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YGOProUnity_V2
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perfectdicky
YGOProUnity_V2
Commits
6f2a7aa4
Commit
6f2a7aa4
authored
Sep 04, 2021
by
神楽坂玲奈
Browse files
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code reformat
parent
5771b093
Changes
44
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Showing
44 changed files
with
1139 additions
and
1404 deletions
+1139
-1404
Assets/ArtSystem/ContinuesButton.cs
Assets/ArtSystem/ContinuesButton.cs
+29
-30
Assets/ArtSystem/Ocgcore/Hint/MONO_wait.cs
Assets/ArtSystem/Ocgcore/Hint/MONO_wait.cs
+16
-15
Assets/ArtSystem/Ocgcore/gameField/lazyBTNMOVER.cs
Assets/ArtSystem/Ocgcore/gameField/lazyBTNMOVER.cs
+3
-4
Assets/ArtSystem/Ocgcore/gameField/phaser.cs
Assets/ArtSystem/Ocgcore/gameField/phaser.cs
+21
-34
Assets/ArtSystem/Ocgcore/sord/pngSord.cs
Assets/ArtSystem/Ocgcore/sord/pngSord.cs
+11
-10
Assets/ArtSystem/OpenCardOnClick.cs
Assets/ArtSystem/OpenCardOnClick.cs
+11
-13
Assets/ArtSystem/Room/smartSelection.cs
Assets/ArtSystem/Room/smartSelection.cs
+11
-14
Assets/ArtSystem/Setting/LAZYsetting.cs
Assets/ArtSystem/Setting/LAZYsetting.cs
+12
-12
Assets/ArtSystem/YGOPro1/YGO1superShower.cs
Assets/ArtSystem/YGOPro1/YGO1superShower.cs
+13
-11
Assets/ArtSystem/YGOPro1/pro1CardShower.cs
Assets/ArtSystem/YGOPro1/pro1CardShower.cs
+3
-3
Assets/ArtSystem/anni/rotatotr.cs
Assets/ArtSystem/anni/rotatotr.cs
+8
-9
Assets/ArtSystem/arrow/ArrowCtrl/AnimUnit.cs
Assets/ArtSystem/arrow/ArrowCtrl/AnimUnit.cs
+91
-98
Assets/ArtSystem/arrow/ArrowCtrl/LoopMegaCtrl.cs
Assets/ArtSystem/arrow/ArrowCtrl/LoopMegaCtrl.cs
+73
-80
Assets/ArtSystem/arrow/ArrowCtrl/LoopPathAnim.cs
Assets/ArtSystem/arrow/ArrowCtrl/LoopPathAnim.cs
+42
-57
Assets/ArtSystem/arrow/ArrowCtrl/RendMega.cs
Assets/ArtSystem/arrow/ArrowCtrl/RendMega.cs
+33
-35
Assets/ArtSystem/arrow/ArrowCtrl/arrowCtrl.cs
Assets/ArtSystem/arrow/ArrowCtrl/arrowCtrl.cs
+14
-20
Assets/ArtSystem/arrow/ArrowCtrl/blinding.cs
Assets/ArtSystem/arrow/ArrowCtrl/blinding.cs
+11
-11
Assets/ArtSystem/arrow/Mega-Fiers.meta
Assets/ArtSystem/arrow/Mega-Fiers.meta
+0
-9
Assets/ArtSystem/arrow/arrow.cs
Assets/ArtSystem/arrow/arrow.cs
+12
-13
Assets/ArtSystem/blur/RapidBlurEffect.cs
Assets/ArtSystem/blur/RapidBlurEffect.cs
+45
-49
Assets/ArtSystem/cardDescription/UImouseHint.cs
Assets/ArtSystem/cardDescription/UImouseHint.cs
+20
-19
Assets/ArtSystem/chain/chainMono.cs
Assets/ArtSystem/chain/chainMono.cs
+12
-10
Assets/ArtSystem/darkholl/UnionAssetes/Particle/ParticleScaler/Editor/ParticleScaleEditor.cs
...tes/Particle/ParticleScaler/Editor/ParticleScaleEditor.cs
+40
-68
Assets/ArtSystem/darkholl/UnionAssetes/Particle/ParticleScaler/ParticleScale.cs
...oll/UnionAssetes/Particle/ParticleScaler/ParticleScale.cs
+25
-34
Assets/ArtSystem/darkholl/UnionAssetes/Particle/Space/SG_SpacePackage/Particles/Galaxy_Rotation_01.cs
...cle/Space/SG_SpacePackage/Particles/Galaxy_Rotation_01.cs
+13
-16
Assets/ArtSystem/deckManager/MonoCardInDeckManager.cs
Assets/ArtSystem/deckManager/MonoCardInDeckManager.cs
+62
-97
Assets/ArtSystem/deckManager/cardPicLoader.cs
Assets/ArtSystem/deckManager/cardPicLoader.cs
+34
-39
Assets/ArtSystem/deckManager/descKeeper.cs
Assets/ArtSystem/deckManager/descKeeper.cs
+12
-12
Assets/ArtSystem/deckManager/forceColor.cs
Assets/ArtSystem/deckManager/forceColor.cs
+21
-25
Assets/ArtSystem/gameInfo/barPngLoader.cs
Assets/ArtSystem/gameInfo/barPngLoader.cs
+79
-114
Assets/ArtSystem/gameInfo/gameInfo.cs
Assets/ArtSystem/gameInfo/gameInfo.cs
+159
-223
Assets/ArtSystem/gameInfo/priority_floating.cs
Assets/ArtSystem/gameInfo/priority_floating.cs
+11
-9
Assets/ArtSystem/gameInfo/spriteChanger.cs
Assets/ArtSystem/gameInfo/spriteChanger.cs
+6
-8
Assets/ArtSystem/mouseParticle/mouseParticle.cs
Assets/ArtSystem/mouseParticle/mouseParticle.cs
+13
-8
Assets/ArtSystem/panelKIller.cs
Assets/ArtSystem/panelKIller.cs
+23
-30
Assets/ArtSystem/picShower/faceShower.cs
Assets/ArtSystem/picShower/faceShower.cs
+11
-13
Assets/ArtSystem/picShower/handShower.cs
Assets/ArtSystem/picShower/handShower.cs
+15
-14
Assets/ArtSystem/remaster/lazyBookbtns.cs
Assets/ArtSystem/remaster/lazyBookbtns.cs
+13
-11
Assets/ArtSystem/remaster/lazyPlayer.cs
Assets/ArtSystem/remaster/lazyPlayer.cs
+37
-49
Assets/ArtSystem/spining.cs
Assets/ArtSystem/spining.cs
+6
-5
Assets/ArtSystem/superButton/iconSetForButton.cs
Assets/ArtSystem/superButton/iconSetForButton.cs
+17
-8
Assets/ArtSystem/superButton/toolBars/hinter.cs
Assets/ArtSystem/superButton/toolBars/hinter.cs
+32
-35
Assets/ArtSystem/superButton/toolBars/mats/setbar.cs
Assets/ArtSystem/superButton/toolBars/mats/setbar.cs
+10
-15
Assets/ArtSystem/superButton/toolBars/mats/toolShift.cs
Assets/ArtSystem/superButton/toolBars/mats/toolShift.cs
+9
-15
No files found.
Assets/ArtSystem/ContinuesButton.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
ContinuesButton
:
MonoBehaviour
{
UIButton
btn
;
public
class
ContinuesButton
:
MonoBehaviour
{
private
UIButton
btn
;
private
bool
isTrigging
;
// Update is called once per frame
private
float
time
;
// Use this for initialization
void
Start
()
private
void
Start
()
{
btn
=
GetComponentInChildren
<
UIButton
>();
UIEventTrigger
trigger
=
gameObject
.
GetComponentInChildren
<
UIEventTrigger
>();
if
(
trigger
==
null
)
{
trigger
=
gameObject
.
AddComponent
<
UIEventTrigger
>();
}
var
trigger
=
gameObject
.
GetComponentInChildren
<
UIEventTrigger
>();
if
(
trigger
==
null
)
trigger
=
gameObject
.
AddComponent
<
UIEventTrigger
>();
trigger
.
onRelease
.
Add
(
new
EventDelegate
(
this
,
"off"
));
trigger
.
onPress
.
Add
(
new
EventDelegate
(
this
,
"on"
));
}
void
on
()
private
void
Update
()
{
isTrigging
=
true
;
time
=
0
;
}
void
off
()
{
isTrigging
=
false
;
time
=
0
;
}
bool
isTrigging
=
false
;
// Update is called once per frame
float
time
=
0
;
void
Update
()
{
if
(
isTrigging
)
{
if
(
btn
!=
null
)
if
(
btn
!=
null
)
{
time
+=
Time
.
deltaTime
;
if
(
time
>
0.2f
)
...
...
@@ -44,5 +32,16 @@ public class ContinuesButton : MonoBehaviour {
}
}
}
private
void
on
()
{
isTrigging
=
true
;
time
=
0
;
}
private
void
off
()
{
isTrigging
=
false
;
time
=
0
;
}
}
\ No newline at end of file
Assets/ArtSystem/Ocgcore/Hint/MONO_wait.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
MONO_wait
:
MonoBehaviour
{
public
class
MONO_wait
:
MonoBehaviour
{
public
UILabel
lab
;
string
s
=
""
;
private
float
a
;
private
string
s
=
""
;
// Use this for initialization
void
Start
()
private
void
Start
()
{
s
=
InterString
.
Get
(
"等待对方行动中"
);
}
float
a
=
0
;
// Update is called once per frame
void
Update
()
{
a
+=
Time
.
deltaTime
;
string
t
=
""
;
for
(
int
i
=
0
;
i
<
(((
int
)(
a
*
60
))
/
20
)
%
4
;
i
++)
private
void
Update
()
{
t
+=
InterString
.
Get
(
"…"
);
}
a
+=
Time
.
deltaTime
;
var
t
=
""
;
for
(
var
i
=
0
;
i
<
(
int
)
(
a
*
60
)
/
20
%
4
;
i
++)
t
+=
InterString
.
Get
(
"…"
);
lab
.
text
=
t
+
s
+
t
;
}
}
\ No newline at end of file
Assets/ArtSystem/Ocgcore/gameField/lazyBTNMOVER.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
lazyBTNMOVER
:
MonoBehaviour
{
public
class
lazyBTNMOVER
:
MonoBehaviour
{
public
UILabel
g1
;
public
UILabel
g2
;
public
UILabel
g3
;
...
...
Assets/ArtSystem/Ocgcore/gameField/phaser.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
using
System
;
public
class
phaser
:
MonoBehaviour
{
public
Action
mp2Action
;
public
Action
bpAction
;
public
Action
epAction
;
using
System
;
using
UnityEngine
;
public
class
phaser
:
MonoBehaviour
{
public
BoxCollider
colliderMp2
;
public
BoxCollider
colliderBp
;
public
BoxCollider
colliderEp
;
...
...
@@ -18,38 +13,30 @@ public class phaser : MonoBehaviour {
public
UILabel
labBp
;
public
UILabel
labMp2
;
public
UILabel
labEp
;
public
Action
bpAction
;
public
Action
epAction
;
// Use this for initialization
void
Start
()
{
public
Action
mp2Action
;
// Use this for initialization
private
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
if
(
Program
.
InputGetMouseButtonUp_0
)
{
if
(
Program
.
pointedCollider
==
colliderMp2
)
private
void
Update
()
{
if
(
mp2Action
!=
null
)
if
(
Program
.
InputGetMouseButtonUp_0
)
{
if
(
Program
.
pointedCollider
==
colliderMp2
)
if
(
mp2Action
!=
null
)
mp2Action
();
}
}
if
(
Program
.
pointedCollider
==
colliderBp
)
{
if
(
bpAction
!=
null
)
{
bpAction
();
}
}
if
(
Program
.
pointedCollider
==
colliderEp
)
{
if
(
epAction
!=
null
)
{
epAction
();
}
}
}
}
}
\ No newline at end of file
Assets/ArtSystem/Ocgcore/sord/pngSord.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
pngSord
:
MonoBehaviour
{
public
class
pngSord
:
MonoBehaviour
{
// Use this for initialization
void
Start
()
{
private
void
Start
()
{
gameObject
.
GetComponent
<
Renderer
>().
material
.
mainTexture
=
GameTextureManager
.
attack
;
gameObject
.
transform
.
localScale
=
new
Vector3
(
1
,
1f
/
(
float
)
GameTextureManager
.
attack
.
width
*
(
float
)
GameTextureManager
.
attack
.
height
,
1
);
gameObject
.
transform
.
localScale
=
new
Vector3
(
1
,
1f
/
GameTextureManager
.
attack
.
width
*
GameTextureManager
.
attack
.
height
,
1
);
}
// Update is called once per frame
void
Update
()
{
private
void
Update
()
{
}
}
\ No newline at end of file
Assets/ArtSystem/OpenCardOnClick.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System
;
using
UnityEngine
;
using
YGOSharp
;
public
class
OpenCardOnClick
:
MonoBehaviour
{
void
OnClick
()
private
void
OnClick
()
{
UILabel
lbl
=
GetComponent
<
UILabel
>();
var
lbl
=
GetComponent
<
UILabel
>();
if
(
lbl
!=
null
)
{
try
{
string
s
=
lbl
.
GetUrlAtPosition
(
UICamera
.
lastWorldPosition
);
if
(
string
.
IsNullOrEmpty
(
s
))
{
return
;
var
s
=
lbl
.
GetUrlAtPosition
(
UICamera
.
lastWorldPosition
);
if
(
string
.
IsNullOrEmpty
(
s
))
return
;
var
code
=
int
.
Parse
(
s
);
Program
.
I
().
cardDescription
.
setData
(
CardsManager
.
Get
(
code
),
GameTextureManager
.
myBack
,
""
,
true
)
;
}
int
code
=
int
.
Parse
(
s
);
((
CardDescription
)(
Program
.
I
().
cardDescription
)).
setData
(
YGOSharp
.
CardsManager
.
Get
(
code
),
GameTextureManager
.
myBack
,
""
,
true
);
}
catch
(
System
.
Exception
e
)
catch
(
Exception
e
)
{
Debug
.
Log
(
e
);
}
}
}
}
\ No newline at end of file
Assets/ArtSystem/Room/smartSelection.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
smartSelection
:
MonoBehaviour
{
public
class
smartSelection
:
MonoBehaviour
{
public
UILabel
name_lable
;
public
UITexture
under_
;
...
...
@@ -17,7 +17,7 @@ public class smartSelection : MonoBehaviour {
public
void
setSelected
(
bool
s
)
{
under_
.
color
=
s
?
Color
.
white
:
(
new
Color
(
0
,
0
,
0
,
0
)
);
under_
.
color
=
s
?
Color
.
white
:
new
Color
(
0
,
0
,
0
,
0
);
}
public
string
getNmae
()
...
...
@@ -27,7 +27,7 @@ public class smartSelection : MonoBehaviour {
public
void
set_width
(
int
width
)
{
int
w
=
width
+
80
;
var
w
=
width
+
80
;
under_
.
width
=
w
;
collider
.
size
=
new
Vector3
(
w
,
under_
.
height
+
5
,
1
);
collider
.
center
=
new
Vector3
(
0
,
-
2.5f
,
0
);
...
...
@@ -36,10 +36,7 @@ public class smartSelection : MonoBehaviour {
public
static
void
IselectedSetter
(
GameObject
obj
,
bool
selected
)
{
smartSelection
smartSelection
=
obj
.
GetComponent
<
smartSelection
>();
if
(
smartSelection
!=
null
)
{
smartSelection
.
setSelected
(
selected
);
}
var
smartSelection
=
obj
.
GetComponent
<
smartSelection
>();
if
(
smartSelection
!=
null
)
smartSelection
.
setSelected
(
selected
);
}
}
\ No newline at end of file
Assets/ArtSystem/Setting/LAZYsetting.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
LAZYsetting
:
MonoBehaviour
{
public
class
LAZYsetting
:
MonoBehaviour
{
public
UISlider
sliderVolum
;
public
UISlider
sliderSizeDrawing
;
public
UISlider
sliderSize
;
...
...
@@ -42,12 +42,12 @@ public class LAZYsetting : MonoBehaviour {
public
UIToggle
spyer
;
// Use this for initialization
void
Start
()
{
private
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
private
void
Update
()
{
}
}
\ No newline at end of file
Assets/ArtSystem/YGOPro1/YGO1superShower.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
YGO1superShower
:
MonoBehaviour
{
public
class
YGO1superShower
:
MonoBehaviour
{
public
UITexture
card
;
public
UITexture
closeup
;
// Use this for initialization
void
Start
()
{
// Use this for initialization
private
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
private
void
Update
()
{
}
}
\ No newline at end of file
Assets/ArtSystem/YGOPro1/pro1CardShower.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
pro1CardShower
:
MonoBehaviour
{
public
class
pro1CardShower
:
MonoBehaviour
{
public
UITexture
card
;
public
UITexture
mask
;
public
UITexture
disable
;
...
...
Assets/ArtSystem/anni/rotatotr.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
rotatotr
:
MonoBehaviour
{
public
class
rotatotr
:
MonoBehaviour
{
// Use this for initialization
void
Start
()
{
private
void
Start
()
{
}
// Update is called once per frame
void
Update
()
private
void
Update
()
{
transform
.
Rotate
(
Vector3
.
forward
*
Time
.
deltaTime
*
80
);
}
...
...
Assets/ArtSystem/arrow/ArrowCtrl/AnimUnit.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
using
UnityEngine
;
public
class
AnimUnit
:
MonoBehaviour
{
public
float
m_fspeed
=
1
;
private
MegaWorldPathDeform
m_kMWPD
=
null
;
private
MegaShapeArc
m_kShapeArc
=
null
;
private
float
m_fAccumAnimOffset
=
0.0f
;
private
float
m_fArrowHeadLenth
=
0.57f
;
private
float
m_fAccumAnimOffset
;
private
readonly
float
m_fArrowHeadLenth
=
0.57f
;
//private float m_fRGB = 1/255.0f;
private
float
m_fHigh
=
1.0f
;
//画线高度定值 --CardGame
void
Start
()
private
readonly
float
m_fHigh
=
1.0f
;
//画线高度定值 --CardGame
private
MegaWorldPathDeform
m_kMWPD
;
private
MegaShapeArc
m_kShapeArc
;
private
void
Start
()
{
m_kMWPD
=
GetComponent
<
MegaWorldPathDeform
>
();
m_kMWPD
=
GetComponent
<
MegaWorldPathDeform
>
();
m_fAccumAnimOffset
=
m_kMWPD
.
Offset
.
z
;
//Debug.Log ("offset val is " + m_kAccumAnimOffset + " when init");
...
...
@@ -26,12 +25,11 @@ public class AnimUnit : MonoBehaviour
//Color color = new Color(141* m_fRGB, m_fRGB, m_fRGB);
//this.gameObject.renderer.material.SetColor("_BlendColor",color);
this
.
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
0
);
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
0
);
}
void
Update
()
private
void
Update
()
{
// float fnowoffset = m_kShapeArc.GetCurveLength (0) - m_fAccumAnimOffset;
//
// float linelenth = (m_kShapeArc.GetCurveLength (0) - (m_fArrowHeadLenth*0.04f)/2 + 0.764f)/5;
...
...
@@ -56,30 +54,16 @@ public class AnimUnit : MonoBehaviour
}
// void AlphaSet()
// {
// m_kShapeArc.GetCurveLength (0);
// }
public
void
SetAllAlphaZero
()
private
void
FixedUpdate
()
{
this
.
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
0
);
}
void
FixedUpdate
()
{
if
(
m_kShapeArc
==
null
)
{
return
;
}
if
(
m_kShapeArc
==
null
)
return
;
m_fAccumAnimOffset
+=
-
m_fspeed
*
Time
.
deltaTime
;
//if (m_fAccumAnimOffset >= m_kShapeArc.GetCurveLength (0)-(m_fArrowHeadLenth*0.02f)/2 - 0.382f)
if
(
m_fAccumAnimOffset
<=
(
m_fArrowHeadLenth
*
0.04f
)/
2
+
0.764f
)
if
(
m_fAccumAnimOffset
<=
m_fArrowHeadLenth
*
0.04f
/
2
+
0.764f
)
{
//m_fAccumAnimOffset = 0.0f;
this
.
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
0
);
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
0
);
m_kShapeArc
.
GetComponent
<
LoopPathAnim
>().
moveToTail
(
m_kMWPD
);
}
...
...
@@ -105,36 +89,35 @@ public class AnimUnit : MonoBehaviour
// }
float
fnowoffset
=
m_kShapeArc
.
GetCurveLength
(
0
)
-
m_fAccumAnimOffset
;
var
fnowoffset
=
m_kShapeArc
.
GetCurveLength
(
0
)
-
m_fAccumAnimOffset
;
float
linelenth
=
(
m_fArrowHeadLenth
*
0.04f
)/
2
+
0.764f
;
var
linelenth
=
m_fArrowHeadLenth
*
0.04f
/
2
+
0.764f
;
if
(
fnowoffset
>
0
&&
fnowoffset
<=
m_fHigh
)
if
(
fnowoffset
>
0
&&
fnowoffset
<=
m_fHigh
)
{
this
.
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
fnowoffset
/
m_fHigh
);
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
fnowoffset
/
m_fHigh
);
}
else
if
(
fnowoffset
>
m_fHigh
&&
fnowoffset
<=
m_kShapeArc
.
GetCurveLength
(
0
)
-
m_fHigh
-
linelenth
)
else
if
(
fnowoffset
>
m_fHigh
&&
fnowoffset
<=
m_kShapeArc
.
GetCurveLength
(
0
)
-
m_fHigh
-
linelenth
)
{
this
.
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
0.7f
);
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
0.7f
);
}
else
if
(
fnowoffset
>
m_kShapeArc
.
GetCurveLength
(
0
)
-
m_fHigh
-
linelenth
&&
fnowoffset
<=
m_kShapeArc
.
GetCurveLength
(
0
))
else
if
(
fnowoffset
>
m_kShapeArc
.
GetCurveLength
(
0
)
-
m_fHigh
-
linelenth
&&
fnowoffset
<=
m_kShapeArc
.
GetCurveLength
(
0
))
{
float
f
=
(
1
-
((
fnowoffset
-
m_kShapeArc
.
GetCurveLength
(
0
)
+
m_fHigh
+
linelenth
)
/
m_fHigh
)
)
*
0.7f
;
var
f
=
(
1
-
(
fnowoffset
-
m_kShapeArc
.
GetCurveLength
(
0
)
+
m_fHigh
+
linelenth
)
/
m_fHigh
)
*
0.7f
;
//if (f > 0.05f)
//{
// f = 1;
//}
this
.
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
f
);
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
f
);
}
else
{
this
.
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
0
);
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
0
);
}
//float linelenth = m_kShapeArc.GetCurveLength (0)/5;
//设置alpha
// if(fnowoffset>0&&fnowoffset<= linelenth)
...
...
@@ -155,6 +138,17 @@ public class AnimUnit : MonoBehaviour
// }
}
// void AlphaSet()
// {
// m_kShapeArc.GetCurveLength (0);
// }
public
void
SetAllAlphaZero
()
{
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
0
);
}
public
void
setMegaShape
(
MegaShapeArc
msa
)
{
m_kShapeArc
=
msa
;
...
...
@@ -170,4 +164,3 @@ public class AnimUnit : MonoBehaviour
m_fAccumAnimOffset
=
val
;
}
}
\ No newline at end of file
Assets/ArtSystem/arrow/ArrowCtrl/LoopMegaCtrl.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
LoopMegaCtrl
:
MonoBehaviour
{
public
class
LoopMegaCtrl
:
MonoBehaviour
{
public
GameObject
Path
;
public
int
m_iID
;
public
GameObject
m_kFirstOb
;
public
int
m_iCount
;
private
bool
m_bneedtoFollow
=
true
;
private
float
m_fBeforeLenth
;
private
float
m_ObjectLenth
;
private
float
m_offsetpercent
;
// Use this for initialization
private
float
m_offsetZ
;
private
float
m_offsetpercent
;
private
float
m_pathLenth
;
public
GameObject
Path
=
null
;
float
m_ObjectLenth
;
float
m_fBeforeLenth
=
0.0f
;
public
int
m_iID
;
public
GameObject
m_kFirstOb
=
null
;
bool
m_bneedtoFollow
=
true
;
public
int
m_iCount
=
0
;
void
Start
()
{
private
void
Start
()
{
//物体长度 --CardGame
m_ObjectLenth
=
0.9f
*
0.02f
;
m_ObjectLenth
=
0.9f
*
0.02f
;
//this.GetComponent<MegaWorldPathDeform>().animate = false;
//this.GetComponent<MegaWorldPathDeform>().percent = 0;
}
// Update is called once per frame
void
Update
()
{
private
void
Update
()
{
}
void
LateUpdate
()
private
void
LateUpdate
()
{
LoopMegaAntmation
();
}
void
LoopMegaAntmation
()
private
void
LoopMegaAntmation
()
{
//if(m_offsetZ>0)
//{
//获得线段长度 --CardGame
if
(
m_bneedtoFollow
&&
m_kFirstOb
!=
null
)
if
(
m_bneedtoFollow
&&
m_kFirstOb
!=
null
)
{
this
.
GetComponent
<
MegaWorldPathDeform
>().
percent
=
m_kFirstOb
.
GetComponent
<
MegaWorldPathDeform
>().
percent
;
GetComponent
<
MegaWorldPathDeform
>().
percent
=
m_kFirstOb
.
GetComponent
<
MegaWorldPathDeform
>().
percent
;
m_bneedtoFollow
=
false
;
}
...
...
@@ -51,8 +51,7 @@ public class LoopMegaCtrl : MonoBehaviour {
// }
m_pathLenth
=
Path
.
GetComponent
<
MegaShapeArc
>().
GetCurveLength
(
0
);
m_pathLenth
=
Path
.
GetComponent
<
MegaShapeArc
>().
GetCurveLength
(
0
);
// if(m_fBeforeLenth>m_pathLenth)
// {
...
...
@@ -72,34 +71,28 @@ public class LoopMegaCtrl : MonoBehaviour {
// }
m_fBeforeLenth
=
m_pathLenth
;
m_offsetZ
=
-
this
.
GetComponent
<
MegaWorldPathDeform
>().
Offset
.
z
;
m_offsetpercent
=
((
m_ObjectLenth
+
m_offsetZ
)/
m_pathLenth
)*
100
;
m_offsetZ
=
-
GetComponent
<
MegaWorldPathDeform
>().
Offset
.
z
;
m_offsetpercent
=
(
m_ObjectLenth
+
m_offsetZ
)
/
m_pathLenth
*
100
;
//Debug.Log(this.name+":" + m_offsetpercent);
this
.
GetComponent
<
MegaWorldPathDeform
>().
path
=
Path
.
GetComponent
<
MegaShapeArc
>();
GetComponent
<
MegaWorldPathDeform
>().
path
=
Path
.
GetComponent
<
MegaShapeArc
>();
if
(
this
.
GetComponent
<
MegaWorldPathDeform
>().
percent
>=
100
+
m_offsetpercent
)
if
(
GetComponent
<
MegaWorldPathDeform
>().
percent
>=
100
+
m_offsetpercent
)
{
//调整位置方法 --CardGame
if
(
m_kFirstOb
!=
null
)
if
(
m_kFirstOb
!=
null
)
{
Debug
.
Log
(
"else follow first"
);
Debug
.
Log
(
"else follow first"
);
this
.
GetComponent
<
MegaWorldPathDeform
>().
percent
=
m_kFirstOb
.
GetComponent
<
MegaWorldPathDeform
>().
percent
;
GetComponent
<
MegaWorldPathDeform
>().
percent
=
m_kFirstOb
.
GetComponent
<
MegaWorldPathDeform
>().
percent
;
m_bneedtoFollow
=
true
;
}
else
{
Debug
.
Log
(
"first to 0"
);
this
.
GetComponent
<
MegaWorldPathDeform
>().
percent
=
0
;
Debug
.
Log
(
"first to 0"
);
GetComponent
<
MegaWorldPathDeform
>().
percent
=
0
;
}
}
}
...
...
Assets/ArtSystem/arrow/ArrowCtrl/LoopPathAnim.cs
View file @
6f2a7aa4
using
System.Collections.Generic
;
using
UnityEngine
;
using
System.Collections
;
using
System.Collections.Generic
;
public
class
LoopPathAnim
:
MonoBehaviour
{
// public GameObject m_kStartObject = null;
// public GameObject m_kEndObject = null;
private
MegaShapeArc
m_kShapeArc
=
null
;
public
List
<
MegaWorldPathDeform
>
m_kMWPD_List
=
new
List
<
MegaWorldPathDeform
>();
public
float
m_fOffsetValueStep
=
1.0f
;
// public GameObject m_kStartObject = null;
// public GameObject m_kEndObject = null;
void
Start
()
private
MegaShapeArc
m_kShapeArc
;
private
void
Start
()
{
m_kShapeArc
=
GetComponent
<
MegaShapeArc
>
();
m_kShapeArc
=
GetComponent
<
MegaShapeArc
>
();
// m_kStartObject.transform.position = m_kShapeArc.splines [0].knots [0].p;
// m_kEndObject.transform.position =
// m_kShapeArc.splines [0].knots[ m_kShapeArc.splines [0].knots.Count-1 ].p;
foreach
(
MegaWorldPathDeform
iter
in
m_kMWPD_List
)
{
if
(
iter
.
GetComponent
<
AnimUnit
>()
)
{
foreach
(
var
iter
in
m_kMWPD_List
)
if
(
iter
.
GetComponent
<
AnimUnit
>())
iter
.
GetComponent
<
AnimUnit
>().
setMegaShape
(
m_kShapeArc
);
//Debug.Log("set shaps...");
}
}
}
void
Update
()
private
void
Update
()
{
}
void
LateUpdate
()
private
void
LateUpdate
()
{
// m_kShapeArc.splines [0].knots [0].p = m_kStartObject.transform.position;
//
...
...
@@ -59,18 +48,14 @@ public class LoopPathAnim : MonoBehaviour
//添加到箭头组成尾部 --CardGame
public
void
moveToTail
(
MegaWorldPathDeform
mwpd
)
{
if
(
m_kMWPD_List
.
Contains
(
mwpd
)
)
if
(
m_kMWPD_List
.
Contains
(
mwpd
)
)
{
float
val
=
m_kMWPD_List
[
m_kMWPD_List
.
Count
-
1
].
GetComponent
<
AnimUnit
>().
getAccumOffset
()
+
m_fOffsetValueStep
;
var
val
=
m_kMWPD_List
[
m_kMWPD_List
.
Count
-
1
].
GetComponent
<
AnimUnit
>().
getAccumOffset
()
+
m_fOffsetValueStep
;
mwpd
.
GetComponent
<
AnimUnit
>().
setAccumOffset
(
val
);
m_kMWPD_List
.
Remove
(
mwpd
);
m_kMWPD_List
.
Add
(
mwpd
);
}
}
}
\ No newline at end of file
Assets/ArtSystem/arrow/ArrowCtrl/RendMega.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
RendMega
:
MonoBehaviour
{
public
class
RendMega
:
MonoBehaviour
{
public
Vector3
StartPosition
=
Vector3
.
zero
;
public
Vector3
FingerPosition
=
Vector3
.
zero
;
public
Transform
SkillPosition
=
null
;
public
Transform
SkillPositionForm
=
null
;
public
GameObject
m_kPath
=
null
;
public
Transform
SkillPosition
;
public
Transform
SkillPositionForm
;
public
GameObject
m_kPath
;
public
float
k
=
3f
;
// Use this for initialization
void
Start
()
{
private
void
Start
()
{
}
// Update is called once per frame
void
Update
()
private
void
Update
()
{
MyRenderPath
();
}
public
void
MyRenderPath
()
{
m_kPath
.
transform
.
localScale
=
new
Vector3
(
k
,
k
,
k
);
Vector3
v3FromPos
=
SkillPosition
.
position
/
k
;
Vector3
v3TargetPos
=
SkillPositionForm
.
position
/
k
;
Vector3
v3MidPos
=
(
v3FromPos
+
v3TargetPos
)/
2
;
var
v3FromPos
=
SkillPosition
.
position
/
k
;
var
v3TargetPos
=
SkillPositionForm
.
position
/
k
;
var
v3MidPos
=
(
v3FromPos
+
v3TargetPos
)
/
2
;
v3MidPos
+=
new
Vector3
(
0
,
Vector3
.
Distance
(
v3TargetPos
,
v3FromPos
)
/
10f
*
3f
,
0
);
v3MidPos
+=
(
v3TargetPos
-
v3FromPos
)
/
10f
*
3f
;
Vector3
V3Midvect
=
(
v3TargetPos
-
v3FromPos
)/
4
;
var
V3Midvect
=
(
v3TargetPos
-
v3FromPos
)
/
4
;
Vector3
v3FromAnchorIn
=
v3FromPos
+
new
Vector3
(
0
,-(
v3MidPos
.
y
/
3
),
0
)
;
var
v3FromAnchorIn
=
v3FromPos
+
new
Vector3
(
0
,
-(
v3MidPos
.
y
/
3
),
0
)
;
//Vector3 v3FromAnchorOut = v3FromPos+new Vector3(0,(v3MidPos.y/3),0) ;
Vector3
v3FromAnchorOut
=
v3FromPos
+
V3Midvect
;
var
v3FromAnchorOut
=
v3FromPos
+
V3Midvect
;
//Vector3 v3TarGetAnchorIn = v3TargetPos +new Vector3(0,(v3MidPos.y/3),0) ;
Vector3
v3TarGetAnchorIn
=
v3TargetPos
+
new
Vector3
(
0
,
(
v3MidPos
.
y
/
3
),
0
)
-
V3Midvect
/
10
;
Vector3
v3TarGetAnchorOut
=
v3TargetPos
+
new
Vector3
(
0
,
-(
v3MidPos
.
y
/
3
),
0
);
Vector3
v3MidAnchorIn
=
v3MidPos
-
V3Midvect
;
Vector3
v3MidAnchorOut
=
v3MidPos
+
V3Midvect
;
var
v3TarGetAnchorIn
=
v3TargetPos
+
new
Vector3
(
0
,
v3MidPos
.
y
/
3
,
0
)
-
V3Midvect
/
10
;
var
v3TarGetAnchorOut
=
v3TargetPos
+
new
Vector3
(
0
,
-(
v3MidPos
.
y
/
3
),
0
);
var
v3MidAnchorIn
=
v3MidPos
-
V3Midvect
;
var
v3MidAnchorOut
=
v3MidPos
+
V3Midvect
;
m_kPath
.
GetComponent
<
MegaShapeArc
>().
SetKnotEx
(
0
,
0
,
v3FromPos
,
v3FromAnchorIn
,
v3FromAnchorOut
);
m_kPath
.
GetComponent
<
MegaShapeArc
>().
SetKnotEx
(
0
,
1
,
v3MidPos
,
v3MidAnchorIn
,
v3MidAnchorOut
);
m_kPath
.
GetComponent
<
MegaShapeArc
>().
SetKnotEx
(
0
,
2
,
v3TargetPos
,
v3TarGetAnchorIn
,
v3TarGetAnchorOut
);
m_kPath
.
GetComponent
<
MegaShapeArc
>().
SetKnotEx
(
0
,
0
,
v3FromPos
,
v3FromAnchorIn
,
v3FromAnchorOut
);
m_kPath
.
GetComponent
<
MegaShapeArc
>().
SetKnotEx
(
0
,
1
,
v3MidPos
,
v3MidAnchorIn
,
v3MidAnchorOut
);
m_kPath
.
GetComponent
<
MegaShapeArc
>().
SetKnotEx
(
0
,
2
,
v3TargetPos
,
v3TarGetAnchorIn
,
v3TarGetAnchorOut
);
}
}
\ No newline at end of file
Assets/ArtSystem/arrow/ArrowCtrl/arrowCtrl.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
arrowCtrl
:
MonoBehaviour
{
public
class
arrowCtrl
:
MonoBehaviour
{
public
GameObject
[]
m_karrow
;
// Use this for initialization
void
Start
()
{
// Use this for initialization
private
void
Start
()
{
}
public
void
AllAlphaZero
()
{
for
(
int
i
=
0
;
i
<
m_karrow
.
Length
;
i
++)
{
if
(
m_karrow
[
i
].
GetComponent
<
AnimUnit
>()!=
null
)
{
for
(
var
i
=
0
;
i
<
m_karrow
.
Length
;
i
++)
if
(
m_karrow
[
i
].
GetComponent
<
AnimUnit
>()
!=
null
)
m_karrow
[
i
].
GetComponent
<
AnimUnit
>().
SetAllAlphaZero
();
}
}
}
}
\ No newline at end of file
Assets/ArtSystem/arrow/ArrowCtrl/blinding.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
blinding
:
MonoBehaviour
{
public
class
blinding
:
MonoBehaviour
{
// Use this for initialization
void
Start
()
{
private
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
this
.
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
(
1f
+
Mathf
.
Sin
(
Time
.
time
*
10
))
/
2f
);
private
void
Update
()
{
gameObject
.
GetComponent
<
Renderer
>().
material
.
SetFloat
(
"_Alpha"
,
(
1f
+
Mathf
.
Sin
(
Time
.
time
*
10
))
/
2f
);
}
}
\ No newline at end of file
Assets/ArtSystem/arrow/Mega-Fiers.meta
deleted
100644 → 0
View file @
5771b093
fileFormatVersion: 2
guid: b71b024f995aa0843a87af2b3fae595e
folderAsset: yes
timeCreated: 1482167356
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
Assets/ArtSystem/arrow/arrow.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
arrow
:
MonoBehaviour
{
public
class
arrow
:
MonoBehaviour
{
public
float
speed
=
1
;
public
Transform
from
;
public
Transform
to
;
public
RendMega
mega
;
public
MegaShapeArc
arc
;
// Use this for initialization
void
Start
()
private
void
Start
()
{
updateSpeed
();
}
public
void
updateSpeed
()
{
var
list
=
GetComponentsInChildren
<
AnimUnit
>();
foreach
(
var
item
in
list
)
// Update is called once per frame
private
void
Update
()
{
item
.
m_fspeed
=
speed
;
}
}
// Update is called once per frame
void
Update
()
{
public
void
updateSpeed
()
{
var
list
=
GetComponentsInChildren
<
AnimUnit
>();
foreach
(
var
item
in
list
)
item
.
m_fspeed
=
speed
;
}
}
\ No newline at end of file
Assets/ArtSystem/blur/RapidBlurEffect.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
using
UnityEngine
;
//设置在编辑模式下也执行该脚本
[
ExecuteInEditMode
]
...
...
@@ -8,11 +6,32 @@ using System.Collections;
[
AddComponentMenu
(
"Learning Unity Shader/Lecture 15/RapidBlurEffect"
)]
public
class
RapidBlurEffect
:
MonoBehaviour
{
//-------------------------材质的get&set----------------------------
#
region
MaterialGetAndSet
private
Material
material
{
get
{
if
(
CurMaterial
==
null
)
{
CurMaterial
=
new
Material
(
CurShader
);
CurMaterial
.
hideFlags
=
HideFlags
.
HideAndDontSave
;
}
return
CurMaterial
;
}
}
#
endregion
//-------------------变量声明部分-------------------
#
region
Variables
//指定Shader名称
private
string
ShaderName
=
"Learning Unity Shader/Lecture 15/RapidBlurEffect"
;
private
readonly
string
ShaderName
=
"Learning Unity Shader/Lecture 15/RapidBlurEffect"
;
//着色器和材质实例
public
Shader
CurShader
;
...
...
@@ -24,38 +43,25 @@ public class RapidBlurEffect : MonoBehaviour
public
static
int
ChangeValue3
;
//降采样次数
[
Range
(
0
,
6
)
,
Tooltip
(
"[降采样次数]向下采样的次数。此值越大,则采样间隔越大,需要处理的像素点越少,运行速度越快。"
)]
[
Range
(
0
,
6
)
]
[
Tooltip
(
"[降采样次数]向下采样的次数。此值越大,则采样间隔越大,需要处理的像素点越少,运行速度越快。"
)]
public
int
DownSampleNum
=
2
;
//模糊扩散度
[
Range
(
0.0f
,
20.0f
)
,
Tooltip
(
"[模糊扩散度]进行高斯模糊时,相邻像素点的间隔。此值越大相邻像素间隔越远,图像越模糊。但过大的值会导致失真。"
)]
[
Range
(
0.0f
,
20.0f
)
]
[
Tooltip
(
"[模糊扩散度]进行高斯模糊时,相邻像素点的间隔。此值越大相邻像素间隔越远,图像越模糊。但过大的值会导致失真。"
)]
public
float
BlurSpreadSize
=
3.0f
;
//迭代次数
[
Range
(
0
,
8
)
,
Tooltip
(
"[迭代次数]此值越大,则模糊操作的迭代次数越多,模糊效果越好,但消耗越大。"
)]
[
Range
(
0
,
8
)
]
[
Tooltip
(
"[迭代次数]此值越大,则模糊操作的迭代次数越多,模糊效果越好,但消耗越大。"
)]
public
int
BlurIterations
=
3
;
#
endregion
//-------------------------材质的get&set----------------------------
#
region
MaterialGetAndSet
Material
material
{
get
{
if
(
CurMaterial
==
null
)
{
CurMaterial
=
new
Material
(
CurShader
);
CurMaterial
.
hideFlags
=
HideFlags
.
HideAndDontSave
;
}
return
CurMaterial
;
}
}
#
endregion
#
region
Functions
//-----------------------------------------【Start()函数】---------------------------------------------
// 说明:此函数仅在Update函数第一次被调用前被调用
//--------------------------------------------------------------------------------------------------------
void
Start
()
private
void
Start
()
{
//依次赋值
ChangeValue
=
DownSampleNum
;
...
...
@@ -69,49 +75,48 @@ public class RapidBlurEffect : MonoBehaviour
if
(!
SystemInfo
.
supportsImageEffects
)
{
enabled
=
false
;
return
;
}
}
//-------------------------------------【OnRenderImage()函数】------------------------------------
// 说明:此函数在当完成所有渲染图片后被调用,用来渲染图片后期效果
//--------------------------------------------------------------------------------------------------------
void
OnRenderImage
(
RenderTexture
sourceTexture
,
RenderTexture
destTexture
)
private
void
OnRenderImage
(
RenderTexture
sourceTexture
,
RenderTexture
destTexture
)
{
//着色器实例不为空,就进行参数设置
if
(
CurShader
!=
null
)
{
//【0】参数准备
//根据向下采样的次数确定宽度系数。用于控制降采样后相邻像素的间隔
float
widthMod
=
1.0f
/
(
1.0f
*
(
1
<<
DownSampleNum
));
var
widthMod
=
1.0f
/
(
1.0f
*
(
1
<<
DownSampleNum
));
//Shader的降采样参数赋值
material
.
SetFloat
(
"_DownSampleValue"
,
BlurSpreadSize
*
widthMod
);
//设置渲染模式:双线性
sourceTexture
.
filterMode
=
FilterMode
.
Bilinear
;
//通过右移,准备长、宽参数值
int
renderWidth
=
sourceTexture
.
width
>>
DownSampleNum
;
int
renderHeight
=
sourceTexture
.
height
>>
DownSampleNum
;
var
renderWidth
=
sourceTexture
.
width
>>
DownSampleNum
;
var
renderHeight
=
sourceTexture
.
height
>>
DownSampleNum
;
// 【1】处理Shader的通道0,用于降采样 ||Pass 0,for down sample
//准备一个缓存renderBuffer,用于准备存放最终数据
RenderTexture
renderBuffer
=
RenderTexture
.
GetTemporary
(
renderWidth
,
renderHeight
,
0
,
sourceTexture
.
format
);
var
renderBuffer
=
RenderTexture
.
GetTemporary
(
renderWidth
,
renderHeight
,
0
,
sourceTexture
.
format
);
//设置渲染模式:双线性
renderBuffer
.
filterMode
=
FilterMode
.
Bilinear
;
//拷贝sourceTexture中的渲染数据到renderBuffer,并仅绘制指定的pass0的纹理数据
Graphics
.
Blit
(
sourceTexture
,
renderBuffer
,
material
,
0
);
//【2】根据BlurIterations(迭代次数),来进行指定次数的迭代操作
for
(
int
i
=
0
;
i
<
BlurIterations
;
i
++)
for
(
var
i
=
0
;
i
<
BlurIterations
;
i
++)
{
//【2.1】Shader参数赋值
//迭代偏移量参数
float
iterationOffs
=
(
i
*
1.0f
)
;
var
iterationOffs
=
i
*
1.0f
;
//Shader的降采样参数赋值
material
.
SetFloat
(
"_DownSampleValue"
,
BlurSpreadSize
*
widthMod
+
iterationOffs
);
// 【2.2】处理Shader的通道1,垂直方向模糊处理 || Pass1,for vertical blur
// 定义一个临时渲染的缓存tempBuffer
RenderTexture
tempBuffer
=
RenderTexture
.
GetTemporary
(
renderWidth
,
renderHeight
,
0
,
sourceTexture
.
format
);
var
tempBuffer
=
RenderTexture
.
GetTemporary
(
renderWidth
,
renderHeight
,
0
,
sourceTexture
.
format
);
// 拷贝renderBuffer中的渲染数据到tempBuffer,并仅绘制指定的pass1的纹理数据
Graphics
.
Blit
(
renderBuffer
,
tempBuffer
,
material
,
1
);
// 清空renderBuffer
...
...
@@ -136,7 +141,6 @@ public class RapidBlurEffect : MonoBehaviour
Graphics
.
Blit
(
renderBuffer
,
destTexture
);
//清空renderBuffer
RenderTexture
.
ReleaseTemporary
(
renderBuffer
);
}
//着色器实例为空,直接拷贝屏幕上的效果。此情况下是没有实现屏幕特效的
...
...
@@ -151,7 +155,7 @@ public class RapidBlurEffect : MonoBehaviour
//-----------------------------------------【OnValidate()函数】--------------------------------------
// 说明:此函数在编辑器中该脚本的某个值发生了改变后被调用
//--------------------------------------------------------------------------------------------------------
void
OnValidate
()
private
void
OnValidate
()
{
//将编辑器中的值赋值回来,确保在编辑器中值的改变立刻让结果生效
ChangeValue
=
DownSampleNum
;
...
...
@@ -162,7 +166,7 @@ public class RapidBlurEffect : MonoBehaviour
//-----------------------------------------【Update()函数】--------------------------------------
// 说明:此函数每帧都会被调用
//--------------------------------------------------------------------------------------------------------
void
Update
()
private
void
Update
()
{
//若程序在运行,进行赋值
if
(
Application
.
isPlaying
)
...
...
@@ -174,27 +178,19 @@ public class RapidBlurEffect : MonoBehaviour
}
//若程序没有在运行,去寻找对应的Shader文件
#if UNITY_EDITOR
if
(
Application
.
isPlaying
!=
true
)
{
CurShader
=
Shader
.
Find
(
ShaderName
);
}
if
(
Application
.
isPlaying
!=
true
)
CurShader
=
Shader
.
Find
(
ShaderName
);
#endif
}
//-----------------------------------------【OnDisable()函数】---------------------------------------
// 说明:当对象变为不可用或非激活状态时此函数便被调用
//--------------------------------------------------------------------------------------------------------
void
OnDisable
()
private
void
OnDisable
()
{
if
(
CurMaterial
)
{
//立即销毁材质实例
DestroyImmediate
(
CurMaterial
);
}
}
#
endregion
}
\ No newline at end of file
Assets/ArtSystem/cardDescription/UImouseHint.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
using
System
;
using
UnityEngine
;
public
class
UImouseHint
:
MonoBehaviour
{
public
class
UImouseHint
:
MonoBehaviour
{
public
GameObject
point
;
public
Camera
cam
;
private
bool
drag
;
// Use this for initialization
void
Start
()
{
private
void
Start
()
{
try
{
cam
=
gameObject
.
transform
.
GetComponentInParent
<
UIRoot
>().
GetComponentInChildren
<
Camera
>();
}
catch
(
System
.
Exception
)
catch
(
Exception
)
{
}
}
// Update is called once per frame
void
Update
()
private
void
Update
()
{
if
(
drag
)
{
point
.
transform
.
position
=
cam
.
ScreenToWorldPoint
(
new
Vector3
(
Input
.
mousePosition
.
x
+
5
,
Input
.
mousePosition
.
y
-
25
,
0
Input
.
mousePosition
.
x
+
5
,
Input
.
mousePosition
.
y
-
25
,
0
));
}
}
bool
drag
=
false
;
public
void
begin
()
{
drag
=
true
;
...
...
Assets/ArtSystem/chain/chainMono.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System
;
using
TMPro
;
using
UnityEngine
;
public
class
chainMono
:
MonoBehaviour
{
public
class
chainMono
:
MonoBehaviour
{
public
Renderer
circle
;
public
T
MPro
.
T
extMeshPro
text
;
public
TextMeshPro
text
;
public
bool
flashing
=
true
;
float
all
=
0
;
bool
p
=
true
;
void
Update
()
private
float
all
;
private
bool
p
=
true
;
private
void
Update
()
{
if
(
flashing
)
{
all
+=
Program
.
deltaTime
;
if
(
all
>
0.05
)
if
(
all
>
0.05
)
{
all
=
0
;
p
=
!
p
;
...
...
Assets/ArtSystem/darkholl/UnionAssetes/Particle/ParticleScaler/Editor/ParticleScaleEditor.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
UnityEditor
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEditor
;
using
UnityEngine
;
[
CustomEditor
(
typeof
(
ParticleScale
))]
public
class
ParticleScaleEditor
:
Editor
{
public
class
ParticleScaleEditor
:
Editor
{
public
ParticleScale
tgt
=>
target
as
ParticleScale
;
void
Awake
()
{
foreach
(
Transform
tr
in
tgt
.
transform
)
{
if
(
tr
.
gameObject
.
GetComponent
<
ParticleScale
>()
==
null
)
{
private
void
Awake
()
{
foreach
(
Transform
tr
in
tgt
.
transform
)
if
(
tr
.
gameObject
.
GetComponent
<
ParticleScale
>()
==
null
)
tr
.
gameObject
.
AddComponent
<
ParticleScale
>();
}
}
}
public
override
void
OnInspectorGUI
()
{
public
override
void
OnInspectorGUI
()
{
tgt
.
scaleStep
=
EditorGUILayout
.
FloatField
(
"Scale Step"
,
tgt
.
scaleStep
);
...
...
@@ -33,55 +24,36 @@ public class ParticleScaleEditor : Editor {
GUILayout
.
FlexibleSpace
();
if
(
GUILayout
.
Button
(
new
GUIContent
(
"Scale Up"
),
GUILayout
.
Width
(
80
)))
UpdateScale
(
tgt
.
scaleStep
);
if
(
GUILayout
.
Button
(
new
GUIContent
(
"Scale Up"
),
GUILayout
.
Width
(
80
)))
{
UpdateScale
(
tgt
.
scaleStep
);
}
if
(
GUILayout
.
Button
(
new
GUIContent
(
"Scale Down"
),
GUILayout
.
Width
(
80
)))
{
ReduceScale
(
tgt
.
scaleStep
);
}
if
(
GUILayout
.
Button
(
new
GUIContent
(
"Scale Down"
),
GUILayout
.
Width
(
80
)))
ReduceScale
(
tgt
.
scaleStep
);
EditorGUILayout
.
EndHorizontal
();
EditorGUILayout
.
Separator
();
}
private
void
UpdateScale
(
float
mod
)
{
private
void
UpdateScale
(
float
mod
)
{
tgt
.
UpdateScale
(
mod
);
foreach
(
Transform
tr
in
tgt
.
transform
)
{
if
(
tr
.
gameObject
.
GetComponent
<
ParticleScale
>()
==
null
)
{
tr
.
gameObject
.
AddComponent
<
ParticleScale
>();
}
foreach
(
Transform
tr
in
tgt
.
transform
)
{
if
(
tr
.
gameObject
.
GetComponent
<
ParticleScale
>()
==
null
)
tr
.
gameObject
.
AddComponent
<
ParticleScale
>();
tr
.
gameObject
.
GetComponent
<
ParticleScale
>().
UpdateScale
(
mod
);
}
}
private
void
ReduceScale
(
float
mod
)
{
private
void
ReduceScale
(
float
mod
)
{
tgt
.
ReduceScale
(
mod
);
foreach
(
Transform
tr
in
tgt
.
transform
)
{
if
(
tr
.
gameObject
.
GetComponent
<
ParticleScale
>()
==
null
)
{
tr
.
gameObject
.
AddComponent
<
ParticleScale
>();
}
foreach
(
Transform
tr
in
tgt
.
transform
)
{
if
(
tr
.
gameObject
.
GetComponent
<
ParticleScale
>()
==
null
)
tr
.
gameObject
.
AddComponent
<
ParticleScale
>();
tr
.
gameObject
.
GetComponent
<
ParticleScale
>().
ReduceScale
(
mod
);
}
}
public
ParticleScale
tgt
{
get
{
return
target
as
ParticleScale
;
}
}
}
\ No newline at end of file
Assets/ArtSystem/darkholl/UnionAssetes/Particle/ParticleScaler/ParticleScale.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
ParticleScale
:
MonoBehaviour
{
public
class
ParticleScale
:
MonoBehaviour
{
public
float
scaleStep
=
0.1f
;
private
ParticleSystem
_particle
=
null
;
private
ParticleSystem
_particle
;
public
void
UpdateScale
(
float
mod
)
{
public
ParticleSystem
particle
{
get
{
if
(
_particle
==
null
)
_particle
=
GetComponent
<
ParticleSystem
>();
if
(
particle
==
null
)
{
return
;
return
_particle
;
}
}
public
void
UpdateScale
(
float
mod
)
{
if
(
particle
==
null
)
return
;
particle
.
startSize
=
particle
.
startSize
+
particle
.
startSize
*
mod
;
particle
.
startSpeed
=
particle
.
startSpeed
+
particle
.
startSpeed
*
mod
;
}
public
void
ReduceScale
(
float
mod
)
{
if
(
particle
==
null
)
{
return
;
}
public
void
ReduceScale
(
float
mod
)
{
if
(
particle
==
null
)
return
;
particle
.
startSize
=
particle
.
startSize
-
particle
.
startSize
*
mod
;
particle
.
startSpeed
=
particle
.
startSpeed
-
particle
.
startSpeed
*
mod
;
}
public
ParticleSystem
particle
{
get
{
if
(
_particle
==
null
)
{
_particle
=
GetComponent
<
ParticleSystem
>();
}
return
_particle
;
}
}
}
\ No newline at end of file
Assets/ArtSystem/darkholl/UnionAssetes/Particle/Space/SG_SpacePackage/Particles/Galaxy_Rotation_01.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
Galaxy_Rotation_01
:
MonoBehaviour
{
public
class
Galaxy_Rotation_01
:
MonoBehaviour
{
// Use this for initialization
void
Start
()
{
private
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
private
void
Update
()
{
// Slowly rotate the object around its X axis at 1 degree/second.
transform
.
Rotate
(
Vector3
.
forward
*
Time
.
deltaTime
*-
10
);
transform
.
Rotate
(
Vector3
.
forward
*
Time
.
deltaTime
*
-
10
);
}
}
\ No newline at end of file
Assets/ArtSystem/deckManager/MonoCardInDeckManager.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
using
System
;
using
DG.Tweening
;
using
DG.Tweening
;
using
UnityEngine
;
using
YGOSharp
;
public
class
MonoCardInDeckManager
:
MonoBehaviour
{
int
loadedPicCode
=
0
;
YGOSharp
.
Banlist
loaded_banlist
=
null
;
public
bool
dying
=
false
;
bool
died
=
false
;
public
YGOSharp
.
Card
cardData
=
new
YGOSharp
.
Card
();
public
class
MonoCardInDeckManager
:
MonoBehaviour
{
public
bool
dying
;
void
Update
()
private
bool
bool_physicalON
;
public
Card
cardData
=
new
Card
();
private
bool
died
;
private
bool
isDraging
;
private
Banlist
loaded_banlist
;
private
int
loadedPicCode
;
private
void
Update
()
{
if
(
loadedPicCode
!=
cardData
.
Id
)
{
Texture2D
pic
=
GameTextureManager
.
get
(
cardData
.
Id
,
GameTextureType
.
card_picture
);
var
pic
=
GameTextureManager
.
get
(
cardData
.
Id
,
GameTextureType
.
card_picture
);
if
(
pic
!=
null
)
{
loadedPicCode
=
cardData
.
Id
;
gameObject
.
transform
.
Find
(
"face"
).
GetComponent
<
Renderer
>().
material
.
mainTexture
=
pic
;
}
}
if
(
Program
.
I
().
deckManager
.
currentBanlist
!=
loaded_banlist
)
{
ban_icon
ico
=
GetComponentInChildren
<
ban_icon
>();
var
ico
=
GetComponentInChildren
<
ban_icon
>();
loaded_banlist
=
Program
.
I
().
deckManager
.
currentBanlist
;
if
(
loaded_banlist
!=
null
)
{
ico
.
show
(
loaded_banlist
.
GetQuantity
(
cardData
.
Id
));
}
else
{
ico
.
show
(
3
);
}
}
if
(
isDraging
)
{
gameObject
.
transform
.
position
+=
(
getGoodPosition
(
4
)
-
gameObject
.
transform
.
position
)
*
0.3f
;
}
if
(
Vector3
.
Distance
(
Vector3
.
zero
,
gameObject
.
transform
.
position
)
>
50
&&
bool_physicalON
)
{
killIt
();
}
if
(
isDraging
)
gameObject
.
transform
.
position
+=
(
getGoodPosition
(
4
)
-
gameObject
.
transform
.
position
)
*
0.3f
;
if
(
Vector3
.
Distance
(
Vector3
.
zero
,
gameObject
.
transform
.
position
)
>
50
&&
bool_physicalON
)
killIt
();
}
public
void
killIt
()
...
...
@@ -50,15 +46,9 @@ public class MonoCardInDeckManager : MonoBehaviour {
{
gameObject
.
transform
.
position
=
new
Vector3
(
0
,
5
,
0
);
endDrag
();
if
(
Program
.
I
().
deckManager
.
cardInDragging
==
this
)
{
Program
.
I
().
deckManager
.
cardInDragging
=
null
;
}
Rigidbody
rigidbody
=
GetComponent
<
Rigidbody
>();
if
(
rigidbody
==
null
)
{
rigidbody
=
gameObject
.
AddComponent
<
Rigidbody
>();
}
if
(
Program
.
I
().
deckManager
.
cardInDragging
==
this
)
Program
.
I
().
deckManager
.
cardInDragging
=
null
;
var
rigidbody
=
GetComponent
<
Rigidbody
>();
if
(
rigidbody
==
null
)
rigidbody
=
gameObject
.
AddComponent
<
Rigidbody
>();
rigidbody
.
Sleep
();
}
else
...
...
@@ -71,22 +61,20 @@ public class MonoCardInDeckManager : MonoBehaviour {
public
Vector3
getGoodPosition
(
float
height
)
{
float
x
=
Input
.
mousePosition
.
x
;
float
y
=
Input
.
mousePosition
.
y
;
Vector3
to_ltemp
=
Program
.
I
().
main_camera
.
ScreenToWorldPoint
(
new
Vector3
(
x
,
y
,
1
));
Vector3
dv
=
to_ltemp
-
Program
.
I
().
main_camera
.
transform
.
position
;
var
x
=
Input
.
mousePosition
.
x
;
var
y
=
Input
.
mousePosition
.
y
;
var
to_ltemp
=
Program
.
I
().
main_camera
.
ScreenToWorldPoint
(
new
Vector3
(
x
,
y
,
1
));
var
dv
=
to_ltemp
-
Program
.
I
().
main_camera
.
transform
.
position
;
if
(
dv
.
y
==
0
)
dv
.
y
=
0.01f
;
to_ltemp
.
x
=
(
(
height
-
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
*
(
dv
.
x
)
/
dv
.
y
+
Program
.
I
().
main_camera
.
transform
.
position
.
x
)
;
to_ltemp
.
y
=
(
(
height
-
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
*
(
dv
.
y
)
/
dv
.
y
+
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
;
to_ltemp
.
z
=
(
(
height
-
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
*
(
dv
.
z
)
/
dv
.
y
+
Program
.
I
().
main_camera
.
transform
.
position
.
z
)
;
to_ltemp
.
x
=
(
height
-
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
*
dv
.
x
/
dv
.
y
+
Program
.
I
().
main_camera
.
transform
.
position
.
x
;
to_ltemp
.
y
=
(
height
-
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
*
dv
.
y
/
dv
.
y
+
Program
.
I
().
main_camera
.
transform
.
position
.
y
;
to_ltemp
.
z
=
(
height
-
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
*
dv
.
z
/
dv
.
y
+
Program
.
I
().
main_camera
.
transform
.
position
.
z
;
return
to_ltemp
;
}
bool
isDraging
=
false
;
public
void
beginDrag
()
{
physicalOFF
();
...
...
@@ -101,21 +89,18 @@ public class MonoCardInDeckManager : MonoBehaviour {
isDraging
=
false
;
if
(
Input
.
GetKey
(
KeyCode
.
LeftControl
)
||
Input
.
GetKey
(
KeyCode
.
RightControl
)
||
getIfAlive
()
==
false
)
{
Vector3
form_position
=
getGoodPosition
(
4
);
Vector3
to_position
=
getGoodPosition
(
0
);
Vector3
delta_position
=
to_position
-
form_position
;
var
form_position
=
getGoodPosition
(
4
);
var
to_position
=
getGoodPosition
(
0
);
var
delta_position
=
to_position
-
form_position
;
GetComponent
<
Rigidbody
>().
AddForce
(
delta_position
*
1000
);
dying
=
true
;
}
}
public
void
tweenToVectorAndFall
(
Vector3
position
,
Vector3
rotation
)
{
Rigidbody
rigidbody
=
GetComponent
<
Rigidbody
>();
if
(
rigidbody
!=
null
)
public
void
tweenToVectorAndFall
(
Vector3
position
,
Vector3
rotation
)
{
rigidbody
.
Sleep
();
}
var
rigidbody
=
GetComponent
<
Rigidbody
>
();
if
(
rigidbody
!=
null
)
rigidbody
.
Sleep
();
transform
.
DOMove
(
position
,
0.2f
).
OnComplete
(
physicalON
);
transform
.
DORotate
(
rotation
,
0.15f
);
...
...
@@ -137,17 +122,12 @@ public class MonoCardInDeckManager : MonoBehaviour {
physicalOFF
();
}
bool
bool_physicalON
=
false
;
private
void
physicalON
()
{
bool_physicalON
=
true
;
GetComponent
<
BoxCollider
>().
enabled
=
true
;
Rigidbody
rigidbody
=
GetComponent
<
Rigidbody
>();
if
(
rigidbody
==
null
)
{
rigidbody
=
gameObject
.
AddComponent
<
Rigidbody
>();
}
var
rigidbody
=
GetComponent
<
Rigidbody
>();
if
(
rigidbody
==
null
)
rigidbody
=
gameObject
.
AddComponent
<
Rigidbody
>();
rigidbody
.
Sleep
();
rigidbody
.
useGravity
=
true
;
rigidbody
.
collisionDetectionMode
=
CollisionDetectionMode
.
ContinuousDynamic
;
...
...
@@ -157,11 +137,8 @@ public class MonoCardInDeckManager : MonoBehaviour {
{
bool_physicalON
=
false
;
GetComponent
<
BoxCollider
>().
enabled
=
true
;
Rigidbody
rigidbody
=
GetComponent
<
Rigidbody
>();
if
(
rigidbody
==
null
)
{
rigidbody
=
gameObject
.
AddComponent
<
Rigidbody
>();
}
var
rigidbody
=
GetComponent
<
Rigidbody
>();
if
(
rigidbody
==
null
)
rigidbody
=
gameObject
.
AddComponent
<
Rigidbody
>();
rigidbody
.
useGravity
=
false
;
rigidbody
.
collisionDetectionMode
=
CollisionDetectionMode
.
ContinuousDynamic
;
}
...
...
@@ -170,46 +147,34 @@ public class MonoCardInDeckManager : MonoBehaviour {
{
bool_physicalON
=
false
;
GetComponent
<
BoxCollider
>().
enabled
=
false
;
Rigidbody
rigidbody
=
GetComponent
<
Rigidbody
>();
if
(
rigidbody
!=
null
)
{
rigidbody
.
useGravity
=
false
;
}
var
rigidbody
=
GetComponent
<
Rigidbody
>();
if
(
rigidbody
!=
null
)
rigidbody
.
useGravity
=
false
;
}
public
bool
getIfAlive
()
{
bool
ret
=
true
;
if
(
died
==
true
)
{
ret
=
false
;
}
if
(
gameObject
.
transform
.
position
.
y
<
-
0.5f
)
{
ret
=
false
;
}
Vector3
to_ltemp
=
refLectPosition
(
gameObject
.
transform
.
position
);
var
ret
=
true
;
if
(
died
)
ret
=
false
;
if
(
gameObject
.
transform
.
position
.
y
<
-
0.5f
)
ret
=
false
;
var
to_ltemp
=
refLectPosition
(
gameObject
.
transform
.
position
);
if
(
to_ltemp
.
x
<
-
15.2f
)
ret
=
false
;
if
(
to_ltemp
.
x
>
15.2f
)
ret
=
false
;
if
(
Program
.
I
().
deckManager
.
condition
==
DeckManager
.
Condition
.
changeSide
)
{
ret
=
true
;
}
if
(
Program
.
I
().
deckManager
.
condition
==
DeckManager
.
Condition
.
changeSide
)
ret
=
true
;
return
ret
;
}
public
static
Vector3
refLectPosition
(
Vector3
pos
)
{
Vector3
to_ltemp
=
pos
;
Vector3
dv
=
to_ltemp
-
Program
.
I
().
main_camera
.
transform
.
position
;
var
to_ltemp
=
pos
;
var
dv
=
to_ltemp
-
Program
.
I
().
main_camera
.
transform
.
position
;
if
(
dv
.
y
==
0
)
dv
.
y
=
0.01f
;
to_ltemp
.
x
=
(
(
0
-
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
*
(
dv
.
x
)
/
dv
.
y
+
Program
.
I
().
main_camera
.
transform
.
position
.
x
)
;
to_ltemp
.
y
=
(
(
0
-
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
*
(
dv
.
y
)
/
dv
.
y
+
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
;
to_ltemp
.
z
=
(
(
0
-
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
*
(
dv
.
z
)
/
dv
.
y
+
Program
.
I
().
main_camera
.
transform
.
position
.
z
)
;
to_ltemp
.
x
=
(
0
-
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
*
dv
.
x
/
dv
.
y
+
Program
.
I
().
main_camera
.
transform
.
position
.
x
;
to_ltemp
.
y
=
(
0
-
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
*
dv
.
y
/
dv
.
y
+
Program
.
I
().
main_camera
.
transform
.
position
.
y
;
to_ltemp
.
z
=
(
0
-
Program
.
I
().
main_camera
.
transform
.
position
.
y
)
*
dv
.
z
/
dv
.
y
+
Program
.
I
().
main_camera
.
transform
.
position
.
z
;
return
to_ltemp
;
}
}
\ No newline at end of file
Assets/ArtSystem/deckManager/cardPicLoader.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
using
YGOSharp
;
public
class
cardPicLoader
:
MonoBehaviour
{
public
int
loaded_code
=
-
1
;
public
int
code
=
0
;
public
YGOSharp
.
Banlist
loaded_banlist
=
null
;
public
int
code
;
public
Texture2D
defaults
=
null
;
public
Texture2D
defaults
;
public
ban_icon
ico
;
public
void
clear
()
{
loaded_code
=
0
;
code
=
0
;
ico
.
show
(
3
);
uiTexture
.
mainTexture
=
null
;
}
public
Collider
coli
;
public
void
reCode
(
int
c
)
{
loaded_code
=
0
;
code
=
c
;
}
public
UITexture
uiTexture
;
public
void
relayer
(
int
l
)
{
uiTexture
.
depth
=
50
+
l
*
2
;
UITexture
t
=
ico
.
gameObject
.
GetComponent
<
UITexture
>();
t
.
depth
=
51
+
l
*
2
;
}
public
Banlist
loaded_banlist
;
public
C
ollider
coli
=
null
;
public
C
ard
data
{
get
;
set
;
}
void
Update
()
private
void
Update
()
{
if
(
coli
!=
null
)
{
if
(
Program
.
InputGetMouseButtonDown_0
)
{
if
(
Program
.
pointedCollider
==
coli
)
{
((
CardDescription
)(
Program
.
I
().
cardDescription
)).
setData
(
YGOSharp
.
CardsManager
.
Get
(
code
),
GameTextureManager
.
myBack
,
""
,
true
);
}
}
}
Program
.
I
().
cardDescription
.
setData
(
CardsManager
.
Get
(
code
),
GameTextureManager
.
myBack
,
""
,
true
);
if
(
Program
.
I
().
deckManager
!=
null
)
{
if
(
loaded_code
!=
code
)
{
Texture2D
t
=
GameTextureManager
.
get
(
code
,
GameTextureType
.
card_picture
,
defaults
);
var
t
=
GameTextureManager
.
get
(
code
,
GameTextureType
.
card_picture
,
defaults
);
if
(
t
!=
null
)
{
uiTexture
.
mainTexture
=
t
;
uiTexture
.
aspectRatio
=
((
float
)
t
.
width
)
/
((
float
)
t
.
height
)
;
uiTexture
.
forceWidth
((
int
)(
uiTexture
.
height
*
uiTexture
.
aspectRatio
));
uiTexture
.
aspectRatio
=
t
.
width
/
(
float
)
t
.
height
;
uiTexture
.
forceWidth
((
int
)
(
uiTexture
.
height
*
uiTexture
.
aspectRatio
));
loaded_code
=
code
;
loaded_banlist
=
null
;
}
}
if
(
loaded_banlist
!=
Program
.
I
().
deckManager
.
currentBanlist
)
{
loaded_banlist
=
Program
.
I
().
deckManager
.
currentBanlist
;
...
...
@@ -73,13 +50,31 @@ public class cardPicLoader : MonoBehaviour
ico
.
show
(
3
);
return
;
}
ico
.
show
(
loaded_banlist
.
GetQuantity
(
code
));
}
}
}
}
public
UITexture
uiTexture
;
public
void
clear
()
{
loaded_code
=
0
;
code
=
0
;
ico
.
show
(
3
);
uiTexture
.
mainTexture
=
null
;
}
public
YGOSharp
.
Card
data
{
get
;
set
;
}
public
void
reCode
(
int
c
)
{
loaded_code
=
0
;
code
=
c
;
}
public
void
relayer
(
int
l
)
{
uiTexture
.
depth
=
50
+
l
*
2
;
var
t
=
ico
.
gameObject
.
GetComponent
<
UITexture
>();
t
.
depth
=
51
+
l
*
2
;
}
}
\ No newline at end of file
Assets/ArtSystem/deckManager/descKeeper.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
descKeeper
:
MonoBehaviour
{
public
class
descKeeper
:
MonoBehaviour
{
public
UITexture
card
;
public
UITexture
back
;
// Use this for initialization
void
Start
()
private
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
if
(
back
.
width
<
card
.
width
)
private
void
Update
()
{
back
.
width
=
card
.
width
+
2
;
}
if
(
back
.
width
<
card
.
width
)
back
.
width
=
card
.
width
+
2
;
back
.
transform
.
localPosition
=
new
Vector3
(
back
.
width
/
2f
,
0
);
Vector3
leftTop
=
new
Vector3
(-
back
.
width
/
2
+
2
+
back
.
transform
.
localPosition
.
x
,
+
back
.
height
/
2
-
2
+
back
.
transform
.
localPosition
.
y
);
var
leftTop
=
new
Vector3
(-
back
.
width
/
2
+
2
+
back
.
transform
.
localPosition
.
x
,
+
back
.
height
/
2
-
2
+
back
.
transform
.
localPosition
.
y
);
card
.
transform
.
localPosition
=
new
Vector3
(
leftTop
.
x
+
card
.
width
/
2
,
leftTop
.
y
-
card
.
height
/
2
);
Program
.
I
().
cardDescription
.
width
=
back
.
width
-
2
;
Program
.
I
().
cardDescription
.
width
=
back
.
width
-
2
;
Program
.
I
().
cardDescription
.
cHeight
=
card
.
height
;
}
}
\ No newline at end of file
Assets/ArtSystem/deckManager/forceColor.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
forceColor
:
MonoBehaviour
{
using
System
;
using
UnityEngine
;
public
class
forceColor
:
MonoBehaviour
{
// Use this for initialization
void
Start
()
{
var
tweens
=
GetComponentsInChildren
<
TweenColor
>();
foreach
(
var
item
in
tweens
)
private
void
Start
()
{
DestroyImmediate
(
item
);
}
var
tweens
=
GetComponentsInChildren
<
TweenColor
>(
);
foreach
(
var
item
in
tweens
)
DestroyImmediate
(
item
);
Color
c
;
ColorUtility
.
TryParseHtmlString
(
Config
.
Getui
(
"allUI.color"
),
out
c
);
var
sprites
=
GetComponentsInChildren
<
UISprite
>();
foreach
(
var
item
in
sprites
)
{
if
(
item
.
color
.
a
>
0.1f
)
{
item
.
color
=
c
;
...
...
@@ -22,11 +19,11 @@ public class forceColor : MonoBehaviour {
{
item
.
gameObject
.
GetComponentInParent
<
UIButton
>().
defaultColor
=
c
;
}
catch
(
System
.
Exception
)
catch
(
Exception
)
{
}
}
}
ColorUtility
.
TryParseHtmlString
(
Config
.
Getui
(
"List.color"
),
out
c
);
var
lists
=
GetComponentsInChildren
<
UIPopupList
>();
foreach
(
var
item
in
lists
)
...
...
@@ -37,10 +34,11 @@ public class forceColor : MonoBehaviour {
item
.
gameObject
.
GetComponent
<
UISprite
>().
color
=
c
;
item
.
gameObject
.
GetComponent
<
UIButton
>().
defaultColor
=
c
;
}
catch
(
System
.
Exception
)
catch
(
Exception
)
{
}
}
ColorUtility
.
TryParseHtmlString
(
Config
.
Getui
(
"lable.color"
),
out
c
);
var
ls
=
GetComponentsInChildren
<
UILabel
>();
foreach
(
var
item
in
ls
)
...
...
@@ -49,16 +47,14 @@ public class forceColor : MonoBehaviour {
item
.
gradientTop
=
c
;
item
.
gradientBottom
=
Color
.
gray
;
}
ColorUtility
.
TryParseHtmlString
(
Config
.
Getui
(
"lable.color.fadecolor"
),
out
c
);
ls
=
GetComponentsInChildren
<
UILabel
>();
foreach
(
var
item
in
ls
)
{
item
.
gradientBottom
=
c
;
}
foreach
(
var
item
in
ls
)
item
.
gradientBottom
=
c
;
}
// Update is called once per frame
void
Update
()
{
private
void
Update
()
{
}
}
\ No newline at end of file
Assets/ArtSystem/gameInfo/barPngLoader.cs
View file @
6f2a7aa4
This diff is collapsed.
Click to expand it.
Assets/ArtSystem/gameInfo/gameInfo.cs
View file @
6f2a7aa4
This diff is collapsed.
Click to expand it.
Assets/ArtSystem/gameInfo/priority_floating.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
using
Syste
m
;
using
System
;
using
UnityEngine
;
using
Random
=
UnityEngine
.
Rando
m
;
public
class
priority_floating
:
MonoBehaviour
{
int
open
=
0
;
private
int
open
;
// Use this for initialization
void
Start
()
private
void
Start
()
{
open
=
Program
.
TimePassed
()
-
UnityEngine
.
Random
.
Range
(
0
,
500
);
open
=
Program
.
TimePassed
()
-
Random
.
Range
(
0
,
500
);
}
// Update is called once per frame
void
Update
()
private
void
Update
()
{
gameObject
.
transform
.
localPosition
=
new
Vector3
(
0
,
10
*(
float
)
Math
.
Sin
(
3.1415936f
*
(
float
)(
Program
.
TimePassed
()
-
open
)
/
500f
),
0
);
gameObject
.
transform
.
localPosition
=
new
Vector3
(
0
,
10
*
(
float
)
Math
.
Sin
(
3.1415936f
*
(
Program
.
TimePassed
()
-
open
)
/
500f
),
0
);
}
}
\ No newline at end of file
Assets/ArtSystem/gameInfo/spriteChanger.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
spriteChanger
:
MonoBehaviour
{
public
class
spriteChanger
:
MonoBehaviour
{
public
UITexture
toBeChangedUITexture
;
public
Texture2D
[]
texts
=
new
Texture2D
[
6
];
public
void
change
(
int
i
)
{
if
(
i
>
0
){
if
(
i
>
0
)
if
(
i
<
texts
.
Length
)
{
toBeChangedUITexture
.
mainTexture
=
texts
[
i
];
}
}
toBeChangedUITexture
.
mainTexture
=
texts
[
i
];
}
}
\ No newline at end of file
Assets/ArtSystem/mouseParticle/mouseParticle.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
mouseParticle
:
MonoBehaviour
{
public
class
mouseParticle
:
MonoBehaviour
{
public
Camera
camera
;
public
ParticleSystem
e1
;
public
ParticleSystem
e2
;
public
Transform
trans
;
private
float
time
=
0
;
// Use this for initialization
void
Start
()
{
private
void
Start
()
{
camera
.
depth
=
99999
;
}
float
time
=
0
;
// Update is called once per frame
void
Update
()
{
Vector3
screenPoint
=
Input
.
mousePosition
;
private
void
Update
()
{
var
screenPoint
=
Input
.
mousePosition
;
screenPoint
.
z
=
10
;
trans
.
position
=
camera
.
ScreenToWorldPoint
(
screenPoint
);
...
...
Assets/ArtSystem/panelKIller.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
panelKIller
:
MonoBehaviour
{
UIPanel
pan
;
bool
on
=
false
;
public
class
panelKIller
:
MonoBehaviour
{
private
bool
on
;
public
void
ini
()
{
pan
=
GetComponentInChildren
<
UIPanel
>();
}
private
UIPanel
pan
;
public
void
set
(
bool
r
)
{
on
=
r
;
if
(
pan
!=
null
)
{
if
(
r
)
{
pan
.
alpha
=
0
;
}
}
}
// Update is called once per frame
void
Update
()
{
if
(
pan
!=
null
)
private
void
Update
()
{
float
to
=
0
;
if
(
on
)
if
(
pan
!=
null
)
{
to
=
1
;
}
float
to
=
0
;
if
(
on
)
to
=
1
;
if
(
Mathf
.
Abs
(
to
-
pan
.
alpha
)
>
0.1f
)
{
pan
.
alpha
+=
(
to
-
pan
.
alpha
)
*
Program
.
deltaTime
*
18
;
}
else
{
if
(
pan
.
alpha
!=
to
)
{
pan
.
alpha
=
to
;
if
(
pan
.
alpha
!=
to
)
pan
.
alpha
=
to
;
}
}
}
public
void
ini
()
{
pan
=
GetComponentInChildren
<
UIPanel
>();
}
public
void
set
(
bool
r
)
{
on
=
r
;
if
(
pan
!=
null
)
if
(
r
)
pan
.
alpha
=
0
;
}
}
\ No newline at end of file
Assets/ArtSystem/picShower/faceShower.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
faceShower
:
MonoBehaviour
{
void
Start
()
{
gameObject
.
transform
.
position
=
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
/
2
,
Screen
.
height
*
1.5f
,
0
));
iTween
.
MoveToAction
(
gameObject
,
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
/
2
,
Screen
.
height
/
2
,
0
)),
0.6f
,()=>{
iTween
.
ScaleToAction
(
gameObject
,
Vector3
.
zero
,
0.6f
,
()
=>
{
Destroy
(
gameObject
);
},
1f
);
},
0
);
public
class
faceShower
:
MonoBehaviour
{
private
void
Start
()
{
gameObject
.
transform
.
position
=
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
/
2
,
Screen
.
height
*
1.5f
,
0
));
iTween
.
MoveToAction
(
gameObject
,
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
/
2
,
Screen
.
height
/
2
,
0
)),
0.6f
,
()
=>
{
iTween
.
ScaleToAction
(
gameObject
,
Vector3
.
zero
,
0.6f
,
()
=>
{
Destroy
(
gameObject
);
},
1f
);
}
);
}
}
\ No newline at end of file
Assets/ArtSystem/picShower/handShower.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
handShower
:
MonoBehaviour
{
public
Texture2D
[]
pics
=
new
Texture2D
[
3
];
public
int
op
=
0
;
public
int
me
=
0
;
public
int
op
;
public
int
me
;
public
UITexture
texture_0
;
public
UITexture
texture_1
;
public
GameObject
GameObject_0
;
public
GameObject
GameObject_1
;
void
Start
()
private
void
Start
()
{
pics
[
0
]
=
GameTextureManager
.
get
(
"jiandao"
);
pics
[
1
]
=
GameTextureManager
.
get
(
"shitou"
);
pics
[
2
]
=
GameTextureManager
.
get
(
"bu"
);
texture_0
.
mainTexture
=
pics
[
me
];
texture_1
.
mainTexture
=
pics
[
op
];
GameObject_0
.
transform
.
position
=
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
/
2
,
-
Screen
.
height
*
1.5f
,
0
));
iTween
.
MoveToAction
(
GameObject_0
,
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
/
2
,
Screen
.
height
/
2
-
80
,
0
)),
1f
,
()
=>
{
Destroy
(
GameObject_0
,
0.3f
);
},
0
);
GameObject_1
.
transform
.
position
=
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
/
2
,
Screen
.
height
*
1.5f
,
0
));
iTween
.
MoveToAction
(
GameObject_1
,
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
/
2
,
Screen
.
height
/
2
+
80
,
0
)),
1f
,
()
=>
{
Destroy
(
GameObject_1
,
0.3f
);
},
0
);
GameObject_0
.
transform
.
position
=
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
/
2
,
-
Screen
.
height
*
1.5f
,
0
));
iTween
.
MoveToAction
(
GameObject_0
,
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
/
2
,
Screen
.
height
/
2
-
80
,
0
)),
1f
,
()
=>
{
Destroy
(
GameObject_0
,
0.3f
);
});
GameObject_1
.
transform
.
position
=
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
/
2
,
Screen
.
height
*
1.5f
,
0
));
iTween
.
MoveToAction
(
GameObject_1
,
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
/
2
,
Screen
.
height
/
2
+
80
,
0
)),
1f
,
()
=>
{
Destroy
(
GameObject_1
,
0.3f
);
});
}
}
\ No newline at end of file
Assets/ArtSystem/remaster/lazyBookbtns.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
lazyBookbtns
:
MonoBehaviour
{
public
class
lazyBookbtns
:
MonoBehaviour
{
public
UILabel
lable
;
public
UITextList
textlist
;
public
UISprite
back
;
// Use this for initialization
void
Start
()
{
// Use this for initialization
private
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
private
void
Update
()
{
}
}
\ No newline at end of file
Assets/ArtSystem/remaster/lazyPlayer.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
using
System
;
public
class
lazyPlayer
:
MonoBehaviour
{
using
System
;
using
UnityEngine
;
public
class
lazyPlayer
:
MonoBehaviour
{
public
UIToggle
prep
;
public
UIButton
prepAsButton
;
...
...
@@ -22,20 +21,22 @@ public class lazyPlayer : MonoBehaviour {
public
Transform
transformOfPrepFore
;
int
me
=
0
;
private
bool
canKick
;
public
void
ini
()
{
me
=
int
.
Parse
(
gameObject
.
name
);
setIfprepared
(
false
);
setIfMe
(
false
);
SetNotNull
(
false
);
SetIFcanKick
(
false
);
setName
(
""
);
}
private
int
me
;
private
bool
mIfMe
;
private
string
mName
;
private
bool
NotNull
;
public
Action
<
int
>
onKick
=
null
;
public
Action
<
int
,
bool
>
onPrepareChanged
=
null
;
// Use this for initialization
void
Start
()
private
void
Start
()
{
UIHelper
.
registEvent
(
prepAsButton
,
OnPrepClicked
);
UIHelper
.
registEvent
(
kickAsButton
,
OnKickClicked
);
...
...
@@ -43,51 +44,46 @@ public class lazyPlayer : MonoBehaviour {
}
// Update is called once per frame
void
Update
()
private
void
Update
()
{
}
void
OnPrepClicked
()
{
if
(
onPrepareChanged
!=
null
)
public
void
ini
()
{
onPrepareChanged
(
me
,
prep
.
value
);
}
me
=
int
.
Parse
(
gameObject
.
name
);
setIfprepared
(
false
);
setIfMe
(
false
);
SetNotNull
(
false
);
SetIFcanKick
(
false
);
setName
(
""
);
}
void
OnKick
Clicked
()
private
void
OnPrep
Clicked
()
{
Program
.
DEBUGLOG
(
"OnKickClicked "
+
me
.
ToString
());
if
(
onKick
!=
null
)
{
onKick
(
me
);
if
(
onPrepareChanged
!=
null
)
onPrepareChanged
(
me
,
prep
.
value
);
}
private
void
OnKickClicked
()
{
Program
.
DEBUGLOG
(
"OnKickClicked "
+
me
);
if
(
onKick
!=
null
)
onKick
(
me
);
//setIfMe(!getIfMe());//bb
}
bool
canKick
=
false
;
public
void
SetIFcanKick
(
bool
canKick_
)
{
canKick
=
canKick_
;
if
(
canKick
)
{
kickAsButton
.
gameObject
.
SetActive
(
true
);
}
else
{
kickAsButton
.
gameObject
.
SetActive
(
false
);
}
}
public
bool
getIfcanKick
()
{
return
canKick
;
}
bool
NotNull
=
false
;
public
void
SetNotNull
(
bool
notNull_
)
{
NotNull
=
notNull_
;
...
...
@@ -108,8 +104,6 @@ public class lazyPlayer : MonoBehaviour {
return
NotNull
;
}
bool
mIfMe
=
false
;
public
void
setIfMe
(
bool
isMe
)
{
mIfMe
=
isMe
;
...
...
@@ -132,8 +126,6 @@ public class lazyPlayer : MonoBehaviour {
return
mIfMe
;
}
string
mName
;
public
void
setName
(
string
name_
)
{
mName
=
name_
;
...
...
@@ -153,10 +145,6 @@ public class lazyPlayer : MonoBehaviour {
return
mName
;
}
public
Action
<
int
,
bool
>
onPrepareChanged
=
null
;
public
Action
<
int
>
onKick
=
null
;
public
void
setIfprepared
(
bool
preped
)
{
prep
.
value
=
preped
;
...
...
Assets/ArtSystem/spining.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
spining
:
MonoBehaviour
{
void
Update
()
{
transform
.
localEulerAngles
+=(
Vector3
.
forward
*
Program
.
deltaTime
*
160
);
public
class
spining
:
MonoBehaviour
{
private
void
Update
()
{
transform
.
localEulerAngles
+=
Vector3
.
forward
*
Program
.
deltaTime
*
160
;
}
}
\ No newline at end of file
Assets/ArtSystem/superButton/iconSetForButton.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
enum
superButtonType
{
act
,
attack
,
bp
,
change
,
ep
,
mp
,
no
,
see
,
set
,
spsummon
,
summon
,
yes
,
act
,
attack
,
bp
,
change
,
ep
,
mp
,
no
,
see
,
set
,
spsummon
,
summon
,
yes
}
public
class
iconSetForButton
:
MonoBehaviour
{
public
UITexture
UITextureInButton
;
public
UILabel
UILabelInButton
;
public
Texture2D
act
;
...
...
@@ -26,6 +32,7 @@ public class iconSetForButton : MonoBehaviour
public
Texture2D
spsummon
;
public
Texture2D
summon
;
public
Texture2D
yes
;
public
void
setTexture
(
superButtonType
type
)
{
switch
(
type
)
...
...
@@ -67,10 +74,12 @@ public class iconSetForButton : MonoBehaviour
UITextureInButton
.
mainTexture
=
yes
;
break
;
}
Color
c
;
ColorUtility
.
TryParseHtmlString
(
Config
.
Getui
(
"gameButtonSign.color"
),
out
c
);
UITextureInButton
.
color
=
c
;
}
public
void
setText
(
string
hint
)
{
UILabelInButton
.
text
=
hint
;
...
...
Assets/ArtSystem/superButton/toolBars/hinter.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
hinter
:
MonoBehaviour
{
public
class
hinter
:
MonoBehaviour
{
public
string
str
;
bool
loaded
=
false
;
UIEventTrigger
trigger
=
null
;
private
bool
loaded
;
private
GameObject
obj
;
private
UIEventTrigger
trigger
;
// Use this for initialization
void
Start
()
{
trigger
=
GetComponent
<
UIEventTrigger
>();
if
(
trigger
==
null
)
private
void
Start
()
{
trigger
=
gameObject
.
Add
Component
<
UIEventTrigger
>();
}
trigger
=
Get
Component
<
UIEventTrigger
>();
if
(
trigger
==
null
)
trigger
=
gameObject
.
AddComponent
<
UIEventTrigger
>();
trigger
.
onHoverOver
.
Add
(
new
EventDelegate
(
this
,
"in_"
));
trigger
.
onHoverOut
.
Add
(
new
EventDelegate
(
this
,
"out_"
));
trigger
.
onPress
.
Add
(
new
EventDelegate
(
this
,
"out_"
));
}
GameObject
obj
;
// Update is called once per frame
private
void
Update
()
{
if
(
loaded
==
false
)
if
(
InterString
.
loaded
)
{
loaded
=
true
;
str
=
InterString
.
Get
(
str
);
}
}
void
in_
()
private
void
in_
()
{
Vector3
screenPosition
=
Program
.
I
().
camera_main_2d
.
WorldToScreenPoint
(
gameObject
.
GetComponentInChildren
<
UITexture
>().
gameObject
.
transform
.
position
);
var
screenPosition
=
Program
.
I
().
camera_main_2d
.
WorldToScreenPoint
(
gameObject
.
GetComponentInChildren
<
UITexture
>().
gameObject
.
transform
.
position
);
screenPosition
.
y
+=
45
;
screenPosition
.
z
=
0
;
Vector3
worldPositin
=
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
screenPosition
);
obj
=
Program
.
I
().
create
(
Program
.
I
().
mod_simple_ngui_text
,
worldPositin
,
Vector3
.
zero
,
true
,
Program
.
I
().
ui_main_2d
,
true
);
var
worldPositin
=
Program
.
I
().
camera_main_2d
.
ScreenToWorldPoint
(
screenPosition
);
obj
=
Program
.
I
().
create
(
Program
.
I
().
mod_simple_ngui_text
,
worldPositin
,
Vector3
.
zero
,
true
,
Program
.
I
().
ui_main_2d
);
obj
.
GetComponent
<
UILabel
>().
text
=
str
;
obj
.
GetComponent
<
UILabel
>().
effectStyle
=
UILabel
.
Effect
.
Outline
;
Program
.
I
().
destroy
(
obj
,
5f
,
false
,
false
);
Program
.
I
().
destroy
(
obj
,
5f
);
}
void
out_
()
private
void
out_
()
{
if
(
obj
!=
null
)
{
Program
.
I
().
destroy
(
obj
,
0.6f
,
true
,
true
);
}
}
// Update is called once per frame
void
Update
()
{
if
(
loaded
==
false
)
{
if
(
InterString
.
loaded
==
true
)
{
loaded
=
true
;
str
=
InterString
.
Get
(
str
);
}
}
if
(
obj
!=
null
)
Program
.
I
().
destroy
(
obj
,
0.6f
,
true
,
true
);
}
}
\ No newline at end of file
Assets/ArtSystem/superButton/toolBars/mats/setbar.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
using
System
;
using
UnityEngine
;
public
class
setbar
:
MonoBehaviour
{
public
void
show
(){
public
class
setbar
:
MonoBehaviour
{
public
void
show
()
{
try
{
if
(
Program
.
I
().
setting
.
isShowed
)
{
Program
.
I
().
setting
.
hide
();
}
else
{
Program
.
I
().
setting
.
show
();
}
}
catch
(
System
.
Exception
)
catch
(
Exception
)
{
}
}
public
void
book
()
{
try
{
if
(
Program
.
I
().
book
.
isShowed
)
{
Program
.
I
().
book
.
hide
();
}
else
{
Program
.
I
().
book
.
show
();
}
}
catch
(
System
.
Exception
)
catch
(
Exception
)
{
}
}
...
...
Assets/ArtSystem/superButton/toolBars/mats/toolShift.cs
View file @
6f2a7aa4
using
UnityEngine
;
using
System.Collections
;
public
class
toolShift
:
MonoBehaviour
{
public
GameObject
ObjectMust
=
null
;
public
GameObject
ObjectOption
=
null
;
public
class
toolShift
:
MonoBehaviour
{
public
GameObject
ObjectMust
;
public
GameObject
ObjectOption
;
void
Update
()
private
void
Update
()
{
if
(
Program
.
InputEnterDown
)
{
if
(
ObjectMust
.
name
==
"input_"
)
{
UIInput
input
=
UIHelper
.
getByName
<
UIInput
>(
ObjectMust
,
"input_"
);
var
input
=
UIHelper
.
getByName
<
UIInput
>(
ObjectMust
,
"input_"
);
if
(
input
!=
null
)
{
if
(
ObjectMust
.
transform
.
localPosition
.
y
<
0
)
...
...
@@ -37,25 +36,20 @@ public class toolShift : MonoBehaviour {
}
}
}
}
public
void
shift
()
{
Vector3
va
=
ObjectMust
.
transform
.
localPosition
;
var
va
=
ObjectMust
.
transform
.
localPosition
;
if
(
ObjectOption
==
null
)
{
if
(
va
.
y
>=
0
)
{
iTween
.
MoveToLocal
(
ObjectMust
,
new
Vector3
(
va
.
x
,
-
100
,
va
.
z
),
0.6f
);
}
else
{
iTween
.
MoveToLocal
(
ObjectMust
,
new
Vector3
(
va
.
x
,
0
,
va
.
z
),
0.6f
);
}
}
else
{
Vector3
vb
=
ObjectOption
.
transform
.
localPosition
;
var
vb
=
ObjectOption
.
transform
.
localPosition
;
if
(
va
.
y
>
vb
.
y
)
{
iTween
.
MoveToLocal
(
ObjectMust
,
new
Vector3
(
va
.
x
,
-
100
,
va
.
z
),
0.6f
);
...
...
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