Commit 6d7d15e9 authored by wanqing's avatar wanqing

画线实现优化

parent 1db2cb89
......@@ -167,6 +167,7 @@ MonoBehaviour:
levelPrefs:
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- {fileID: 9081069388829900105, guid: 50002a8d201ddd64bb5b240aa652c3fa, type: 3}
--- !u!1 &543166196
GameObject:
m_ObjectHideFlags: 0
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
//using Obi;
public class FifthLevelTrigger : MonoBehaviour
......@@ -8,63 +10,224 @@ public class FifthLevelTrigger : MonoBehaviour
//public Transform m_topTrans;
//private Rigidbody[] m_rigidBody;
//private bool m_bControl = true;
public Transform m_mousePosTrans;
public float m_speed = 1.0f;
private bool m_bEnterGround = true;
private bool m_bEnterSuccessTarget = false;
private Rigidbody m_mouseRigidBody;
private Vector3 m_DefaultPos = new Vector3(2.18f,1.61f,-1.13f);
private Vector3 m_dirPos = new Vector3(1.19f, 0, -2.11f);
//public Transform m_mousePosTrans;
//public float m_speed = 1.0f;
//private bool m_bEnterGround = true;
//private bool m_bEnterSuccessTarget = false;
//private Rigidbody m_mouseRigidBody;
//private Vector3 m_DefaultPos = new Vector3(2.18f,1.61f,-1.13f);
//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()
{
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;
SetPainting();
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);
}
void onBalloonEnterSuccessTarget()
{
m_bEnterSuccessTarget = true;
}
// Update is called once per frame
void Update()
void OnGUI()
{
//if(m_bControl)
//if (MouseOverController.GetOverUI(transform.root.gameObject) == null)
//{
// if(m_topTrans.position.y < 6)
// {
// m_bControl = false;
// BattleCtrl.instance.OnBattleWin();
// }
// EndPainting();
// return;
//}
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;
m_mouseRigidBody.isKinematic = true;
m_mousePosTrans.localPosition = m_DefaultPos;
startPosition = endPosition;
return;
}
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);
transform.localPosition = Vector3.Lerp(transform.localPosition, m_dirPos, 0.03f);
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.identity, 0.03f);
float difx = endPosition.x - startPosition.x;
float dify = endPosition.y - startPosition.y;
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);
}
}
......@@ -43,6 +43,7 @@ public class BattleUI : MonoBehaviour
public GameObject m_symbolObj;//十字架图标
public GameObject m_takeBtnObj;//take按钮
public Text m_moveNumText;//移动次数
public LineUI m_lineUI;
public Action onStartBtn;
public Action onPosUpBtn;
public Action onPosDownBtn;
......@@ -57,6 +58,10 @@ public class BattleUI : MonoBehaviour
private int m_bombIndex = 0;//炸弹计数
private bool m_bResult = false;//结果
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;
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);
......@@ -293,7 +298,8 @@ public class BattleUI : MonoBehaviour
varPos.y = -400.0f;
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;
m_fruitSecondLineObj.SetActive(true);
......@@ -435,4 +441,57 @@ public class BattleUI : MonoBehaviour
{
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;
}
}
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;
}
}
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......@@ -7,6 +7,7 @@ public class FruitView : MonoBehaviour
public GlassView m_glassView;
public Transform m_fruitParent;
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 int m_lineIndex = 0;//线段计数
private FruitItemView m_curSelectItem;//当前选中的
......@@ -25,7 +26,8 @@ public class FruitView : MonoBehaviour
{
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);
}
......@@ -70,11 +72,12 @@ public class FruitView : MonoBehaviour
m_bIsTouchUp = true;
m_lastSelectItem = null;
//线段回收
for (int i = 0; i < m_lineLst.Count; i++)
{
PoolManager.Instance.ReturnObjectToPool(m_lineLst[i]);
}
m_lineLst.Clear();
//for (int i = 0; i < m_lineLst.Count; i++)
//{
// PoolManager.Instance.ReturnObjectToPool(m_lineLst[i]);
//}
//m_lineLst.Clear();
BattleCtrl.instance.battleUI.RecycleLine();
//高亮重置
for (int i = 0; i < m_selectLst.Count; i++)
{
......@@ -231,7 +234,8 @@ public class FruitView : MonoBehaviour
{
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);
}
......@@ -307,6 +311,7 @@ public class FruitView : MonoBehaviour
// Update is called once per frame
void Update()
{
UpdateCutRotate();
if (!BattleCtrl.instance.isStartBattle || BattleCtrl.instance.isEndBattle || m_moveNum == 0)
{
return;
......@@ -317,6 +322,14 @@ public class FruitView : MonoBehaviour
}
UpdateSelectSize();
}
//旋转叶片
void UpdateCutRotate()
{
if(m_cutTrans)
{
m_cutTrans.Rotate(Vector3.up*10.0f, Space.World);
}
}
void Clicked()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
......@@ -346,7 +359,11 @@ public class FruitView : MonoBehaviour
}
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);
}
......@@ -383,9 +400,9 @@ public class FruitView : MonoBehaviour
void DrawLS(Transform startP, Transform finalP)
{
Vector3 varStart = startP.position;
varStart.z = 0;
//varStart.z = 0;
Vector3 varFinal = finalP.position;
varFinal.z = 0;
//varFinal.z = 0;
Vector3 rightPosition = (varStart + varFinal) / 2;
Vector3 rightRotation = varFinal - varStart;
float HalfLength = Vector3.Distance(varStart, varFinal) / 2;
......@@ -393,7 +410,7 @@ public class FruitView : MonoBehaviour
//创建圆柱体
GameObject MyLine = PoolManager.Instance.GetObjectFromPool(CacheManager.Instance.lineObj);
rightPosition.z = -0.5f;
rightPosition.z = -2.0f;
MyLine.transform.position = rightPosition;
MyLine.transform.rotation = Quaternion.FromToRotation(Vector3.up, rightRotation);
MyLine.transform.localScale = new Vector3(LThickness, HalfLength, LThickness);
......@@ -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()
{
if (GameServices.inputService != null)
......@@ -480,5 +562,6 @@ public class FruitView : MonoBehaviour
m_fruitBombEffect = null;
//m_fruitDropEffect.Clear();
m_fruitDropEffect = null;
SetFruitRigidState(false);
}
}
......@@ -58,10 +58,12 @@ public class GlassView : MonoBehaviour
varSize.y = m_strawberryOffest/10.0f;
m_strawberry.localScale = varSize;
//柠檬位置
Vector3 varPos = m_lemon.localPosition;
varPos.y = m_strawberry.localScale.y / 10.0f + m_strawberry.localScale.y / 60.0f;
m_lemon.localPosition = varPos;
//橙子位置
if(m_orange)
{
Vector3 varOrangePos = m_orange.localPosition;
......@@ -112,7 +114,8 @@ public class GlassView : MonoBehaviour
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
&& m_orangeOffest >= m_orangeMaxNum && m_bControl)
......
......@@ -58,6 +58,134 @@ Animator:
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m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorControllerStateOnDisable: 0
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