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wanqing
BoomMaster
Commits
8b23f045
Commit
8b23f045
authored
Feb 04, 2021
by
wanqing
Browse files
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进度条动画
parent
3e2f9289
Changes
7
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7 changed files
with
75 additions
and
25 deletions
+75
-25
.suo
BoomMaster/.vs/BoomMaster/v16/.suo
+0
-0
Assembly-CSharp-Editor.csproj
BoomMaster/Assembly-CSharp-Editor.csproj
+3
-3
Assembly-CSharp-firstpass.csproj
BoomMaster/Assembly-CSharp-firstpass.csproj
+3
-3
Assembly-CSharp.csproj
BoomMaster/Assembly-CSharp.csproj
+3
-3
BattleUI.cs
BoomMaster/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+31
-6
BombView.cs
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
+33
-8
BattleUI.prefab
BoomMaster/Assets/#A3_Prefabs/BattleUI.prefab
+2
-2
No files found.
BoomMaster/.vs/BoomMaster/v16/.suo
View file @
8b23f045
No preview for this file type
BoomMaster/Assembly-CSharp-Editor.csproj
View file @
8b23f045
...
@@ -680,15 +680,15 @@
...
@@ -680,15 +680,15 @@
<Reference
Include=
"Unity.Rider.Editor"
>
<Reference
Include=
"Unity.Rider.Editor"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.Rider.Editor.dll
</HintPath>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.Rider.Editor.dll
</HintPath>
</Reference>
</Reference>
<Reference
Include=
"Unity.2D.Sprite.Editor"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll
</HintPath>
</Reference>
<Reference
Include=
"Unity.TextMeshPro"
>
<Reference
Include=
"Unity.TextMeshPro"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.TextMeshPro.dll
</HintPath>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.TextMeshPro.dll
</HintPath>
</Reference>
</Reference>
<Reference
Include=
"UnityEditor.UI"
>
<Reference
Include=
"UnityEditor.UI"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/UnityEditor.UI.dll
</HintPath>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/UnityEditor.UI.dll
</HintPath>
</Reference>
</Reference>
<Reference
Include=
"Unity.2D.Sprite.Editor"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll
</HintPath>
</Reference>
</ItemGroup>
</ItemGroup>
<ItemGroup>
<ItemGroup>
<ProjectReference
Include=
"Assembly-CSharp-firstpass.csproj"
>
<ProjectReference
Include=
"Assembly-CSharp-firstpass.csproj"
>
...
...
BoomMaster/Assembly-CSharp-firstpass.csproj
View file @
8b23f045
...
@@ -629,15 +629,15 @@
...
@@ -629,15 +629,15 @@
<Reference
Include=
"Unity.Rider.Editor"
>
<Reference
Include=
"Unity.Rider.Editor"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.Rider.Editor.dll
</HintPath>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.Rider.Editor.dll
</HintPath>
</Reference>
</Reference>
<Reference
Include=
"Unity.2D.Sprite.Editor"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll
</HintPath>
</Reference>
<Reference
Include=
"Unity.TextMeshPro"
>
<Reference
Include=
"Unity.TextMeshPro"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.TextMeshPro.dll
</HintPath>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.TextMeshPro.dll
</HintPath>
</Reference>
</Reference>
<Reference
Include=
"UnityEditor.UI"
>
<Reference
Include=
"UnityEditor.UI"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/UnityEditor.UI.dll
</HintPath>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/UnityEditor.UI.dll
</HintPath>
</Reference>
</Reference>
<Reference
Include=
"Unity.2D.Sprite.Editor"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll
</HintPath>
</Reference>
</ItemGroup>
</ItemGroup>
<ItemGroup></ItemGroup>
<ItemGroup></ItemGroup>
<Import
Project=
"$(MSBuildToolsPath)\Microsoft.CSharp.targets"
/>
<Import
Project=
"$(MSBuildToolsPath)\Microsoft.CSharp.targets"
/>
...
...
BoomMaster/Assembly-CSharp.csproj
View file @
8b23f045
...
@@ -745,15 +745,15 @@
...
@@ -745,15 +745,15 @@
<Reference
Include=
"Unity.Rider.Editor"
>
<Reference
Include=
"Unity.Rider.Editor"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.Rider.Editor.dll
</HintPath>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.Rider.Editor.dll
</HintPath>
</Reference>
</Reference>
<Reference
Include=
"Unity.2D.Sprite.Editor"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll
</HintPath>
</Reference>
<Reference
Include=
"Unity.TextMeshPro"
>
<Reference
Include=
"Unity.TextMeshPro"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.TextMeshPro.dll
</HintPath>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.TextMeshPro.dll
</HintPath>
</Reference>
</Reference>
<Reference
Include=
"UnityEditor.UI"
>
<Reference
Include=
"UnityEditor.UI"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/UnityEditor.UI.dll
</HintPath>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/UnityEditor.UI.dll
</HintPath>
</Reference>
</Reference>
<Reference
Include=
"Unity.2D.Sprite.Editor"
>
<HintPath>
D:/wan/dyspaceGame/BoomMaster_Git/BoomMaster/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll
</HintPath>
</Reference>
</ItemGroup>
</ItemGroup>
<ItemGroup>
<ItemGroup>
<ProjectReference
Include=
"Assembly-CSharp-firstpass.csproj"
>
<ProjectReference
Include=
"Assembly-CSharp-firstpass.csproj"
>
...
...
BoomMaster/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
8b23f045
...
@@ -58,6 +58,10 @@ public class BattleUI : MonoBehaviour
...
@@ -58,6 +58,10 @@ public class BattleUI : MonoBehaviour
private
int
m_mouseIndex
=
0
;
//点击次数
private
int
m_mouseIndex
=
0
;
//点击次数
private
bool
m_bIsShowMouse
=
true
;
//是否显示手指图标
private
bool
m_bIsShowMouse
=
true
;
//是否显示手指图标
private
int
m_bombIndex
=
0
;
//炸弹计数
private
int
m_bombIndex
=
0
;
//炸弹计数
private
float
m_textProgress
=
0.0f
;
private
float
m_textProgressTotal
=
0.0f
;
private
float
m_sliderProgress
=
0.0f
;
private
float
m_sliderProgressTotal
=
0.0f
;
public
bool
IsLeftEmtryBomb
{
get
{
return
m_bombIndex
>=
3
;
}
}
//是否不剩炸弹了
public
bool
IsLeftEmtryBomb
{
get
{
return
m_bombIndex
>=
3
;
}
}
//是否不剩炸弹了
public
bool
IsBombButtonCanInteractable
{
get
{
return
m_boomBtn
.
interactable
;
}
}
public
bool
IsBombButtonCanInteractable
{
get
{
return
m_boomBtn
.
interactable
;
}
}
void
Awake
()
void
Awake
()
...
@@ -269,8 +273,12 @@ public class BattleUI : MonoBehaviour
...
@@ -269,8 +273,12 @@ public class BattleUI : MonoBehaviour
{
{
m_progressStar
[
i
].
color
=
m_emptyColor
;
m_progressStar
[
i
].
color
=
m_emptyColor
;
}
}
m_textProgress
=
0.0f
;
m_textProgressTotal
=
0.0f
;
m_sliderProgress
=
0.0f
;
m_sliderProgressTotal
=
0.0f
;
m_levelText
.
text
=
string
.
Format
(
"Level {0:D}"
,
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
+
1
);
m_levelText
.
text
=
string
.
Format
(
"Level {0:D}"
,
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
+
1
);
Camera
varCam
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
cam
;
Camera
varCam
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
cam
;
if
(
varCam
)
if
(
varCam
)
...
@@ -339,26 +347,43 @@ public class BattleUI : MonoBehaviour
...
@@ -339,26 +347,43 @@ public class BattleUI : MonoBehaviour
//设置进度
//设置进度
public
void
SetProgress
(
float
progress
)
public
void
SetProgress
(
float
progress
)
{
{
m_
progressText
.
text
=
string
.
Format
(
"{0:D}%"
,(
int
)(
progress
*
100
))
;
m_
textProgressTotal
=
progress
;
if
(
progress
>=
0
&&
progress
<=
0.6f
)
if
(
progress
>=
0
&&
progress
<=
0.6f
)
{
{
m_
progress
.
fillAmount
=
0.25f
*
progress
/
0.6f
;
m_
sliderProgressTotal
=
0.25f
*
progress
/
0.6f
;
}
}
else
if
(
progress
>
0.6f
&&
progress
<=
0.7f
)
else
if
(
progress
>
0.6f
&&
progress
<=
0.7f
)
{
{
m_
progress
.
fillAmount
=
0.25f
+
0.25f
*
(
progress
-
0.6f
)*
10
;
m_
sliderProgressTotal
=
0.25f
+
0.25f
*
(
progress
-
0.6f
)
*
10
;
}
}
else
if
(
progress
>
0.7f
&&
progress
<=
0.8f
)
else
if
(
progress
>
0.7f
&&
progress
<=
0.8f
)
{
{
m_
progress
.
fillAmount
=
0.5f
+
0.25f
*
(
progress
-
0.7f
)*
10
;
m_
sliderProgressTotal
=
0.5f
+
0.25f
*
(
progress
-
0.7f
)
*
10
;
}
}
else
else
{
{
m_
progress
.
fillAmount
=
0.75f
+
0.25f
*
(
progress
-
0.8f
)*
5
;
m_
sliderProgressTotal
=
0.75f
+
0.25f
*
(
progress
-
0.8f
)
*
5
;
}
}
for
(
int
i
=
0
;
i
<
m_progressStar
.
Length
;
i
++)
for
(
int
i
=
0
;
i
<
m_progressStar
.
Length
;
i
++)
{
{
m_progressStar
[
i
].
color
=
(
progress
>=
0.6f
+
0.1f
*
i
)
?
m_fullColor
:
m_emptyColor
;
m_progressStar
[
i
].
color
=
(
progress
>=
0.6f
+
0.1f
*
i
)
?
m_fullColor
:
m_emptyColor
;
}
}
}
}
private
void
Update
()
{
if
(
m_textProgress
<
m_textProgressTotal
)
{
m_textProgress
+=
Time
.
deltaTime
;
m_progressText
.
text
=
string
.
Format
(
"{0:D}%"
,
(
int
)(
m_textProgress
*
100
));
}
else
{
m_progressText
.
text
=
string
.
Format
(
"{0:D}%"
,
(
int
)(
m_textProgressTotal
*
100
));
}
if
(
m_sliderProgress
<
m_sliderProgressTotal
)
{
m_sliderProgress
+=
Time
.
deltaTime
;
m_progress
.
fillAmount
=
m_sliderProgress
;
}
}
}
}
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
View file @
8b23f045
...
@@ -19,9 +19,11 @@ public class BombView : MonoBehaviour
...
@@ -19,9 +19,11 @@ public class BombView : MonoBehaviour
private
float
m_rotateSpeed
=
10.0f
;
//旋转速度
private
float
m_rotateSpeed
=
10.0f
;
//旋转速度
private
float
m_curRotateAngle
=
0.0f
;
//当前旋转角度
private
float
m_curRotateAngle
=
0.0f
;
//当前旋转角度
private
float
m_lastRotateAngle
=
0.0f
;
//之前的旋转角度
private
float
m_lastRotateAngle
=
0.0f
;
//之前的旋转角度
private
int
m_TotalDamageNum
=
0
;
//破坏数量
private
List
<
Transform
>
m_lstDamage
=
new
List
<
Transform
>();
private
void
Awake
()
private
void
Awake
()
{
{
m_totalChildNum
=
m_rootTrans
.
childCount
;
m_totalChildNum
=
m_rootTrans
.
childCount
-
1
;
}
}
private
void
Start
()
private
void
Start
()
{
{
...
@@ -95,6 +97,23 @@ public class BombView : MonoBehaviour
...
@@ -95,6 +97,23 @@ public class BombView : MonoBehaviour
{
{
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBombEffect
);
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBombEffect
);
});
});
InvokeRepeating
(
"CalculateDamageNum"
,
0.3f
,
0.1f
);
}
void
CalculateDamageNum
()
{
if
(
m_rootTrans
)
{
for
(
int
i
=
1
;
i
<
m_rootTrans
.
childCount
;
i
++)
{
Transform
varTrans
=
m_rootTrans
.
GetChild
(
i
);
if
(
varTrans
&&
varTrans
.
GetComponent
<
Rigidbody
>()
&&
varTrans
.
GetComponent
<
Rigidbody
>().
useGravity
&&
!
m_lstDamage
.
Contains
(
varTrans
))
{
m_TotalDamageNum
++;
m_lstDamage
.
Add
(
varTrans
);
}
}
}
}
}
private
void
OnDestroy
()
private
void
OnDestroy
()
{
{
...
@@ -110,6 +129,12 @@ public class BombView : MonoBehaviour
...
@@ -110,6 +129,12 @@ public class BombView : MonoBehaviour
{
{
GameServices
.
inputService
.
pad
.
onMoveVec3
-=
OnMove
;
GameServices
.
inputService
.
pad
.
onMoveVec3
-=
OnMove
;
}
}
if
(
IsInvoking
(
"CalculateDamageNum"
))
{
CancelInvoke
(
"CalculateDamageNum"
);
}
m_lstDamage
.
Clear
();
m_lstDamage
=
null
;
}
}
private
void
Update
()
private
void
Update
()
{
{
...
@@ -125,8 +150,8 @@ public class BombView : MonoBehaviour
...
@@ -125,8 +150,8 @@ public class BombView : MonoBehaviour
}
}
m_lastRotateAngle
=
m_curRotateAngle
;
m_lastRotateAngle
=
m_curRotateAngle
;
}
}
BattleCtrl
.
instance
.
battleUI
.
SetProgress
(
(
m_totalChildNum
-
m_rootTrans
.
childCount
)
/
(
float
)
m_totalChildNum
);
BattleCtrl
.
instance
.
battleUI
.
SetProgress
(
m_TotalDamageNum
/
(
float
)
m_totalChildNum
);
//Debug.LogError(
m_rootTrans.childCount
+ "................." + m_totalChildNum);
//Debug.LogError(
(m_rootTrans.childCount - 1)
+ "................." + m_totalChildNum);
if
(
m_bControlWin
)
if
(
m_bControlWin
)
{
{
if
(
BattleCtrl
.
instance
.
battleUI
.
IsLeftEmtryBomb
&&
!
BattleCtrl
.
instance
.
battleUI
.
IsBombButtonCanInteractable
)
if
(
BattleCtrl
.
instance
.
battleUI
.
IsLeftEmtryBomb
&&
!
BattleCtrl
.
instance
.
battleUI
.
IsBombButtonCanInteractable
)
...
@@ -134,7 +159,7 @@ public class BombView : MonoBehaviour
...
@@ -134,7 +159,7 @@ public class BombView : MonoBehaviour
m_bControlWin
=
false
;
m_bControlWin
=
false
;
Invoke
(
"CheckSuccess"
,
4
);
Invoke
(
"CheckSuccess"
,
4
);
}
}
if
(
m_
rootTrans
.
childCount
<=
m_totalChildNum
*
0.2
f
)
if
(
m_
TotalDamageNum
>=
m_totalChildNum
*
0.8
f
)
{
{
m_bControlWin
=
false
;
m_bControlWin
=
false
;
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
star
=
3
;
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
star
=
3
;
...
@@ -147,7 +172,7 @@ public class BombView : MonoBehaviour
...
@@ -147,7 +172,7 @@ public class BombView : MonoBehaviour
// BattleCtrl.instance.OnBattleWin();
// BattleCtrl.instance.OnBattleWin();
//}
//}
if
(
BattleCtrl
.
instance
.
battleUI
.
IsLeftEmtryBomb
&&
!
BattleCtrl
.
instance
.
battleUI
.
IsBombButtonCanInteractable
if
(
BattleCtrl
.
instance
.
battleUI
.
IsLeftEmtryBomb
&&
!
BattleCtrl
.
instance
.
battleUI
.
IsBombButtonCanInteractable
&&
m_
rootTrans
.
childCount
>
m_totalChildNum
*
m_rate
&&
m_bControlFail
)
&&
m_
TotalDamageNum
<
m_totalChildNum
*
0.6f
&&
m_bControlFail
)
{
{
m_bControlFail
=
false
;
m_bControlFail
=
false
;
Invoke
(
"CheckFail"
,
4
);
Invoke
(
"CheckFail"
,
4
);
...
@@ -156,17 +181,17 @@ public class BombView : MonoBehaviour
...
@@ -156,17 +181,17 @@ public class BombView : MonoBehaviour
//检查胜利
//检查胜利
void
CheckSuccess
()
void
CheckSuccess
()
{
{
if
(
m_
rootTrans
.
childCount
<=
m_totalChildNum
*
0.2
f
)
if
(
m_
TotalDamageNum
>=
m_totalChildNum
*
0.8
f
)
{
{
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
star
=
3
;
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
star
=
3
;
BattleCtrl
.
instance
.
OnBattleWin
();
BattleCtrl
.
instance
.
OnBattleWin
();
}
}
else
if
(
m_
rootTrans
.
childCount
>
m_totalChildNum
*
0.2f
&&
m_rootTrans
.
childCount
<=
m_totalChildNum
*
0.3
f
)
else
if
(
m_
TotalDamageNum
<
m_totalChildNum
*
0.8f
&&
m_TotalDamageNum
>=
m_totalChildNum
*
0.7
f
)
{
{
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
star
=
2
;
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
star
=
2
;
BattleCtrl
.
instance
.
OnBattleWin
();
BattleCtrl
.
instance
.
OnBattleWin
();
}
}
else
if
(
m_
rootTrans
.
childCount
>
m_totalChildNum
*
0.3f
&&
m_rootTrans
.
childCount
<=
m_totalChildNum
*
0.4
f
)
else
if
(
m_
TotalDamageNum
>=
m_totalChildNum
*
0.6f
&&
m_TotalDamageNum
<
m_totalChildNum
*
0.7
f
)
{
{
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
star
=
1
;
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
star
=
1
;
BattleCtrl
.
instance
.
OnBattleWin
();
BattleCtrl
.
instance
.
OnBattleWin
();
...
...
BoomMaster/Assets/#A3_Prefabs/BattleUI.prefab
View file @
8b23f045
...
@@ -9125,7 +9125,7 @@ RectTransform:
...
@@ -9125,7 +9125,7 @@ RectTransform:
m_AnchorMin
:
{
x
:
0.5
,
y
:
0.5
}
m_AnchorMin
:
{
x
:
0.5
,
y
:
0.5
}
m_AnchorMax
:
{
x
:
0.5
,
y
:
0.5
}
m_AnchorMax
:
{
x
:
0.5
,
y
:
0.5
}
m_AnchoredPosition
:
{
x
:
0
,
y
:
0
}
m_AnchoredPosition
:
{
x
:
0
,
y
:
0
}
m_SizeDelta
:
{
x
:
350
,
y
:
1
0
}
m_SizeDelta
:
{
x
:
350
,
y
:
2
0
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
---
!u!222
&3657217846413667314
---
!u!222
&3657217846413667314
CanvasRenderer
:
CanvasRenderer
:
...
@@ -14698,7 +14698,7 @@ RectTransform:
...
@@ -14698,7 +14698,7 @@ RectTransform:
m_AnchorMin
:
{
x
:
0.5
,
y
:
1
}
m_AnchorMin
:
{
x
:
0.5
,
y
:
1
}
m_AnchorMax
:
{
x
:
0.5
,
y
:
1
}
m_AnchorMax
:
{
x
:
0.5
,
y
:
1
}
m_AnchoredPosition
:
{
x
:
0
,
y
:
-291.09998
}
m_AnchoredPosition
:
{
x
:
0
,
y
:
-291.09998
}
m_SizeDelta
:
{
x
:
350
,
y
:
1
0
}
m_SizeDelta
:
{
x
:
350
,
y
:
2
0
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
---
!u!222
&115026455693364947
---
!u!222
&115026455693364947
CanvasRenderer
:
CanvasRenderer
:
...
...
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