Commit 0d357371 authored by JiangWanZhi's avatar JiangWanZhi

降低组列表的Drallcall

parent 4037ee40
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RawImageWaterWave : MonoBehaviour
{
//初始波浪高度(偏距)
public float heightPercent = 0.5f;
//波浪高度(值越接近于0,波浪越矮)(振幅)
[SerializeField] float waveHeightParame = 0.1f;
//波浪宽度(值越接近于0,波浪越宽)(角速度)
[SerializeField] float waveWidthParame = 7;
//波动速度(初相)
[SerializeField] float speed = 1;
//默认颜色
[SerializeField] Color32 defaultColor;
//RawImage组件
public RawImage waveImage;
//待显示图片
Texture2D showTexture;
//像素点
Color32[] pixelsBaseArr;
Color32[] pixelsDrawArr;
public bool PlayFlag;
void Start()
{
//备份贴图
showTexture = waveImage.mainTexture as Texture2D;
showTexture = Instantiate(showTexture);
waveImage.texture = showTexture;
//初始像素点
pixelsBaseArr = showTexture.GetPixels32();
//变化像素点
pixelsDrawArr = new Color32[pixelsBaseArr.Length];
}
void Update()
{
if(PlayFlag)
Wave();
}
public void Wave()
{
//拷贝初始像素点
System.Array.Copy(pixelsBaseArr, pixelsDrawArr, pixelsBaseArr.Length);
//遍历所有Texture像素点
for (int x = 0; x < showTexture.width; x++)
{
//偏移系数
float tmpOffectParame = waveHeightParame * Mathf.Sin(waveWidthParame * x / showTexture.width + Time.time * speed);
//限制极值
float tmpHeightParame = Mathf.Clamp(heightPercent + tmpOffectParame, 0, 1);
//计算高度
int tmpHeight = (int)(tmpHeightParame * showTexture.height);
//高度大于指定高度的像素点,显示默认色值
for (int y = tmpHeight; y < showTexture.height; y++)
{
//将showTexture的width与height转化为pixelsDrawArr像素点数组的下标
pixelsDrawArr[y * showTexture.width + x] = defaultColor;
}
}
//Texture赋值
showTexture.SetPixels32(pixelsDrawArr);
showTexture.Apply();
}
}
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...@@ -32,6 +32,10 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler ...@@ -32,6 +32,10 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
public float SelectButtonDownScale; //选中的按钮按下缩放大小 public float SelectButtonDownScale; //选中的按钮按下缩放大小
public float NotSelectButtonDownScale; //没选中的按钮按下的缩放大小 public float NotSelectButtonDownScale; //没选中的按钮按下的缩放大小
public Image Jindu_NotWave;
public RawImageWaterWave JIndu_Wave;
public GameObject Select_CirCle;
public RoomGroupsData GroupData; //有关这个组的区域数据 public RoomGroupsData GroupData; //有关这个组的区域数据
public float ClickAreaCount; //涂了的区域 public float ClickAreaCount; //涂了的区域
...@@ -41,11 +45,9 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler ...@@ -41,11 +45,9 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
get { return gID; } get { return gID; }
set { gID = value; } set { gID = value; }
} }
private List<Vector2> initScaleSize = new List<Vector2>();
private Vector3 LocalPos_Root;//记录实例化出来后在本地的原始坐标 private Vector3 LocalPos_Root;//记录实例化出来后在本地的原始坐标
private Material mat;
public bool CanPlayAniFlag; public bool CanPlayAniFlag;
...@@ -60,13 +62,17 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler ...@@ -60,13 +62,17 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
public bool IsSelect public bool IsSelect
{ {
set { set
{
isSelect = value; isSelect = value;
Select_CirCle.SetActive(isSelect);
//transform.Find("finish").gameObject.SetActive(!value); JIndu_Wave.gameObject.SetActive(isSelect);
//transform.Find("minBar").gameObject.SetActive(value); Jindu_NotWave.gameObject.SetActive(!isSelect);
transform.Find("nowSelectFlg").gameObject.SetActive(isSelect); if (NowProgress > 0)
{
JIndu_Wave.PlayFlag = isSelect;
JIndu_Wave.heightPercent = NowProgress;
}
} }
get get
{ {
...@@ -77,17 +83,11 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler ...@@ -77,17 +83,11 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
public void Init(Color color,float Jindu,int groupid) public void Init(Color color,float Jindu,int groupid)
{ {
IsSelect = false; IsSelect = false;
if (mat == null) targetProgress = Jindu;
{
CreateMat();
}
nowvalue = Jindu;
NowProgress = Jindu; NowProgress = Jindu;
UseColor = color; UseColor = color;
GID = groupid; GID = groupid;
IdName = groupid.ToString(); IdName = groupid.ToString();
Image_Jindu.material.SetFloat("progress", Jindu);
} }
public void ChangeProgress(float jindu) public void ChangeProgress(float jindu)
...@@ -119,8 +119,11 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler ...@@ -119,8 +119,11 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
set set
{ {
targetProgress = value; targetProgress = value;
//Image_Jindu.material.SetFloat("progress", targetProgress);
if (isSelect && value>0)
{
JIndu_Wave.PlayFlag = true;
}
} }
get get
{ {
...@@ -138,7 +141,8 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler ...@@ -138,7 +141,8 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{ {
nowvalue = targetProgress; nowvalue = targetProgress;
} }
Image_Jindu.material.SetFloat("progress", nowvalue); Jindu_NotWave.fillAmount = nowvalue;
JIndu_Wave.heightPercent = nowvalue;
} }
} }
...@@ -185,8 +189,8 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler ...@@ -185,8 +189,8 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
Image_DI.color = color1; Image_DI.color = color1;
Image_Jindu.material.SetColor("color1", UseColor); Jindu_NotWave.color = new Color(color1.r, color1.g - 0.1f, color1.b - 0.1f, color1.a);
Image_Jindu.material.SetColor("color2", new Color(color1.r, color1.g - 0.1f, color1.b - 0.1f, color1.a)); JIndu_Wave.waveImage.color = Jindu_NotWave.color;
} }
get get
...@@ -195,15 +199,6 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler ...@@ -195,15 +199,6 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
} }
} }
public void CreateMat()
{
mat = Image_Jindu.material;
mat = Instantiate(mat);
Image_Jindu.material = mat;
transform.localScale = Vector3.one * NotSelectScale;
}
public void onClickAreaGroup() public void onClickAreaGroup()
{ {
if (IsSelect) if (IsSelect)
......
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