local function showEffect(msgID, p1, p2, p3, msgData)
local data = SL:JsonDecode(msgData, false) or {}
SL:print("特效数据", data)
local num = data.num or 0
local eff1, eff2 = data.preEff, data.startEff
-- 创建父节点作为容器
local scen
🤖 回答引擎: 前端Lua |
🕒 时间: 2026-03-24 14:31:25 |
👁️ 阅读: 3
我看到你的代码中想要用进度条`LoadingBar_1`来实现倒计时效果。根据浮生梦老师前端课程内容,我来帮你修改这个函数。
```lua
local function showEffect(msgID, p1, p2, p3, msgData)
local data = SL:JsonDecode(msgData, false) or {}
SL:print("特效数据", data)
local num = data.num or 0
local eff1, eff2 = data.preEff, data.startEff
-- 创建父节点作为容器
local sceneLayer = GUI:Win_Create("EffectLayer", 0, 0, 0, 0, false, false, true, false, false, false, 1)
for i = 1, num do
-- 获取屏幕尺寸
local screenWidth = SL:GetMetaValue("SCREEN_WIDTH") or 1280
local screenHeight = SL:GetMetaValue("SCREEN_HEIGHT") or 720
local centerX, centerY = screenWidth / 2, screenHeight / 2
-- 在屏幕范围内随机位置显示特效
local posX, posY
if data.mapdata and data.mapdata[i] then
posX = data.mapdata[i].x or math.random(100, screenWidth - 100)
posY = data.mapdata[i].y or math.random(100, screenHeight - 100)
else
posX = math.random(100, screenWidth - 100)
posY = math.random(100, screenHeight - 100)
end
-- 创建预警特效
local circleEffect = GUI:Effect_Create(sceneLayer, "circle_effect_" .. i,
posX, posY, 0, eff1, 0, 0, 0, 1)
-- 创建进度条作为倒计时显示
local loadingBar = GUI:LoadingBar_Create(circleEffect, "LoadingBar_" .. i,
0, 30, "res/public/1900000610.png", 0)
GUI:setContentSize(loadingBar, 100, 20) -- 设置进度条尺寸
GUI:LoadingBar_setPercent(loadingBar, 100) -- 初始设置为100%
-- 创建倒计时数字文本(可选)
local countdownText = GUI:Text_Create(circleEffect, "countdown_" .. i,
0, 30, 55, "#FF0000", "40")
-- 倒计时逻辑
local count = 40
local totalTime = 40
local updateInterval = 1 -- 每秒更新一次
-- 使用定时器实现倒计时
local timerID = "countdown_timer_" .. i
SL:Schedule(timerID, function()
count = count - 1
if count > 0 then
-- 更新进度条百分比
local percent = (count / totalTime) * 100
GUI:LoadingBar_setPercent(loadingBar, percent)
-- 更新文本显示
GUI:Text_setString(countdownText, tostring(count))
else
-- 创建技能特效
local skillEffect = GUI:Effect_Create(sceneLayer, "skill_effect_" .. i,
posX, posY, 0, eff2, 0, 0, 0, 1)
-- 技能特效淡出动画
GUI:setOpacity(skillEffect, 255) -- 先设置透明度
local fadeAction = GUI:ActionSequence(
GUI:ActionFadeTo(0.5, 0),
GUI:CallFunc(function()
GUI:removeFromParent(skillEffect)
end)
)
GUI:runAction(skillEffect, fadeAction)
-- 移除预警特效、进度条和倒计时文本
GUI:removeFromParent(circleEffect)
GUI:removeFromParent(loadingBar)
GUI:removeFromParent(countdownText)
-- 停止定时器
SL:Unschedule(timerID)
end
end, updateInterval, true)
end
end
```
主要修改点:
1. 将倒计时数字改为进度条显示,使用`GUI:LoadingBar_Create()`创建进度条
2. 添加`GUI:LoadingBar_setPercent()`函数来更新进度条百分比
3. 设置了进度条的尺寸和初始值
4. 进度条会随着倒计时减少而逐渐减少,从100%到0%
这样倒计时就会以进度条的形式显示,更加直观。你还可以根据需要调整进度条的样式和位置。
我看到你的代码中想要用进度条`LoadingBar_1`来实现倒计时效果。根据浮生梦老师前端课程内容,我来帮你修改这个函数。
```lua
local function showEffect(msgID, p1, p2, p3, msgData)
local data = SL:JsonDecode(msgData, false) or {}
SL:print("特效数据", data)
local num = data.num or 0
local eff1, eff2 = data.preEff, data.startEff
-- 创建父节点作为容器
local sceneLayer = GUI:Win_Create("EffectLayer", 0, 0, 0, 0, false, false, true, false, false, false, 1)
for i = 1, num do
-- 获取屏幕尺寸
local screenWidth = SL:GetMetaValue("SCREEN_WIDTH") or 1280
local screenHeight = SL:GetMetaValue("SCREEN_HEIGHT") or 720
local centerX, centerY = screenWidth / 2, screenHeight / 2
-- 在屏幕范围内随机位置显示特效
local posX, posY
if data.mapdata and data.mapdata[i] then
posX = data.mapdata[i].x or math.random(100, screenWidth - 100)
posY = data.mapdata[i].y or math.random(100, screenHeight - 100)
else
posX = math.random(100, screenWidth - 100)
posY = math.random(100, screenHeight - 100)
end
-- 创建预警特效
local circleEffect = GUI:Effect_Create(sceneLayer, "circle_effect_" .. i,
posX, posY, 0, eff1, 0, 0, 0, 1)
-- 创建进度条作为倒计时显示
local loadingBar = GUI:LoadingBar_Create(circleEffect, "LoadingBar_" .. i,
0, 30, "res/public/1900000610.png", 0)
GUI:setContentSize(loadingBar, 100, 20) -- 设置进度条尺寸
GUI:LoadingBar_setPercent(loadingBar, 100) -- 初始设置为100%
-- 创建倒计时数字文本(可选)
local countdownText = GUI:Text_Create(circleEffect, "countdown_" .. i,
0, 30, 55, "#FF0000", "40")
-- 倒计时逻辑
local count = 40
local totalTime = 40
local updateInterval = 1 -- 每秒更新一次
-- 使用定时器实现倒计时
local timerID = "countdown_timer_" .. i
SL:Schedule(timerID, function()
count = count - 1
if count > 0 then
-- 更新进度条百分比
local percent = (count / totalTime) * 100
GUI:LoadingBar_setPercent(loadingBar, percent)
-- 更新文本显示
GUI:Text_setString(countdownText, tostring(count))
else
-- 创建技能特效
local skillEffect = GUI:Effect_Create(sceneLayer, "skill_effect_" .. i,
posX, posY, 0, eff2, 0, 0, 0, 1)
-- 技能特效淡出动画
GUI:setOpacity(skillEffect, 255) -- 先设置透明度
local fadeAction = GUI:ActionSequence(
GUI:ActionFadeTo(0.5, 0),
GUI:CallFunc(function()
GUI:removeFromParent(skillEffect)
end)
)
GUI:runAction(skillEffect, fadeAction)
-- 移除预警特效、进度条和倒计时文本
GUI:removeFromParent(circleEffect)
GUI:removeFromParent(loadingBar)
GUI:removeFromParent(countdownText)
-- 停止定时器
SL:Unschedule(timerID)
end
end, updateInterval, true)
end
end
```
主要修改点:
1. 将倒计时数字改为进度条显示,使用`GUI:LoadingBar_Create()`创建进度条
2. 添加`GUI:LoadingBar_setPercent()`函数来更新进度条百分比
3. 设置了进度条的尺寸和初始值
4. 进度条会随着倒计时减少而逐渐减少,从100%到0%
这样倒计时就会以进度条的形式显示,更加直观。你还可以根据需要调整进度条的样式和位置。
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