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
f3192eda
Commit
f3192eda
authored
Jul 04, 2023
by
shujianhe
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
1 缩放和移动后正常点击区域并逐渐填充,点击后气泡扩散暂未实现
parent
a3463f7f
Expand all
Show whitespace changes
Inline
Side-by-side
Showing
17 changed files
with
963 additions
and
659 deletions
+963
-659
gameScene.unity
Assets/Scenes/gameScene.unity
+51
-139
gameAreaGroupItem.cs
Assets/scripts/Datas/gameAreaGroupItem.cs
+15
-4
gameAreaItem.cs
Assets/scripts/Datas/gameAreaItem.cs
+12
-4
gameIdJsonData.cs
Assets/scripts/Datas/gameIdJsonData.cs
+2
-2
gameSceneLogic.cs
Assets/scripts/Views/gameScene/gameSceneLogic.cs
+64
-95
gameUserInfos.cs
Assets/scripts/Views/gameScene/gameUserInfos.cs
+12
-5
mainGameScaleMove.cs
Assets/scripts/common/mainGameScaleMove.cs
+65
-56
mainGameView.cs
Assets/scripts/common/mainGameView.cs
+577
-235
nodeNetProxy.cs
Assets/scripts/common/nodeNetProxy.cs
+22
-13
MouseDragSelect.cs
Assets/scripts/test/MouseDragSelect.cs
+7
-7
tempzhangs.cs
Assets/scripts/test/tempzhangs.cs
+5
-5
TaskManages.cs
Assets/scripts/utils/TaskManages.cs
+46
-9
utilsTools.cs
Assets/scripts/utils/utilsTools.cs
+1
-2
shadercompiler-UnityShaderCompiler.exe0.log
Logs/shadercompiler-UnityShaderCompiler.exe0.log
+3
-0
default-2022.dwlt
UserSettings/Layouts/default-2022.dwlt
+81
-83
Assembly-CSharp.csproj.AssemblyReference.cache
obj/Debug/Assembly-CSharp.csproj.AssemblyReference.cache
+0
-0
tsmi.db
tsmi.db
+0
-0
No files found.
Assets/Scenes/gameScene.unity
View file @
f3192eda
...
...
@@ -794,6 +794,7 @@ GameObject:
serializedVersion
:
6
m_Component
:
-
component
:
{
fileID
:
593691933
}
-
component
:
{
fileID
:
593691934
}
m_Layer
:
0
m_Name
:
areaIdBase
m_TagString
:
Untagged
...
...
@@ -821,6 +822,51 @@ RectTransform:
m_AnchoredPosition
:
{
x
:
0
,
y
:
0
}
m_SizeDelta
:
{
x
:
950
,
y
:
1280
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
---
!u!61
&593691934
BoxCollider2D
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
593691932
}
m_Enabled
:
1
m_Density
:
1
m_Material
:
{
fileID
:
0
}
m_IncludeLayers
:
serializedVersion
:
2
m_Bits
:
0
m_ExcludeLayers
:
serializedVersion
:
2
m_Bits
:
0
m_LayerOverridePriority
:
0
m_ForceSendLayers
:
serializedVersion
:
2
m_Bits
:
4294967295
m_ForceReceiveLayers
:
serializedVersion
:
2
m_Bits
:
4294967295
m_ContactCaptureLayers
:
serializedVersion
:
2
m_Bits
:
4294967295
m_CallbackLayers
:
serializedVersion
:
2
m_Bits
:
4294967295
m_IsTrigger
:
1
m_UsedByEffector
:
0
m_UsedByComposite
:
0
m_Offset
:
{
x
:
0
,
y
:
0
}
m_SpriteTilingProperty
:
border
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
0
}
pivot
:
{
x
:
0
,
y
:
0
}
oldSize
:
{
x
:
0
,
y
:
0
}
newSize
:
{
x
:
0
,
y
:
0
}
adaptiveTilingThreshold
:
0
drawMode
:
0
adaptiveTiling
:
0
m_AutoTiling
:
0
serializedVersion
:
2
m_Size
:
{
x
:
950
,
y
:
1280
}
m_EdgeRadius
:
0
---
!u!1
&706874198
GameObject
:
m_ObjectHideFlags
:
0
...
...
@@ -897,142 +943,6 @@ CanvasRenderer:
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
706874198
}
m_CullTransparentMesh
:
1
---
!u!1
&759592344
GameObject
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
serializedVersion
:
6
m_Component
:
-
component
:
{
fileID
:
759592345
}
-
component
:
{
fileID
:
759592347
}
-
component
:
{
fileID
:
759592346
}
m_Layer
:
0
m_Name
:
debugView
m_TagString
:
Untagged
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
1
---
!u!224
&759592345
RectTransform
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
759592344
}
m_LocalRotation
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
1
}
m_LocalPosition
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_LocalScale
:
{
x
:
1
,
y
:
1
,
z
:
1
}
m_ConstrainProportionsScale
:
0
m_Children
:
[]
m_Father
:
{
fileID
:
1474894691
}
m_RootOrder
:
-1
m_LocalEulerAnglesHint
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_AnchorMin
:
{
x
:
0
,
y
:
0.5
}
m_AnchorMax
:
{
x
:
1
,
y
:
0.5
}
m_AnchoredPosition
:
{
x
:
-5.9033203
,
y
:
-1559.2
}
m_SizeDelta
:
{
x
:
-74.776
,
y
:
136.63
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
---
!u!114
&759592346
MonoBehaviour
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
759592344
}
m_Enabled
:
1
m_EditorHideFlags
:
0
m_Script
:
{
fileID
:
11500000
,
guid
:
f4688fdb7df04437aeb418b961361dc5
,
type
:
3
}
m_Name
:
m_EditorClassIdentifier
:
m_Material
:
{
fileID
:
0
}
m_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
m_RaycastTarget
:
0
m_RaycastPadding
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
0
}
m_Maskable
:
1
m_OnCullStateChanged
:
m_PersistentCalls
:
m_Calls
:
[]
m_text
:
this is a testtextxfx zdfzsdfdsfdsfdsfffffffff ffffffffffffff ffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff fffffffffffffffffffffffffffff5555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555555fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffssssssssssssssssssssssssssssssssssssffffffhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
m_isRightToLeft
:
0
m_fontAsset
:
{
fileID
:
11400000
,
guid
:
8f586378b4e144a9851e7b34d9b748ee
,
type
:
2
}
m_sharedMaterial
:
{
fileID
:
2180264
,
guid
:
8f586378b4e144a9851e7b34d9b748ee
,
type
:
2
}
m_fontSharedMaterials
:
[]
m_fontMaterial
:
{
fileID
:
0
}
m_fontMaterials
:
[]
m_fontColor32
:
serializedVersion
:
2
rgba
:
4287981311
m_fontColor
:
{
r
:
1
,
g
:
0.40060285
,
b
:
0.58431375
,
a
:
1
}
m_enableVertexGradient
:
0
m_colorMode
:
3
m_fontColorGradient
:
topLeft
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
topRight
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
bottomLeft
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
bottomRight
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
m_fontColorGradientPreset
:
{
fileID
:
0
}
m_spriteAsset
:
{
fileID
:
0
}
m_tintAllSprites
:
0
m_StyleSheet
:
{
fileID
:
0
}
m_TextStyleHashCode
:
-1183493901
m_overrideHtmlColors
:
0
m_faceColor
:
serializedVersion
:
2
rgba
:
4294967295
m_fontSize
:
36
m_fontSizeBase
:
36
m_fontWeight
:
400
m_enableAutoSizing
:
0
m_fontSizeMin
:
18
m_fontSizeMax
:
72
m_fontStyle
:
0
m_HorizontalAlignment
:
2
m_VerticalAlignment
:
512
m_textAlignment
:
65535
m_characterSpacing
:
0
m_wordSpacing
:
0
m_lineSpacing
:
0
m_lineSpacingMax
:
0
m_paragraphSpacing
:
0
m_charWidthMaxAdj
:
0
m_enableWordWrapping
:
1
m_wordWrappingRatios
:
0.4
m_overflowMode
:
3
m_linkedTextComponent
:
{
fileID
:
0
}
parentLinkedComponent
:
{
fileID
:
0
}
m_enableKerning
:
1
m_enableExtraPadding
:
0
checkPaddingRequired
:
0
m_isRichText
:
1
m_parseCtrlCharacters
:
1
m_isOrthographic
:
1
m_isCullingEnabled
:
0
m_horizontalMapping
:
0
m_verticalMapping
:
0
m_uvLineOffset
:
0
m_geometrySortingOrder
:
0
m_IsTextObjectScaleStatic
:
0
m_VertexBufferAutoSizeReduction
:
0
m_useMaxVisibleDescender
:
1
m_pageToDisplay
:
1
m_margin
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
0
}
m_isUsingLegacyAnimationComponent
:
0
m_isVolumetricText
:
0
m_hasFontAssetChanged
:
0
m_baseMaterial
:
{
fileID
:
0
}
m_maskOffset
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
0
}
---
!u!222
&759592347
CanvasRenderer
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
759592344
}
m_CullTransparentMesh
:
1
---
!u!1
&859724157
GameObject
:
m_ObjectHideFlags
:
0
...
...
@@ -1536,7 +1446,6 @@ RectTransform:
-
{
fileID
:
1656126341
}
-
{
fileID
:
1013381886
}
-
{
fileID
:
133508485
}
-
{
fileID
:
759592345
}
m_Father
:
{
fileID
:
297775248
}
m_RootOrder
:
-1
m_LocalEulerAnglesHint
:
{
x
:
0
,
y
:
0
,
z
:
0
}
...
...
@@ -1761,6 +1670,7 @@ MonoBehaviour:
lowImg
:
{
fileID
:
303685715
}
areaIdBase
:
{
fileID
:
593691932
}
perfabPath
:
perfabs/areaGroupId
lowImgTexture2ds
:
[]
---
!u!114
&1656126344
MonoBehaviour
:
m_ObjectHideFlags
:
0
...
...
@@ -1780,7 +1690,9 @@ MonoBehaviour:
-
{
fileID
:
1893464095
}
-
{
fileID
:
1755905471
}
-
{
fileID
:
133508484
}
-
{
fileID
:
759592344
}
-
{
fileID
:
0
}
-
{
fileID
:
0
}
DebugSprites
:
[]
---
!u!222
&1656126346
CanvasRenderer
:
m_ObjectHideFlags
:
0
...
...
@@ -2085,7 +1997,7 @@ MonoBehaviour:
m_HandleRect
:
{
fileID
:
1977147924
}
m_Direction
:
0
m_Value
:
1
m_Size
:
1
m_Size
:
0.9999999
m_NumberOfSteps
:
0
m_OnValueChanged
:
m_PersistentCalls
:
...
...
Assets/scripts/Datas/gameAreaGroupItem.cs
View file @
f3192eda
...
...
@@ -5,11 +5,22 @@ using UnityEngine;
[System.Serializable]
public
class
gameAreaGroupItem
{
public
double
gid
;
public
List
<
short
>
areaIds
;
public
List
<
UInt16
>
RGB
;
public
short
id
;
public
List
<
short
>
roomIds
;
public
float
R
;
public
float
G
;
public
float
B
;
public
bool
isComplete
=
false
;
public
void
getRGB
(
out
Color
color
)
{
color
=
new
Color
(
RGB
[
0
]
/
255
,
RGB
[
1
]
/
255
,
RGB
[
2
]
/
255
,
1
);
color
=
new
Color
(
R
/
255f
,
G
/
255f
,
B
/
255f
,
1
);
}
public
static
int
sortByIsComplete
(
gameAreaGroupItem
a
,
gameAreaGroupItem
b
)
{
if
(
a
.
isComplete
==
b
.
isComplete
)
{
return
a
.
id
-
b
.
id
;
}
return
a
.
isComplete
?
1
:
-
1
;
}
}
Assets/scripts/Datas/gameAreaItem.cs
View file @
f3192eda
...
...
@@ -5,9 +5,17 @@ using UnityEngine;
[System.Serializable]
public
class
gameAreaItem
{
public
short
x
;
public
short
y
;
public
ushort
id
;
public
short
gid
;
public
short
px
;
public
short
py
;
public
short
pr
;
public
float
R
;
public
float
G
;
public
float
B
;
public
short
id
;
public
short
gid
=
-
1
;
//组id
public
short
valid
;
//未知含义 未启用
public
short
useAreaData
;
//未知含义 未启用
public
bool
notPaintCol
;
//未启用
public
string
tempExKey
=
""
;
public
bool
isShow
=
false
;
}
Assets/scripts/Datas/gameIdJsonData.cs
View file @
f3192eda
...
...
@@ -7,6 +7,6 @@ public class gameIdJsonData
public
string
nowId
=
""
;
public
short
width
=
0
;
public
short
height
=
0
;
public
List
<
gameAreaItem
>
center
s
=
new
List
<
gameAreaItem
>();
public
List
<
gameAreaGroupItem
>
groups
=
new
List
<
gameAreaGroupItem
>();
public
List
<
gameAreaItem
>
roomData
s
=
new
List
<
gameAreaItem
>();
public
List
<
gameAreaGroupItem
>
roomGroupsData
=
new
List
<
gameAreaGroupItem
>();
}
Assets/scripts/Views/gameScene/gameSceneLogic.cs
View file @
f3192eda
using
System
;
using
System.Collections
;
using
System.Collections.Generic
;
using
TMPro
;
using
Unity.VisualScripting
;
using
UnityEngine
;
using
UnityEngine.UI
;
public
class
gameSceneLogic
:
MonoBehaviour
,
IEventHandler
{
...
...
@@ -10,58 +12,51 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
public
GameObject
gameShowView
=
null
;
public
GameObject
areaGroupList
=
null
;
public
static
int
maxIdValue
=
100
;
private
int
now
SelectGroupId
=
4
;
private
int
now
idx
=
4
;
public
float
progress
=
0
;
public
bool
showAreaId
=
true
;
private
TextMeshProUGUI
debugViewObj
=
null
;
private
List
<
TempGroupInfos
>
groupInfos
=
null
;
private
Vector2
pos1
=
new
Vector2
(-
10000
,
-
10000
);
private
int
rvalue
=
-
1
;
void
Start
()
{
//GetComponent<TextMeshProUGUI>()
utilsTools
.
onEvent
(
this
,
"switchGameAreaGroupId"
);
utilsTools
.
onEvent
(
this
,
"gameViewOnInitEnd"
);
utilsTools
.
onEvent
(
this
,
"debugViewLogHandler"
);
var
debugTran
=
transform
.
Find
(
"debugView"
);
if
(
debugTran
!=
null
)
{
debugViewObj
=
debugTran
.
GetComponent
<
TextMeshProUGUI
>();
if
(
debugViewObj
==
null
)
debugTran
.
gameObject
.
SetActive
(
false
);
else
{
debugTran
.
gameObject
.
SetActive
(
utilsTools
.
IsPhone
);
}
}
utilsTools
.
onEvent
(
this
,
"gameClickPos"
);
var
gridViewList
=
areaGroupList
.
GetComponent
<
gameSceneAreaGroupHandler
>();
gridViewList
.
gameObject
.
SetActive
(
tru
e
);
gridViewList
.
gameObject
.
SetActive
(
fals
e
);
gameShowView
.
GetComponent
<
mainGameView
>().
loadTest
();
//gridViewList.setDataNoGrid(20, 150, 150, 15, (GameObject gobject, int idx, ListViewBackTypeEnum lvbType) =>
//{
// if (lvbType == ListViewBackTypeEnum.create || ListViewBackTypeEnum.update == lvbType)
// {
// var item = gobject.GetComponent<colorItem>();
// bool isSelect = idx == nowSelectGroupId;
// item.IsSelect = isSelect;
// Vector3 vector3;
// Quaternion quaternion;
// gobject.transform.GetLocalPositionAndRotation(out vector3, out quaternion);
// vector3.y = -95f;
// if (isSelect)
// {
// vector3.y = vector3.y + 14;
// }
// gobject.transform.SetLocalPositionAndRotation(vector3, quaternion);
// item.IdName = idx.ToString();
// float idxf = idx;
// item.UseColor = new Color(idxf * 10 / 255f, 0.5f, (22 - idxf) * 10 / 255f, 1.0f);
// item.NowProgress = idx < 4 ? 0.0f : (idx < 15 ? idx / 13f : 1.0f);
// }
//}, false);
}
// Update is called once per frame
void
Update
()
{
}
private
void
onUpdateGroupGridHandler
(
GameObject
gobject
,
int
idx
,
ListViewBackTypeEnum
lvbType
,
TempGroupInfos
group
)
{
if
(
lvbType
==
ListViewBackTypeEnum
.
create
||
ListViewBackTypeEnum
.
update
==
lvbType
)
{
var
item
=
gobject
.
GetComponent
<
colorItem
>();
bool
isSelect
=
idx
==
nowidx
;
item
.
IsSelect
=
isSelect
;
Vector3
vector3
;
Quaternion
quaternion
;
gobject
.
transform
.
GetLocalPositionAndRotation
(
out
vector3
,
out
quaternion
);
vector3
.
y
=
-
95f
;
if
(
isSelect
)
{
vector3
.
y
=
vector3
.
y
+
14
;
}
gobject
.
transform
.
SetLocalPositionAndRotation
(
vector3
,
quaternion
);
item
.
IdName
=
(
group
.
gid
).
ToString
();
item
.
index
=
idx
;
item
.
UseColor
=
group
.
rgb
;
item
.
NowProgress
=
group
.
jindu
;
}
}
public
void
onEventHandler
(
string
eventName
,
List
<
UnityEngine
.
Object
>
uobjects
,
List
<
System
.
Object
>
objects
)
{
if
(
eventName
.
Equals
(
"switchGameAreaGroupId"
))
...
...
@@ -70,94 +65,68 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
Quaternion
quaternion
;
var
gridViewList
=
areaGroupList
.
GetComponent
<
gameSceneAreaGroupHandler
>();
colorItem
item
=
null
;
if
(
now
SelectGroupId
>=
0
)
if
(
now
idx
>=
0
)
{
item
=
gridViewList
.
getObjectById
(
now
SelectGroupId
).
GetComponent
<
colorItem
>();
item
=
gridViewList
.
getObjectById
(
now
idx
).
GetComponent
<
colorItem
>();
item
.
IsSelect
=
false
;
item
.
transform
.
GetLocalPositionAndRotation
(
out
vector3
,
out
quaternion
);
vector3
.
y
=
vector3
.
y
-
14
;
item
.
transform
.
SetLocalPositionAndRotation
(
vector3
,
quaternion
);
}
var
maingameView
=
gameShowView
.
GetComponent
<
mainGameView
>();
nowSelectGroupId
=
(
int
)
objects
[
0
];
item
=
gridViewList
.
getObjectById
(
nowSelectGroupId
).
GetComponent
<
colorItem
>();
int
idx
=
(
int
)
objects
[
0
];
nowidx
=
idx
;
var
nowSelectGroupId
=
groupInfos
[
idx
].
gid
;
item
=
gridViewList
.
getObjectById
(
idx
).
GetComponent
<
colorItem
>();
item
.
IsSelect
=
true
;
item
.
transform
.
GetLocalPositionAndRotation
(
out
vector3
,
out
quaternion
);
vector3
.
y
=
vector3
.
y
+
14
;
item
.
transform
.
SetLocalPositionAndRotation
(
vector3
,
quaternion
);
print
(
"切换下表开始
"
+
nowSelectGroupId
.
ToString
());
Debug
.
Log
(
"切换下标开始"
+
nowSelectGroupId
.
ToString
());
maingameView
.
switchShowAreaGroup
((
short
)
nowSelectGroupId
,
(
int
id
,
bool
isOk
)
=>
{
print
(
"切换下表完成
"
+
id
.
ToString
());
Debug
.
Log
(
"切换下标完成"
+
id
.
ToString
());
});
}
else
if
(
eventName
.
Equals
(
"gameViewOnInitEnd"
))
{
var
gridViewList
=
areaGroupList
.
GetComponent
<
gameSceneAreaGroupHandler
>();
gridViewList
.
gameObject
.
SetActive
(
true
);
var
maingameView
=
gameShowView
.
GetComponent
<
mainGameView
>();
var
ColorInfos
=
maingameView
.
getGroups
();
gridViewList
.
setDataNoGrid
(
ColorInfos
.
Count
,
150
,
150
,
20
,
(
GameObject
gobject
,
int
idx
,
ListViewBackTypeEnum
lvbType
)
=>
{
if
(
lvbType
==
ListViewBackTypeEnum
.
create
||
ListViewBackTypeEnum
.
update
==
lvbType
)
groupInfos
=
maingameView
.
getGroups
();
int
cout
=
0
;
for
(
int
i
=
0
;
i
<
groupInfos
.
Count
;
i
++)
{
var
item
=
gobject
.
GetComponent
<
colorItem
>();
bool
isSelect
=
idx
==
nowSelectGroupId
;
item
.
IsSelect
=
isSelect
;
Vector3
vector3
;
Quaternion
quaternion
;
gobject
.
transform
.
GetLocalPositionAndRotation
(
out
vector3
,
out
quaternion
);
vector3
.
y
=
-
95f
;
if
(
isSelect
)
{
vector3
.
y
=
vector3
.
y
+
14
;
if
(
groupInfos
[
i
].
jindu
==
1
)
{
break
;
}
gobject
.
transform
.
SetLocalPositionAndRotation
(
vector3
,
quaternion
);
item
.
IdName
=
(
idx
+
1
).
ToString
();
item
.
index
=
idx
;
float
idxf
=
idx
;
item
.
UseColor
=
new
Color
(
idxf
*
10
/
255f
,
0.5f
,
(
22
-
idxf
)
*
10
/
255f
,
1.0f
);
item
.
NowProgress
=
0
;
cout
++;
}
gridViewList
.
setDataNoGrid
(
cout
,
150
,
150
,
20
,
(
GameObject
gobject
,
int
idx
,
ListViewBackTypeEnum
lvbType
)
=>
{
this
.
onUpdateGroupGridHandler
(
gobject
,
idx
,
lvbType
,
groupInfos
[
idx
]);
},
false
);
if
(
now
SelectGroupId
>
0
)
if
(
now
idx
>
0
)
{
print
(
"切换下表开始
"
+
nowSelectGroupId
.
ToString
());
maingameView
.
switchShowAreaGroup
((
short
)(
nowSelectGroupI
d
),
(
int
id
,
bool
isOk
)
=>
{
print
(
"切换下表完成
"
+
id
.
ToString
());
//Debug.Log("切换下标开始"
+ nowSelectGroupId.ToString());
maingameView
.
switchShowAreaGroup
((
short
)(
groupInfos
[
nowidx
].
gi
d
),
(
int
id
,
bool
isOk
)
=>
{
Debug
.
Log
(
"切换下标完成"
+
id
.
ToString
());
});
}
}
else
if
(
eventName
.
Equals
(
"debugViewLogHandler"
))
{
string
s
=
""
;
if
(
objects
!=
null
)
{
for
(
int
i
=
0
;
i
<
objects
.
Count
;
i
++)
{
s
=
s
+
objects
[
i
].
ToString
()
+
","
;
}
}
if
(
uobjects
!=
null
)
{
for
(
int
i
=
0
;
i
<
uobjects
.
Count
;
i
++)
}
else
if
(
eventName
.
Equals
(
"gameClickPos"
))
{
s
=
s
+
uobjects
[
i
].
ToString
()
+
","
;
}
}
if
(
s
.
Length
==
0
)
return
;
print
(
s
);
//if (utilsTools.IsPhone == false || debugViewObj == null)
//{
// print(s);
//}
//else
//{
// debugViewObj.text = s;
//}
short
x
=
(
short
)
objects
[
0
];
short
y
=
(
short
)
objects
[
1
];
var
maingameView
=
gameShowView
.
GetComponent
<
mainGameView
>();
maingameView
.
showAreaByPos
(
x
,
y
,
(
int
id
,
bool
isOk
)
=>
{
Debug
.
Log
(
"点击区域"
+
id
.
ToSafeString
()
+
" 显示"
+
isOk
.
ToSafeString
());
return
;
});
//groupInfos = maingameView.getGroups();
}
}
public
void
onTestTemp1
()
{
print
(
"是否卡顿?
"
);
Debug
.
Log
(
"---->>>
"
);
}
}
Assets/scripts/Views/gameScene/gameUserInfos.cs
View file @
f3192eda
using
System.Collections
;
using
System.Collections.Generic
;
using
Unity.VisualScripting
;
using
UnityEngine
;
using
UnityEngine.Assertions
;
public
class
gameUserInfos
:
MonoBehaviour
,
IEventHandler
{
...
...
@@ -17,16 +19,21 @@ public class gameUserInfos : MonoBehaviour, IEventHandler
}
public
void
startId
(
string
id
)
{
gameSaveKey
=
"gameUserData_"
+
id
.
ToString
();
string
defvalue
=
""
;
string
oldGameInfo
=
utilsDB
.
getDBJsonDataByKey
(
gameSaveKey
,
defvalue
);
if
(
oldGameInfo
.
Equals
(
defvalue
))
GameScenUserInfo
gameScenUser
=
utilsTools
.
getGameScenUserInfo
(
id
);
if
(
gameScenUser
==
null
)
{
return
;
}
List
<
short
>
shorts
=
new
List
<
short
>();
for
(
int
i
=
0
;
i
<
gameScenUser
.
areaInfoUseData
.
Count
;
i
++)
{
shorts
.
Add
(
gameScenUser
.
areaInfoUseData
[
i
].
id
);
}
GetComponent
<
mainGameView
>().
loadGameImgId
(
gameScenUser
.
img
,
gameScenUser
.
finishImg
,
gameScenUser
.
json
,
""
,
shorts
);
}
void
IEventHandler
.
onEventHandler
(
string
eventName
,
List
<
UnityEngine
.
Object
>
uobjects
,
List
<
System
.
Object
>
objects
)
{
}
}
Assets/scripts/common/mainGameScaleMove.cs
View file @
f3192eda
using
System
;
using
System.Collections
;
using
System.Collections.Generic
;
using
Unity.VisualScripting
;
using
UnityEngine
;
using
UnityEngine.UI
;
delegate
void
CheckInput
();
public
class
mainGameScaleMove
:
MonoBehaviour
{
...
...
@@ -14,10 +17,11 @@ public class mainGameScaleMove : MonoBehaviour
private
bool
skipDoubleScale
=
false
;
public
float
OldTouchCurrDis
=
-
1000
;
public
float
minScale
=
0.25f
;
public
float
maxScale
=
8f
;
public
float
maxScale
=
1.25f
;
//
8f;
public
List
<
GameObject
>
ignoreList
=
new
List
<
GameObject
>();
private
List
<
System
.
Object
>
logTempList
=
null
;
private
Vector2
winPrvePos
=
new
Vector2
(-
90000
,
-
90000
);
public
List
<
Sprite
>
DebugSprites
=
new
List
<
Sprite
>();
public
Vector2
NowPos
{
get
{
return
nowPos
;
}
...
...
@@ -89,18 +93,18 @@ public class mainGameScaleMove : MonoBehaviour
TouchPhase
touchPhase
=
oneTouch
.
phase
;
if
(
touchPhase
==
TouchPhase
.
Began
)
{
MyPrint
(
"one Click begin"
);
Debug
.
Log
(
"one Click begin"
);
onOneTouchBegin
(
oneTouch
.
position
);
}
else
if
(
touchPhase
==
TouchPhase
.
Moved
)
{
if
(
utilsTools
.
ContainsKey
(
gameObject
,
"oneTouchBegin"
)
==
false
)
return
;
MyPrint
(
"one Click move"
);
Debug
.
Log
(
"one Click move"
);
onOneTouchMove
(
oneTouch
.
position
,
oneTouch
.
deltaPosition
);
}
else
if
(
touchPhase
==
TouchPhase
.
Ended
)
{
if
(
utilsTools
.
ContainsKey
(
gameObject
,
"oneTouchBegin"
)
==
false
)
return
;
MyPrint
(
"one Click end"
);
Debug
.
Log
(
"one Click end"
);
onOneTouchEnd
(
oneTouch
.
position
,
oneTouch
.
deltaPosition
);
}
else
if
(
touchPhase
==
TouchPhase
.
Canceled
)
{
...
...
@@ -138,25 +142,24 @@ public class mainGameScaleMove : MonoBehaviour
var
itemChild
=
transform
.
GetChild
(
i
);
itemChild
.
localScale
=
nowScale
;
}
MyPrint
(
"scale"
,
""
,
nowScale
,
nowSize
);
}
void
clearOneTouchBegin
()
{
MyPrint
(
"one Click clear"
);
Debug
.
Log
(
"one Click clear"
);
utilsTools
.
delUserDataByKey
(
gameObject
,
"oneTouchBegin"
);
}
bool
checkMouseInIgnoreList
(
Vector2
vector
)
{
for
(
int
i
=
0
;
i
<
ignoreList
.
Count
;
i
++)
{
if
(
ignoreList
[
i
]
==
null
)
continue
;
RectTransform
checkRectTransform
=
ignoreList
[
i
].
transform
.
GetComponent
<
RectTransform
>();
var
newLocalPos
=
utilsTools
.
ScreenToUILocalPos
(
checkRectTransform
,
vector
);
if
(
checkRectTransform
.
rect
.
Contains
(
newLocalPos
))
return
true
;
}
return
false
;
}
//
左键点击 右键缩放
//
左键点击 右键缩放
void
checkInputByComputer
()
{
if
(
Input
.
GetMouseButtonDown
(
0
))
...
...
@@ -212,85 +215,91 @@ public class mainGameScaleMove : MonoBehaviour
{
delatPos
.
y
=
0
;
}
if
(
delatPos
.
x
==
delatPos
.
y
&&
delatPos
.
x
==
0
)
return
;
//
都不用移动就不更新坐标
if
(
delatPos
.
x
==
delatPos
.
y
&&
delatPos
.
x
==
0
)
return
;
//
都不用移动就不更新坐标
tempVector3
.
x
+=
delatPos
.
x
;
tempVector3
.
y
+=
delatPos
.
y
;
MyPrint
(
"move"
,
tempVector3
,
nowScale
,
nowSize
);
Debug
.
Log
(
"move"
+
tempVector3
.
ToSafeString
()+
nowScale
.
ToSafeString
()+
nowSize
.
ToSafeString
()
);
}
itemChild
.
SetLocalPositionAndRotation
(
tempVector3
,
quaternion
);
}
//更新坐标 应该记录当前显示的位置
}
private
void
MyPrint
(
System
.
Object
param1
,
System
.
Object
param2
=
null
,
System
.
Object
param3
=
null
,
System
.
Object
param4
=
null
)
{
logTempList
[
0
]
=
param1
;
if
(
param2
==
null
)
logTempList
[
1
]
=
""
;
else
logTempList
[
1
]
=
param2
;
if
(
param3
==
null
)
logTempList
[
2
]
=
""
;
else
logTempList
[
1
]
=
param3
;
if
(
param4
==
null
)
logTempList
[
3
]
=
""
;
else
logTempList
[
1
]
=
param4
;
utilsTools
.
sendEventObjects
(
"debugViewLogHandler"
,
logTempList
);
//更新坐标 应该记录当前显示的位置
}
private
void
onOneTouchEnd
(
Vector2
nowPos
,
Vector2
delatPos
)
{
utilsTools
.
getUserData
<
Vector2
>(
gameObject
,
"oneTouchBegin"
,
out
tempVector
,
defvalueVector
);
if
(
tempVector
.
Equals
(
defvalueVector
))
//
说明之前已经移除了
if
(
tempVector
.
Equals
(
defvalueVector
))
//
说明之前已经移除了
{
return
;
}
float
sqrMagnitude
=
(
nowPos
-
tempVector
).
SqrMagnitude
();
clearOneTouchBegin
();
if
(
sqrMagnitude
>
20f
)
{
//
按下和抬起距离太远就不算点击
MyPrint
(
"begin end diff big "
,
sqrMagnitude
);
if
(
sqrMagnitude
>
20f
)
{
//
按下和抬起距离太远就不算点击
Debug
.
Log
(
"begin end diff big "
+
sqrMagnitude
);
return
;
}
onOneClick
(
nowPos
);
}
//
获取图片和屏幕交集的区域 //屏幕坐标系
//
获取图片和屏幕交集的区域 //屏幕坐标系
Rect
ImageToSceneJiao
()
{
//
将四个点转成屏幕坐标系
//
将四个点转成屏幕坐标系
RectTransform
firstRectTransform
=
transform
.
GetChild
(
0
).
GetComponent
<
RectTransform
>();
Rect
rect
=
firstRectTransform
.
rect
;
//Vector2 localtemp;
//Vector2 worldtemp;
//Vector2 pingtemp;
//Vector2 pingtemp2;
//localtemp = new Vector2(rect.xMin, rect.yMin);
//worldtemp = firstRectTransform.TransformPoint(localtemp);
//pingtemp = Camera.main.WorldToScreenPoint(worldtemp);
//MyPrint(localtemp, worldtemp, pingtemp);
//localtemp = new Vector2(rect.xMax, rect.yMax);
//worldtemp = firstRectTransform.TransformPoint(localtemp);
//pingtemp2 = Camera.main.WorldToScreenPoint(worldtemp);
//Rect wuti = new Rect(pingtemp.x, pingtemp.y, pingtemp2.x, pingtemp2.y);
//Rect pingRect = new Rect(0, 0, utilsTools.DisplaySize.x, utilsTools.DisplaySize.y);
//Rect ret = new Rect(0, 0, 0, 0);
//if (wuti.x < pingRect.x)
// ret.x = pingRect.x;
//else
// ret.x = wuti.x;
//if (wuti.y < pingRect.y)
// ret.y = pingRect.y;
//MyPrint(localtemp, worldtemp, pingtemp);
return
rect
;
}
private
void
onOneClick
(
Vector2
now
Pos
)
private
Vector3
GetNativePosition
(
Vector3
screen
Pos
)
{
RectTransform
firstRectTransform
=
transform
.
GetChild
(
0
).
GetComponent
<
RectTransform
>();
var
localPos
=
utilsTools
.
ScreenToUILocalPos
(
firstRectTransform
,
nowPos
);
if
(
firstRectTransform
.
rect
.
Contains
(
localPos
))
//首先要区域内
// 将屏幕坐标转换为世界坐标
screenPos
.
z
=
10000f
;
Vector3
worldPos
=
Camera
.
main
.
ScreenToWorldPoint
(
screenPos
);
Ray2D
ray
=
new
Ray2D
(
worldPos
,
Vector2
.
right
);
RaycastHit2D
hit
=
Physics2D
.
Raycast
(
ray
.
origin
,
ray
.
direction
);
if
(
hit
.
collider
!=
null
)
{
Vector2
localPos1
=
(
localPos
-
(
nowPos
*
nowScale
*
3f
));
MyPrint
(
"click"
,
nowPos
,
localPos
,
localPos1
);
Debug
.
Log
(
"有碰撞 ...."
);
}
else
{
Debug
.
Log
(
"没有碰撞 "
);
}
// 获取节点的缩放信息
Vector3
scale
=
transform
.
localScale
;
// 获取节点的位置信息
Vector3
position
=
transform
.
localPosition
;
// 计算节点的逆变换矩阵
Matrix4x4
inverseTransform
=
Matrix4x4
.
TRS
(-
position
,
Quaternion
.
identity
,
Vector3
.
one
).
inverse
;
inverseTransform
*=
Matrix4x4
.
Scale
(
new
Vector3
(
1
/
scale
.
x
,
1
/
scale
.
y
,
1
/
scale
.
z
));
// 将世界坐标转换为节点内的原生坐标
Vector3
nativePos
=
inverseTransform
.
MultiplyPoint
(
worldPos
);
return
nativePos
;
}
private
void
onOneClick
(
Vector2
nowPos
)
{
Vector3
temp
=
new
Vector3
(
nowPos
.
x
,
nowPos
.
y
);
mainGameView
mainView
=
GetComponent
<
mainGameView
>();
int
width
;
int
height
;
if
(
mainView
.
getSize
(
out
width
,
out
height
)
==
false
)
return
;
var
lineTransform
=
transform
.
Find
(
"low"
).
GetComponent
<
RectTransform
>();
Vector2
vector
=
utilsTools
.
ScreenToUILocalPos
(
lineTransform
,
nowPos
);
if
(
lineTransform
.
rect
.
Contains
(
vector
))
{
Vector2
scaleVector
=
new
Vector2
(
width
/
lineTransform
.
rect
.
width
,
height
/
lineTransform
.
rect
.
height
);
Vector2
pos1
=
vector
*
scaleVector
;
short
x
=
Convert
.
ToInt16
(
pos1
.
x
+
width
/
2
);
short
y
=
Convert
.
ToInt16
(
pos1
.
y
+
height
/
2
);
List
<
System
.
Object
>
senddata
=
new
List
<
System
.
Object
>()
{
x
,
y
};
utilsTools
.
sendEventObjects
(
"gameClickPos"
,
senddata
);
}
else
{
MyPrint
(
"click"
,
nowPos
,
localPos
,
"noRect
"
);
print
(
"2
"
);
}
//nowPos = GetNativePosition(temp);
//Debug.Log("当前点击位置到图片对应"+temp.ToSafeString());
}
// Update is called once per frame
void
Update
()
...
...
Assets/scripts/common/mainGameView.cs
View file @
f3192eda
This diff is collapsed.
Click to expand it.
Assets/scripts/common/nodeNetProxy.cs
View file @
f3192eda
...
...
@@ -118,7 +118,7 @@ public class nodeNetProxy : MonoBehaviour
{
if
(
request
.
isNetworkError
||
request
.
isHttpError
)
//�����������ߵ�ַ����
{
print
(
"error"
+
request
.
error
+
url
);
//����������
Debug
.
Log
(
"error"
+
request
.
error
+
url
);
//����������
back
(
""
,
wurl
,
false
,
null
);
}
else
//���û��
...
...
@@ -138,16 +138,16 @@ public class nodeNetProxy : MonoBehaviour
//��������Ѿ����
if
(
request
.
isDone
)
{
print
(
"load end "
+
url
);
Debug
.
Log
(
"load end "
+
url
);
if
(
request
.
isNetworkError
||
request
.
isHttpError
)
//�����������ߵ�ַ����
{
print
(
request
.
error
);
//����������
Debug
.
Log
(
request
.
error
);
//����������
back
(
""
,
wurl
,
false
,
null
);
}
else
//���û��
{
print
(
"load end ok "
+
url
);
Debug
.
Log
(
"load end ok "
+
url
);
String
data1
=
DownloadHandlerBuffer
.
GetContent
(
request
);
back
(
""
,
wurl
,
true
,
data1
);
}
...
...
@@ -164,7 +164,7 @@ public class nodeNetProxy : MonoBehaviour
}
else
{
print
(
"jar:file://"
+
abspath
);
Debug
.
Log
(
"jar:file://"
+
abspath
);
StartCoroutine
(
loadLocalTextFileData
(
"jar:file://"
+
abspath
,
url
,
back
));
}
...
...
@@ -204,7 +204,7 @@ public class nodeNetProxy : MonoBehaviour
StartCoroutine
(
loadLocalFileData
(
"file://"
+
abspath
,
url
,
back
));
else
{
print
(
"jar:file://"
+
abspath
);
Debug
.
Log
(
"jar:file://"
+
abspath
);
StartCoroutine
(
loadLocalFileData
(
"jar:file://"
+
abspath
,
url
,
back
));
}
return
;
...
...
@@ -214,8 +214,8 @@ public class nodeNetProxy : MonoBehaviour
back
(
""
,
url
,
false
,
null
);
return
;
}
print
(
"no find path "
+
localpath
+
" >> "
+
abspath
);
print
(
url
);
Debug
.
Log
(
"no find path "
+
localpath
+
" >> "
+
abspath
);
Debug
.
Log
(
url
);
nodeNetProxyItem
newItem
=
new
nodeNetProxyItem
();
newItem
.
url
=
url
;
newItem
.
back
=
back
;
...
...
@@ -235,9 +235,9 @@ public class nodeNetProxy : MonoBehaviour
yield
return
unityWebRequest
.
SendWebRequest
();
if
(
unityWebRequest
.
error
!=
null
)
{
print
(
"DonLoadText error"
);
print
(
unityWebRequest
.
error
);
print
(
unityWebRequest
.
ToString
());
Debug
.
Log
(
"DonLoadText error"
);
Debug
.
Log
(
unityWebRequest
.
error
);
Debug
.
Log
(
unityWebRequest
.
ToString
());
item
.
back
(
""
,
url
,
false
,
null
);
yield
return
unityWebRequest
;
}
...
...
@@ -288,8 +288,17 @@ public class nodeNetProxy : MonoBehaviour
string
path1
=
path
;
string
expath
=
Path
.
GetExtension
(
path1
);
path1
=
path1
.
Substring
(
0
,
path1
.
Length
-
expath
.
Length
);
print
(
path1
);
item
.
back
(
""
,
url
,
true
,
Resources
.
Load
<
Texture
>(
path1
));
if
(
utilsTools
.
IsPhone
==
false
)
StartCoroutine
(
loadLocalFileData
(
"file://"
+
path1
,
url
,
item
.
back
));
else
{
Debug
.
Log
(
"jar:file://"
+
path1
);
StartCoroutine
(
loadLocalFileData
(
"jar:file://"
+
path1
,
url
,
item
.
back
));
}
//Debug.Log(path1);
//var texture = Resources.Load<Texture>(path1);
//item.back("", url, true, texture);
}
yield
return
null
;
...
...
Assets/scripts/test/MouseDragSelect.cs
View file @
f3192eda
...
...
@@ -59,8 +59,8 @@ public class MouseDragSelect : MonoBehaviour
if
(!
draggingMouse
)
{
mousePositions
[
0
]
=
Input
.
mousePosition
;
print
(
"x start:"
+
mousePositions
[
0
].
x
);
print
(
"y start:"
+
mousePositions
[
0
].
y
);
Debug
.
Log
(
"x start:"
+
mousePositions
[
0
].
x
);
Debug
.
Log
(
"y start:"
+
mousePositions
[
0
].
y
);
}
draggingMouse
=
true
;
}
...
...
@@ -73,12 +73,12 @@ public class MouseDragSelect : MonoBehaviour
float
height
=
Math
.
Abs
(
mousePositions
[
1
].
y
-
mousePositions
[
0
].
y
);
float
x
=
mousePositions
[
0
].
x
;
float
y
=
mousePositions
[
0
].
y
;
//
print
("width:" + width);
//
print
("height:" + height);
print
(
"x end:"
+
mousePositions
[
1
].
x
);
print
(
"y end:"
+
mousePositions
[
1
].
y
);
//
Debug.Log
("width:" + width);
//
Debug.Log
("height:" + height);
Debug
.
Log
(
"x end:"
+
mousePositions
[
1
].
x
);
Debug
.
Log
(
"y end:"
+
mousePositions
[
1
].
y
);
position
=
new
Rect
(
x
,
y
,
width
,
height
);
//
print
("Got last mouse position!");
//
Debug.Log
("Got last mouse position!");
drawRect
=
true
;
}
}
...
...
Assets/scripts/test/tempzhangs.cs
View file @
f3192eda
...
...
@@ -77,7 +77,7 @@ public class tempzhangs : MonoBehaviour
////void clearFlgs(int startx, int starty, int w, int h, short val)
////{
//// Color tempColor = new Color();
////
print
("开始尝试循环赋值");
////
Debug.Log
("开始尝试循环赋值");
//// int nobai = 0;
//// for (int i = 0; i < clickTexture2D.width; i++)
//// {
...
...
@@ -104,7 +104,7 @@ public class tempzhangs : MonoBehaviour
//// setColor(i, j, tempColor);
//// }
//// }
////
print
("结束循环赋值 nobai = " + nobai);
////
Debug.Log
("结束循环赋值 nobai = " + nobai);
//// updateUIMask();
////}
////void clearAllData()
...
...
@@ -136,7 +136,7 @@ public class tempzhangs : MonoBehaviour
////private void CaculateVector2(int x, int y)
////{
//// if (dm.Data[x, y] != 1) return;
////
print
("开始绘制圆形");
////
Debug.Log
("开始绘制圆形");
//// operColorSize = 0;
//// lastOperX = -1;
//// dm.FloodFill8WithStack((short)x, (short)y, -100, 1, (short x1, short y1, short value) =>
...
...
@@ -154,7 +154,7 @@ public class tempzhangs : MonoBehaviour
////}
////private void updateUIMask()
////{
////
print
("替换纹理");
////
Debug.Log
("替换纹理");
//// Sprite sprite = Sprite.Create(clickTexture2D, new Rect(0, 0, clickTexture2D.width, clickTexture2D.height), new Vector2(0.5f, 0.5f));
//// sprite.name = "rand__temp__text_localFile";
//// image0.sprite = sprite;
...
...
@@ -164,7 +164,7 @@ public class tempzhangs : MonoBehaviour
// Byte[] bytes1 = Encoding.UTF8.GetBytes("fileFormatVersion: 2\r\nguid: 54ac8b67ea1f6f14892bd14ea1caab62\r\nTextureImporter:\r\n internalIDToNameTable: []\r\n externalObjects: {}\r\n serializedVersion: 12\r\n mipmaps:\r\n mipMapMode: 0\r\n enableMipMap: 0\r\n sRGBTexture: 1\r\n linearTexture: 0\r\n fadeOut: 0\r\n borderMipMap: 0\r\n mipMapsPreserveCoverage: 0\r\n alphaTestReferenceValue: 0.5\r\n mipMapFadeDistanceStart: 1\r\n mipMapFadeDistanceEnd: 3\r\n bumpmap:\r\n convertToNormalMap: 0\r\n externalNormalMap: 0\r\n heightScale: 0.25\r\n normalMapFilter: 0\r\n flipGreenChannel: 0\r\n isReadable: 0\r\n streamingMipmaps: 0\r\n streamingMipmapsPriority: 0\r\n vTOnly: 0\r\n ignoreMipmapLimit: 0\r\n grayScaleToAlpha: 0\r\n generateCubemap: 6\r\n cubemapConvolution: 0\r\n seamlessCubemap: 0\r\n textureFormat: 1\r\n maxTextureSize: 2048\r\n textureSettings:\r\n serializedVersion: 2\r\n filterMode: 1\r\n aniso: 1\r\n mipBias: 0\r\n wrapU: 1\r\n wrapV: 1\r\n wrapW: 1\r\n nPOTScale: 0\r\n lightmap: 0\r\n compressionQuality: 50\r\n spriteMode: 1\r\n spriteExtrude: 1\r\n spriteMeshType: 1\r\n alignment: 0\r\n spritePivot: {x: 0.5, y: 0.5}\r\n spritePixelsToUnits: 1\r\n spriteBorder: {x: 0, y: 0, z: 0, w: 0}\r\n spriteGenerateFallbackPhysicsShape: 1\r\n alphaUsage: 1\r\n alphaIsTransparency: 1\r\n spriteTessellationDetail: -1\r\n textureType: 8\r\n textureShape: 1\r\n singleChannelComponent: 0\r\n flipbookRows: 1\r\n flipbookColumns: 1\r\n maxTextureSizeSet: 0\r\n compressionQualitySet: 0\r\n textureFormatSet: 0\r\n ignorePngGamma: 0\r\n applyGammaDecoding: 0\r\n swizzle: 50462976\r\n cookieLightType: 0\r\n platformSettings:\r\n - serializedVersion: 3\r\n buildTarget: DefaultTexturePlatform\r\n maxTextureSize: 2048\r\n resizeAlgorithm: 0\r\n textureFormat: -1\r\n textureCompression: 1\r\n compressionQuality: 50\r\n crunchedCompression: 0\r\n allowsAlphaSplitting: 0\r\n overridden: 0\r\n ignorePlatformSupport: 0\r\n androidETC2FallbackOverride: 0\r\n forceMaximumCompressionQuality_BC6H_BC7: 0\r\n - serializedVersion: 3\r\n buildTarget: Standalone\r\n maxTextureSize: 2048\r\n resizeAlgorithm: 0\r\n textureFormat: -1\r\n textureCompression: 1\r\n compressionQuality: 50\r\n crunchedCompression: 0\r\n allowsAlphaSplitting: 0\r\n overridden: 0\r\n ignorePlatformSupport: 0\r\n androidETC2FallbackOverride: 0\r\n forceMaximumCompressionQuality_BC6H_BC7: 0\r\n - serializedVersion: 3\r\n buildTarget: Server\r\n maxTextureSize: 2048\r\n resizeAlgorithm: 0\r\n textureFormat: -1\r\n textureCompression: 1\r\n compressionQuality: 50\r\n crunchedCompression: 0\r\n allowsAlphaSplitting: 0\r\n overridden: 0\r\n ignorePlatformSupport: 0\r\n androidETC2FallbackOverride: 0\r\n forceMaximumCompressionQuality_BC6H_BC7: 0\r\n - serializedVersion: 3\r\n buildTarget: Android\r\n maxTextureSize: 2048\r\n resizeAlgorithm: 0\r\n textureFormat: -1\r\n textureCompression: 1\r\n compressionQuality: 50\r\n crunchedCompression: 0\r\n allowsAlphaSplitting: 0\r\n overridden: 0\r\n ignorePlatformSupport: 0\r\n androidETC2FallbackOverride: 0\r\n forceMaximumCompressionQuality_BC6H_BC7: 0\r\n spriteSheet:\r\n serializedVersion: 2\r\n sprites: []\r\n outline: []\r\n physicsShape: []\r\n bones: []\r\n spriteID: 5e97eb03825dee720800000000000000\r\n internalID: 0\r\n vertices: []\r\n indices: \r\n edges: []\r\n weights: []\r\n secondaryTextures: []\r\n nameFileIdTable: {}\r\n mipmapLimitGroupName: \r\n pSDRemoveMatte: 0\r\n userData: \r\n assetBundleName: \r\n assetBundleVariant: \r\n");
// utilsTools.saveByteToPath(bytes1, "Resources/rand__temp__text_localFile.png.meta");
//// utilsTools.loadLocalImage(this, image0, "Resources/rand__temp__text_localFile.png");
////
print
("替换纹理End");
////
Debug.Log
("替换纹理End");
////}
////private Vector2 ScreenToUILocalPos(RectTransform transform, Vector2 mousePos, Camera canvasCam = null)
////{
...
...
Assets/scripts/utils/TaskManages.cs
View file @
f3192eda
...
...
@@ -2,6 +2,7 @@ using System;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
static
UnityEngine
.
ParticleSystem
;
public
class
TaskManages
{
...
...
@@ -14,6 +15,22 @@ public class TaskManages
{
return
instance
;
}
//priorityStack
//内部是栈维护 当栈空的时候才会继续执行队列Queue中的任务
public
void
insertTask
(
MonoBehaviour
monoBehaviour
,
TaskItemBack
taskItemBack
,
System
.
Object
[]
allparams
)
{
Stack
<
Tuple
<
TaskItemBack
,
System
.
Object
[
]>
>
taskInfos
;
if
(
utilsTools
.
ContainsKey
(
monoBehaviour
.
gameObject
,
"PriorityStack"
)
==
false
)
utilsTools
.
getUserData
<
Stack
<
Tuple
<
TaskItemBack
,
System
.
Object
[
]>
>>(
monoBehaviour
.
gameObject
,
"PriorityStack"
,
out
taskInfos
,
new
Stack
<
Tuple
<
TaskItemBack
,
System
.
Object
[
]>
>());
else
utilsTools
.
getUserData
<
Stack
<
Tuple
<
TaskItemBack
,
System
.
Object
[
]>
>>(
monoBehaviour
.
gameObject
,
"PriorityStack"
,
out
taskInfos
,
null
);
utilsTools
.
setUserData
(
monoBehaviour
.
gameObject
,
"PriorityStack"
,
taskInfos
);
}
public
void
insertTask
(
MonoBehaviour
monoBehaviour
,
TaskItemBack
taskItemBack
,
System
.
Object
param1
=
null
,
System
.
Object
param2
=
null
)
{
System
.
Object
[]
allparams
=
{
param1
,
param2
};
insertTask
(
monoBehaviour
,
taskItemBack
,
allparams
);
}
public
void
addTask
(
MonoBehaviour
monoBehaviour
,
TaskItemBack
taskItemBack
,
System
.
Object
param
=
null
)
{
System
.
Object
[]
allparams
=
{
param
};
...
...
@@ -29,17 +46,37 @@ public class TaskManages
taskInfos
.
Enqueue
(
new
Tuple
<
TaskItemBack
,
object
[
]>
(
taskItemBack
,
allparams
));
utilsTools
.
setUserData
(
monoBehaviour
.
gameObject
,
"TaskList"
,
taskInfos
);
}
public
bool
updateTask
(
MonoBehaviour
monoBehaviour
)
private
Tuple
<
TaskItemBack
,
System
.
Object
[
]>
getTask
(
MonoBehaviour
monoBehaviour
)
{
Tuple
<
TaskItemBack
,
System
.
Object
[
]>
ret
=
null
;
if
(
utilsTools
.
ContainsKey
(
monoBehaviour
.
gameObject
,
"PriorityStack"
)
==
true
)
{
Stack
<
Tuple
<
TaskItemBack
,
System
.
Object
[
]>
>
taskStackInfos
=
null
;
utilsTools
.
getUserData
<
Stack
<
Tuple
<
TaskItemBack
,
System
.
Object
[
]>
>>(
monoBehaviour
.
gameObject
,
"PriorityStack"
,
out
taskStackInfos
,
null
);
if
(
taskStackInfos
.
Count
>
0
)
{
ret
=
taskStackInfos
.
Pop
();
utilsTools
.
setUserData
(
monoBehaviour
.
gameObject
,
"PriorityStack"
,
taskStackInfos
);
}
}
if
(
ret
==
null
)
{
Queue
<
Tuple
<
TaskItemBack
,
System
.
Object
[
]>
>
taskInfos
;
if
(
utilsTools
.
ContainsKey
(
monoBehaviour
.
gameObject
,
"TaskList"
)
==
false
)
return
false
;
return
null
;
else
utilsTools
.
getUserData
<
Queue
<
Tuple
<
TaskItemBack
,
System
.
Object
[
]>
>>(
monoBehaviour
.
gameObject
,
"TaskList"
,
out
taskInfos
,
null
);
if
(
taskInfos
.
Count
==
0
)
return
false
;
var
firs
t
=
taskInfos
.
Dequeue
();
if
(
taskInfos
.
Count
==
0
)
return
null
;
re
t
=
taskInfos
.
Dequeue
();
utilsTools
.
setUserData
(
monoBehaviour
.
gameObject
,
"TaskList"
,
taskInfos
);
first
.
Item1
(
first
.
Item2
);
}
return
ret
;
}
public
bool
updateTask
(
MonoBehaviour
monoBehaviour
)
{
var
task
=
getTask
(
monoBehaviour
);
if
(
task
==
null
)
return
false
;
task
.
Item1
(
task
.
Item2
);
return
true
;
}
public
int
taskSize
(
MonoBehaviour
monoBehaviour
)
...
...
Assets/scripts/utils/utilsTools.cs
View file @
f3192eda
...
...
@@ -479,5 +479,4 @@ public class utilsTools
}
}
}
Logs/shadercompiler-UnityShaderCompiler.exe0.log
View file @
f3192eda
Base path: 'C:/Program Files/Unity/Hub/Editor/2022.3.1f1c1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2022.3.1f1c1/Editor/Data/PlaybackEngines'
Cmd: initializeCompiler
Cmd: shutdown
Quitting shader compiler process
UserSettings/Layouts/default-2022.dwlt
View file @
f3192eda
This diff is collapsed.
Click to expand it.
obj/Debug/Assembly-CSharp.csproj.AssemblyReference.cache
View file @
f3192eda
No preview for this file type
tsmi.db
View file @
f3192eda
No preview for this file type
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