Commit 94fabba9 authored by shujianhe's avatar shujianhe

删除无效场景

Assets/Scenes/SampleScene.unity
新增场景用来新的大厅
ActionManages.cs 暂时只支持 相对移动的动作
拆分大厅页面变成预制体
parent 84868f75
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......
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class HomeScriptProxy : MonoBehaviour
{
public Sprite[] selectImgs;
public Sprite[] normalImgs;
public Image[] imgObjs;
public GameObject switchBtnBase = null;
public GameObject switchPageBase = null;
public string nowSelectName = "library";
private List<string> names = new List<string>();
void Start()
{
if(switchBtnBase != null && switchPageBase != null) {
for (int i = 0; i < switchBtnBase.transform.childCount; i++)
{
var obj = switchBtnBase.transform.GetChild(i);
names.Add(obj.name);
if (obj.name.Equals(nowSelectName))
{
imgObjs[i].sprite = selectImgs[i];
switchPageBase.transform.Find(obj.name).gameObject.SetActive(true);
}
else
{
imgObjs[i].sprite = normalImgs[i];
switchPageBase.transform.Find(obj.name).gameObject.SetActive(false);
}
}
}
}
// Update is called once per frame
void Update()
{
}
public void onSelectHandler(GameObject byClick)
{
if(byClick.name.Equals(nowSelectName))
{
return;
}
var oldSelectName = nowSelectName;
nowSelectName = byClick.name;
for (int i = 0; i < switchBtnBase.transform.childCount; i++)
{
var obj = switchBtnBase.transform.GetChild(i);
if (obj.name.Equals(nowSelectName))
{
imgObjs[i].sprite = selectImgs[i];
switchPageBase.transform.Find(obj.name).gameObject.SetActive(true);
}
else
{
imgObjs[i].sprite = normalImgs[i];
switchPageBase.transform.Find(obj.name).gameObject.SetActive(false);
}
}
switchPageAnimation(oldSelectName, nowSelectName);
}
//old now
private void switchPageAnimation(string name1,string name2)
{
var gameObject1 = switchPageBase.transform.Find(name1).gameObject;
var gameObject2 = switchPageBase.transform.Find(name2).gameObject;
var idx1 = names.IndexOf(name1);
var idx2 = names.IndexOf(name2);
Vector3 vector3;
Quaternion quaternion;
float width = gameObject1.GetComponent<RectTransform>().rect.width;
if(idx1 < idx2)
{
//向左边
gameObject1.transform.GetPositionAndRotation(out vector3, out quaternion);
vector3.x = 0;
gameObject1.transform.SetPositionAndRotation(vector3, quaternion);
gameObject2.transform.GetPositionAndRotation(out vector3, out quaternion);
vector3.x = width;
gameObject2.transform.SetPositionAndRotation(vector3, quaternion);
ActionManages.addMoveByRelativePos(gameObject1, new Vector2(0 - width, vector3.y),0.5f);
ActionManages.addMoveByRelativePos(gameObject2, new Vector2(0, vector3.y), 0.5f,(GameObject gameObj,int aid) => {
Debug.Log("切换<完成");
});
}
else
{
//向右边
gameObject1.transform.GetPositionAndRotation(out vector3, out quaternion);
vector3.x = 0;
gameObject1.transform.SetPositionAndRotation(vector3, quaternion);
gameObject2.transform.GetPositionAndRotation(out vector3, out quaternion);
vector3.x = 0- width;
gameObject2.transform.SetPositionAndRotation(vector3, quaternion);
ActionManages.addMoveByRelativePos(gameObject1, new Vector2(width, vector3.y), 0.5f);
ActionManages.addMoveByRelativePos(gameObject2, new Vector2(0, vector3.y), 0.5f, (GameObject gameObj, int aid) => {
Debug.Log("切换>完成");
});
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class actionProxyRoot : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
ActionManages.update();
}
}
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......@@ -29,4 +29,5 @@ public delegate void TaskItemBack(System.Object[] list);
public delegate void EventChildItemBack(List<UnityEngine.Object> uobjects, List<System.Object> objects);
public delegate void OnAreaHandler(int id, bool isOk);//显示区域或者显示组完成回调
public delegate void LoadImageBack(Sprite sprite,string id,Image image);
public delegate void ActionBack(GameObject gameobject,int aid);
//}
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