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wanqing
3D Fruit
Commits
6d7d15e9
Commit
6d7d15e9
authored
Apr 22, 2021
by
wanqing
Browse files
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Plain Diff
画线实现优化
parent
1db2cb89
Changes
18
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18 changed files
with
1172 additions
and
85 deletions
+1172
-85
DemoScenes.unity
3D Fruit/Assets/#A1_Scenes/DemoScenes.unity
+1
-0
FifthLevelTrigger.cs
...it/Assets/#A2_Scripts/Battle/Trigger/FifthLevelTrigger.cs
+206
-43
BattleUI.cs
3D Fruit/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+60
-1
LineUI.cs
3D Fruit/Assets/#A2_Scripts/Battle/UI/LineUI.cs
+37
-0
LineUI.cs.meta
3D Fruit/Assets/#A2_Scripts/Battle/UI/LineUI.cs.meta
+11
-0
FruitView.cs
3D Fruit/Assets/#A2_Scripts/Battle/View/FruitView.cs
+94
-11
GlassView.cs
3D Fruit/Assets/#A2_Scripts/Battle/View/GlassView.cs
+4
-1
BattleUI.prefab
3D Fruit/Assets/#A3_Prefabs/BattleUI.prefab
+291
-13
ORANGE-YELLOW 7.mat
3D Fruit/Assets/#C3_Materials/ORANGE-YELLOW 7.mat
+1
-1
brush.mat
3D Fruit/Assets/#C3_Materials/brush.mat
+77
-0
brush.mat.meta
3D Fruit/Assets/#C3_Materials/brush.mat.meta
+8
-0
LiquidBottle 2.mat
3D Fruit/Assets/#C3_Materials/game/LiquidBottle 2.mat
+1
-1
LiquidBottle 3.mat
3D Fruit/Assets/#C3_Materials/game/LiquidBottle 3.mat
+1
-1
brush.shader
3D Fruit/Assets/#D2_Shaders/brush.shader
+63
-0
brush.shader.meta
3D Fruit/Assets/#D2_Shaders/brush.shader.meta
+9
-0
Level0.prefab
3D Fruit/Assets/Res/Levels/Level0.prefab
+4
-2
Level1.prefab
3D Fruit/Assets/Res/Levels/Level1.prefab
+4
-2
Level2.prefab
3D Fruit/Assets/Res/Levels/Level2.prefab
+300
-9
No files found.
3D Fruit/Assets/#A1_Scenes/DemoScenes.unity
View file @
6d7d15e9
...
@@ -167,6 +167,7 @@ MonoBehaviour:
...
@@ -167,6 +167,7 @@ MonoBehaviour:
levelPrefs
:
levelPrefs
:
-
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:
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{
fileID
:
8692181047053733938
,
guid
:
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,
type
:
3
}
-
{
fileID
:
8692181047053733938
,
guid
:
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,
type
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}
-
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fileID
:
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,
guid
:
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,
type
:
3
}
-
{
fileID
:
9081069388829900105
,
guid
:
50002a8d201ddd64bb5b240aa652c3fa
,
type
:
3
}
---
!u!1
&543166196
---
!u!1
&543166196
GameObject
:
GameObject
:
m_ObjectHideFlags
:
0
m_ObjectHideFlags
:
0
...
...
3D Fruit/Assets/#A2_Scripts/Battle/Trigger/FifthLevelTrigger.cs
View file @
6d7d15e9
using
System.Collections
;
using
System.Collections
;
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine
;
using
UnityEngine.UI
;
//using Obi;
//using Obi;
public
class
FifthLevelTrigger
:
MonoBehaviour
public
class
FifthLevelTrigger
:
MonoBehaviour
...
@@ -8,63 +10,224 @@ public class FifthLevelTrigger : MonoBehaviour
...
@@ -8,63 +10,224 @@ public class FifthLevelTrigger : MonoBehaviour
//public Transform m_topTrans;
//public Transform m_topTrans;
//private Rigidbody[] m_rigidBody;
//private Rigidbody[] m_rigidBody;
//private bool m_bControl = true;
//private bool m_bControl = true;
public
Transform
m_mousePosTrans
;
//public Transform m_mousePosTrans;
public
float
m_speed
=
1.0f
;
//public float m_speed = 1.0f;
private
bool
m_bEnterGround
=
true
;
//private bool m_bEnterGround = true;
private
bool
m_bEnterSuccessTarget
=
false
;
//private bool m_bEnterSuccessTarget = false;
private
Rigidbody
m_mouseRigidBody
;
//private Rigidbody m_mouseRigidBody;
private
Vector3
m_DefaultPos
=
new
Vector3
(
2.18f
,
1.61f
,-
1.13f
);
//private Vector3 m_DefaultPos = new Vector3(2.18f,1.61f,-1.13f);
private
Vector3
m_dirPos
=
new
Vector3
(
1.19f
,
0
,
-
2.11f
);
//private Vector3 m_dirPos = new Vector3(1.19f, 0, -2.11f);
//private void Start()
//{
// m_mouseRigidBody = m_mousePosTrans.gameObject.GetComponent<Rigidbody>();
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.onBalloonEnterTarget += onBalloonEnterTarget;
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.onBalloonEnterGround += onBalloonEnterGround;
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.onBalloonEnterSuccessTarget += onBalloonEnterSuccessTarget;
// //m_rigidBody = gameObject.GetComponentsInChildren<Rigidbody>();
//}
//void onBalloonEnterTarget()
//{
// m_bEnterGround = false;
//}
//void onBalloonEnterGround()
//{
// m_bEnterGround = true;
//}
//void onBalloonEnterSuccessTarget()
//{
// m_bEnterSuccessTarget = true;
//}
//// Update is called once per frame
//void Update()
//{
// //if(m_bControl)
// //{
// // if(m_topTrans.position.y < 6)
// // {
// // m_bControl = false;
// // BattleCtrl.instance.OnBattleWin();
// // }
// //}
// if(m_bEnterGround)
// {
// transform.Translate(Vector3.up * Time.deltaTime * m_speed, Space.World);
// }
// if(m_bEnterSuccessTarget)
// {
// m_bEnterSuccessTarget = false;
// m_mouseRigidBody.isKinematic = true;
// m_mousePosTrans.localPosition = m_DefaultPos;
// }
// else
// {
// if(m_mouseRigidBody.isKinematic)
// {
// //transform.Translate(Vector3.up * Time.deltaTime * m_speed, Space.World);
// transform.localPosition = Vector3.Lerp(transform.localPosition, m_dirPos, 0.03f);
// transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.identity, 0.03f);
// }
// }
//}
public
Color
mColor
=
Color
.
black
;
//画笔颜色
//[HideInInspector]
public
Texture
brushTexture
;
//画笔
[
HideInInspector
]
public
float
brushScale
=
0.1f
;
//画笔大小
[
HideInInspector
]
public
bool
isEraser
=
false
;
//是否使用橡皮擦
private
RenderTexture
texRender
;
//接收图的RenderTexture
private
Material
mat
;
//材质球
private
RawImage
rImage
;
//RawImage,自身
private
RectTransform
rTransform
;
//RectTransform
private
Vector3
startPosition
=
Vector3
.
zero
;
private
Vector3
endPosition
=
Vector3
.
zero
;
private
Vector2
posOffset
;
private
void
Start
()
private
void
Start
()
{
{
m_mouseRigidBody
=
m_mousePosTrans
.
gameObject
.
GetComponent
<
Rigidbody
>();
SetPainting
();
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
chainRopeView
.
onBalloonEnterTarget
+=
onBalloonEnterTarget
;
posOffset
.
Set
((
Screen
.
width
-
rTransform
.
sizeDelta
.
x
*
transform
.
root
.
localScale
.
x
)
/
2
+
transform
.
position
.
x
-
transform
.
root
.
position
.
x
,
(
Screen
.
height
-
rTransform
.
sizeDelta
.
y
*
transform
.
root
.
localScale
.
y
)
/
2
+
transform
.
position
.
y
-
transform
.
root
.
position
.
y
);
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
chainRopeView
.
onBalloonEnterGround
+=
onBalloonEnterGround
;
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
chainRopeView
.
onBalloonEnterSuccessTarget
+=
onBalloonEnterSuccessTarget
;
//m_rigidBody = gameObject.GetComponentsInChildren<Rigidbody>();
}
void
onBalloonEnterTarget
()
{
m_bEnterGround
=
false
;
}
void
onBalloonEnterGround
()
{
m_bEnterGround
=
true
;
}
}
void
onBalloonEnterSuccessTarget
()
{
void
OnGUI
()
m_bEnterSuccessTarget
=
true
;
}
// Update is called once per frame
void
Update
()
{
{
//if
(m_bContro
l)
//if
(MouseOverController.GetOverUI(transform.root.gameObject) == nul
l)
//{
//{
// if(m_topTrans.position.y < 6)
// EndPainting();
// {
// return;
// m_bControl = false;
// BattleCtrl.instance.OnBattleWin();
// }
//}
//}
if
(
m_bEnterGround
)
//else if (MouseOverController.GetOverUI(transform.root.gameObject).name != gameObject.name)
//{
// EndPainting();
// return;
//}
if
(
Input
.
GetMouseButton
(
0
))
{
{
transform
.
Translate
(
Vector3
.
up
*
Time
.
deltaTime
*
m_speed
,
Space
.
World
);
StartPainting
(
new
Vector3
(
Input
.
mousePosition
.
x
-
posOffset
.
x
,
Input
.
mousePosition
.
y
-
posOffset
.
y
,
0
)
);
}
}
if
(
m_bEnterSuccessTarget
)
if
(
Input
.
GetMouseButtonUp
(
0
))
{
EndPainting
();
}
}
/// <summary>
/// 初始化设置
/// </summary>
public
void
SetPainting
()
{
rTransform
=
GetComponent
<
RectTransform
>();
mat
=
new
Material
(
Shader
.
Find
(
"Custom/Painting"
));
texRender
=
new
RenderTexture
((
int
)
rTransform
.
sizeDelta
.
x
,
(
int
)
rTransform
.
sizeDelta
.
y
,
24
,
RenderTextureFormat
.
ARGB32
);
Clear
(
texRender
);
rImage
=
GetComponent
<
RawImage
>();
Debug
.
Log
(
rImage
);
rImage
.
texture
=
texRender
;
}
/// <summary>
/// 开始画线
/// </summary>
/// <param name="pos"></param>
public
void
StartPainting
(
Vector3
pos
)
{
endPosition
=
pos
;
if
(
startPosition
.
Equals
(
Vector3
.
zero
))
{
{
m_bEnterSuccessTarget
=
false
;
startPosition
=
endPosition
;
m_mouseRigidBody
.
isKinematic
=
true
;
return
;
m_mousePosTrans
.
localPosition
=
m_DefaultPos
;
}
}
else
float
distance
=
Vector3
.
Distance
(
startPosition
,
endPosition
);
if
(
distance
>
1
)
{
{
if
(
m_mouseRigidBody
.
isKinematic
)
int
d
=
(
int
)
distance
;
for
(
int
i
=
0
;
i
<
d
;
i
++)
{
{
//transform.Translate(Vector3.up * Time.deltaTime * m_speed, Space.World);
float
difx
=
endPosition
.
x
-
startPosition
.
x
;
transform
.
localPosition
=
Vector3
.
Lerp
(
transform
.
localPosition
,
m_dirPos
,
0.03f
);
float
dify
=
endPosition
.
y
-
startPosition
.
y
;
transform
.
rotation
=
Quaternion
.
Slerp
(
transform
.
rotation
,
Quaternion
.
identity
,
0.03f
);
float
delta
=
(
float
)
i
/
distance
;
if
(
isEraser
)
{
DrawBrush
(
texRender
,
new
Vector2
(
startPosition
.
x
+
(
difx
*
delta
),
startPosition
.
y
+
(
dify
*
delta
)),
brushTexture
,
Color
.
white
,
brushScale
);
}
else
{
DrawBrush
(
texRender
,
new
Vector2
(
startPosition
.
x
+
(
difx
*
delta
),
startPosition
.
y
+
(
dify
*
delta
)),
brushTexture
,
mColor
,
brushScale
);
}
}
}
}
}
startPosition
=
endPosition
;
}
/// <summary>
/// 结束画线
/// </summary>
public
void
EndPainting
()
{
startPosition
=
Vector3
.
zero
;
}
private
void
DrawBrush
(
RenderTexture
destTexture
,
Vector2
pos
,
Texture
sourceTexture
,
Color
color
,
float
scale
)
{
DrawBrush
(
destTexture
,
(
int
)
pos
.
x
,
(
int
)
pos
.
y
,
sourceTexture
,
color
,
scale
);
}
private
void
DrawBrush
(
RenderTexture
destTexture
,
int
x
,
int
y
,
Texture
sourceTexture
,
Color
color
,
float
scale
)
{
DrawBrush
(
destTexture
,
new
Rect
(
x
,
y
,
sourceTexture
.
width
,
sourceTexture
.
height
),
sourceTexture
,
color
,
scale
);
}
private
void
DrawBrush
(
RenderTexture
destTexture
,
Rect
destRect
,
Texture
sourceTexture
,
Color
color
,
float
scale
)
{
//Graphics.SetRenderTarget(destTexture);
float
left
=
destRect
.
xMin
-
destRect
.
width
*
scale
/
2.0f
;
float
right
=
destRect
.
xMin
+
destRect
.
width
*
scale
/
2.0f
;
float
top
=
destRect
.
yMin
-
destRect
.
height
*
scale
/
2.0f
;
float
bottom
=
destRect
.
yMin
+
destRect
.
height
*
scale
/
2.0f
;
Debug
.
LogError
(
"AAAAA"
);
GL
.
PushMatrix
();
GL
.
LoadOrtho
();
mat
.
SetTexture
(
"_MainTex"
,
brushTexture
);
mat
.
SetColor
(
"_Color"
,
color
);
mat
.
SetPass
(
0
);
GL
.
Begin
(
GL
.
QUADS
);
/*GL.TexCoord2(0.0f, 0.0f); */
GL
.
Vertex3
(
left
/
(
int
)
rTransform
.
sizeDelta
.
x
/
transform
.
root
.
localScale
.
x
,
top
/
(
int
)
rTransform
.
sizeDelta
.
y
/
transform
.
root
.
localScale
.
y
,
0
);
/*GL.TexCoord2(1.0f, 0.0f); */
GL
.
Vertex3
(
right
/
(
int
)
rTransform
.
sizeDelta
.
x
/
transform
.
root
.
localScale
.
x
,
top
/
(
int
)
rTransform
.
sizeDelta
.
y
/
transform
.
root
.
localScale
.
y
,
0
);
/*GL.TexCoord2(1.0f, 1.0f); */
GL
.
Vertex3
(
right
/
(
int
)
rTransform
.
sizeDelta
.
x
/
transform
.
root
.
localScale
.
x
,
bottom
/
(
int
)
rTransform
.
sizeDelta
.
y
/
transform
.
root
.
localScale
.
y
,
0
);
/*GL.TexCoord2(0.0f, 1.0f); */
GL
.
Vertex3
(
left
/
(
int
)
rTransform
.
sizeDelta
.
x
/
transform
.
root
.
localScale
.
x
,
bottom
/
(
int
)
rTransform
.
sizeDelta
.
y
/
transform
.
root
.
localScale
.
y
,
0
);
GL
.
End
();
GL
.
PopMatrix
();
}
/// <summary>
/// 重置RenderTexture
/// </summary>
/// <param name="destTexture"></param>
private
void
Clear
(
RenderTexture
destTexture
)
{
Graphics
.
SetRenderTarget
(
destTexture
);
GL
.
PushMatrix
();
GL
.
Clear
(
true
,
true
,
Color
.
white
);
GL
.
PopMatrix
();
}
/// <summary>
/// 外部可以调用的重置修改的RenderTexture
/// </summary>
public
void
ClearAll
()
{
Clear
(
texRender
);
}
}
}
}
3D Fruit/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
6d7d15e9
...
@@ -43,6 +43,7 @@ public class BattleUI : MonoBehaviour
...
@@ -43,6 +43,7 @@ public class BattleUI : MonoBehaviour
public
GameObject
m_symbolObj
;
//十字架图标
public
GameObject
m_symbolObj
;
//十字架图标
public
GameObject
m_takeBtnObj
;
//take按钮
public
GameObject
m_takeBtnObj
;
//take按钮
public
Text
m_moveNumText
;
//移动次数
public
Text
m_moveNumText
;
//移动次数
public
LineUI
m_lineUI
;
public
Action
onStartBtn
;
public
Action
onStartBtn
;
public
Action
onPosUpBtn
;
public
Action
onPosUpBtn
;
public
Action
onPosDownBtn
;
public
Action
onPosDownBtn
;
...
@@ -57,6 +58,10 @@ public class BattleUI : MonoBehaviour
...
@@ -57,6 +58,10 @@ public class BattleUI : MonoBehaviour
private
int
m_bombIndex
=
0
;
//炸弹计数
private
int
m_bombIndex
=
0
;
//炸弹计数
private
bool
m_bResult
=
false
;
//结果
private
bool
m_bResult
=
false
;
//结果
private
bool
m_bIsDebug
=
false
;
//是否开启调试模式
private
bool
m_bIsDebug
=
false
;
//是否开启调试模式
//线的处理
private
Stack
<
GameObject
>
m_objStack
=
new
Stack
<
GameObject
>();
private
List
<
GameObject
>
m_objList
=
new
List
<
GameObject
>();
public
bool
isDebug
=>
m_bIsDebug
;
public
bool
isDebug
=>
m_bIsDebug
;
private
Color
m_blueBgColor
=
new
Color
(
135.0f
/
255.0f
,
133.0f
/
255.0f
,
247.0f
/
255.0f
,
1.0f
);
private
Color
m_blueBgColor
=
new
Color
(
135.0f
/
255.0f
,
133.0f
/
255.0f
,
247.0f
/
255.0f
,
1.0f
);
private
Color
m_greenBgColor
=
new
Color
(
133.0f
/
255.0f
,
247.0f
/
255.0f
,
146.0f
/
255.0f
,
1.0f
);
private
Color
m_greenBgColor
=
new
Color
(
133.0f
/
255.0f
,
247.0f
/
255.0f
,
146.0f
/
255.0f
,
1.0f
);
...
@@ -293,7 +298,8 @@ public class BattleUI : MonoBehaviour
...
@@ -293,7 +298,8 @@ public class BattleUI : MonoBehaviour
varPos
.
y
=
-
400.0f
;
varPos
.
y
=
-
400.0f
;
m_fruitSecondLineObj
.
SetActive
(
false
);
m_fruitSecondLineObj
.
SetActive
(
false
);
}
}
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelTwoIndex
)
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelTwoIndex
||
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelThreeIndex
)
{
{
varPos
.
y
=
-
286.0f
;
varPos
.
y
=
-
286.0f
;
m_fruitSecondLineObj
.
SetActive
(
true
);
m_fruitSecondLineObj
.
SetActive
(
true
);
...
@@ -435,4 +441,57 @@ public class BattleUI : MonoBehaviour
...
@@ -435,4 +441,57 @@ public class BattleUI : MonoBehaviour
{
{
m_bResult
=
value
;
m_bResult
=
value
;
}
}
//------------------------线处理--------------------------------------
GameObject
GetPoolObject
()
{
GameObject
varGo
=
null
;
if
(
m_objStack
.
Count
>
0
)
{
varGo
=
m_objStack
.
Pop
();
}
else
{
varGo
=
GameObject
.
Instantiate
(
m_lineUI
.
gameObject
);
m_objList
.
Add
(
varGo
);
}
varGo
.
SetActive
(
true
);
varGo
.
transform
.
SetParent
(
m_battleObj
.
transform
,
false
);
return
varGo
;
}
void
ReturnObjectToPool
(
GameObject
go
)
{
if
(
go
)
{
m_objStack
.
Push
(
go
);
go
.
SetActive
(
false
);
}
}
//设置线
public
void
DrawLine
(
Vector3
startP
,
Vector3
finalP
)
{
GameObject
varObj
=
GetPoolObject
();
LineUI
varLine
=
varObj
.
GetComponent
<
LineUI
>();
if
(
varLine
)
{
varLine
.
DrawLine
(
startP
,
finalP
);
}
}
//回收
public
void
RecycleLine
()
{
for
(
int
i
=
0
;
i
<
m_objList
.
Count
;
i
++)
{
ReturnObjectToPool
(
m_objList
[
i
]);
}
}
private
void
OnDestroy
()
{
for
(
int
i
=
0
;
i
<
m_objList
.
Count
;
i
++)
{
GameObject
.
Destroy
(
m_objList
[
i
]);
}
m_objList
.
Clear
();
m_objList
=
null
;
m_objStack
=
null
;
}
}
}
3D Fruit/Assets/#A2_Scripts/Battle/UI/LineUI.cs
0 → 100644
View file @
6d7d15e9
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
public
class
LineUI
:
MonoBehaviour
{
public
Image
m_imageLine
;
//线
public
Image
m_imageLineStart
;
public
Image
m_imageLineFinal
;
public
void
DrawLine
(
Vector3
startP
,
Vector3
finalP
)
{
Vector3
varStart
=
startP
;
varStart
.
x
=
(
varStart
.
x
-
Screen
.
width
/
2f
)
/
(
Screen
.
height
/
GlobalConfig
.
NormalHeight
);
varStart
.
y
=
(
varStart
.
y
-
Screen
.
height
/
2f
)
/
(
Screen
.
height
/
GlobalConfig
.
NormalHeight
);
varStart
.
z
=
0
;
Vector3
varFinal
=
finalP
;
varFinal
.
x
=
(
varFinal
.
x
-
Screen
.
width
/
2f
)
/
(
Screen
.
height
/
GlobalConfig
.
NormalHeight
);
varFinal
.
y
=
(
varFinal
.
y
-
Screen
.
height
/
2f
)
/
(
Screen
.
height
/
GlobalConfig
.
NormalHeight
);
varFinal
.
z
=
0
;
Vector3
rightPosition
=
(
varStart
+
varFinal
)
/
2
;
Vector3
rightRotation
=
varFinal
-
varStart
;
float
HalfLength
=
Vector3
.
Distance
(
varStart
,
varFinal
);
//float LThickness = 0.1f;//线的粗细
//创建圆柱体
//GameObject MyLine = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.lineObj);
m_imageLine
.
transform
.
localPosition
=
rightPosition
;
m_imageLine
.
transform
.
localRotation
=
Quaternion
.
FromToRotation
(
Vector3
.
up
,
rightRotation
);
Vector2
varSize
=
m_imageLine
.
rectTransform
.
sizeDelta
;
varSize
.
x
=
250.0f
;
varSize
.
y
=
HalfLength
;
m_imageLine
.
rectTransform
.
sizeDelta
=
varSize
;
m_imageLineStart
.
transform
.
localPosition
=
varStart
;
m_imageLineFinal
.
transform
.
localPosition
=
varFinal
;
}
}
3D Fruit/Assets/#A2_Scripts/Battle/UI/LineUI.cs.meta
0 → 100644
View file @
6d7d15e9
fileFormatVersion: 2
guid: ceee747a2c9327449991aeb01fa5a363
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
3D Fruit/Assets/#A2_Scripts/Battle/View/FruitView.cs
View file @
6d7d15e9
...
@@ -7,6 +7,7 @@ public class FruitView : MonoBehaviour
...
@@ -7,6 +7,7 @@ public class FruitView : MonoBehaviour
public
GlassView
m_glassView
;
public
GlassView
m_glassView
;
public
Transform
m_fruitParent
;
public
Transform
m_fruitParent
;
public
HighlightingEffect
m_highLightEffect
;
public
HighlightingEffect
m_highLightEffect
;
public
Transform
m_cutTrans
;
//旋转叶片
private
List
<
FruitItemView
>
m_selectLst
=
new
List
<
FruitItemView
>();
//选中的水果
private
List
<
FruitItemView
>
m_selectLst
=
new
List
<
FruitItemView
>();
//选中的水果
private
int
m_lineIndex
=
0
;
//线段计数
private
int
m_lineIndex
=
0
;
//线段计数
private
FruitItemView
m_curSelectItem
;
//当前选中的
private
FruitItemView
m_curSelectItem
;
//当前选中的
...
@@ -25,7 +26,8 @@ public class FruitView : MonoBehaviour
...
@@ -25,7 +26,8 @@ public class FruitView : MonoBehaviour
{
{
GlobalConfig
.
LoadFirstLevelDefaultFruit
(
m_fruitParent
);
GlobalConfig
.
LoadFirstLevelDefaultFruit
(
m_fruitParent
);
}
}
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelTwoIndex
)
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelTwoIndex
||
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelThreeIndex
)
{
{
GlobalConfig
.
LoadSecondLevelDefaultFruit
(
m_fruitParent
);
GlobalConfig
.
LoadSecondLevelDefaultFruit
(
m_fruitParent
);
}
}
...
@@ -70,11 +72,12 @@ public class FruitView : MonoBehaviour
...
@@ -70,11 +72,12 @@ public class FruitView : MonoBehaviour
m_bIsTouchUp
=
true
;
m_bIsTouchUp
=
true
;
m_lastSelectItem
=
null
;
m_lastSelectItem
=
null
;
//线段回收
//线段回收
for
(
int
i
=
0
;
i
<
m_lineLst
.
Count
;
i
++)
//for (int i = 0; i < m_lineLst.Count; i++)
{
//{
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_lineLst
[
i
]);
// PoolManager.Instance.ReturnObjectToPool(m_lineLst[i]);
}
//}
m_lineLst
.
Clear
();
//m_lineLst.Clear();
BattleCtrl
.
instance
.
battleUI
.
RecycleLine
();
//高亮重置
//高亮重置
for
(
int
i
=
0
;
i
<
m_selectLst
.
Count
;
i
++)
for
(
int
i
=
0
;
i
<
m_selectLst
.
Count
;
i
++)
{
{
...
@@ -231,7 +234,8 @@ public class FruitView : MonoBehaviour
...
@@ -231,7 +234,8 @@ public class FruitView : MonoBehaviour
{
{
GlobalConfig
.
LoadFirstRandomFruit
(
m_SelectNum
,
m_fruitParent
);
GlobalConfig
.
LoadFirstRandomFruit
(
m_SelectNum
,
m_fruitParent
);
}
}
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelTwoIndex
)
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelTwoIndex
||
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelThreeIndex
)
{
{
GlobalConfig
.
LoadSecondRandomFruit
(
m_SelectNum
,
m_fruitParent
);
GlobalConfig
.
LoadSecondRandomFruit
(
m_SelectNum
,
m_fruitParent
);
}
}
...
@@ -307,6 +311,7 @@ public class FruitView : MonoBehaviour
...
@@ -307,6 +311,7 @@ public class FruitView : MonoBehaviour
// Update is called once per frame
// Update is called once per frame
void
Update
()
void
Update
()
{
{
UpdateCutRotate
();
if
(!
BattleCtrl
.
instance
.
isStartBattle
||
BattleCtrl
.
instance
.
isEndBattle
||
m_moveNum
==
0
)
if
(!
BattleCtrl
.
instance
.
isStartBattle
||
BattleCtrl
.
instance
.
isEndBattle
||
m_moveNum
==
0
)
{
{
return
;
return
;
...
@@ -317,6 +322,14 @@ public class FruitView : MonoBehaviour
...
@@ -317,6 +322,14 @@ public class FruitView : MonoBehaviour
}
}
UpdateSelectSize
();
UpdateSelectSize
();
}
}
//旋转叶片
void
UpdateCutRotate
()
{
if
(
m_cutTrans
)
{
m_cutTrans
.
Rotate
(
Vector3
.
up
*
10.0f
,
Space
.
World
);
}
}
void
Clicked
()
void
Clicked
()
{
{
Ray
ray
=
Camera
.
main
.
ScreenPointToRay
(
Input
.
mousePosition
);
Ray
ray
=
Camera
.
main
.
ScreenPointToRay
(
Input
.
mousePosition
);
...
@@ -346,7 +359,11 @@ public class FruitView : MonoBehaviour
...
@@ -346,7 +359,11 @@ public class FruitView : MonoBehaviour
}
}
if
(
m_lastSelectItem
)
if
(
m_lastSelectItem
)
{
{
DrawLS
(
m_lastSelectItem
.
transform
,
m_curSelectItem
.
transform
);
Vector3
varVec3Last
=
Camera
.
main
.
WorldToScreenPoint
(
m_lastSelectItem
.
transform
.
position
);
Vector3
varVec3Cur
=
Camera
.
main
.
WorldToScreenPoint
(
m_curSelectItem
.
transform
.
position
);
BattleCtrl
.
instance
.
battleUI
.
DrawLine
(
varVec3Last
,
varVec3Cur
);
//DrawLS(m_lastSelectItem.transform, m_curSelectItem.transform);
}
}
m_selectLst
.
Add
(
varHitTrans
);
m_selectLst
.
Add
(
varHitTrans
);
}
}
...
@@ -383,9 +400,9 @@ public class FruitView : MonoBehaviour
...
@@ -383,9 +400,9 @@ public class FruitView : MonoBehaviour
void
DrawLS
(
Transform
startP
,
Transform
finalP
)
void
DrawLS
(
Transform
startP
,
Transform
finalP
)
{
{
Vector3
varStart
=
startP
.
position
;
Vector3
varStart
=
startP
.
position
;
varStart
.
z
=
0
;
//
varStart.z = 0;
Vector3
varFinal
=
finalP
.
position
;
Vector3
varFinal
=
finalP
.
position
;
varFinal
.
z
=
0
;
//
varFinal.z = 0;
Vector3
rightPosition
=
(
varStart
+
varFinal
)
/
2
;
Vector3
rightPosition
=
(
varStart
+
varFinal
)
/
2
;
Vector3
rightRotation
=
varFinal
-
varStart
;
Vector3
rightRotation
=
varFinal
-
varStart
;
float
HalfLength
=
Vector3
.
Distance
(
varStart
,
varFinal
)
/
2
;
float
HalfLength
=
Vector3
.
Distance
(
varStart
,
varFinal
)
/
2
;
...
@@ -393,7 +410,7 @@ public class FruitView : MonoBehaviour
...
@@ -393,7 +410,7 @@ public class FruitView : MonoBehaviour
//创建圆柱体
//创建圆柱体
GameObject
MyLine
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
lineObj
);
GameObject
MyLine
=
PoolManager
.
Instance
.
GetObjectFromPool
(
CacheManager
.
Instance
.
lineObj
);
rightPosition
.
z
=
-
0.5
f
;
rightPosition
.
z
=
-
2.0
f
;
MyLine
.
transform
.
position
=
rightPosition
;
MyLine
.
transform
.
position
=
rightPosition
;
MyLine
.
transform
.
rotation
=
Quaternion
.
FromToRotation
(
Vector3
.
up
,
rightRotation
);
MyLine
.
transform
.
rotation
=
Quaternion
.
FromToRotation
(
Vector3
.
up
,
rightRotation
);
MyLine
.
transform
.
localScale
=
new
Vector3
(
LThickness
,
HalfLength
,
LThickness
);
MyLine
.
transform
.
localScale
=
new
Vector3
(
LThickness
,
HalfLength
,
LThickness
);
...
@@ -464,6 +481,71 @@ public class FruitView : MonoBehaviour
...
@@ -464,6 +481,71 @@ public class FruitView : MonoBehaviour
}
}
}
}
}
}
//-------------------------------------GL画线--------------------------------------
private
bool
beginDraw
=
false
;
private
Vector3
curPos
=
Vector3
.
zero
;
private
float
interval
=
0.1f
;
private
List
<
Vector3
>
posList
=
new
List
<
Vector3
>();
public
Material
lineMaterial
;
void
sOnGUI
()
{
Event
e
=
Event
.
current
;
if
(
e
!=
null
&&
e
.
type
!=
null
)
{
if
(
e
.
type
==
EventType
.
MouseDown
)
{
beginDraw
=
true
;
}
if
(
e
.
type
==
EventType
.
MouseDrag
)
{
if
(
Vector3
.
Distance
(
curPos
,
Input
.
mousePosition
)
>
interval
)
{
curPos
=
Input
.
mousePosition
;
posList
.
Add
(
new
Vector3
(
curPos
.
x
/
Screen
.
width
,
curPos
.
y
/
Screen
.
height
,
0
));
}
}
if
(
e
.
type
==
EventType
.
MouseUp
)
{
beginDraw
=
false
;
ClearLines
();
}
}
DrawLine
();
}
void
ClearLines
()
{
beginDraw
=
false
;
posList
.
Clear
();
curPos
=
Vector3
.
zero
;
GL
.
PushMatrix
();
GL
.
Clear
(
true
,
true
,
Color
.
white
);
GL
.
PopMatrix
();
}
void
DrawLine
()
{
if
(!
beginDraw
)
return
;
GL
.
PushMatrix
();
GL
.
LoadOrtho
();
lineMaterial
.
SetPass
(
0
);
GL
.
Begin
(
GL
.
QUADS
);
for
(
int
i
=
0
;
i
<
posList
.
Count
-
1
;
i
++)
{
Vector3
pos
=
posList
[
i
];
GL
.
Vertex3
(
pos
.
x
,
pos
.
y
,
pos
.
z
);
GL
.
Vertex3
(
posList
[
i
+
1
].
x
,
posList
[
i
+
1
].
y
,
posList
[
i
+
1
].
z
);
}
GL
.
End
();
GL
.
PopMatrix
();
}
//-------------------------------------GL画线--------------------------------------
private
void
OnDestroy
()
private
void
OnDestroy
()
{
{
if
(
GameServices
.
inputService
!=
null
)
if
(
GameServices
.
inputService
!=
null
)
...
@@ -480,5 +562,6 @@ public class FruitView : MonoBehaviour
...
@@ -480,5 +562,6 @@ public class FruitView : MonoBehaviour
m_fruitBombEffect
=
null
;
m_fruitBombEffect
=
null
;
//m_fruitDropEffect.Clear();
//m_fruitDropEffect.Clear();
m_fruitDropEffect
=
null
;
m_fruitDropEffect
=
null
;
SetFruitRigidState
(
false
);
}
}
}
}
3D Fruit/Assets/#A2_Scripts/Battle/View/GlassView.cs
View file @
6d7d15e9
...
@@ -58,10 +58,12 @@ public class GlassView : MonoBehaviour
...
@@ -58,10 +58,12 @@ public class GlassView : MonoBehaviour
varSize
.
y
=
m_strawberryOffest
/
10.0f
;
varSize
.
y
=
m_strawberryOffest
/
10.0f
;
m_strawberry
.
localScale
=
varSize
;
m_strawberry
.
localScale
=
varSize
;
//柠檬位置
Vector3
varPos
=
m_lemon
.
localPosition
;
Vector3
varPos
=
m_lemon
.
localPosition
;
varPos
.
y
=
m_strawberry
.
localScale
.
y
/
10.0f
+
m_strawberry
.
localScale
.
y
/
60.0f
;
varPos
.
y
=
m_strawberry
.
localScale
.
y
/
10.0f
+
m_strawberry
.
localScale
.
y
/
60.0f
;
m_lemon
.
localPosition
=
varPos
;
m_lemon
.
localPosition
=
varPos
;
//橙子位置
if
(
m_orange
)
if
(
m_orange
)
{
{
Vector3
varOrangePos
=
m_orange
.
localPosition
;
Vector3
varOrangePos
=
m_orange
.
localPosition
;
...
@@ -112,7 +114,8 @@ public class GlassView : MonoBehaviour
...
@@ -112,7 +114,8 @@ public class GlassView : MonoBehaviour
BattleCtrl
.
instance
.
OnBattleWin
();
BattleCtrl
.
instance
.
OnBattleWin
();
}
}
}
}
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelTwoIndex
)
else
if
(
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelTwoIndex
||
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
==
LevelEnum
.
levelThreeIndex
)
{
{
if
(
m_strawberryOffest
>=
m_strawberryMaxNum
&&
m_lemonOffest
>=
m_lemonMaxNum
if
(
m_strawberryOffest
>=
m_strawberryMaxNum
&&
m_lemonOffest
>=
m_lemonMaxNum
&&
m_orangeOffest
>=
m_orangeMaxNum
&&
m_bControl
)
&&
m_orangeOffest
>=
m_orangeMaxNum
&&
m_bControl
)
...
...
3D Fruit/Assets/#A3_Prefabs/BattleUI.prefab
View file @
6d7d15e9
...
@@ -58,6 +58,134 @@ Animator:
...
@@ -58,6 +58,134 @@ Animator:
m_HasTransformHierarchy
:
1
m_HasTransformHierarchy
:
1
m_AllowConstantClipSamplingOptimization
:
1
m_AllowConstantClipSamplingOptimization
:
1
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3D Fruit/Assets/#D2_Shaders/brush.shader.meta
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