Commit d3f7db1e authored by lijin's avatar lijin

增加注释

parent e269b470
......@@ -16,7 +16,7 @@ public class EffectItem : MonoBehaviour
MainData md = GameMgr.Ins.md;
Transform p = Rect.parent;
Rect.SetParent(md.imgpng.transform);
Rect.localPosition = v - new Vector3(md.png.width / 2, md.png.height / 2);
Rect.localPosition = v - new Vector3(md.json.width / 2, md.json.height / 2);
Rect.SetParent(p);
MainModule mm = ps.main;
mm.startColor = c;
......
......@@ -21,12 +21,13 @@ public class GameMgr : MonoBehaviour
void Update()
{
Save();//自动保存逻辑
Click();//点击事件逻辑
Play();//涂色重播逻辑
Save();//自动保存逻辑
}
//初始化,主逻辑入口
#region 外部接口
//逻辑接口,主逻辑入口,初始化
public void Init(string key, Texture2D png, Sprite jpg, ResJsonData json, DynamicData dynamic, Texture2D map)
{
ins = this;
......@@ -39,7 +40,6 @@ public class GameMgr : MonoBehaviour
{
gray = _gray;
}
//选组接口,传入组ID
public void ChooseGroup(int groupId)
{
......@@ -63,8 +63,9 @@ public class GameMgr : MonoBehaviour
{
md.AutoClick();
}
#endregion
#region 点击
#region 点击事件逻辑
public static readonly Vector2 gunSize = new Vector2(3, 10);
private float time = 0;
private Vector2 pos = Vector2.zero;
......@@ -99,8 +100,8 @@ public class GameMgr : MonoBehaviour
isLongPress = -1;
RectTransformUtility.ScreenPointToLocalPointInRectangle(md.rect, Input.mousePosition, Camera.main, out Vector2 v);
Debug.Log("长按:" + v);
v.x += md.png.width / 2;
v.y += md.png.height / 2;
v.x += md.json.width / 2;
v.y += md.json.height / 2;
v.x = (int)v.x;
v.y = (int)v.y;
md.OnLongPressPos(v);
......@@ -140,13 +141,13 @@ public class GameMgr : MonoBehaviour
//点击由坐标系转图内像素坐标
public bool OnClickPixel(Vector2 v)
{
v.x += md.png.width / 2;
v.y += md.png.height / 2;
return md.OnClickPos(v);
v.x += md.json.width / 2;
v.y += md.json.height / 2;
return md.OnClickFun(v);
}
#endregion
#region 重播逻辑
#region 涂色重播逻辑
private int stepIndex = -1;//重播判断值,-1不处理,0及以上为重播到第几步
private static readonly float delay = 0.5f;//重播延迟
private static readonly float maxTime = 0.1f;//重播步间隔
......@@ -174,7 +175,7 @@ public class GameMgr : MonoBehaviour
}
#endregion
#region 保存逻辑
#region 自动保存逻辑
private float saveTime = -1;//保存判断值,由正变负则保存
//保存接口,点击涂色触发
public void SaveTime()
......@@ -193,7 +194,7 @@ public class GameMgr : MonoBehaviour
saveTime -= Time.deltaTime;
if (saveTime <= 0)
{
md.Save();
SaveManager.Instance.SaveRes(md.key, md.dynamic, md.png);
Debug.Log("自动保存");
}
}
......
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......@@ -58,12 +58,12 @@ public class MaskItem : MonoBehaviour
//坐标计算
Transform p = Rect.parent;
Rect.SetParent(md.imgpng.transform);
Rect.localPosition = v - new Vector3(md.png.width / 2, md.png.height / 2);
Rect.localPosition = v - new Vector3(md.json.width / 2, md.json.height / 2);
Rect.SetParent(p);
Rect.localScale = Vector2.one;
SPRect.SetParent(md.imgpng.transform);
SPRect.localPosition = new Vector3(erd.size.x + (erd.size.z + 1 - erd.size.x) / 2 - (md.png.width + 1) / 2, erd.size.y + (erd.size.w + 1 - erd.size.y) / 2 - (md.png.height + 1) / 2, 0);
SPRect.localPosition = new Vector3(erd.size.x + (erd.size.z + 1 - erd.size.x) / 2 - (md.json.width + 1) / 2, erd.size.y + (erd.size.w + 1 - erd.size.y) / 2 - (md.json.height + 1) / 2, 0);
SPRect.SetParent(Rect);
SPRect.localScale = Vector2.one;
......@@ -87,7 +87,7 @@ public class MaskItem : MonoBehaviour
Transform p = Rect.parent;
Rect.SetParent(md.imgpng.transform);
Rect.localPosition = v - new Vector3(md.png.width / 2, md.png.height / 2);
Rect.localPosition = v - new Vector3(md.json.width / 2, md.json.height / 2);
Rect.SetParent(p);
SPRect.SetParent(Rect);
......
......@@ -115,7 +115,7 @@ public class MaskItemMgr : MonoBehaviour
ExRoomDatas erd = new ExRoomDatas();
for (int k = 0; k < rd.posIndex.Count; k++)
{
erd.AddData(rd.posIndex[k], GameMgr.Ins.md.png.width);
erd.AddData(rd.posIndex[k], GameMgr.Ins.md.json.width);
}
return Create(GameMgr.Ins.md, erd, rd.id, rd.groupId);
}
......
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