Commit f6d1bad2 authored by Ever's avatar Ever

同步代码

parent 5f8903dc
......@@ -17,10 +17,13 @@ public class GameMgr : MonoBehaviour
public TextItemMgr tiMgr;
public GrayItemMgr giMgr;
public Texture2D gray;
public void Init(string key, Texture2D png, Sprite jpg, ResJsonData json)
{
ins = this;
md.Init(key, png, jpg, json);
GetComponent<RectTransform>().offsetMax = Vector2.zero;
GetComponent<RectTransform>().offsetMin = Vector2.zero;
}
public void ChooseGroup(int id)
......@@ -28,4 +31,8 @@ public class GameMgr : MonoBehaviour
md.ChooseGroup(id);
}
public void SetGray(Texture2D _gray)
{
gray = _gray;
}
}
......@@ -9,8 +9,7 @@ public class GrayItem : MonoBehaviour
public Image SP;
public RectTransform Rect;
public int id = -1;
public Texture2D png;
public void FunDo(MainData md, ExRoomDatas erd,int _id)
public void FunDo(MainData md, ExRoomDatas erd, int _id)
{
id = _id;
//创建图片
......@@ -21,9 +20,14 @@ public class GrayItem : MonoBehaviour
colors[i].a = 0f;
}
te.SetPixels(colors);
Texture2D gray = GameMgr.Ins.gray;
Color[] list = gray.GetPixels();
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.black);
int x = erd.list[i].x % gray.width;
int y = erd.list[i].y % gray.height;
Color c = list[x + y* gray.width];
te.SetPixel((int)(erd.list[i].x - erd.size.x), (int)(erd.list[i].y - erd.size.y), c);
}
te.Apply();
Sprite sp = Sprite.Create(te, new Rect(0, 0, te.width, te.height), Vector2.zero);
......
......@@ -8,7 +8,7 @@ using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class MainData : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDragHandler
public class MainData : MonoBehaviour
{
public static int gunSize = 50;
public static Vector4 config = new Vector4(0, 150, 725f, 725f);
......@@ -54,26 +54,26 @@ public class MainData : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDrag
}
#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);
//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;
}
// Vector3 v = EndPos - StartPos;
// transform.localPosition += v;
//}
//public void OnEndDrag(PointerEventData eventData)
//{
// isDrag = false;
//}
#endregion
#region 缩放
......
......@@ -38,9 +38,14 @@ public class MaskItem : MonoBehaviour
colors[i].a = 0f;
}
te.SetPixels(colors);
Texture2D gray = GameMgr.Ins.gray;
Color[] list = gray.GetPixels();
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);
int x = erd.list[i].x % gray.width;
int y = erd.list[i].y % gray.height;
Color c = list[x + y * gray.width];
te.SetPixel((int)(erd.list[i].x - erd.size.x), (int)(erd.list[i].y - erd.size.y), c);
}
te.Apply();
Sprite sp = Sprite.Create(te, new Rect(0, 0, te.width, te.height), Vector2.zero);
......
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......@@ -7111,11 +7111,11 @@ RectTransform:
m_Father: {fileID: 1147557151012020857}
m_RootOrder: -1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchorMin: {x: 0.5, y: 1}
m_AnchorMax: {x: 0.5, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
m_SizeDelta: {x: 750, y: 1274}
m_Pivot: {x: 0.5, y: 1}
--- !u!1 &7432927552733396289
GameObject:
m_ObjectHideFlags: 0
......
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