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shujianhe
tuseGameColor
Commits
88ea57af
Commit
88ea57af
authored
Aug 24, 2023
by
JiangWanZhi
Browse files
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Browse Files
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Plain Diff
修改第一次缩放会乱跑的bug
parent
a036130f
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Showing
7 changed files
with
256 additions
and
138 deletions
+256
-138
GameMgr.prefab
Assets/Resources/perfabs/GameMgr.prefab
+10
-6
gameScene.unity
Assets/Scenes/gameScene.unity
+8
-16
EventName.cs
Assets/scripts/EventName.cs
+2
-1
ScaleToImage.cs
Assets/scripts/ScaleToImage.cs
+137
-72
Gameing.cs
Assets/scripts/Views/gameScene/Gameing.cs
+11
-0
GroupListManager.cs
Assets/scripts/Views/maingame/GroupListManager.cs
+72
-40
colorItem.cs
Assets/scripts/perfabItems/colorItem.cs
+16
-3
No files found.
Assets/Resources/perfabs/GameMgr.prefab
View file @
88ea57af
...
@@ -412,10 +412,10 @@ MonoBehaviour:
...
@@ -412,10 +412,10 @@ MonoBehaviour:
m_Name
:
m_Name
:
m_EditorClassIdentifier
:
m_EditorClassIdentifier
:
m_Padding
:
m_Padding
:
m_Left
:
4
00
m_Left
:
3
00
m_Right
:
4
00
m_Right
:
3
00
m_Top
:
4
00
m_Top
:
3
00
m_Bottom
:
4
00
m_Bottom
:
3
00
m_ChildAlignment
:
4
m_ChildAlignment
:
4
m_Spacing
:
0
m_Spacing
:
0
m_ChildForceExpandWidth
:
1
m_ChildForceExpandWidth
:
1
...
@@ -5403,7 +5403,7 @@ RectTransform:
...
@@ -5403,7 +5403,7 @@ RectTransform:
m_LocalEulerAnglesHint
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_LocalEulerAnglesHint
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_AnchorMin
:
{
x
:
0
,
y
:
0
}
m_AnchorMin
:
{
x
:
0
,
y
:
0
}
m_AnchorMax
:
{
x
:
0
,
y
:
0
}
m_AnchorMax
:
{
x
:
0
,
y
:
0
}
m_AnchoredPosition
:
{
x
:
4
00
,
y
:
0
}
m_AnchoredPosition
:
{
x
:
3
00
,
y
:
0
}
m_SizeDelta
:
{
x
:
0
,
y
:
0
}
m_SizeDelta
:
{
x
:
0
,
y
:
0
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
---
!u!114
&4535739684591336511
---
!u!114
&4535739684591336511
...
@@ -5950,13 +5950,14 @@ MonoBehaviour:
...
@@ -5950,13 +5950,14 @@ MonoBehaviour:
m_Name
:
m_Name
:
m_EditorClassIdentifier
:
m_EditorClassIdentifier
:
target
:
{
fileID
:
2902754919140836122
}
target
:
{
fileID
:
2902754919140836122
}
scaleSpeed
:
1.2
scaleSpeed
:
0.9
canvasCamera
:
{
fileID
:
0
}
canvasCamera
:
{
fileID
:
0
}
scrollRect
:
{
fileID
:
1238786231969924280
}
scrollRect
:
{
fileID
:
1238786231969924280
}
MinScale
:
0.375
MinScale
:
0.375
MaxScale
:
7
MaxScale
:
7
Min_Move
:
0.23
Min_Move
:
0.23
Max_Move
:
8
Max_Move
:
8
group
:
{
fileID
:
237648084539702437
}
---
!u!1
&6884362798581633399
---
!u!1
&6884362798581633399
GameObject
:
GameObject
:
m_ObjectHideFlags
:
0
m_ObjectHideFlags
:
0
...
@@ -6013,6 +6014,9 @@ MonoBehaviour:
...
@@ -6013,6 +6014,9 @@ MonoBehaviour:
pos
:
{
fileID
:
4755947299850074345
}
pos
:
{
fileID
:
4755947299850074345
}
v1
:
{
x
:
0
,
y
:
0
,
z
:
30
}
v1
:
{
x
:
0
,
y
:
0
,
z
:
30
}
v2
:
{
x
:
0
,
y
:
5
,
z
:
0
}
v2
:
{
x
:
0
,
y
:
5
,
z
:
0
}
curCount
:
0
count
:
0
step
:
0
---
!u!1
&8495604213876096662
---
!u!1
&8495604213876096662
GameObject
:
GameObject
:
m_ObjectHideFlags
:
0
m_ObjectHideFlags
:
0
...
...
Assets/Scenes/gameScene.unity
View file @
88ea57af
...
@@ -860,7 +860,6 @@ GameObject:
...
@@ -860,7 +860,6 @@ GameObject:
-
component
:
{
fileID
:
414882563
}
-
component
:
{
fileID
:
414882563
}
-
component
:
{
fileID
:
414882562
}
-
component
:
{
fileID
:
414882562
}
-
component
:
{
fileID
:
414882561
}
-
component
:
{
fileID
:
414882561
}
-
component
:
{
fileID
:
414882565
}
m_Layer
:
0
m_Layer
:
0
m_Name
:
Canvas
m_Name
:
Canvas
m_TagString
:
Untagged
m_TagString
:
Untagged
...
@@ -954,19 +953,6 @@ RectTransform:
...
@@ -954,19 +953,6 @@ RectTransform:
m_AnchoredPosition
:
{
x
:
0
,
y
:
0
}
m_AnchoredPosition
:
{
x
:
0
,
y
:
0
}
m_SizeDelta
:
{
x
:
0
,
y
:
0
}
m_SizeDelta
:
{
x
:
0
,
y
:
0
}
m_Pivot
:
{
x
:
0
,
y
:
0
}
m_Pivot
:
{
x
:
0
,
y
:
0
}
---
!u!114
&414882565
MonoBehaviour
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
414882560
}
m_Enabled
:
1
m_EditorHideFlags
:
0
m_Script
:
{
fileID
:
11500000
,
guid
:
c60e12901bc362d42b8b38a9e419ec96
,
type
:
3
}
m_Name
:
m_EditorClassIdentifier
:
AllowDebugging
:
1
---
!u!1
&491076100
---
!u!1
&491076100
GameObject
:
GameObject
:
m_ObjectHideFlags
:
0
m_ObjectHideFlags
:
0
...
@@ -5005,7 +4991,7 @@ MonoBehaviour:
...
@@ -5005,7 +4991,7 @@ MonoBehaviour:
m_HandleRect
:
{
fileID
:
5448574956194434760
}
m_HandleRect
:
{
fileID
:
5448574956194434760
}
m_Direction
:
0
m_Direction
:
0
m_MinValue
:
0
m_MinValue
:
0
m_MaxValue
:
1
00
m_MaxValue
:
1
m_WholeNumbers
:
0
m_WholeNumbers
:
0
m_Value
:
0
m_Value
:
0
m_OnValueChanged
:
m_OnValueChanged
:
...
@@ -8115,6 +8101,7 @@ MonoBehaviour:
...
@@ -8115,6 +8101,7 @@ MonoBehaviour:
MaxScale
:
10
MaxScale
:
10
Min_Move
:
0.2
Min_Move
:
0.2
Max_Move
:
12
Max_Move
:
12
group
:
{
fileID
:
0
}
---
!u!114
&8094727572906316438
---
!u!114
&8094727572906316438
MonoBehaviour
:
MonoBehaviour
:
m_ObjectHideFlags
:
0
m_ObjectHideFlags
:
0
...
@@ -8149,7 +8136,8 @@ MonoBehaviour:
...
@@ -8149,7 +8136,8 @@ MonoBehaviour:
m_Name
:
m_Name
:
m_EditorClassIdentifier
:
m_EditorClassIdentifier
:
ReSetPos_Btn
:
{
fileID
:
3853497852481138177
}
ReSetPos_Btn
:
{
fileID
:
3853497852481138177
}
ShowBtnScale
:
1
ShowBtnScale
:
0.6
AutoFille_Btn
:
{
fileID
:
3745291635547366485
}
---
!u!1
&8136062125027934181
---
!u!1
&8136062125027934181
GameObject
:
GameObject
:
m_ObjectHideFlags
:
0
m_ObjectHideFlags
:
0
...
@@ -8560,6 +8548,10 @@ MonoBehaviour:
...
@@ -8560,6 +8548,10 @@ MonoBehaviour:
AllProcress
:
{
fileID
:
1667660345673518993
}
AllProcress
:
{
fileID
:
1667660345673518993
}
AllProcress_Text
:
{
fileID
:
4457589912443491345
}
AllProcress_Text
:
{
fileID
:
4457589912443491345
}
OffSet_CLickMove
:
35
OffSet_CLickMove
:
35
bigvalue
:
1
bigtime
:
0.1
smalltime
:
0.2
movetime
:
0.3
---
!u!114
&9174292048928438190
---
!u!114
&9174292048928438190
MonoBehaviour
:
MonoBehaviour
:
m_ObjectHideFlags
:
0
m_ObjectHideFlags
:
0
...
...
Assets/scripts/EventName.cs
View file @
88ea57af
...
@@ -31,7 +31,7 @@ public static class EventName
...
@@ -31,7 +31,7 @@ public static class EventName
public
const
string
Event_GroupListCreate
=
"Event_GroupListCreate"
;
//加载组的数量
public
const
string
Event_GroupListCreate
=
"Event_GroupListCreate"
;
//加载组的数量
public
const
string
Event_GropuItemChange
=
"Event_GropuItemChange"
;
//某个组的进度改变
public
const
string
Event_GropuItemChange
=
"Event_GropuItemChange"
;
//某个组的进度改变
public
const
string
Event_GroupItem
Click
=
"Event_GroupItemClick"
;
//点击
某一个组
public
const
string
Event_GroupItem
Select
=
"Event_GroupItemSelect"
;
//选中
某一个组
public
const
string
Event_ChoiseGroupByPic
=
"Event_ChoiseGroupByPic"
;
//图片区域长按选择某一个组
public
const
string
Event_ChoiseGroupByPic
=
"Event_ChoiseGroupByPic"
;
//图片区域长按选择某一个组
public
const
string
Event_AllGroupOver
=
"Event_AllGroupOver"
;
//游戏结束,全部组都涂完了
public
const
string
Event_AllGroupOver
=
"Event_AllGroupOver"
;
//游戏结束,全部组都涂完了
...
@@ -42,6 +42,7 @@ public static class EventName
...
@@ -42,6 +42,7 @@ public static class EventName
public
const
string
Event_ImageScallChange
=
"Event_ImageScallChange"
;
//图片的缩放改变
public
const
string
Event_ImageScallChange
=
"Event_ImageScallChange"
;
//图片的缩放改变
public
const
string
Event_ReSetPicPos_Scale
=
"Event_ReSetPicPos_Scale"
;
//重新设置图片的位置和缩放
public
const
string
Event_ReSetPicPos_Scale
=
"Event_ReSetPicPos_Scale"
;
//重新设置图片的位置和缩放
}
}
public
class
DataName
public
class
DataName
...
...
Assets/scripts/ScaleToImage.cs
View file @
88ea57af
...
@@ -21,6 +21,7 @@ public class ScaleToImage : MonoBehaviour
...
@@ -21,6 +21,7 @@ public class ScaleToImage : MonoBehaviour
public
float
Min_Move
;
public
float
Min_Move
;
public
float
Max_Move
;
public
float
Max_Move
;
public
HorizontalLayoutGroup
group
;
private
Vector3
ToFigerCenter
;
//指向手指中间的向量
private
Vector3
ToFigerCenter
;
//指向手指中间的向量
private
float
ToFigerdistance
;
//距离
private
float
ToFigerdistance
;
//距离
...
@@ -43,10 +44,12 @@ public class ScaleToImage : MonoBehaviour
...
@@ -43,10 +44,12 @@ public class ScaleToImage : MonoBehaviour
private
Vector3
OnInitScale
;
//初始化时的缩放
private
Vector3
OnInitScale
;
//初始化时的缩放
private
Vector3
OnInitPos
;
private
Vector3
OnInitPos
;
private
int
groupInitSize
;
private
void
Start
()
private
void
Start
()
{
{
canvasCamera
=
transform
.
parent
.
GetComponent
<
ScaleToImage
>().
canvasCamera
;
canvasCamera
=
transform
.
parent
.
GetComponent
<
ScaleToImage
>().
canvasCamera
;
groupInitSize
=
group
.
padding
.
left
;
RegisterEvent
(
true
);
RegisterEvent
(
true
);
StartCoroutine
(
Delay
());
StartCoroutine
(
Delay
());
}
}
...
@@ -74,12 +77,13 @@ public class ScaleToImage : MonoBehaviour
...
@@ -74,12 +77,13 @@ public class ScaleToImage : MonoBehaviour
private
void
Update
()
private
void
Update
()
{
{
#if UNITY_EDITOR
#if UNITY_EDITOR
Editor_Scale
();
MouseScale
();
return
;
#endif
#endif
if
(
Input
.
touchCount
==
2
)
if
(
Input
.
touchCount
==
2
)
{
{
RefreshScrollview
();
Scale
();
Scale
();
flag
=
true
;
flag
=
true
;
scrollRect
.
inertia
=
false
;
scrollRect
.
inertia
=
false
;
...
@@ -133,54 +137,76 @@ public class ScaleToImage : MonoBehaviour
...
@@ -133,54 +137,76 @@ public class ScaleToImage : MonoBehaviour
}
}
}
}
private
void
Editor_Scale
()
private
void
RefreshScrollview
()
{
{
var
mouse
=
Input
.
GetAxis
(
"Mouse ScrollWheel"
);
target
.
gameObject
.
SetActive
(
false
);
if
(
mouse
!=
0
)
//向前,该放大
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
);
EventDispatcher
.
Dispatch
(
EventName
.
Event
.
Event_ImageScallChange
,
scalesize
);
float
value
=
groupInitSize
/
scalesize
;
group
.
padding
.
left
=
(
int
)
value
;
group
.
padding
.
right
=
(
int
)
value
;
group
.
padding
.
top
=
(
int
)
value
;
group
.
padding
.
bottom
=
(
int
)
value
;
}
private
void
Scale
()
{
if
(!
isInit_Scale
)
{
{
SetscrollRectEnable
(
false
);
SetscrollRectEnable
(
false
);
var
mouseposition
=
Input
.
mousePosition
;
//两指点位
pos
=
canvasCamera
.
ScreenToWorldPoint
(
mouseposition
);
touch1
=
canvasCamera
.
ScreenToWorldPoint
(
Input
.
GetTouch
(
0
).
position
);
pos
=
new
Vector3
(
pos
.
x
,
pos
.
y
,
0
);
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
//图片的初始点位
oriPos
=
new
Vector3
(
target
.
position
.
x
,
target
.
position
.
y
,
0
);
oriPos
=
new
Vector3
(
target
.
position
.
x
,
target
.
position
.
y
,
0
);
float
distance
=
Vector2
.
Distance
(
touch1
,
touch2
)
/
2f
;
//指向中心的单位向量
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
;
ToFigerCenter
=
(
pos
-
oriPos
).
normalized
;
//距离
//距离
ToFigerdistance
=
Vector3
.
Distance
(
pos
,
oriPos
);
ToFigerdistance
=
Vector3
.
Distance
(
pos
,
oriPos
);
oriScale
=
target
.
localScale
.
x
;
//开始的缩放值
oriScale
=
target
.
localScale
.
x
;
//开始的缩放值
isInit_Scale
=
true
;
MoveValue
=
1
/
oriScale
;
MoveValue
=
1
/
oriScale
;
scale
=
mouse
;
SatrtScale
=
target
.
localScale
.
x
;
bool
isBig
=
scale
>
0
;
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
;
float
scale_target
=
0
;
//控制缩放速度
//控制缩放速度
scale
=
scale
*
scaleSpeed
;
//正的话就是放大图片
scale
=
(
scale
-
1
)
*
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
;
}
}
}
float
delaytime
=
0
;
private
void
OnScale
(
float
scale_target
,
bool
isBig
)
{
if
(
scale
<
0
)
if
(
scale
<
0
)
{
{
scale
=
scale
*
oriScale
*
scaleSpeed
;
//缩小速度
scale
=
scale
*
oriScale
*
scaleSpeed
;
//缩小速度
...
@@ -199,6 +225,10 @@ public class ScaleToImage : MonoBehaviour
...
@@ -199,6 +225,10 @@ public class ScaleToImage : MonoBehaviour
}
}
scale_target
=
(
Vector3
.
one
*
(
oriScale
+
scale
)).
x
;
scale_target
=
(
Vector3
.
one
*
(
oriScale
+
scale
)).
x
;
if
(
scale_target
<
0
)
{
scale_target
=
MinScale
;
}
Vector3
targetscale
;
Vector3
targetscale
;
if
(
scale_target
<
MinScale
)
if
(
scale_target
<
MinScale
)
...
@@ -245,44 +275,29 @@ public class ScaleToImage : MonoBehaviour
...
@@ -245,44 +275,29 @@ public class ScaleToImage : MonoBehaviour
ScaleSize_List
.
Clear
();
ScaleSize_List
.
Clear
();
ChangeFontSize
(
NowScale
);
ChangeFontSize
(
NowScale
);
}
}
}
private
void
RefreshScrollview
()
{
target
.
gameObject
.
SetActive
(
false
);
target
.
gameObject
.
SetActive
(
true
);
scrollRect
.
inertia
=
true
;
}
}
private
void
StopScaleToSetSiz
e
()
private
void
MouseScal
e
()
{
{
if
(
ScaleSize_List
.
Count
>
0
)
var
mousepos
=
Input
.
mousePosition
;
if
(
mousepos
.
x
>
Screen
.
width
||
mousepos
.
y
>
Screen
.
height
||
mousepos
.
x
<
0
||
mousepos
.
y
<
0
)
{
{
ChangeFontSize
(
ScaleSize_List
[
ScaleSize_List
.
Count
-
1
]);
return
;
ScaleSize_List
.
Clear
();
}
}
private
void
ChangeFontSize
(
float
scalesize
)
{
GameMgr
.
Ins
.
tiMgr
.
SizeChange
(
scalesize
);
}
}
private
void
Scale
()
var
mouse
=
Input
.
GetAxis
(
"Mouse ScrollWheel"
);
{
if
(
mouse
!=
0
)
if
(!
isInit_Scale
)
{
{
SetscrollRectEnable
(
false
);
SetscrollRectEnable
(
false
);
//两指点位
//两指点位
touch1
=
canvasCamera
.
ScreenToWorldPoint
(
Input
.
GetTouch
(
0
).
position
);
mousepos
=
canvasCamera
.
ScreenToWorldPoint
(
mousepos
);
touch2
=
canvasCamera
.
ScreenToWorldPoint
(
Input
.
GetTouch
(
1
).
position
);
touch1
=
new
Vector3
(
touch1
.
x
,
touch1
.
y
,
0
);
mousepos
=
new
Vector3
(
mousepos
.
x
,
mousepos
.
y
,
0
);
touch2
=
new
Vector3
(
touch2
.
x
,
touch2
.
y
,
0
);
//图片的初始点位
//图片的初始点位
oriPos
=
new
Vector3
(
target
.
position
.
x
,
target
.
position
.
y
,
0
);
oriPos
=
new
Vector3
(
target
.
position
.
x
,
target
.
position
.
y
,
0
);
float
distance
=
Vector2
.
Distance
(
touch1
,
touch2
)
/
2f
;
var
normal
=
(
touch1
-
touch2
).
normalized
;
pos
=
mousepos
;
pos
=
normal
*
distance
+
touch2
;
//两个手指中间的点
//指向手指中心的单位向量
//指向手指中心的单位向量
ToFigerCenter
=
(
pos
-
oriPos
).
normalized
;
ToFigerCenter
=
(
pos
-
oriPos
).
normalized
;
...
@@ -293,20 +308,70 @@ public class ScaleToImage : MonoBehaviour
...
@@ -293,20 +308,70 @@ public class ScaleToImage : MonoBehaviour
isInit_Scale
=
true
;
isInit_Scale
=
true
;
MoveValue
=
1
/
oriScale
;
MoveValue
=
1
/
oriScale
;
SatrtScale
=
target
.
localScale
.
x
;
//两指缩放比例
StartPos
=
target
.
position
;
scale
=
mouse
;
bool
isBig
=
mouse
>
0
;
float
scale_target
=
0
;
//控制缩放速度
scale
=
(
scale
)
*
scaleSpeed
;
//正的话就是放大图片
if
(
scale
<
0
)
{
scale
=
scale
*
oriScale
*
scaleSpeed
;
//缩小速度
scale_target
=
(
Vector3
.
one
*
(
oriScale
+
scale
)).
x
;
if
(
target
.
localScale
.
x
<
MinScale
)
{
PlayAniFlag_Scale
=
true
;
if
(
target
.
localScale
.
x
>
Min_Move
)
target
.
localScale
=
Vector3
.
one
*
scale_target
;
return
;
return
;
}
}
}
//两指缩放比例
scale_target
=
(
Vector3
.
one
*
(
oriScale
+
scale
)).
x
;
float
nowdis
=
Vector3
.
Distance
(
canvasCamera
.
ScreenToWorldPoint
(
Input
.
GetTouch
(
0
).
position
),
canvasCamera
.
ScreenToWorldPoint
(
Input
.
GetTouch
(
1
).
position
));
if
(
scale_target
<
0
)
scale
=
nowdis
/
Vector3
.
Distance
(
touch1
,
touch2
);
//大于1是放大,小于是缩小
{
bool
isBig
=
scale
>
1
;
scale_target
=
MinScale
;
float
scale_target
=
0
;
}
OnScale
(
scale_target
,
isBig
);
Vector3
targetscale
;
if
(
scale_target
<
MinScale
)
{
targetscale
=
Vector3
.
one
*
scale_target
;
target
.
localScale
=
targetscale
;
ChangeFontSize
(
target
.
localScale
.
x
);
ScaleSize_List
.
Clear
();
return
;
}
else
if
(
scale_target
>
MaxScale
)
{
targetscale
=
Vector3
.
one
*
(
oriScale
+
scale
);
PlayAniFlag_Scale
=
true
;
}
else
{
targetscale
=
Vector3
.
one
*
(
oriScale
+
scale
);
}
}
target
.
localScale
=
targetscale
;
//改变目标位置,让位置保持不变
var
newpos
=
ToFigerCenter
*
(
target
.
localScale
.
x
-
oriScale
)
*
ToFigerdistance
*
MoveValue
;
target
.
position
=
oriPos
-
newpos
;
target
.
localPosition
=
new
Vector3
(
target
.
localPosition
.
x
,
target
.
localPosition
.
y
,
0
);
NowScale
=
targetscale
.
x
;
ChangeFontSize
(
NowScale
);
SetscrollRectEnable
(
true
);
RefreshScrollview
();
}
}
private
void
SetscrollRectEnable
(
bool
enable
)
private
void
SetscrollRectEnable
(
bool
enable
)
{
{
scrollRect
.
enabled
=
enable
;
scrollRect
.
enabled
=
enable
;
...
...
Assets/scripts/Views/gameScene/Gameing.cs
View file @
88ea57af
...
@@ -8,16 +8,27 @@ public class Gameing : MonoBehaviour
...
@@ -8,16 +8,27 @@ public class Gameing : MonoBehaviour
{
{
public
Button
ReSetPos_Btn
;
public
Button
ReSetPos_Btn
;
public
float
ShowBtnScale
;
//显示重设位置按钮的缩放值
public
float
ShowBtnScale
;
//显示重设位置按钮的缩放值
public
GameObject
AutoFille_Btn
;
//自动涂色的按钮
// Start is called before the first frame update
// Start is called before the first frame update
void
Start
()
void
Start
()
{
{
ResiterEvent
(
true
);
ResiterEvent
(
true
);
ReSetPos_Btn
.
onClick
.
AddListener
(
ReSetPos_Btn_Click
);
ReSetPos_Btn
.
onClick
.
AddListener
(
ReSetPos_Btn_Click
);
ReSetPos_Btn
.
gameObject
.
SetActive
(
false
);
ReSetPos_Btn
.
gameObject
.
SetActive
(
false
);
AutoFille_Btn
.
SetActive
(
false
);
}
}
private
void
ResiterEvent
(
bool
flag
)
private
void
ResiterEvent
(
bool
flag
)
{
{
EventDispatcher
.
RegisterEvent
(
EventName
.
Event
.
Event_ImageScallChange
,
ChangeScale_Pic
,
flag
);
EventDispatcher
.
RegisterEvent
(
EventName
.
Event
.
Event_ImageScallChange
,
ChangeScale_Pic
,
flag
);
EventDispatcher
.
RegisterEvent
(
EventName
.
Event
.
Event_GroupItemSelect
,
ShowAutoFill_Btn
,
flag
);
}
private
void
ShowAutoFill_Btn
(
object
[]
values
)
{
if
(!
AutoFille_Btn
.
activeSelf
)
{
AutoFille_Btn
.
SetActive
(
true
);
}
}
}
private
void
ChangeScale_Pic
(
object
[]
values
)
private
void
ChangeScale_Pic
(
object
[]
values
)
...
...
Assets/scripts/Views/maingame/GroupListManager.cs
View file @
88ea57af
...
@@ -24,6 +24,7 @@ public class GroupListManager : MonoBehaviour
...
@@ -24,6 +24,7 @@ public class GroupListManager : MonoBehaviour
public
TextMeshProUGUI
AllProcress_Text
;
//百分比進度
public
TextMeshProUGUI
AllProcress_Text
;
//百分比進度
public
float
OffSet_CLickMove
=
35f
;
public
float
OffSet_CLickMove
=
35f
;
private
float
AllAreaCount
;
private
float
AllAreaCount
;
private
float
ClickAreaCount
;
private
float
ClickAreaCount
;
private
List
<
colorItem
>
AllItem
=
new
List
<
colorItem
>();
private
List
<
colorItem
>
AllItem
=
new
List
<
colorItem
>();
...
@@ -42,6 +43,19 @@ public class GroupListManager : MonoBehaviour
...
@@ -42,6 +43,19 @@ public class GroupListManager : MonoBehaviour
AllProcress_Text
.
gameObject
.
SetActive
(
true
);
AllProcress_Text
.
gameObject
.
SetActive
(
true
);
}
}
private
void
Update
()
{
if
(
Input
.
GetKeyDown
(
KeyCode
.
A
))
{
var
item
=
AllItem
[
1
];
if
(
item
!=
null
)
{
RemoveAGroup
(
item
);
}
}
}
private
void
ResiterEvent
(
bool
flag
)
private
void
ResiterEvent
(
bool
flag
)
{
{
EventDispatcher
.
RegisterEvent
(
EventName
.
Event
.
Event_GroupListCreate
,
CreateGroup
,
flag
);
EventDispatcher
.
RegisterEvent
(
EventName
.
Event
.
Event_GroupListCreate
,
CreateGroup
,
flag
);
...
@@ -80,6 +94,8 @@ public class GroupListManager : MonoBehaviour
...
@@ -80,6 +94,8 @@ public class GroupListManager : MonoBehaviour
item
.
IsSelect
=
true
;
item
.
IsSelect
=
true
;
item
.
switchPlayAnimation
();
item
.
switchPlayAnimation
();
EventDispatcher
.
Dispatch
(
EventName
.
Event
.
Event_GroupItemSelect
);
}
}
}
}
...
@@ -116,6 +132,7 @@ public class GroupListManager : MonoBehaviour
...
@@ -116,6 +132,7 @@ public class GroupListManager : MonoBehaviour
}
}
}
}
SetTotalProcress
();
SetTotalProcress
();
EventDispatcher
.
Dispatch
(
EventName
.
Event
.
Event_GroupItemSelect
);
}
}
private
void
SetTotalProcress
()
private
void
SetTotalProcress
()
...
@@ -125,15 +142,22 @@ public class GroupListManager : MonoBehaviour
...
@@ -125,15 +142,22 @@ public class GroupListManager : MonoBehaviour
AllProcress_Text
.
text
=
value
.
ToString
(
"P0"
);
AllProcress_Text
.
text
=
value
.
ToString
(
"P0"
);
}
}
public
float
bigvalue
=
1
;
public
float
bigtime
=
0.1f
;
public
float
smalltime
=
0.2f
;
public
float
movetime
=
0.3f
;
private
void
RemoveAGroup
(
colorItem
removeitem
)
private
void
RemoveAGroup
(
colorItem
removeitem
)
{
{
AllItem
.
Remove
(
removeitem
);
AllItem
.
Remove
(
removeitem
);
Content
.
enabled
=
false
;
removeitem
.
transform
.
DOScale
(
Vector3
.
zero
,
0.3f
).
onComplete
=
()
=>
Content
.
GetComponent
<
ContentSizeFitter
>().
enabled
=
false
;
removeitem
.
transform
.
DOScale
(
Vector3
.
one
*
bigvalue
,
bigtime
).
onComplete
=
()
=>
{
{
removeitem
.
gameObject
.
SetActive
(
false
);
removeitem
.
transform
.
DOScale
(
Vector3
.
zero
,
smalltime
).
onComplete
=
()
=>
};
{
StartCoroutine
(
DelayToSetContent
());
removeitem
.
gameObject
.
SetActive
(
false
);
int
NextItemIndex
=
0
;
int
NextItemIndex
=
0
;
float
childsize
=
removeitem
.
transform
.
GetComponent
<
RectTransform
>().
sizeDelta
.
x
;
float
childsize
=
removeitem
.
transform
.
GetComponent
<
RectTransform
>().
sizeDelta
.
x
;
...
@@ -148,7 +172,7 @@ public class GroupListManager : MonoBehaviour
...
@@ -148,7 +172,7 @@ public class GroupListManager : MonoBehaviour
for
(
int
i
=
0
;
i
<
AllItem
.
Count
;
i
++)
for
(
int
i
=
0
;
i
<
AllItem
.
Count
;
i
++)
{
{
var
ite
=
AllItem
[
i
];
var
ite
=
AllItem
[
i
];
ite
.
transform
.
DOLocalMoveX
(
ite
.
transform
.
localPosition
.
x
+
childsize
,
0.3f
);
ite
.
transform
.
DOLocalMoveX
(
ite
.
transform
.
localPosition
.
x
+
childsize
,
movetime
);
if
(
ite
.
index
==
NextItemIndex
)
if
(
ite
.
index
==
NextItemIndex
)
{
{
ite
.
IsSelect
=
true
;
ite
.
IsSelect
=
true
;
...
@@ -165,7 +189,7 @@ public class GroupListManager : MonoBehaviour
...
@@ -165,7 +189,7 @@ public class GroupListManager : MonoBehaviour
var
ite
=
AllItem
[
i
];
var
ite
=
AllItem
[
i
];
if
(
ite
.
index
>
removeitem
.
index
)
if
(
ite
.
index
>
removeitem
.
index
)
{
{
ite
.
transform
.
DOLocalMoveX
(
ite
.
transform
.
localPosition
.
x
-
childsize
,
0.3f
);
ite
.
transform
.
DOLocalMoveX
(
ite
.
transform
.
localPosition
.
x
-
childsize
,
movetime
);
if
(
ite
.
index
==
NextItemIndex
)
if
(
ite
.
index
==
NextItemIndex
)
{
{
ite
.
IsSelect
=
true
;
ite
.
IsSelect
=
true
;
...
@@ -175,10 +199,16 @@ public class GroupListManager : MonoBehaviour
...
@@ -175,10 +199,16 @@ public class GroupListManager : MonoBehaviour
ite
.
index
--;
ite
.
index
--;
}
}
}
}
};
};
}
}
IEnumerator
DelayToSetContent
()
{
yield
return
new
WaitForSeconds
(
movetime
);
Content
.
enabled
=
true
;
Content
.
GetComponent
<
ContentSizeFitter
>().
enabled
=
true
;
}
private
void
CreateGroup
(
object
[]
values
)
private
void
CreateGroup
(
object
[]
values
)
{
{
AllAreaCount
=
0
;
AllAreaCount
=
0
;
...
@@ -335,6 +365,8 @@ public class GroupListManager : MonoBehaviour
...
@@ -335,6 +365,8 @@ public class GroupListManager : MonoBehaviour
}
}
StartCoroutine
(
DelayToRefreshGrid
());
StartCoroutine
(
DelayToRefreshGrid
());
EventDispatcher
.
Dispatch
(
EventName
.
Event
.
Event_GroupItemSelect
);
}
}
IEnumerator
DelayToRefreshGrid
()
IEnumerator
DelayToRefreshGrid
()
{
{
...
...
Assets/scripts/perfabItems/colorItem.cs
View file @
88ea57af
...
@@ -2,6 +2,7 @@ using DG.Tweening;
...
@@ -2,6 +2,7 @@ using DG.Tweening;
using
System
;
using
System
;
using
System.Collections
;
using
System.Collections
;
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
System.Diagnostics
;
using
TMPro
;
using
TMPro
;
using
Unity.VisualScripting
;
using
Unity.VisualScripting
;
using
UnityEngine
;
using
UnityEngine
;
...
@@ -66,8 +67,17 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
...
@@ -66,8 +67,17 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
{
isSelect
=
value
;
isSelect
=
value
;
Select_CirCle
.
SetActive
(
isSelect
);
Select_CirCle
.
SetActive
(
isSelect
);
if
(
NowProgress
>
0
)
{
JIndu_Wave
.
gameObject
.
SetActive
(
isSelect
);
JIndu_Wave
.
gameObject
.
SetActive
(
isSelect
);
Jindu_NotWave
.
gameObject
.
SetActive
(!
isSelect
);
Jindu_NotWave
.
gameObject
.
SetActive
(!
isSelect
);
}
else
{
JIndu_Wave
.
gameObject
.
SetActive
(
false
);
Jindu_NotWave
.
gameObject
.
SetActive
(
true
);
}
if
(
NowProgress
>
0
)
if
(
NowProgress
>
0
)
{
{
JIndu_Wave
.
PlayFlag
=
isSelect
;
JIndu_Wave
.
PlayFlag
=
isSelect
;
...
@@ -82,10 +92,10 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
...
@@ -82,10 +92,10 @@ 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
;
targetProgress
=
Jindu
;
targetProgress
=
Jindu
;
NowProgress
=
Jindu
;
NowProgress
=
Jindu
;
nowvalue
=
Jindu
;
nowvalue
=
Jindu
;
IsSelect
=
false
;
UseColor
=
color
;
UseColor
=
color
;
GID
=
groupid
;
GID
=
groupid
;
IdName
=
groupid
.
ToString
();
IdName
=
groupid
.
ToString
();
...
@@ -127,6 +137,9 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
...
@@ -127,6 +137,9 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
if
(
isSelect
&&
value
>
0
)
if
(
isSelect
&&
value
>
0
)
{
{
JIndu_Wave
.
PlayFlag
=
true
;
JIndu_Wave
.
PlayFlag
=
true
;
JIndu_Wave
.
gameObject
.
SetActive
(
true
);
Jindu_NotWave
.
gameObject
.
SetActive
(
false
);
}
}
}
}
get
get
...
...
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