Исправил баг с залипанием кнопки в меню

This commit is contained in:
Vladislav Likhenko 2024-08-14 15:49:46 +03:00
parent f8e6da58b4
commit 36018dbfb4
12 changed files with 152 additions and 20 deletions

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@ -2,14 +2,14 @@ using UnityEngine;
public class MinimapStatrScript : MonoBehaviour
{
[SerializeField] private FollowTarget _FollowTarget;
[SerializeField] private FollowYRotation _FollowYRotation;
[SerializeField] private FollowTarget _followTarget;
[SerializeField] private FollowYRotation _followYRotation;
[SerializeField] private SelectCarGameScript _SelectCarGameScript;
private void Start()
{
_FollowTarget.target = _SelectCarGameScript._CurrentCar.transform;
_FollowYRotation.target = _SelectCarGameScript._CurrentCar.transform;
_followTarget.target = _SelectCarGameScript._CurrentCar.transform;
_followYRotation.target = _SelectCarGameScript._CurrentCar.transform;
}
}

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@ -8,15 +8,15 @@ public class CheckNumPlayerScript : MonoBehaviour
[SerializeField] private SetActiveScript _setActiveFirstPlayer;
[SerializeField] private SetActiveScript _setActiveSecondPlayer;
[SerializeField] Camera _CameraFirstPlayer;
[SerializeField] Camera _CameraSecondPlayer;
[SerializeField] Camera _cameraFirstPlayer;
[SerializeField] Camera _cameraSecondPlayer;
private void Start()
{
if (StaticDataMap.NumPlayer == 1)
{
_setActiveFirstPlayer.SetActiveSelected();
_CameraFirstPlayer.rect = new Rect(0f, 0f, 1f, 1f);
_cameraFirstPlayer.rect = new Rect(0f, 0f, 1f, 1f);
}
else

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@ -1,31 +1,36 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.UI;
public class TimerOnInactiveScript : MonoBehaviour
{
[SerializeField] float _ValueTargetTime = 30.0f;
[SerializeField] private Animator _Animator;
[SerializeField] float _valueTargetTime = 30.0f;
[SerializeField] private Animator _animator;
[SerializeField] GameObject _UIActive;
[SerializeField] GameObject _UIInactive;
[SerializeField] private float _TargetTime;
[SerializeField] GameObject _button;
private bool _CanMoveFrom;
[SerializeField] private float _targetTime;
private bool _canMoveFrom;
private void Awake()
{
_CanMoveFrom = false;
_TargetTime = _ValueTargetTime;
_canMoveFrom = false;
_targetTime = _valueTargetTime;
}
private void Update()
{
_TargetTime -= Time.deltaTime;
if (_TargetTime <= 0.0f)
_targetTime -= Time.deltaTime;
if (_targetTime <= 0.0f)
{
//Debug.Log("Òàéìåð Çàêîí÷èëñÿ");
_CanMoveFrom = true;
_canMoveFrom = true;
MoveCameraToRound();
}
@ -66,17 +71,32 @@ public class TimerOnInactiveScript : MonoBehaviour
{
_UIActive.SetActive(false);
//Debug.Log("Ïåðåìåñòèëñÿ ê");
_Animator.Play("MoveCameraToRound");
_animator.Play("MoveCameraToRound");
}
void MoveCameraFromRound()
{
if (_CanMoveFrom)
if (_canMoveFrom)
{
_UIInactive.SetActive(false);
_Animator.Play("MoveCameraFromRound");
_animator.Play("MoveCameraFromRound");
//Debug.Log("Ïåðåìåñòèëñÿ îò");
ResetTimer();
//_button.GetComponent<Button>().Select();
GameObject selectedObject = EventSystem.current.currentSelectedGameObject;
// Ďđîâĺđ˙ĺě, ĺńëč âűáđŕííűé îáúĺęň ńóůĺńňâóĺň
if (selectedObject != null)
{
// Ĺńëč ýňî ęíîďęŕ, ěîćĺě ďîëó÷čňü ęîěďîíĺíň Button
Button selectedButton = selectedObject.GetComponent<Button>();
if (selectedButton != null)
{
selectedButton.GetComponent<Image>().color = Color.white;
}
}
}
}
@ -92,6 +112,6 @@ public class TimerOnInactiveScript : MonoBehaviour
void ResetTimer()
{
_TargetTime = _ValueTargetTime;
_targetTime = _valueTargetTime;
}
}

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