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修复一些bug

ZXP 1 年之前
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daec2c5909
共有 3 個文件被更改,包括 13 次插入4 次删除
  1. 4 3
      Assets/Scenes/Main.unity
  2. 6 1
      Assets/Scripts/AnimatorControl.cs
  3. 3 0
      Assets/UpData.cs

+ 4 - 3
Assets/Scenes/Main.unity

@@ -3926,6 +3926,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 811411af8c718e34b8f30d9d99bb5c00, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
+  canvas: {fileID: 5374442943955902139}
   showPrefab: {fileID: 8389718770035673986, guid: c4a5c15281064364984473d3345fe3d7, type: 3}
   showParent: {fileID: 715467444}
 --- !u!114 &1673634205
@@ -7159,13 +7160,13 @@ MonoBehaviour:
   m_TargetGraphic: {fileID: 5374442942286345071}
   m_TextComponent: {fileID: 5374442943083429764}
   m_Placeholder: {fileID: 5374442943711633465}
-  m_ContentType: 0
+  m_ContentType: 2
   m_InputType: 0
   m_AsteriskChar: 42
-  m_KeyboardType: 0
+  m_KeyboardType: 4
   m_LineType: 0
   m_HideMobileInput: 0
-  m_CharacterValidation: 0
+  m_CharacterValidation: 1
   m_CharacterLimit: 0
   m_OnEndEdit:
     m_PersistentCalls:

+ 6 - 1
Assets/Scripts/AnimatorControl.cs

@@ -9,7 +9,8 @@ public class AnimatorControl : MonoBehaviour
     public bool modelActive;
     [Header("是否播放动画")]
     public bool animatonPlay;
-
+    [Header("结束时是否显示老师模型")]
+    public bool modelEndActive = true;
     private AudioSource audioSource;
     private void Awake()
     {
@@ -44,6 +45,10 @@ public class AnimatorControl : MonoBehaviour
         animator.SetBool("S2", false);
         animator.SetBool("S3", false);
         animator.SetBool("Hold", true);
+        if (!modelEndActive)
+        {
+            animator.gameObject.SetActive(false);
+        }
     }
     private IEnumerator Hold()
     {

+ 3 - 0
Assets/UpData.cs

@@ -5,6 +5,7 @@ using UnityEngine;
 
 public class UpData : MonoBehaviour
 {
+    public GameObject canvas;
     public ShowPrefab showPrefab;
     public Transform showParent;
     private List<GameObject> createGameObjects;
@@ -29,6 +30,8 @@ public class UpData : MonoBehaviour
                 Destroy(item);
             }
         }
+        canvas.SetActive(true);
+        gameObject.SetActive(true);
         createGameObjects = new List<GameObject>();
         arrayData = new ArrayData();
         arrayData.wrongCount = 0;

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