Commit a036130f authored by lijin's avatar lijin

散弹枪逻辑优化,暂未使用

parent 8f59239f
......@@ -16,9 +16,11 @@ public class GameMgr : MonoBehaviour
public MaskItemMgr miMgr;//遮罩管理器
public TextItemMgr tiMgr;//字体管理器
public EffectItemMgr eiMgr;//特效管理器
public GunItemMgr giMgr;//枪筒管理器
public Texture2D gray;//遮罩显示图元
void Update()
{
Click();//点击事件逻辑
......@@ -116,6 +118,16 @@ public class GameMgr : MonoBehaviour
public void UseGun(Vector2 v)
{
//giMgr.Init(v);
//for (int i = 0; i < 100; i++)
//{
// Vector3 _v = giMgr.Next();
// if (OnClickPixel(_v))
// {
// return;
// }
//}
List<Vector2> list = new List<Vector2>();
for (int i = 0; i < gunSize.x; i++)
{
......
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
public class GunItemMgr : MonoBehaviour
{
public bool isUse = false;
public RectTransform rect;
public RectTransform item;
public RectTransform pos;
public Vector3 v1 = new Vector3(0, 0, 360);
public Vector3 v2 = new Vector3(0, 1f, 0);
public int curCount = 0;
public int count = 0;
public int step = 0;
public void Init(Vector2 v)
{
isUse = true;
step = 1;
count = 2 * 2 ^ step;
curCount = 0;
item.localPosition = v;
item.localEulerAngles = Vector3.zero;
pos.localPosition = Vector3.zero;
}
public Vector3 Next()
{
if (isUse)
{
isUse = false;
return GetPos();
}
item.localEulerAngles = curCount * v1 / count;
pos.localPosition = v2 * step;
curCount++;
if (curCount >= count)
{
step++;
count = 2 * 2 ^ step;
curCount = 0;
}
return GetPos();
}
public Vector3 GetPos()
{
pos.SetParent(rect);
Vector2 v = pos.localPosition;
pos.SetParent(item);
return v;
}
}
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......@@ -5794,6 +5833,7 @@ RectTransform:
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......@@ -5895,6 +5935,7 @@ MonoBehaviour:
miMgr: {fileID: 5326343875061023361}
tiMgr: {fileID: 1490190831900560014}
eiMgr: {fileID: 3661810172065829162}
giMgr: {fileID: 4904341011800289242}
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......@@ -5916,6 +5957,98 @@ MonoBehaviour:
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Min_Move: 0.23
Max_Move: 8
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......
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