Commit 0faf3ff1 authored by Ever's avatar Ever

更新代码

parent 2d6afbcd
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
[CustomEditor(typeof(ExText))]
public class ExTextEditor : Editor
{
public override void OnInspectorGUI()
{
ExText t = target as ExText;
t.isUseActive = EditorGUILayout.Toggle("ǷӦ", t.isUseActive);
base.OnInspectorGUI();
}
}
......@@ -119,6 +119,32 @@ TextureImporter:
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......
......@@ -119,6 +119,32 @@ TextureImporter:
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buildTarget: iPhone
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......
......@@ -12,43 +12,15 @@ public class GameMgr : MonoBehaviour
get { return ins; }
}
private void Start()
{
ins = this;
}
public MainData md;
public MaskItemMgr miMgr;
public TextItemMgr tiMgr;
public void Init(Texture2D _png, Sprite _jpg, ResJsonData _json)
{
ins = this;
md.Init(_png, _jpg, _json);
}
public List<MaskItem> useList = new List<MaskItem>();
public List<MaskItem> poolList = new List<MaskItem>();
public MaskItem item;
public MaskItem Get()
{
if (poolList.Count == 0)
{
MaskItem temp = GameObject.Instantiate<MaskItem>(item, item.transform.parent);
poolList.Add(temp);
}
MaskItem ret = poolList[0];
poolList.RemoveAt(0);
useList.Add(ret);
return ret;
}
public void Circle(MaskItem temp)
{
if (useList.Contains(temp))
{
useList.Remove(temp);
poolList.Add(temp);
}
}
public void Create(MainData md, ExRoomDatas erd, Vector3 v)
{
MaskItem temp = Get();
temp.FunDo(md, erd, v);
}
}
......@@ -10,10 +10,10 @@ using UnityEngine.UI;
public class MainData : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDragHandler
{
public ExRoomDatas erd;
public static int gunSize = 50;
public static Vector4 config = new Vector4(0, -100, 725f, 725f);
public ExRoomDatas erd;
public Texture2D png = null;
public Sprite jpg = null;
public ResJsonData json;
......@@ -38,38 +38,18 @@ public class MainData : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDrag
imgpng.GetComponent<RectTransform>().sizeDelta = new Vector2(png.width, png.height);
imgjpg.sprite = jpg;
imgjpg.GetComponent<RectTransform>().sizeDelta = new Vector2(png.width, png.height);
GoOn();
}
private void TestColor()
{
for (int i = 0; i < json.roomDatas.Count; i++)
{
RoomDatas rd = json.roomDatas[i];
Vector2 v = new Vector2(rd.px, rd.py);
FunDo(v);
}
}
public void GoOn()
{
List<int> list = json.list;
float w = config.z / png.width;
float h = config.w / png.height;
float s = Math.Min(w, h);
transform.parent.localScale = Vector3.one * s;
transform.parent.localPosition = new Vector3(config.x, config.y, 0);
for (int i = 0; i < list.Count; i++)
{
int id = list[i];
for (int j = 0; j < json.roomDatas.Count; j++)
{
RoomDatas rd = json.roomDatas[j];
if (rd.id == id)
{
OnClickPixel(rd.px, rd.py);
}
}
}
GameMgr.Ins.tiMgr.Init(json,png);
GameMgr.Ins.tiMgr.SizeChange(s);
EventDispatcher.Dispatch(EventName.Event.Event_GroupListCreate, json.roomGroupsData);
}
#region 拖拽
private bool isDrag = false;
private Vector2 StartPos = Vector2.zero;
......@@ -107,22 +87,23 @@ public class MainData : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDrag
if (Vector2.Distance(Pos_1, Pos_2) < Vector2.Distance(n_Pos_1, n_Pos_2))
{
transform.parent.parent.localScale += Vector3.one * 0.25f;
if (transform.parent.parent.localScale.x > 4)
transform.parent.localScale += Vector3.one * 0.25f;
if (transform.parent.localScale.x > 4)
{
transform.parent.parent.localScale = Vector3.one * 4;
transform.parent.localScale = Vector3.one * 4;
}
}
else
{
transform.parent.parent.localScale -= Vector3.one * 0.25f;
if (transform.parent.parent.localScale.x < 0.6f)
transform.parent.localScale -= Vector3.one * 0.25f;
if (transform.parent.localScale.x < 0.6f)
{
transform.parent.parent.localScale = Vector3.one * 0.6f;
transform.parent.localScale = Vector3.one * 0.6f;
}
}
Pos_1 = n_Pos_1;
Pos_2 = n_Pos_2;
GameMgr.Ins.tiMgr.SizeChange(transform.parent.localScale.x);
}
}
}
......@@ -208,17 +189,12 @@ public class MainData : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDrag
//Debug.Log("涂过了");
return false;
}
//System.Diagnostics.Stopwatch ts = new System.Diagnostics.Stopwatch();
//ts.Start();
System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
sw.Start();
FunDo(v);
//ts.Stop();
//System.Diagnostics.Stopwatch dx = new System.Diagnostics.Stopwatch();
//dx.Start();
GameMgr.Ins.Create(this, erd, v);
//dx.Stop();
//Debug.Log("涂色耗时:" + ts.ElapsedMilliseconds + " 动效耗时:" + dx.ElapsedMilliseconds);
sw.Stop();
Debug.Log("耗时:" + sw.ElapsedMilliseconds);
GameMgr.Ins.miMgr.Create(this, erd, v);
return true;
}
public void FunDo(Vector2 _v)
......@@ -253,7 +229,7 @@ public class MainData : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDrag
break;
}
}
//Debug.Log("循环次数:" + count);
Debug.Log("循环次数:" + count);
png.Apply();
}
}
......
......@@ -29,7 +29,7 @@ public class MaskItem : MonoBehaviour
{
gameObject.SetActive(false);
IsUse = -1;
GameMgr.Ins.Circle(this);
GameMgr.Ins.miMgr.Circle(this);
}
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MaskItemMgr : MonoBehaviour
{
public List<MaskItem> useList = new List<MaskItem>();
public List<MaskItem> poolList = new List<MaskItem>();
public MaskItem item;
public MaskItem Get()
{
if (poolList.Count == 0)
{
MaskItem temp = GameObject.Instantiate<MaskItem>(item, item.transform.parent);
poolList.Add(temp);
}
MaskItem ret = poolList[0];
poolList.RemoveAt(0);
useList.Add(ret);
return ret;
}
public void Circle(MaskItem temp)
{
if (useList.Contains(temp))
{
useList.Remove(temp);
poolList.Add(temp);
}
}
public void Create(MainData md, ExRoomDatas erd, Vector3 v)
{
MaskItem temp = Get();
temp.FunDo(md, erd, v);
}
}
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......@@ -53,11 +53,17 @@ public class RoomDatas
public int G;
public int B;
public int useAreaData;
public bool Check(V2 v)
{
return px == v.x && py == v.y;
}
}
[Serializable]
public class RoomGroupsData
{
public int id;
public int curCount;
public List<int> roomIds = new List<int>();
public int R;
public int G;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Test"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_RegionTex("Region Texture", 2D) = "white" {}
_RedRegionCol("Region Red Color", Color) = (1,1,1,1)
_GreenRegionCol("Region Green Color", Color) = (1,1,1,1)
_BlueRegionCol("Region Blue Color", Color) = (1,1,1,1)
_RedRegionIntensity("Red Region Intensity", Range(0.1, 2.0)) = 1.0
_GreenRegionIntensity("Green Region Intensity", Range(0.1, 2.0)) = 1.0
_BlueRegionIntensity("Blue Region Intensity", Range(0.1, 2.0)) = 1.0
}
SubShader
{
//Tags { "RenderType"="Opaque" }
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uvMain : TEXCOORD0;
float4 vertex : SV_POSITION;
float2 uvRegion : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _RegionTex;
float4 _RegionTex_ST;
fixed4 _RedRegionCol;
fixed4 _GreenRegionCol;
fixed4 _BlueRegionCol;
half _RedRegionIntensity;
half _GreenRegionIntensity;
half _BlueRegionIntensity;
//fixed _GreenRegionAlpha;
//const half IGNORE_GRAY = 0.05;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uvMain = TRANSFORM_TEX(v.uv, _MainTex);
o.uvRegion = TRANSFORM_TEX(v.uv, _RegionTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
fixed4 baseCol = tex2D(_MainTex, i.uvMain);
fixed4 adjCol = tex2D(_RegionTex, i.uvRegion);
fixed3 tempCol = adjCol.r * _RedRegionCol.rgb * _RedRegionIntensity
+ adjCol.g * _GreenRegionCol.rgb * _GreenRegionIntensity
+ adjCol.b * _BlueRegionCol.rgb * _BlueRegionIntensity
+ adjCol.a * fixed3(1,1,1);
fixed3 finishCol = baseCol.rgb * tempCol;
return fixed4(finishCol, baseCol.a);
}
ENDCG
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class TextItem : TextMeshProUGUI
{
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class ExText : TextMeshProUGUI
public class TextItemMgr : MonoBehaviour
{
public static float size = 1; //当前缩放倍数
public static Vector4 param = new Vector4(0.3f, 25, 0.1f, 1); // x的值以下隐藏 y:缩放等于x的缩放倍数的时候,大于等于y这个字号的字显示 z:基于x、y 每增加z值的缩放,w:允许显示的字号减去w值 //缩放小于x的值就全部隐藏,在大于等于x的值后,缩放每增加z的值,字号就会把y值减去w值的字体显示出来
public List<TextItem> useList = new List<TextItem>();
public List<TextItem> poolList = new List<TextItem>();
public TextItem item;
public TextItem Get()
{
if (poolList.Count == 0)
{
TextItem temp = GameObject.Instantiate<TextItem>(item, item.transform.parent);
poolList.Add(temp);
}
TextItem ret = poolList[0];
poolList.RemoveAt(0);
useList.Add(ret);
return ret;
}
public void Circle(TextItem temp)
{
if (useList.Contains(temp))
{
useList.Remove(temp);
poolList.Add(temp);
}
}
public void Init(ResJsonData rjd, Texture2D png)
{
for (int i = 0; i < rjd.roomDatas.Count; i++)
{
RoomDatas rd = rjd.roomDatas[i];
TextItem temp = Get();
temp.gameObject.SetActive(true);
public static List<ExText> list = new List<ExText>();
public static void SizeChange(float f)
temp.fontSize = rd.pr;
temp.transform.localPosition = new Vector3(rd.px - png.width / 2f, rd.py - png.height / 2f, 0);
for (int j = 0; j < rjd.roomGroupsData.Count; j++)
{
RoomGroupsData rgd = rjd.roomGroupsData[j];
if (rgd.roomIds.Contains(rd.id))
{
temp.text = rgd.id.ToString();
break;
}
}
}
}
public static float size = 1; //当前缩放倍数
public static Vector4 param = new Vector4(0.3f, 25, 0.1f, 1); // x的值以下隐藏 y:缩放等于x的缩放倍数的时候,大于等于y这个字号的字显示 z:基于x、y 每增加z值的缩放,w:允许显示的字
public void SizeChange(float f)
{
if (size == f)
{
return;
}
size = f;
for (int i = 0; i < list.Count; i++)
for (int i = 0; i < useList.Count; i++)
{
ExText text = list[i];
TextItem text = useList[i];
if (size < param.x)
{
text.gameObject.SetActive(false);
}
else
{
if(text.fontSize >= (param.y - (int)((size - param.x) / param.z) * param.w))
if (text.fontSize >= (param.y - (int)((size - param.x) / param.z) * param.w))
{
text.gameObject.SetActive(true);
}
......@@ -38,14 +79,4 @@ public class ExText : TextMeshProUGUI
}
}
}
public bool isUseActive = false;
protected override void Start()
{
base.Start();
if (isUseActive)
{
list.Add(this);
}
}
}
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......@@ -232,6 +369,59 @@ MonoBehaviour:
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