Commit d051a2fa authored by Ever's avatar Ever

代码同步第一版

parent 7b6274f0
using NUnit.Framework;
using System.Collections.Generic;
using System.IO;
using System.Net.NetworkInformation;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
public class GameEditor
{
[MenuItem("Assets/解析资源")]
public static void 解析资源()
{
string dirPath = AssetDatabase.GetAssetPath(Selection.activeInstanceID);
GameObject go = new GameObject();
go.name = Selection.activeObject.name;
RectTransform rect = go.AddComponent<RectTransform>();
rect.SetParent(GameObject.Find("Res").transform);
rect.localScale = Vector3.one;
rect.localPosition = Vector3.zero;
rect.sizeDelta = Vector2.zero;
MainData md = go.AddComponent<MainData>();
foreach (string path in Directory.GetFiles(dirPath, ".", SearchOption.AllDirectories))
{
if (path.EndsWith(".png"))
{
md.Te_png = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
}
else if (path.EndsWith(".jpg"))
{
md.Sp_jpg = AssetDatabase.LoadAssetAtPath<Sprite>(path);
}
else if (path.EndsWith(".json"))
{
//AssetDatabase.LoadAssetAtPath<JsonData>(path);
//md.json = JsonMapper.ToObject(webRequest.downloadHandler.text);
}
}
md.Init();
}
}
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Drive : MonoBehaviour
{
private static Drive ins;
public static Drive Ins
{
get { return ins; }
}
private void Start()
{
ins = this;
}
public List<ExMask> useList = new List<ExMask>();
public List<ExMask> poolList = new List<ExMask>();
public ExMask item;
public ExMask Get()
{
if (poolList.Count == 0)
{
ExMask temp = GameObject.Instantiate<ExMask>(item, item.transform.parent);
poolList.Add(temp);
}
ExMask ret = poolList[0];
poolList.RemoveAt(0);
useList.Add(ret);
return ret;
}
public void Circle(ExMask temp)
{
if (useList.Contains(temp))
{
useList.Remove(temp);
poolList.Add(temp);
}
}
public void Create(MainData md, ImageSubData isd, Vector3 v)
{
ExMask temp = Get();
temp.DoFun(md, isd, v);
}
}
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using System.Collections;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
public class ExImage : Image
{
public override Material GetModifiedMaterial(Material baseMaterial)
{
var toUse = baseMaterial;
if (m_ShouldRecalculateStencil)
{
var rootCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform);
m_StencilValue = maskable ? MaskUtilities.GetStencilDepth(transform, rootCanvas) : 0;
m_ShouldRecalculateStencil = false;
}
// if we have a enabled Mask component then it will
// generate the mask material. This is an optimisation
// it adds some coupling between components though :(
Mask maskComponent = GetComponent<Mask>();
if (m_StencilValue > 0 && (maskComponent == null || !maskComponent.IsActive()))
{
var maskMat = StencilMaterial.Add(toUse, (1 << m_StencilValue) - 1, StencilOp.Keep, CompareFunction.NotEqual, ColorWriteMask.All, (1 << m_StencilValue) - 1, 0);
StencilMaterial.Remove(m_MaskMaterial);
m_MaskMaterial = maskMat;
toUse = m_MaskMaterial;
}
return toUse;
}
}
//"itemDatas":[],
//"colorDiff":10,
//"lineFactorDiff":90,
//"size":2048,
//"width":2048,
//"height":2048,
//"useOriginLineColor":1,
//"useOriginPicColor":1,
//"useCustomLineColor":0,
//"customLineColor_R":0,
//"customLineColor_G":0,
//"customLineColor_B":0,
//"hasDividedArea":0,
//"useLineCutout":1,
//"lineCutoutThreshold":0.5,
//"scaleNumWhenOver100":0.75,
//"extraMetaData":{ "kadian_size":6,"tuhei_size":2}}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ExMask : MonoBehaviour
{
public float IsUse = -1;
public Image SP;
public RectTransform Rect;
public RectTransform SPRect;
// Start is called before the first frame update
void Start()
{
Rect = GetComponent<RectTransform>();
SPRect = SP.gameObject.GetComponent<RectTransform>();
}
// Update is called once per frame
void Update()
{
if (IsUse == -1)
{
return;
}
Rect.sizeDelta += Time.deltaTime * Vector2.one * IsUse * 2f;
if (Rect.sizeDelta.x > IsUse * 1.05f && Rect.sizeDelta.y > IsUse * 1.05f)
{
gameObject.SetActive(false);
IsUse = -1;
Drive.Ins.Circle(this);
}
}
internal void DoFun(MainData md, ImageSubData isd, Vector3 v)
{
//创建图片
Texture2D te = new Texture2D((int)(isd.size.z - isd.size.x + 1), (int)(isd.size.w - isd.size.y + 1), TextureFormat.RGBA32, false);
Color[] colors = te.GetPixels();
for (int i = 0; i < colors.Length; i++)
{
colors[i].a = 0f;
}
te.SetPixels(colors);
for (int i = 0; i < isd.list.Count; i++)
{
te.SetPixel((int)(isd.list[i].x - isd.size.x), (int)(isd.list[i].y - isd.size.y), Color.white);
}
te.Apply();
Sprite sp = Sprite.Create(te, new Rect(0, 0, te.width, te.height), Vector2.zero);
SP.sprite = sp;
SP.SetNativeSize();
//坐标计算
Transform p = Rect.parent;
Rect.SetParent(md.png.transform);
Rect.localPosition = v - new Vector3(md.Te_png.width / 2, md.Te_png.height / 2);
Rect.SetParent(p);
SPRect.SetParent(md.png.transform);
SPRect.localPosition = new Vector3(isd.size.x + (isd.size.z + 1 - isd.size.x) / 2 - (md.Te_png.width + 1) / 2, isd.size.y + (isd.size.w + 1 - isd.size.y) / 2 - (md.Te_png.height + 1) / 2, 0);
SPRect.SetParent(Rect);
//初始处理
gameObject.SetActive(true);
Rect.sizeDelta = Vector2.zero;
float a = Math.Max(isd.size.z - v.x, v.x - isd.size.x);
float b = Math.Max(isd.size.w - v.y, v.y - isd.size.y);
IsUse = Math.Max(a, b) * 2;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Net.NetworkInformation;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
[Serializable]
public class ImageData
{
public List<int> OverIdList = new List<int>();
public List<ImageSubData> AlllList = new List<ImageSubData>();
public void AddData(ImageSubData isd)
{
AlllList.Add(isd);
}
}
[Serializable]
public class ImageSubData
{
public int id = -1;
public Vector4 size = -Vector4.one;
public List<Vector2> list = new List<Vector2>();
public void AddData(Vector2 v)
{
if (size.x == -1 || size.x > v.x)
{
size.x = v.x;
}
if (size.y == -1 || size.y > v.y)
{
size.y = v.y;
}
if (size.z == -1 || size.z < v.x)
{
size.z = v.x;
}
if (size.w == -1 || size.w < v.y)
{
size.w = v.y;
}
list.Add(v);
}
public bool Contains(Vector2 v)
{
return list.Contains(v);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class MainData : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDragHandler
{
public static int GunSize = 50;
public ImageData data = new ImageData();
public Texture2D Te_png;
public Sprite Sp_jpg;
//public JsonData json;
public Image png;
public Image jpg;
public RectTransform Rect;
// Use this for initialization
void Start()
{
Rect = GetComponent<RectTransform>();
}
// Update is called once per frame
void Update()
{
Scale();
Click();
}
public void Init()
{
RectTransform rect = GetComponent<RectTransform>();
GameObject go_jpg = new GameObject();
go_jpg.name = "jpg";
RectTransform rect_jpg = go_jpg.AddComponent<RectTransform>();
rect_jpg.SetParent(rect);
rect_jpg.localScale = Vector3.one;
rect_jpg.localPosition = Vector3.zero;
jpg = go_jpg.AddComponent<Image>();
jpg.sprite = Sp_jpg;
GameObject go_png = new GameObject();
go_png.name = "png";
RectTransform rect_png = go_png.AddComponent<RectTransform>();
rect_png.SetParent(rect);
rect_png.localScale = Vector3.one;
rect_png.localPosition = Vector3.zero;
rect_png.sizeDelta = Vector2.zero;
png = go_png.AddComponent<Image>();
png.sprite = Sprite.Create(Te_png, new Rect(0, 0, Te_png.width, Te_png.height), Vector2.zero);
png.SetNativeSize();
rect_jpg.sizeDelta = rect_png.sizeDelta;
Split();
}
#region 图片分区
public void Split()
{
for (int i = 0; i < Te_png.width; i++)
{
for (int j = 0; j < Te_png.height; j++)
{
Vector2 v = new Vector2(i, j);
if (Te_png.GetPixel((int)v.x, (int)v.y).a <= 0f)
{
FunDo(v);
}
}
}
Te_png.Apply();
}
private Stack<Vector2> stackVector2 = new Stack<Vector2>();
public void FunDo(Vector2 _v)
{
stackVector2.Push(_v);
Vector2[] d = new Vector2[4] { new Vector2(0, -1), new Vector2(0, 1), new Vector2(-1, 0), new Vector2(1, 0) };
Vector2 v_1;
Vector2 v_2;
ImageSubData temp = new ImageSubData();
while (stackVector2.Count > 0)
{
v_1 = stackVector2.Pop();
temp.AddData(v_1);
Te_png.SetPixel((int)v_1.x, (int)v_1.y, Color.white);
for (int i = 0; i < 4; i++)
{
v_2 = v_1 + d[i];
if (v_2.x >= 0 && v_2.x < Te_png.width && v_2.y >= 0 && v_2.y < Te_png.height && Te_png.GetPixel((int)v_2.x, (int)v_2.y).a <= 0f)
{
stackVector2.Push(v_2);
}
}
}
data.AddData(temp);
}
#endregion
#region 拖拽
private bool isDrag = false;
private Vector2 StartPos = Vector2.zero;
private Vector2 EndPos = Vector2.zero;
public void OnBeginDrag(PointerEventData eventData)
{
isDrag = true;
RectTransformUtility.ScreenPointToLocalPointInRectangle(Rect, Input.mousePosition, Camera.main, out StartPos);
}
public void OnDrag(PointerEventData eventData)
{
if (!isDrag) { return; }
RectTransformUtility.ScreenPointToLocalPointInRectangle(Rect, Input.mousePosition, Camera.main, out EndPos);
Vector3 v = EndPos - StartPos;
transform.localPosition += v;
}
public void OnEndDrag(PointerEventData eventData)
{
isDrag = false;
}
#endregion
#region 缩放
private Vector2 Pos_1;
private Vector2 Pos_2;
public void Scale()
{
if (Input.touchCount == 2)
{
if (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved)
{
Vector2 n_Pos_1 = Input.GetTouch(0).position;
Vector2 n_Pos_2 = Input.GetTouch(1).position;
if (Vector2.Distance(Pos_1, Pos_2) < Vector2.Distance(n_Pos_1, n_Pos_2))
{
transform.parent.parent.localScale += Vector3.one * 0.25f;
if (transform.parent.parent.localScale.x > 4)
{
transform.parent.parent.localScale = Vector3.one * 4;
}
}
else
{
transform.parent.parent.localScale -= Vector3.one * 0.25f;
if (transform.parent.parent.localScale.x < 0.6f)
{
transform.parent.parent.localScale = Vector3.one * 0.6f;
}
}
Pos_1 = n_Pos_1;
Pos_2 = n_Pos_2;
}
}
}
#endregion
#region 点击
private float time = 0;
private Vector2 pos = Vector2.zero;
public void Click()
{
if (Input.GetMouseButtonDown(0))
{
pos = Input.mousePosition;
time = Time.unscaledTime;
}
if (Input.GetMouseButtonUp(0))
{
float f = Time.unscaledTime - time;
float d = Vector2.Distance(pos, Input.mousePosition);
Vector2 v;
RectTransformUtility.ScreenPointToLocalPointInRectangle(Rect, Input.mousePosition, Camera.main, out v);
if (f < 0.5f && d < 10)
{
Debug.Log("点击:" + v);
System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
sw.Start();
UseGun(v);
sw.Stop();
Debug.Log("耗时:" + sw.ElapsedMilliseconds);
}
}
}
#endregion
public void UseGun(Vector2 v)
{
List<Vector2> list = new List<Vector2>();
for (int i = 0; i < GunSize; i++)
{
for (int j = 0; j < GunSize; j++)
{
Vector2 temp = new Vector2(v.x + i - GunSize / 2, v.y + j - GunSize / 2);
list.Add(temp);
}
}
list.Sort((a, b) =>
{
float d_a = Vector2.Distance(a, v);
float d_b = Vector2.Distance(b, v);
return d_a.CompareTo(d_b);
});
for (int i = 0; i < list.Count; i++)
{
bool b = OnClickPos(list[i]);
if (b)
{
return;
}
}
}
public bool OnClickPos(Vector2 v)
{
v.x = (int)v.x + Te_png.width / 2;
v.y = (int)v.y + Te_png.height / 2;
if (v.x < 0 || v.x >= Te_png.width)
{
//Debug.Log("x越界:" + v.x);
return false;
}
if (v.y < 0 || v.y >= Te_png.height)
{
//Debug.Log("y越界:" + v.y);
return false;
}
if (Te_png.GetPixel((int)v.x, (int)v.y) != Color.white)
{
//Debug.Log("涂过了");
return false;
}
ImageSubData isd = null;
for (int i = 0; i < data.AlllList.Count; i++)
{
if (data.AlllList[i].Contains(v))
{
//Debug.Log("在第" + i + "组数据中");
isd = data.AlllList[i];
}
}
if (isd == null)
{
//Debug.Log("组数据为空");
return false;
}
Drive.Ins.Create(this, isd, v);
for (int i = 0; i < isd.list.Count; i++)
{
Te_png.SetPixel((int)isd.list[i].x, (int)isd.list[i].y, Color.clear);
}
Te_png.Apply();
return true;
}
}
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