Commit 7b6274f0 authored by JiangWanZhi's avatar JiangWanZhi

这里取屏蔽掉以前下载好的后面的操作

parent 803bc42e
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();
}
}
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......@@ -8751,6 +8947,7 @@ MonoBehaviour:
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cam: {fileID: 0}
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......
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class ExText : TextMeshProUGUI
{
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 static List<ExText> list = new List<ExText>();
public static void SizeChange(float f)
{
if (size == f)
{
return;
}
size = f;
for (int i = 0; i < list.Count; i++)
{
ExText text = list[i];
if (size < param.x)
{
text.gameObject.SetActive(false);
}
else
{
if(text.fontSize >= (param.y - (int)((size - param.x) / param.z) * param.w))
{
text.gameObject.SetActive(true);
}
else
{
text.gameObject.SetActive(false);
}
}
}
}
public bool isUseActive = false;
protected override void Start()
{
base.Start();
if (isUseActive)
{
list.Add(this);
}
}
}
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using DG.Tweening;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Debug = UnityEngine.Debug;
using UnityEngine.UI;
public class ScaleToImage : MonoBehaviour
{
......@@ -41,6 +43,13 @@ public class ScaleToImage : MonoBehaviour
private Vector3 SavePos_Scale; //这个是保存放大到最大的倍数的时候回正的位置
private float clickTime;
private float NowScale;
private List<float> ScaleSize_List = new List<float>();
private int ListMaxNum = 10;
public Text Test_Text;
private float testscale = 1f;
private void Update()
{
if (Input.touchCount == 2)
......@@ -59,6 +68,7 @@ public class ScaleToImage : MonoBehaviour
{
target.GetChild(i).DOScale(Vector3.one * MinScale, 0.3f);
}
NowScale = MinScale;
}
else if (target.GetChild(0).localScale.x >= MaxScale) //大的回来小
{
......@@ -67,14 +77,29 @@ public class ScaleToImage : MonoBehaviour
target.GetChild(i).DOScale(Vector3.one * MaxScale, 0.3f);
target.GetChild(i).DOMove(SavePos_Scale, 0.3f).onComplete=()=> { IsPlayAniFlag = false; };
}
NowScale = MaxScale;
}
PlayAniFlag_Scale = false;
IsPlayAniFlag = true;
ChangeFontSize(NowScale);
}
StopScaleToSetSize();
Move();
}
}
private void StopScaleToSetSize()
{
if (ScaleSize_List.Count > 0)
{
ChangeFontSize(ScaleSize_List[ScaleSize_List.Count - 1]);
ScaleSize_List.Clear();
}
}
private void ChangeFontSize(float scalesize)
{
ExText.SizeChange(scalesize/2f);
}
private void Scale()
{
if (!isInit_Scale)
......@@ -125,6 +150,7 @@ public class ScaleToImage : MonoBehaviour
//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;
//控制缩放速度
scale = (scale - 1) * scaleSpeed; //正的话就是放大图片
......@@ -140,30 +166,53 @@ public class ScaleToImage : MonoBehaviour
}
float scale_target = 0;
for (int i = 0; i < target.childCount; i++)
{
var item = target.GetChild(i);
scale_target = (Vector3.one * (oriScale + scale)).x;
Vector3 targetscale;
if (scale_target < Min_Move)
{
item.localScale = Vector3.one * Min_Move * 0.99f;
targetscale = Vector3.one * Min_Move * 0.99f;
}
else if (scale_target > MaxScale)
{
item.localScale = Vector3.one * (oriScale + scale);
targetscale = Vector3.one * (oriScale + scale);
PlayAniFlag_Scale = true;
}
else
{
item.localScale = Vector3.one * (oriScale + scale);
SavePos_Scale = item.position;
targetscale = Vector3.one * (oriScale + scale);
SavePos_Scale = target.GetChild(0).position;
}
for (int i = 0; i < target.childCount; i++)
{
var item = target.GetChild(i);
item.localScale = targetscale;
//改变目标位置,让位置保持不变
item.position = oriPos - ToFigerCenter_Scale * (item.localScale.x - oriScale) * ToFigerdistance_Scale * MoveValue_Scale;
item.localPosition = new Vector3(item.localPosition.x, item.localPosition.y, 0);
}
NowScale = targetscale.x;
if (ScaleSize_List.Count < ListMaxNum)
{
ScaleSize_List.Add(NowScale);
}
else
{
if (isBig)
{
NowScale = ScaleSize_List.Max();
}
else
{
NowScale = ScaleSize_List.Min();
}
ScaleSize_List.Clear();
ChangeFontSize(NowScale);
}
}
private bool CanPlayLerpFlag;
......
......@@ -42,6 +42,8 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
public ReplayCam cam;
public float ListMoveOffSet = 35;
public Transform PlayImagePaent; //操作的图片的父节点
private int DestoryByGID = -1;
Dictionary<string, EventChildItemBack> childEventHandlers = new Dictionary<string, EventChildItemBack>();
......@@ -148,10 +150,6 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
{
ActionManages.update();
if (Input.GetKeyDown(KeyCode.A))
{
areaGroupList.transform.GetComponent<ScrollRect>().content.GetChild(textindex++).DOScale(0, 0.5f);
}
}
//创建列表item的时候回调并设置、初始化和刷新
......@@ -459,6 +457,7 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
}
private void handlerLoadingPosition(Image image) //进度条上面的图缩放一下
{
return; //这里先不去操作缩略图了
Debug.Log("handlerLoadingPosition hand endl");
image.gameObject.SetActive(true);
image.color = new Color(1, 1, 1, 1);
......@@ -502,6 +501,7 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
}
else
{
return 0; //下载完后先不操作了
utilsTools.delTimeHandler(gameObject, "tryDownColorImg");
Image image = transform.Find("ingameLoad/loadImg").GetComponent<Image>();
Texture2D texture2d = data as Texture2D;
......@@ -541,6 +541,19 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
utilsTools.setGDataByKey("downGaoQing", utilsTools.getTotalMillisecond());
gameShowView.GetComponent<mainGameView>().loadGameImgId();
}
private void LoadResourcesPrefab() //去加载一个对图片进行操作的预制体
{
var obj_load = Resources.Load<GameObject>("perfabs/ImageParent");
var obj = GameObject.Instantiate(obj_load).transform;
obj.SetParent(PlayImagePaent);
obj.localPosition = Vector3.zero;
obj.localScale = Vector3.one;
obj.localRotation = Quaternion.Euler(0, 0, 0);
Resources.UnloadAsset(obj_load);
}
//下载和解压zip 没有下载过就去下载线稿图
void onInitViewShowDataEvent(List<UnityEngine.Object> uobjects, List<System.Object> objects)
{
......
......@@ -586,6 +586,7 @@ public class mainGameView : MonoBehaviour //大图的处理、具体的玩法
}
else
{
return 0; //这里下载好了就不进行操作了
utilsTools.saveImageDefaultMetaInfoToPath(localpath);
utilsTools.sendEventObjectParams(EventName.Event.Event_inGameLoadingValue, 8f, false);
Image image = null;
......@@ -615,7 +616,8 @@ public class mainGameView : MonoBehaviour //大图的处理、具体的玩法
return 1;
}
});
}else if(typeId == 3)
}
else if(typeId == 3)
{
utilsTools.httpDownText(this, url, localpath, (string id, string url1, bool isSuccess, System.Object data) =>
{
......@@ -630,6 +632,7 @@ public class mainGameView : MonoBehaviour //大图的处理、具体的玩法
}
else
{
return 0; //这里下载好了就不进行操作了
utilsTools.setGDataByKey("downJsonBack", utilsTools.getTotalMillisecond());
utilsTools.sendEventObjectParams(EventName.Event.Event_inGameLoadingValue, 8f, false);
string jsondata = data as string;
......
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