Commit 231009a5 authored by lijin's avatar lijin

Merge branch 'master' of gitlab.huolea.com:shujianhe/tusegamecolor

parents 5c9a76ed 20711c61
Assets/Art/GameEnd/圆.png

7.47 KB | W: | H:

Assets/Art/GameEnd/圆.png

3.38 KB | W: | H:

Assets/Art/GameEnd/圆.png
Assets/Art/GameEnd/圆.png
Assets/Art/GameEnd/圆.png
Assets/Art/GameEnd/圆.png
  • 2-up
  • Swipe
  • Onion skin
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......@@ -67,7 +67,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
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m_UVRect:
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......@@ -567,7 +567,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: 21300000, guid: f3a23023775d5604cbae05a554da8bce, type: 3}
m_Sprite: {fileID: 21300000, guid: 113fcf756ed6dfe4da29639c7600ef7a, type: 3}
m_Type: 3
m_PreserveAspect: 0
m_FillCenter: 1
......
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......@@ -45,7 +45,7 @@ public class ScaleToImage : MonoBehaviour
private Vector3 OnInitPos;
private void Start()
{
canvasCamera=transform.parent.GetComponent<ScaleToImage>().canvasCamera;
canvasCamera = transform.parent.GetComponent<ScaleToImage>().canvasCamera;
RegisterEvent(true);
StartCoroutine(Delay());
......@@ -64,7 +64,7 @@ public class ScaleToImage : MonoBehaviour
private void ResetPos_Scale(object[] values)
{
target.localScale= OnInitScale;
target.localScale = OnInitScale;
target.position = OnInitPos;
......@@ -74,6 +74,10 @@ public class ScaleToImage : MonoBehaviour
private void Update()
{
#if UNITY_EDITOR
Editor_Scale();
return;
#endif
if (Input.touchCount == 2)
{
Scale();
......@@ -129,65 +133,54 @@ public class ScaleToImage : MonoBehaviour
}
}
private void RefreshScrollview()
{
target.gameObject.SetActive(false);
target.gameObject.SetActive(true);
scrollRect.inertia = true;
}
private void StopScaleToSetSize()
{
if (ScaleSize_List.Count > 0)
{
ChangeFontSize(ScaleSize_List[ScaleSize_List.Count - 1]);
ScaleSize_List.Clear();
}
}
private void ChangeFontSize(float scalesize)
private void Editor_Scale()
{
GameMgr.Ins.tiMgr.SizeChange(scalesize);
}
private void Scale()
{
if (!isInit_Scale)
var mouse = Input.GetAxis("Mouse ScrollWheel");
if (mouse != 0) //向前,该放大
{
SetscrollRectEnable(false);
//两指点位
touch1 = canvasCamera.ScreenToWorldPoint(Input.GetTouch(0).position);
touch2 = canvasCamera.ScreenToWorldPoint(Input.GetTouch(1).position);
touch1 = new Vector3(touch1.x, touch1.y, 0);
touch2 = new Vector3(touch2.x, touch2.y, 0);
var mouseposition = Input.mousePosition;
pos = canvasCamera.ScreenToWorldPoint(mouseposition);
pos = new Vector3(pos.x, pos.y, 0);
//图片的初始点位
oriPos = new Vector3(target.position.x, target.position.y, 0);
float distance = Vector2.Distance(touch1, touch2) / 2f;
var normal = (touch1 - touch2).normalized;
pos = normal * distance + touch2; //两个手指中间的点
//指向手指中心的单位向量
//指向中心的单位向量
ToFigerCenter = (pos - oriPos).normalized;
//距离
ToFigerdistance = Vector3.Distance(pos, oriPos);
oriScale = target.localScale.x;//开始的缩放值
isInit_Scale = true;
MoveValue = 1 / oriScale;
SatrtScale = target.localScale.x;
StartPos=target.position;
return;
scale = mouse;
bool isBig = scale > 0;
float scale_target = 0;
//控制缩放速度
scale = scale * scaleSpeed; //正的话就是放大图片
OnScale(scale_target, isBig);
delaytime = 0;
RefreshScrollview();
}
else
{
if (delaytime >= 0.5f && !scrollRect.enabled)
{
SetscrollRectEnable(true);
}
else
{
delaytime += Time.deltaTime;
}
}
}
//两指缩放比例
float nowdis = Vector3.Distance(canvasCamera.ScreenToWorldPoint(Input.GetTouch(0).position), canvasCamera.ScreenToWorldPoint(Input.GetTouch(1).position));
scale = nowdis / Vector3.Distance(touch1, touch2); //大于1是放大,小于是缩小
bool isBig = scale > 1;
float scale_target = 0;
//控制缩放速度
scale = (scale - 1) * scaleSpeed; //正的话就是放大图片
float delaytime = 0;
private void OnScale(float scale_target, bool isBig)
{
if (scale < 0)
{
scale = scale * oriScale * scaleSpeed; //缩小速度
......@@ -252,7 +245,66 @@ public class ScaleToImage : MonoBehaviour
ScaleSize_List.Clear();
ChangeFontSize(NowScale);
}
}
private void RefreshScrollview()
{
target.gameObject.SetActive(false);
target.gameObject.SetActive(true);
scrollRect.inertia = true;
}
private void StopScaleToSetSize()
{
if (ScaleSize_List.Count > 0)
{
ChangeFontSize(ScaleSize_List[ScaleSize_List.Count - 1]);
ScaleSize_List.Clear();
}
}
private void ChangeFontSize(float scalesize)
{
GameMgr.Ins.tiMgr.SizeChange(scalesize);
}
private void Scale()
{
if (!isInit_Scale)
{
SetscrollRectEnable(false);
//两指点位
touch1 = canvasCamera.ScreenToWorldPoint(Input.GetTouch(0).position);
touch2 = canvasCamera.ScreenToWorldPoint(Input.GetTouch(1).position);
touch1 = new Vector3(touch1.x, touch1.y, 0);
touch2 = new Vector3(touch2.x, touch2.y, 0);
//图片的初始点位
oriPos = new Vector3(target.position.x, target.position.y, 0);
float distance = Vector2.Distance(touch1, touch2) / 2f;
var normal = (touch1 - touch2).normalized;
pos = normal * distance + touch2; //两个手指中间的点
//指向手指中心的单位向量
ToFigerCenter = (pos - oriPos).normalized;
//距离
ToFigerdistance = Vector3.Distance(pos, oriPos);
oriScale = target.localScale.x;//开始的缩放值
isInit_Scale = true;
MoveValue = 1 / oriScale;
SatrtScale = target.localScale.x;
StartPos = target.position;
return;
}
//两指缩放比例
float nowdis = Vector3.Distance(canvasCamera.ScreenToWorldPoint(Input.GetTouch(0).position), canvasCamera.ScreenToWorldPoint(Input.GetTouch(1).position));
scale = nowdis / Vector3.Distance(touch1, touch2); //大于1是放大,小于是缩小
bool isBig = scale > 1;
float scale_target = 0;
OnScale(scale_target, isBig);
}
private void SetscrollRectEnable(bool enable)
......
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