Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Sign in / Register
Toggle navigation
T
tuseGameColor
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Packages
Packages
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
shujianhe
tuseGameColor
Commits
ebabfedc
Commit
ebabfedc
authored
Aug 19, 2023
by
Ever
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
更新同步代码
parent
836c6b67
Show whitespace changes
Inline
Side-by-side
Showing
14 changed files
with
174 additions
and
139 deletions
+174
-139
GameEditor.cs
Assets/Editor/GameEditor.cs
+41
-9
GameMgr.cs
Assets/GameMgr/GameMgr.cs
+1
-1
MainData.cs
Assets/GameMgr/MainData.cs
+59
-35
MaskItem.cs
Assets/GameMgr/MaskItem.cs
+33
-33
MaskItemMgr.cs
Assets/GameMgr/MaskItemMgr.cs
+2
-2
ResJsonData.cs
Assets/GameMgr/ResJsonData.cs
+0
-40
UIWave.mat
Assets/Materials/UIWave.mat
+1
-1
Sprites.spriteatlasv2.meta
Assets/Resources/SpriteAtls/Sprites.spriteatlasv2.meta
+2
-2
Save.bin
Assets/Resources/cc2D9Z2w9k0evqUiCQ/Save.bin
+0
-0
Save.bin.meta
Assets/Resources/cc2D9Z2w9k0evqUiCQ/Save.bin.meta
+0
-7
cc2D9Z2w9k0evqUiCQ.bin
Assets/Resources/cc2D9Z2w9k0evqUiCQ/cc2D9Z2w9k0evqUiCQ.bin
+0
-0
png.png.meta
Assets/Resources/cc2D9Z2w9k0evqUiCQ/png.png.meta
+26
-0
GameMgr.prefab
Assets/Resources/perfabs/GameMgr.prefab
+9
-7
gameSceneLogic.cs
Assets/scripts/Views/gameScene/gameSceneLogic.cs
+0
-2
No files found.
Assets/Editor/GameEditor.cs
View file @
ebabfedc
...
...
@@ -47,17 +47,12 @@ public class GameEditor
}
}
Color
[]
list
=
rd
.
png
.
GetPixels
(
0
)
;
for
(
int
i
=
0
;
i
<
list
.
Length
;
i
++)
short
[]
l
=
new
short
[
2048
*
2048
]
;
for
(
int
i
=
0
;
i
<
rd
.
json
.
roomDatas
.
Count
;
i
++)
{
if
(
list
[
i
].
a
<=
0.5f
)
{
list
[
i
]
=
Color
.
white
;
}
FunDo
(
l
,
rd
.
png
,
rd
.
json
.
roomDatas
[
i
]);
}
rd
.
png
.
SetPixels
(
list
);
rd
.
png
.
Apply
();
rd
.
json
.
All
=
l
.
ToList
();
string
savePath
=
AssetDatabase
.
GetAssetPath
(
Selection
.
activeInstanceID
)
+
"/"
+
rd
.
name
+
".bin"
;
FileStream
saveFs
=
File
.
Open
(
savePath
,
FileMode
.
Create
);
BinaryFormatter
saveBf
=
new
BinaryFormatter
();
...
...
@@ -65,4 +60,41 @@ public class GameEditor
saveFs
.
Close
();
Debug
.
Log
(
"成功:"
+
savePath
);
}
public
static
void
FunDo
(
short
[]
l
,
Texture2D
png
,
RoomDatas
rd
)
{
V2
v2
=
new
V2
(
rd
.
px
,
rd
.
py
);
Stack
<
V2
>
stackVector2
=
new
Stack
<
V2
>();
stackVector2
.
Push
(
v2
);
V2
[]
d
=
new
V2
[
8
]
{
new
V2
(
0
,
-
1
),
new
V2
(
0
,
1
),
new
V2
(-
1
,
0
),
new
V2
(
1
,
0
),
new
V2
(-
1
,
-
1
),
new
V2
(-
1
,
1
),
new
V2
(
1
,
-
1
),
new
V2
(
1
,
1
)
};
V2
v_1
;
V2
v_2
;
int
count
=
0
;
while
(
stackVector2
.
Count
>
0
)
{
v_1
=
stackVector2
.
Pop
();
png
.
SetPixel
(
v_1
.
x
,
v_1
.
y
,
Color
.
white
);
l
[
v_1
.
x
+
v_1
.
y
*
png
.
width
]
=
(
short
)
rd
.
id
;
for
(
int
i
=
0
;
i
<
d
.
Length
;
i
++)
{
v_2
=
v_1
+
d
[
i
];
Color
c
=
png
.
GetPixel
(
v_2
.
x
,
v_2
.
y
);
if
(
v_2
.
x
>=
0
&&
v_2
.
x
<
png
.
width
&&
v_2
.
y
>=
0
&&
v_2
.
y
<
png
.
height
&&
c
.
a
<=
0.5f
)
{
stackVector2
.
Push
(
v_2
);
}
}
count
++;
if
(
count
>
10000000
)
{
Debug
.
LogError
(
"死循环了!"
);
break
;
}
}
Debug
.
Log
(
"循环次数:"
+
count
);
png
.
Apply
();
}
}
Assets/GameMgr/GameMgr.cs
View file @
ebabfedc
...
...
@@ -24,7 +24,7 @@ public class GameMgr : MonoBehaviour
public
void
ChooseGroup
(
int
id
)
{
md
.
ChooseGroup
(
id
);
}
}
Assets/GameMgr/MainData.cs
View file @
ebabfedc
...
...
@@ -13,13 +13,17 @@ public class MainData : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDrag
public
static
int
gunSize
=
50
;
public
static
Vector4
config
=
new
Vector4
(
0
,
-
100
,
725f
,
725f
);
public
ExRoomDatas
erd
;
public
Texture2D
png
=
null
;
public
Sprite
jpg
=
null
;
public
ResJsonData
json
;
public
Texture2D
mask
=
null
;
public
Texture2D
gray
=
null
;
public
Image
imgpng
;
public
Image
imgjpg
;
public
Image
imgmask
;
public
RectTransform
rect
;
...
...
@@ -44,9 +48,20 @@ public class MainData : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDrag
float
s
=
Math
.
Min
(
w
,
h
);
transform
.
parent
.
localScale
=
Vector3
.
one
*
s
;
transform
.
parent
.
localPosition
=
new
Vector3
(
config
.
x
,
config
.
y
,
0
);
GameMgr
.
Ins
.
tiMgr
.
Init
(
json
,
png
);
GameMgr
.
Ins
.
tiMgr
.
Init
(
json
,
png
);
GameMgr
.
Ins
.
tiMgr
.
SizeChange
(
s
);
mask
=
new
Texture2D
(
png
.
width
,
png
.
height
);
Color
[]
c
=
mask
.
GetPixels
();
for
(
int
i
=
0
;
i
<
c
.
Length
;
i
++)
{
c
[
i
].
a
=
0
;
}
mask
.
SetPixels
(
c
);
mask
.
Apply
();
imgmask
.
sprite
=
Sprite
.
Create
(
mask
,
new
Rect
(
0
,
0
,
png
.
width
,
png
.
height
),
new
Vector2
(
0.5f
,
0.5f
));
imgmask
.
GetComponent
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
png
.
width
,
png
.
height
);
EventDispatcher
.
Dispatch
(
EventName
.
Event
.
Event_GroupListCreate
,
json
.
roomGroupsData
);
}
...
...
@@ -189,47 +204,56 @@ public class MainData : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDrag
//Debug.Log("涂过了");
return
false
;
}
System
.
Diagnostics
.
Stopwatch
sw
=
new
System
.
Diagnostics
.
Stopwatch
();
sw
.
Start
();
FunDo
(
v
);
sw
.
Stop
();
Debug
.
Log
(
"耗时:"
+
sw
.
ElapsedMilliseconds
);
GameMgr
.
Ins
.
miMgr
.
Create
(
this
,
erd
,
v
);
int
id
=
json
.
All
[(
int
)(
v
.
x
+
v
.
y
*
png
.
width
)];
FunDo
(
id
);
//GameMgr.Ins.miMgr.Create(this, erd, v);
//TODO保存点
return
true
;
}
public
void
FunDo
(
Vector2
_v
)
public
void
FunDo
(
int
id
)
{
Color
[]
c
=
png
.
GetPixels
();
for
(
int
i
=
0
;
i
<
json
.
All
.
Count
;
i
++)
{
if
(
json
.
All
[
i
]
==
id
)
{
V2
v2
=
new
V2
(
_v
);
Stack
<
V2
>
stackVector2
=
new
Stack
<
V2
>();
erd
=
new
ExRoomDatas
();
stackVector2
.
Push
(
v2
);
V2
[]
d
=
new
V2
[
8
]
{
new
V2
(
0
,
-
1
),
new
V2
(
0
,
1
),
new
V2
(-
1
,
0
),
new
V2
(
1
,
0
),
new
V2
(-
1
,
-
1
),
new
V2
(-
1
,
1
),
new
V2
(
1
,
-
1
),
new
V2
(
1
,
1
)
};
V2
v_1
;
V2
v_2
;
int
count
=
0
;
c
[
i
]
=
Color
.
clear
;
}
}
png
.
SetPixels
(
c
);
png
.
Apply
();
}
while
(
stackVector2
.
Count
>
0
)
public
void
ChooseGroup
(
int
id
)
{
v_1
=
stackVector2
.
Pop
();
erd
.
AddData
(
v_1
);
png
.
SetPixel
(
v_1
.
x
,
v_1
.
y
,
Color
.
clear
);
for
(
int
i
=
0
;
i
<
d
.
Length
;
i
++)
System
.
Diagnostics
.
Stopwatch
sw
=
new
System
.
Diagnostics
.
Stopwatch
();
sw
.
Start
();
List
<
int
>
list
=
new
List
<
int
>();
List
<
RoomGroupsData
>
l
=
json
.
roomGroupsData
;
for
(
int
i
=
0
;
i
<
l
.
Count
;
i
++)
{
v_2
=
v_1
+
d
[
i
];
Color
c
=
png
.
GetPixel
(
v_2
.
x
,
v_2
.
y
);
if
(
v_2
.
x
>=
0
&&
v_2
.
x
<
png
.
width
&&
v_2
.
y
>=
0
&&
v_2
.
y
<
png
.
height
&&
c
==
Color
.
white
)
if
(
l
[
i
].
id
==
id
)
{
stackVector2
.
Push
(
v_2
);
list
=
l
[
i
].
roomIds
;
break
;
}
}
count
++
;
if
(
count
>
10000000
)
Color
[]
c
=
mask
.
GetPixels
()
;
for
(
int
i
=
0
;
i
<
c
.
Length
;
i
++
)
{
Debug
.
LogError
(
"死循环了!"
);
break
;
c
[
i
].
a
=
0
;
}
for
(
int
i
=
0
;
i
<
json
.
All
.
Count
;
i
++)
{
if
(
list
.
Contains
(
json
.
All
[
i
]))
{
c
[
i
].
a
=
1
;
}
Debug
.
Log
(
"循环次数:"
+
count
);
png
.
Apply
();
}
mask
.
SetPixels
(
c
);
mask
.
Apply
();
sw
.
Stop
();
Debug
.
Log
(
"耗时:"
+
sw
.
ElapsedMilliseconds
);
}
}
Assets/GameMgr/MaskItem.cs
View file @
ebabfedc
...
...
@@ -33,42 +33,42 @@ public class MaskItem : MonoBehaviour
}
}
internal
void
FunDo
(
MainData
md
,
ExRoomDatas
er
d
,
Vector3
v
)
public
void
FunDo
(
MainData
m
d
,
Vector3
v
)
{
//创建图片
Texture2D
te
=
new
Texture2D
((
int
)(
erd
.
size
.
z
-
erd
.
size
.
x
+
1
),
(
int
)(
erd
.
size
.
w
-
erd
.
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
<
erd
.
list
.
Count
;
i
++)
{
te
.
SetPixel
((
int
)(
erd
.
list
[
i
].
x
-
erd
.
size
.
x
),
(
int
)(
erd
.
list
[
i
].
y
-
erd
.
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
.
GetComponent
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
te
.
width
,
te
.
height
);
//
//
创建图片
//
Texture2D te = new Texture2D((int)(erd.size.z - erd.size.x + 1), (int)(erd.size.w - erd.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 < erd.list.Count; i++)
//
{
//
te.SetPixel((int)(erd.list[i].x - erd.size.x), (int)(erd.list[i].y - erd.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.GetComponent<RectTransform>().sizeDelta = new Vector2(te.width, te.height);
//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
.
SetParent
(
p
);
Rect
.
localScale
=
Vector2
.
one
;
//
//
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.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
.
SetParent
(
Rect
);
SPRect
.
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.SetParent(Rect);
//
SPRect.localScale = Vector2.one;
//初始处理
gameObject
.
SetActive
(
true
);
Rect
.
sizeDelta
=
Vector2
.
zero
;
float
a
=
Math
.
Max
(
erd
.
size
.
z
-
v
.
x
,
v
.
x
-
erd
.
size
.
x
);
float
b
=
Math
.
Max
(
erd
.
size
.
w
-
v
.
y
,
v
.
y
-
erd
.
size
.
y
);
IsUse
=
Math
.
Max
(
a
,
b
)
*
2
;
//
//
初始处理
//
gameObject.SetActive(true);
//
Rect.sizeDelta = Vector2.zero;
//
float a = Math.Max(erd.size.z - v.x, v.x - erd.size.x);
//
float b = Math.Max(erd.size.w - v.y, v.y - erd.size.y);
//
IsUse = Math.Max(a, b) * 2;
}
}
Assets/GameMgr/MaskItemMgr.cs
View file @
ebabfedc
...
...
@@ -27,9 +27,9 @@ public class MaskItemMgr : MonoBehaviour
poolList
.
Add
(
temp
);
}
}
public
void
Create
(
MainData
md
,
ExRoomDatas
erd
,
Vector3
v
)
public
void
Create
(
MainData
md
,
Vector3
v
)
{
MaskItem
temp
=
Get
();
temp
.
FunDo
(
md
,
erd
,
v
);
temp
.
FunDo
(
md
,
v
);
}
}
Assets/GameMgr/ResJsonData.cs
View file @
ebabfedc
...
...
@@ -67,46 +67,6 @@ public class RoomGroupsData
public
int
G
;
public
int
B
;
}
[Serializable]
public
class
ExRoomDatas
{
public
Vector4
size
=
-
Vector4
.
one
;
public
List
<
V2
>
list
=
new
List
<
V2
>();
public
void
AddData
(
V2
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
)
{
for
(
int
i
=
0
;
i
<
list
.
Count
;
i
++)
{
if
(
list
[
i
].
x
==
v
.
x
&&
list
[
i
].
y
==
v
.
y
)
{
return
true
;
}
}
return
false
;
}
}
[Serializable]
public
struct
V2
{
...
...
Assets/Materials/UIWave.mat
View file @
ebabfedc
...
...
@@ -56,7 +56,7 @@ Material:
-
_EnableExternalAlpha
:
0
-
_QueueControl
:
1
-
_QueueOffset
:
0
-
progress
:
0.
47
2
-
progress
:
0.2
m_Colors
:
-
_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
-
_Flip
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
...
...
Assets/Resources/SpriteAtls/Sprites.spriteatlasv2.meta
View file @
ebabfedc
...
...
@@ -20,8 +20,8 @@ SpriteAtlasImporter:
blockOffset: 1
allowAlphaSplitting: 0
enableRotation: 1
enableTightPacking:
0
enableAlphaDilation:
1
enableTightPacking:
1
enableAlphaDilation:
0
secondaryTextureSettings: {}
variantMultiplier: 1
bindAsDefault: 1
...
...
Assets/Resources/cc2D9Z2w9k0evqUiCQ/Save.bin
deleted
100644 → 0
View file @
836c6b67
File deleted
Assets/Resources/cc2D9Z2w9k0evqUiCQ/Save.bin.meta
deleted
100644 → 0
View file @
836c6b67
fileFormatVersion: 2
guid: 32b4a1c330339ff4ba171e293d568be6
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/Resources/cc2D9Z2w9k0evqUiCQ/cc2D9Z2w9k0evqUiCQ.bin
View file @
ebabfedc
No preview for this file type
Assets/Resources/cc2D9Z2w9k0evqUiCQ/png.png.meta
View file @
ebabfedc
...
...
@@ -119,6 +119,32 @@ TextureImporter:
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: iPhone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: 4
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: 4
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
...
...
Assets/Resources/perfabs/GameMgr.prefab
View file @
ebabfedc
...
...
@@ -317,10 +317,10 @@ RectTransform:
m_ConstrainProportionsScale
:
0
m_Children
:
-
{
fileID
:
7902676659994826364
}
-
{
fileID
:
5445402404206781183
}
-
{
fileID
:
7679003703182876708
}
-
{
fileID
:
8460472138427881079
}
-
{
fileID
:
800309816225797410
}
-
{
fileID
:
5445402404206781183
}
-
{
fileID
:
8460472138427881079
}
m_Father
:
{
fileID
:
2908597137679265870
}
m_RootOrder
:
-1
m_LocalEulerAnglesHint
:
{
x
:
0
,
y
:
0
,
z
:
0
}
...
...
@@ -341,12 +341,11 @@ MonoBehaviour:
m_Script
:
{
fileID
:
11500000
,
guid
:
dfb345a38dec3ca46a0d72d6e32abaaa
,
type
:
3
}
m_Name
:
m_EditorClassIdentifier
:
erd
:
size
:
{
x
:
-1
,
y
:
-1
,
z
:
-1
,
w
:
-1
}
png
:
{
fileID
:
0
}
jpg
:
{
fileID
:
0
}
json
:
list
:
All
:
roomDatas
:
[]
roomGroupsData
:
[]
colorDiff
:
0
...
...
@@ -367,8 +366,11 @@ MonoBehaviour:
extraMetaData
:
kadian_size
:
0
tuhei_size
:
0
mask
:
{
fileID
:
0
}
gray
:
{
fileID
:
2800000
,
guid
:
e2d616a4f0dc6da4385fe6a816421e53
,
type
:
3
}
imgpng
:
{
fileID
:
7126587409335573646
}
imgjpg
:
{
fileID
:
2338271980406512720
}
imgmask
:
{
fileID
:
3177285961417058712
}
rect
:
{
fileID
:
136994829194703267
}
---
!u!1
&2488372294624611549
GameObject
:
...
...
@@ -440,7 +442,7 @@ GameObject:
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
0
m_IsActive
:
1
---
!u!224
&5445402404206781183
RectTransform
:
m_ObjectHideFlags
:
0
...
...
@@ -459,7 +461,7 @@ RectTransform:
m_AnchorMin
:
{
x
:
0.5
,
y
:
0.5
}
m_AnchorMax
:
{
x
:
0.5
,
y
:
0.5
}
m_AnchoredPosition
:
{
x
:
0
,
y
:
0
}
m_SizeDelta
:
{
x
:
2048
,
y
:
2048
}
m_SizeDelta
:
{
x
:
0
,
y
:
0
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
---
!u!222
&2742025492825055717
CanvasRenderer
:
...
...
@@ -490,7 +492,7 @@ MonoBehaviour:
m_PersistentCalls
:
m_Calls
:
[]
m_Sprite
:
{
fileID
:
0
}
m_Type
:
2
m_Type
:
0
m_PreserveAspect
:
0
m_FillCenter
:
1
m_FillMethod
:
4
...
...
Assets/scripts/Views/gameScene/gameSceneLogic.cs
View file @
ebabfedc
...
...
@@ -84,8 +84,6 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
onEvent
(
EventName
.
Event
.
Event_GroupIsLoadOver
,
onGroupIsLoadOver
);
//组的成员加载完成,就是组列表下的item
transform
.
Find
(
"ingameLoad/loadImg"
).
gameObject
.
SetActive
(
false
);
//gameScenUser
//var gridViewList = areaGroupList.GetComponent<gameSceneAreaGroupHandler>();
//gridViewList.gameObject.SetActive(false);
transform
.
Find
(
"areaGroupList/groupListBg"
).
gameObject
.
SetActive
(
false
);
transform
.
Find
(
"areaGroupList/gameProgress/gameProgressText"
).
gameObject
.
SetActive
(
false
);
transform
.
Find
(
"areaGroupList/gameProgress"
).
gameObject
.
SetActive
(
false
);
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment