChild(i).gameObject.activeSelf)
                return;
        }

        SwitchTo(inGameUI);
    }

    public void SwitchOnEndScreen()//死亡综合效果函数
    {
        SwitchTo(null);
        fadeScreen.FadeOut();
        StartCoroutine(EndScreenCorutine());
    }

    IEnumerator EndScreenCorutine()//死亡显示文本函数
    {
        yield return new WaitForSeconds(1);
        endText.SetActive(true);
    }
}

PlayerDeadState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerDeadState : PlayerState
{
    public PlayerDeadState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

    public override void AnimationFinishTrigger()
    {
        base.AnimationFinishTrigger();
    }

    public override void Enter()
    {
        base.Enter();

        GameObject.Find("Canvas").GetComponent<UI>().SwitchOnEndScreen();//找到后调用死亡效果函数
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();

        player.SetZeroVelocity();
    }
}

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