挂机角色压缩
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@ -188,6 +188,7 @@ function this:InitComponent(root, parent, battleSceneLogic, battleScene)
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effect.transform:SetParent(this.effectRoot.transform)
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effect.transform.localScale = Vector3.New(0.05, 0.05, 0.05)
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effect.transform.localPosition = Vector3.New(0, 0, 0)
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effect.transform.eulerAngles = Vector3.New(35, 0, 0)
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effect:SetActive(false)
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table.insert(this.moneyEffects, effect)
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@ -532,6 +533,7 @@ function this.SetRoleSingleWithData(go, _heroconfigData, _pos, camp)
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local liveNode = poolManager:LoadLive(liveName, go.transform, Vector3.New(0.05, 0.05, 0.05) * _scale,
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Vector3.New(curPos[1], curPos[2], 0))
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liveNode.transform.eulerAngles = Vector3.New(35, 0, 0)
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if not liveNode then
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LogError("liveNode = nil _heroconfigData.Id:" .. _heroconfigData.Id)
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end
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@ -817,6 +819,7 @@ function this:CheckSkillForoleEffect(isLeft, combat, _aObj, _bObj, type)
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go.transform.localScale = type == 1 and Vector3.New(0.05, 0.05, 0.05) or Vector3.New(-0.05, 0.05, 0.05)
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go.transform.localPosition = Vector3.zero + offset
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go.transform.eulerAngles = Vector3.New(35, 0, 0)
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go:SetActive(true)
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self:AddDelayRecycleRes(path, go, 4)
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end
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@ -869,6 +872,7 @@ function this:CheckFullSceenSkill(isLeft, combat, _aObj, _bObj, type, livego)
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go.transform:SetParent(battleSceneSkillTransform)
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go.transform.localScale = type == 1 and Vector3.New(0.05, 0.05, 0.05) or Vector3.New(-0.05, 0.05, 0.05)
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go.transform.localPosition = pos + offset
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go.transform.eulerAngles = Vector3.New(35, 0, 0)
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go:SetActive(true)
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self:AddDelayRecycleRes(path, go, 4)
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end
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@ -1131,7 +1135,7 @@ function this:ShootBullet(combat, _aObj, _bObj, type)
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local go = loadAssetForScene(bulletEffect)
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go.transform:SetParent(battleSceneSkillTransform)
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go.transform.localScale = type == 1 and Vector3.New(0.05, 0.05, 0.05) or Vector3.New(-0.05, 0.05, 0.05)
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go.transform.eulerAngles = Vector3.New(35, 0, 0)
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--开始位置
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local startV3 = _aObj.position
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local tempOffset = combat.Offset or Vector3.zero
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@ -1475,6 +1479,7 @@ function this:CheckSkillHitEffect(livego, combat, turnIdx)
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go2.transform:SetParent(livego.transform)
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go2.transform.localScale = turnIdx == 4 and Vector3.New(-0.05, 0.05, 0.05) or Vector3.New(0.05, 0.05, 0.05)
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go2.transform.localPosition = offset
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go2.transform.eulerAngles = Vector3.New(35, 0, 0)
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go2:SetActive(true)
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self:AddDelayRecycleRes(combat.Hit, go2, 1)
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@ -7,13 +7,13 @@ local _CurPageIndex = 0
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local orginLayer
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local redPointTypeList = {}
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local subViewList = {}
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local isEnter = 0 --是否开始拖动
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local isEnter = 0 --是否开始拖动
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local lastIndex = 0
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--初始化组件(用于子类重写)
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function RecruitMainPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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orginLayer = 0
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this.mask = Util.GetGameObject(self.gameObject,"mask")
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this.mask = Util.GetGameObject(self.gameObject, "mask")
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this.mask:SetActive(false)
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this.tabbox = Util.GetGameObject(self.gameObject, "bg/tabbox")
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this.btnBack = Util.GetGameObject(self.gameObject, "bg/btnBack")
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@ -29,53 +29,53 @@ function RecruitMainPanel:InitComponent()
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this.select = Util.GetGameObject(this.tabbox, "select")
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this.selectIma = Util.GetGameObject(this.select, "Image"):GetComponent("Image")
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this.select.gameObject:SetActive(false)
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this.upView = SubUIManager.Open(SubUIConfig.UpView,self.gameObject.transform)
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this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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this.itemList = {}
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this.moveWidth = this.grid:GetComponent("RectTransform").rect.width
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this.itemWidth = this.item:GetComponent("RectTransform").rect.width
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this.off = 51
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this.pos0 = Vector3.New(this.off * (0 - 2) + (0 - 1) * this.itemWidth - 186,28,0)
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self.lastPage,self.curPage,self.nextPage = 0,0,0
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this.pos0 = Vector3.New(this.off * (0 - 2) + (0 - 1) * this.itemWidth - 186, 28, 0)
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self.lastPage, self.curPage, self.nextPage = 0, 0, 0
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this.trigger = Util.GetEventTriggerListener(this.gameObject) --触摸事件
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end
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function this.RemoveTrigger()
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function this.RemoveTrigger()
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this.trigger.onBeginDrag = this.trigger.onBeginDrag - this.OnBeginDrag
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this.trigger.onDrag = this.trigger.onDrag - this.OnDrag
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this.trigger.onEndDrag = this.trigger.onEndDrag - this.OnEndDrag
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end
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function this.AddTrigger()
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this.trigger.onBeginDrag = this.trigger.onBeginDrag + this.OnBeginDrag
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this.trigger.onDrag = this.trigger.onDrag + this.OnDrag
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this.trigger.onEndDrag = this.trigger.onEndDrag + this.OnEndDrag
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this.trigger.onBeginDrag = this.trigger.onBeginDrag + this.OnBeginDrag
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this.trigger.onDrag = this.trigger.onDrag + this.OnDrag
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this.trigger.onEndDrag = this.trigger.onEndDrag + this.OnEndDrag
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end
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function this.SortItemList()
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table.sort(this.itemList,function(a,b)
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table.sort(this.itemList, function(a, b)
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return a.index < b.index
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end)
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end
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---设置拖动左右方向
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function this.SetPos(v2)
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if isEnter == 1 then
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function this.SetPos(v2)
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if isEnter == 1 then
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if v2.x > 2 then
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isEnter = 2 --右
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isEnter = 2 --右
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elseif v2.x < -2 then
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isEnter = 3 --左
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isEnter = 3 --左
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end
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end
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end
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---手指拖动结束 ui归位
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function this.MoveTo(LOR,func)
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function this.MoveTo(LOR, func)
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if LOR < 2 then
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return
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end
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this.select.gameObject:SetActive(false)
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for i = 1,#this.itemList do
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for i = 1, #this.itemList do
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this.itemList[i].move = true
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local targetPos = ""
|
||||
if LOR == 2 then
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||||
|
@ -84,29 +84,29 @@ function this.MoveTo(LOR,func)
|
|||
this.itemList[i].tran.anchoredPosition = this.pos0
|
||||
else
|
||||
targetPos = i + 1
|
||||
end
|
||||
end
|
||||
elseif LOR == 3 then
|
||||
if i - 1 < 1 then
|
||||
targetPos = #this.itemList
|
||||
this.itemList[i].tran.anchoredPosition = this.pos4
|
||||
else
|
||||
targetPos = i - 1
|
||||
end
|
||||
end
|
||||
local targetPos1 = this.itemList[targetPos].pos
|
||||
this.itemList[i].go.transform:DOAnchorPos(targetPos1, 0.2, false)
|
||||
:OnStart(function()
|
||||
end)
|
||||
:OnUpdate(function()end)
|
||||
:OnComplete(function ()
|
||||
this.itemList[i].index = targetPos
|
||||
this.itemList[i].pos = targetPos1
|
||||
this.itemList[i].move = false
|
||||
if func then
|
||||
func()
|
||||
targetPos = i - 1
|
||||
end
|
||||
end):SetEase(Ease.Linear)
|
||||
end
|
||||
end
|
||||
local targetPos1 = this.itemList[targetPos].pos
|
||||
this.itemList[i].go.transform:DOAnchorPos(targetPos1, 0.2, false)
|
||||
:OnStart(function()
|
||||
end)
|
||||
:OnUpdate(function() end)
|
||||
:OnComplete(function()
|
||||
this.itemList[i].index = targetPos
|
||||
this.itemList[i].pos = targetPos1
|
||||
this.itemList[i].move = false
|
||||
if func then
|
||||
func()
|
||||
end
|
||||
end):SetEase(Ease.Linear)
|
||||
end
|
||||
end
|
||||
|
||||
function this.OnBeginDrag(Pointgo, data)
|
||||
|
@ -114,11 +114,13 @@ function this.OnBeginDrag(Pointgo, data)
|
|||
isEnter = 1
|
||||
end
|
||||
end
|
||||
|
||||
function this.OnDrag(Pointgo, data)
|
||||
if isEnter == 1 then
|
||||
this.SetPos(data.delta)
|
||||
end
|
||||
end
|
||||
|
||||
function this.OnEndDrag(Pointgo, data)
|
||||
if isEnter < 1 then
|
||||
return
|
||||
|
@ -127,24 +129,24 @@ function this.OnEndDrag(Pointgo, data)
|
|||
isEnter = 1
|
||||
this.mask:SetActive(true)
|
||||
local localIsenter = false
|
||||
this.RemoveTrigger()
|
||||
this.thread1 = coroutine.start(function()
|
||||
this.MoveTo(ro)
|
||||
this.RemoveTrigger()
|
||||
this.thread1 = coroutine.start(function()
|
||||
this.MoveTo(ro)
|
||||
--coroutine.wait(0.2/(this.itemWidth + this.off))
|
||||
while(not localIsenter) do
|
||||
while (not localIsenter) do
|
||||
local isfinish = true
|
||||
for j = 1,#this.itemList do
|
||||
for j = 1, #this.itemList do
|
||||
if this.itemList[j].move then
|
||||
isfinish = false
|
||||
break
|
||||
end
|
||||
end
|
||||
if isfinish then
|
||||
end
|
||||
if isfinish then
|
||||
localIsenter = true
|
||||
end
|
||||
coroutine.wait(0.2/(this.itemWidth + this.off))
|
||||
coroutine.wait(0.2 / (this.itemWidth + this.off))
|
||||
end
|
||||
this.SortItemList()
|
||||
this.SortItemList()
|
||||
if ro == 2 then
|
||||
this:RightAction()
|
||||
elseif ro == 3 then
|
||||
|
@ -152,8 +154,8 @@ function this.OnEndDrag(Pointgo, data)
|
|||
end
|
||||
this.mask:SetActive(false)
|
||||
this.AddTrigger()
|
||||
isEnter = 0
|
||||
end)
|
||||
isEnter = 0
|
||||
end)
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
|
@ -166,27 +168,27 @@ function RecruitMainPanel:BindEvent()
|
|||
local localIsenter = false
|
||||
this.mask:SetActive(true)
|
||||
this.RemoveTrigger()
|
||||
self.thread = coroutine.start(function()
|
||||
self.thread = coroutine.start(function()
|
||||
this.MoveTo(3)
|
||||
--coroutine.wait(0.2/(this.itemWidth + this.off))
|
||||
while(not localIsenter) do
|
||||
while (not localIsenter) do
|
||||
local isfinish = true
|
||||
for j = 1,#this.itemList do
|
||||
for j = 1, #this.itemList do
|
||||
if this.itemList[j].move then
|
||||
isfinish = false
|
||||
break
|
||||
end
|
||||
end
|
||||
if isfinish then
|
||||
end
|
||||
if isfinish then
|
||||
localIsenter = true
|
||||
end
|
||||
coroutine.wait(0.2/(this.itemWidth + this.off))
|
||||
coroutine.wait(0.2 / (this.itemWidth + this.off))
|
||||
end
|
||||
this.SortItemList()
|
||||
this:LeftAction()
|
||||
this.mask:SetActive(false)
|
||||
this.AddTrigger()
|
||||
end)
|
||||
this.AddTrigger()
|
||||
end)
|
||||
end)
|
||||
Util.AddClick(this.rightBtn, function()
|
||||
local localIsenter = false
|
||||
|
@ -195,31 +197,31 @@ function RecruitMainPanel:BindEvent()
|
|||
self.thread = coroutine.start(function()
|
||||
this.MoveTo(2)
|
||||
--coroutine.wait(0.2/(this.itemWidth + this.off))
|
||||
while(not localIsenter) do
|
||||
while (not localIsenter) do
|
||||
local isfinish = true
|
||||
for j = 1,#this.itemList do
|
||||
for j = 1, #this.itemList do
|
||||
if this.itemList[j].move then
|
||||
isfinish = false
|
||||
break
|
||||
end
|
||||
end
|
||||
if isfinish then
|
||||
end
|
||||
if isfinish then
|
||||
localIsenter = true
|
||||
end
|
||||
coroutine.wait(0.2/(this.itemWidth + this.off))
|
||||
coroutine.wait(0.2 / (this.itemWidth + this.off))
|
||||
end
|
||||
this.SortItemList()
|
||||
this:RightAction()
|
||||
this.mask:SetActive(false)
|
||||
this.AddTrigger()
|
||||
coroutine.yield()
|
||||
coroutine.yield()
|
||||
end)
|
||||
end)
|
||||
|
||||
Util.AddClick(this.jiantouyou , function()
|
||||
Util.AddClick(this.jiantouyou, function()
|
||||
this.mask:SetActive(true)
|
||||
this.RemoveTrigger()
|
||||
for i = self.curPage - 1,1,-1 do
|
||||
for i = self.curPage - 1, 1, -1 do
|
||||
if self.dicData[i].RpType and self.dicData[i].RpType > 0 then
|
||||
if RecruitManager.GetAllRecruitBtnRedpoint(self.dicData[i].RpType) then
|
||||
lastIndex = self.curPage
|
||||
|
@ -227,16 +229,16 @@ function RecruitMainPanel:BindEvent()
|
|||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
self.CurRecruitId = self.dicData[self.curPage].ShopData[1][1]
|
||||
self.lastPage = self.curPage - 1 > 0 and self.curPage - 1 or #self.dicData
|
||||
self.nextPage = self.curPage + 1 > #self.dicData and 1 or self.curPage + 1
|
||||
self.nextPage = self.curPage + 1 > #self.dicData and 1 or self.curPage + 1
|
||||
this:SetIndex()
|
||||
end)
|
||||
Util.AddClick(this.jiantouzuo , function()
|
||||
Util.AddClick(this.jiantouzuo, function()
|
||||
this.mask:SetActive(true)
|
||||
this.RemoveTrigger()
|
||||
for i = self.curPage + 1,#self.dicData,1 do
|
||||
for i = self.curPage + 1, #self.dicData, 1 do
|
||||
if self.dicData[i].RpType and self.dicData[i].RpType > 0 then
|
||||
if RecruitManager.GetAllRecruitBtnRedpoint(self.dicData[i].RpType) then
|
||||
lastIndex = self.curPage
|
||||
|
@ -244,53 +246,53 @@ function RecruitMainPanel:BindEvent()
|
|||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
self.CurRecruitId = self.dicData[self.curPage].ShopData[1][1]
|
||||
self.lastPage = self.curPage - 1 > 0 and self.curPage - 1 or #self.dicData
|
||||
self.nextPage = self.curPage + 1 > #self.dicData and 1 or self.curPage + 1
|
||||
self.nextPage = self.curPage + 1 > #self.dicData and 1 or self.curPage + 1
|
||||
this:SetIndex()
|
||||
end)
|
||||
end
|
||||
|
||||
function RecruitMainPanel:RefreshJianTou()
|
||||
local index = 0
|
||||
for i = self.curPage - 1,1,-1 do
|
||||
for i = self.curPage - 1, 1, -1 do
|
||||
if self.dicData[i].RpType and self.dicData[i].RpType > 0 then
|
||||
if RecruitManager.GetAllRecruitBtnRedpoint(self.dicData[i].RpType) then
|
||||
index = i
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if index == 0 then
|
||||
this.jiantouyou.gameObject:SetActive(false)
|
||||
else
|
||||
this.jiantouyou.gameObject:SetActive(true)
|
||||
end
|
||||
end
|
||||
index = 0
|
||||
for i = self.curPage + 1,#self.dicData,1 do
|
||||
for i = self.curPage + 1, #self.dicData, 1 do
|
||||
if self.dicData[i].RpType and self.dicData[i].RpType > 0 then
|
||||
if RecruitManager.GetAllRecruitBtnRedpoint(self.dicData[i].RpType) then
|
||||
index = i
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if index == 0 then
|
||||
this.jiantouzuo.gameObject:SetActive(false)
|
||||
else
|
||||
this.jiantouzuo.gameObject:SetActive(true)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
function RecruitMainPanel:AddListener()
|
||||
|
||||
|
||||
end
|
||||
|
||||
--移除事件监听(用于子类重写)
|
||||
function RecruitMainPanel:RemoveListener()
|
||||
|
||||
|
||||
end
|
||||
|
||||
local redSort = {
|
||||
|
@ -302,23 +304,23 @@ local redSort = {
|
|||
}
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function RecruitMainPanel:OnOpen(_index)
|
||||
function RecruitMainPanel:OnOpen(_index)
|
||||
if not _index then
|
||||
if GuideManager.IsInMainGuide() and GuideManager.GetCurId(1) == 105 then
|
||||
if GuideManager.IsInMainGuide() and GuideManager.GetCurId(1) == 105 then
|
||||
self.CurRecruitId = TableRecruitType.Putong
|
||||
elseif GuideManager.IsInMainGuide() and GuideManager.GetCurId(1) == 1003 then
|
||||
self.CurRecruitId = TableRecruitType.Shenjiang
|
||||
elseif GuideManager.IsFunctionGuideExist() and GuideManager.curId == 101402 then
|
||||
elseif GuideManager.IsFunctionGuideExist() and GuideManager.curId == 101402 then
|
||||
self.CurRecruitId = TableRecruitType.Siyuanzhen
|
||||
elseif GuideManager.IsFunctionGuideExist() and GuideManager.curId == 103705 then
|
||||
elseif GuideManager.IsFunctionGuideExist() and GuideManager.curId == 103705 then
|
||||
self.CurRecruitId = TableRecruitType.Shenjiang
|
||||
else
|
||||
local data = RecruitManager.GetRecruitData()
|
||||
local data = RecruitManager.GetRecruitData()
|
||||
local isRed = 0
|
||||
table.sort(data,function(a,b)
|
||||
table.sort(data, function(a, b)
|
||||
return redSort[a.Sort] < redSort[b.Sort]
|
||||
end)
|
||||
for i = 1,#data do
|
||||
for i = 1, #data do
|
||||
if data[i].RpType and data[i].RpType > 0 then
|
||||
if RecruitManager.GetAllRecruitBtnRedpoint(data[i].RpType) then
|
||||
isRed = data[i].ShopData[1][1]
|
||||
|
@ -331,18 +333,18 @@ function RecruitMainPanel:OnOpen(_index)
|
|||
else
|
||||
self.CurRecruitId = TableRecruitType.Shenjiang
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
self.CurRecruitId = _index
|
||||
end
|
||||
end
|
||||
|
||||
-- 打开,重新打开时回调
|
||||
function RecruitMainPanel:OnShow()
|
||||
function RecruitMainPanel:OnShow()
|
||||
orginLayer = self.sortingOrder
|
||||
self.dicData = RecruitManager.GetRecruitData()
|
||||
self.dicData = RecruitManager.GetRecruitData()
|
||||
this:RefreshTabData()
|
||||
for i = 1,#self.dicData do
|
||||
for i = 1, #self.dicData do
|
||||
if self.dicData[i].ShopData[1][1] == self.CurRecruitId then
|
||||
self.curPage = i
|
||||
break
|
||||
|
@ -357,40 +359,40 @@ function RecruitMainPanel:OnShow()
|
|||
end
|
||||
|
||||
function this:RefreshTabData()
|
||||
--local curIndex = 0
|
||||
--清除红点
|
||||
for k,v in pairs(redPointTypeList) do
|
||||
ClearRedPointObject(k,v)
|
||||
--local curIndex = 0
|
||||
--清除红点
|
||||
for k, v in pairs(redPointTypeList) do
|
||||
ClearRedPointObject(k, v)
|
||||
end
|
||||
redPointTypeList = {}
|
||||
|
||||
-- for i = 1,#this.itemList do
|
||||
-- if i == 1 then
|
||||
-- curIndex = self.lastPage
|
||||
|
||||
-- for i = 1,#this.itemList do
|
||||
-- if i == 1 then
|
||||
-- curIndex = self.lastPage
|
||||
-- elseif i == 2 then
|
||||
-- curIndex = self.curPage
|
||||
-- else
|
||||
-- curIndex = self.nextPage
|
||||
-- end
|
||||
-- end
|
||||
-- this.itemList[i].img.sprite = this.spLoader:LoadSprite(self.dicData[curIndex].Icon[1])
|
||||
-- BindRedPointObject(self.dicData[curIndex].RpType,this.itemList[i].redpot)
|
||||
-- redPointTypeList[self.dicData[curIndex].RpType] = this.itemList[i].redpot
|
||||
-- end
|
||||
for i = 1,math.max(#this.itemList,#self.dicData) do
|
||||
for i = 1, math.max(#this.itemList, #self.dicData) do
|
||||
if not self.dicData[i] then
|
||||
this.itemList[i].go.gameObject:SetActive(false)
|
||||
else
|
||||
if not this.itemList[i] then
|
||||
this.itemList[i] = {}
|
||||
this.itemList[i].move = false
|
||||
this.itemList[i].go = newObjToParent(this.item,this.grid)
|
||||
this.itemList[i].go.name = "tab_"..i
|
||||
this.itemList[i].go = newObjToParent(this.item, this.grid)
|
||||
this.itemList[i].go.name = "tab_" .. i
|
||||
this.itemList[i].tran = this.itemList[i].go:GetComponent("RectTransform")
|
||||
local vec = this.itemList[i].tran.anchoredPosition
|
||||
if #self.dicData==1 then
|
||||
vec.x=this.off * (#this.itemList - 1) + (#this.itemList) * this.itemWidth - 30
|
||||
if #self.dicData == 1 then
|
||||
vec.x = this.off * (#this.itemList - 1) + (#this.itemList) * this.itemWidth + 200
|
||||
else
|
||||
vec.x = this.off * (i - 2) + (i - 1) * this.itemWidth - 100
|
||||
vec.x = this.off * (i - 2) + (i - 1) * this.itemWidth + 130
|
||||
end
|
||||
vec.y = 28
|
||||
this.itemList[i].tran.anchoredPosition = vec
|
||||
|
@ -398,46 +400,46 @@ function this:RefreshTabData()
|
|||
this.itemList[i].index = i
|
||||
--TODO /// 改了配置之后可以放开 2023 11、2
|
||||
this.itemList[i].img = Util.GetGameObject(this.itemList[i].go, "img"):GetComponent("Image")
|
||||
this.itemList[i].tipObj=Util.GetGameObject(this.itemList[i].go,"tipObj")
|
||||
this.itemList[i].tipTxt=Util.GetGameObject(this.itemList[i].go,"tipObj/Text"):GetComponent("Text")
|
||||
this.itemList[i].titleTxt=Util.GetGameObject(this.itemList[i].go,"Text"):GetComponent("Text")
|
||||
|
||||
this.itemList[i].redpot = Util.GetGameObject(this.itemList[i].go, "redpot")
|
||||
this.itemList[i].tipObj = Util.GetGameObject(this.itemList[i].go, "tipObj")
|
||||
this.itemList[i].tipTxt = Util.GetGameObject(this.itemList[i].go, "tipObj/Text"):GetComponent("Text")
|
||||
this.itemList[i].titleTxt = Util.GetGameObject(this.itemList[i].go, "Text"):GetComponent("Text")
|
||||
|
||||
this.itemList[i].redpot = Util.GetGameObject(this.itemList[i].go, "redpot")
|
||||
this.itemList[i].icon = Util.GetGameObject(this.itemList[i].go, "img/Image"):GetComponent("Image")
|
||||
this.itemList[i].pageIndex = i
|
||||
end
|
||||
end
|
||||
this.itemList[i].go.gameObject:SetActive(true)
|
||||
this.itemList[i].tipObj:SetActive(false)
|
||||
this.itemList[i].titleTxt.text=self.dicData[i].Sesc
|
||||
this.itemList[i].icon.sprite=this.spLoader:LoadSprite(self.dicData[i].Icon[2])
|
||||
this.itemList[i].titleTxt.text = self.dicData[i].Sesc
|
||||
this.itemList[i].icon.sprite = this.spLoader:LoadSprite(self.dicData[i].Icon[2])
|
||||
this.itemList[i].img.sprite = this.spLoader:LoadSprite(self.dicData[i].Icon[1])
|
||||
local isOpen=true
|
||||
local tip=""
|
||||
if self.dicData[i].ActId==2 then
|
||||
isOpen =CheckFunctionOpen(FUNCTION_OPEN_TYPE.EquipWish)
|
||||
tip=GetFunctionOpenTip(FUNCTION_OPEN_TYPE.EquipWish)
|
||||
elseif self.dicData[i].ActId==121 then
|
||||
isOpen=CheckFunctionOpenClient(FUNCTION_OPEN_TYPE.ChouJiangRukou)
|
||||
tip=GetFunctionOpenTipClient(FUNCTION_OPEN_TYPE.ChouJiangRukou)
|
||||
local isOpen = true
|
||||
local tip = ""
|
||||
if self.dicData[i].ActId == 2 then
|
||||
isOpen = CheckFunctionOpen(FUNCTION_OPEN_TYPE.EquipWish)
|
||||
tip = GetFunctionOpenTip(FUNCTION_OPEN_TYPE.EquipWish)
|
||||
elseif self.dicData[i].ActId == 121 then
|
||||
isOpen = CheckFunctionOpenClient(FUNCTION_OPEN_TYPE.ChouJiangRukou)
|
||||
tip = GetFunctionOpenTipClient(FUNCTION_OPEN_TYPE.ChouJiangRukou)
|
||||
end
|
||||
this.itemList[i].tipObj:SetActive(not isOpen)
|
||||
this.itemList[i].tipTxt.text=tip
|
||||
BindRedPointObject(self.dicData[i].RpType,this.itemList[i].redpot)
|
||||
this.itemList[i].tipTxt.text = tip
|
||||
BindRedPointObject(self.dicData[i].RpType, this.itemList[i].redpot)
|
||||
redPointTypeList[self.dicData[i].RpType] = this.itemList[i].redpot
|
||||
end
|
||||
end
|
||||
end
|
||||
this.pos4 = Vector3.New(this.off * (#this.itemList - 1) + (#this.itemList) * this.itemWidth - 186,0,0)
|
||||
this.pos4 = Vector3.New(this.off * (#this.itemList - 1) + (#this.itemList) * this.itemWidth - 186, 0, 0)
|
||||
--print(tostring(this.pos4))
|
||||
LogError(tostring(this.pos4))
|
||||
end
|
||||
|
||||
function this:SetIndex()
|
||||
for i = 1,#this.itemList do
|
||||
for i = 1, #this.itemList do
|
||||
if this.itemList[i].pageIndex == self.curPage then
|
||||
if this.itemList[i].index == 2 then
|
||||
if this.itemList[i].index == 2 then
|
||||
this:RefreshJianTou()
|
||||
this.AddTrigger()
|
||||
this:PageOnChange(true)
|
||||
this:PageOnChange(true)
|
||||
this.mask:SetActive(false)
|
||||
return
|
||||
else
|
||||
|
@ -450,31 +452,31 @@ function this:SetIndex()
|
|||
local offSet = math.abs(this.itemList[i].index - 2)
|
||||
local localIsenter = true
|
||||
self.thread = coroutine.start(function()
|
||||
while(offSet > 0) do
|
||||
while (offSet > 0) do
|
||||
if localIsenter then
|
||||
localIsenter = false
|
||||
this.MoveTo(LOY)
|
||||
--coroutine.wait(0.2/(this.itemWidth + this.off))
|
||||
while(not localIsenter) do
|
||||
while (not localIsenter) do
|
||||
local isfinish = true
|
||||
for j = 1,#this.itemList do
|
||||
for j = 1, #this.itemList do
|
||||
if this.itemList[j].move then
|
||||
isfinish = false
|
||||
break
|
||||
end
|
||||
end
|
||||
if isfinish then
|
||||
end
|
||||
if isfinish then
|
||||
offSet = offSet - 1
|
||||
this.SortItemList()
|
||||
this.SortItemList()
|
||||
localIsenter = true
|
||||
end
|
||||
coroutine.wait(0.2/(this.itemWidth + this.off))
|
||||
end
|
||||
coroutine.wait(0.2 / (this.itemWidth + this.off))
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
this:RefreshJianTou()
|
||||
this.AddTrigger()
|
||||
this:PageOnChange(true)
|
||||
this:PageOnChange(true)
|
||||
this.mask:SetActive(false)
|
||||
end)
|
||||
end
|
||||
|
@ -485,17 +487,17 @@ end
|
|||
|
||||
function this:PageOnChange(isShow)
|
||||
if isShow then
|
||||
for i = 1,#this.itemList do
|
||||
for i = 1, #this.itemList do
|
||||
if this.itemList[i].pageIndex == self.curPage then
|
||||
this.select.transform:SetParent(this.itemList[i].go.transform)
|
||||
this.select.transform:GetComponent("RectTransform").anchoredPosition = Vector3.New(-15,0,0)
|
||||
this.select.transform:GetComponent("RectTransform").anchoredPosition = Vector3.New(-15, 0, 0)
|
||||
this.select.gameObject:SetActive(true)
|
||||
this.selectIma.sprite = this.spLoader:LoadSprite(self.dicData[self.curPage].Icon[2])
|
||||
this.itemList[i].tipObj.transform:SetAsLastSibling()
|
||||
end
|
||||
end
|
||||
end
|
||||
for k,v in pairs(subViewList) do
|
||||
for k, v in pairs(subViewList) do
|
||||
if k ~= self.curPage then
|
||||
v.sub:OnClose()
|
||||
end
|
||||
|
@ -506,12 +508,17 @@ function this:PageOnChange(isShow)
|
|||
subViewList[self.curPage] = {}
|
||||
if self.dicData[self.curPage].UIName then
|
||||
subViewList[self.curPage].config = SubUIConfig[self.dicData[self.curPage].UIName[1]]
|
||||
subViewList[self.curPage].sub = SubUIManager.Open(subViewList[self.curPage].config,this.content.transform,self.dicData[self.curPage],self.curPage,this)
|
||||
subViewList[self.curPage].sub = SubUIManager.Open(subViewList[self.curPage].config, this.content.transform,
|
||||
self.dicData[self.curPage], self.curPage, this)
|
||||
subViewList[self.curPage].sub:OnShow(orginLayer)
|
||||
end
|
||||
end
|
||||
end
|
||||
if self.dicData[self.curPage].UpView and #self.dicData[self.curPage].UpView > 0 then
|
||||
this.upView:OnOpen({showType = self.dicData[self.curPage].UpView[1][1], panelType = self.dicData[self.curPage].UpView[2] })
|
||||
this.upView:OnOpen({
|
||||
showType = self.dicData[self.curPage].UpView[1][1],
|
||||
panelType = self.dicData[self.curPage]
|
||||
.UpView[2]
|
||||
})
|
||||
this.upView.gameObject:SetActive(true)
|
||||
else
|
||||
this.upView.gameObject:SetActive(false)
|
||||
|
@ -519,7 +526,7 @@ function this:PageOnChange(isShow)
|
|||
end
|
||||
|
||||
function this:LeftAction()
|
||||
lastIndex = self.curPage
|
||||
lastIndex = self.curPage
|
||||
self.CurRecruitId = self.dicData[self.nextPage].ShopData[1][1]
|
||||
self.lastPage = self.curPage
|
||||
self.curPage = self.nextPage
|
||||
|
@ -527,6 +534,7 @@ function this:LeftAction()
|
|||
this:RefreshJianTou()
|
||||
this:PageOnChange(true)
|
||||
end
|
||||
|
||||
function this:RightAction()
|
||||
lastIndex = self.curPage
|
||||
self.CurRecruitId = self.dicData[self.lastPage].ShopData[1][1]
|
||||
|
@ -539,14 +547,14 @@ end
|
|||
|
||||
function this:OnSortingOrderChange()
|
||||
orginLayer = self.sortingOrder
|
||||
for k,v in pairs(subViewList) do
|
||||
for k, v in pairs(subViewList) do
|
||||
v.sub:OnSortingOrderChange(self.sortingOrder)
|
||||
end
|
||||
end
|
||||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function RecruitMainPanel:OnClose()
|
||||
for k,v in pairs(subViewList) do
|
||||
for k, v in pairs(subViewList) do
|
||||
v.sub:OnClose()
|
||||
end
|
||||
--清除红点
|
||||
|
@ -559,8 +567,8 @@ function RecruitMainPanel:OnClose()
|
|||
coroutine.stop(this.thread1)
|
||||
self.thread = nil
|
||||
end
|
||||
for k,v in pairs(redPointTypeList) do
|
||||
ClearRedPointObject(k,v)
|
||||
for k, v in pairs(redPointTypeList) do
|
||||
ClearRedPointObject(k, v)
|
||||
end
|
||||
redPointTypeList = {}
|
||||
ClearChild(this.grid)
|
||||
|
@ -569,18 +577,18 @@ end
|
|||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function RecruitMainPanel:OnDestroy()
|
||||
--清除红点
|
||||
for k,v in pairs(redPointTypeList) do
|
||||
ClearRedPointObject(k,v)
|
||||
--清除红点
|
||||
for k, v in pairs(redPointTypeList) do
|
||||
ClearRedPointObject(k, v)
|
||||
end
|
||||
redPointTypeList = {}
|
||||
--关闭弹窗界面
|
||||
for k,v in pairs(subViewList) do
|
||||
for k, v in pairs(subViewList) do
|
||||
--UIManager.ClosePanel(k)
|
||||
v.sub:OnDestroy()
|
||||
this.spLoader:Destroy()
|
||||
this.spLoader:Destroy()
|
||||
SubUIManager.Close(v.sub)
|
||||
end
|
||||
end
|
||||
ClearChild(this.grid)
|
||||
this.itemList = {}
|
||||
subViewList = {}
|
||||
|
@ -588,4 +596,5 @@ function RecruitMainPanel:OnDestroy()
|
|||
SubUIManager.Close(this.upView)
|
||||
this.upView = nil
|
||||
end
|
||||
return this
|
||||
|
||||
return this
|
||||
|
|
|
@ -0,0 +1,223 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using System.Text.RegularExpressions;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// 文本控件,支持超链接
|
||||
/// </summary>
|
||||
public class HyperlinkText : Text, IPointerClickHandler
|
||||
{
|
||||
/// <summary>
|
||||
/// 超链接信息类
|
||||
/// </summary>
|
||||
private class HyperlinkInfo
|
||||
{
|
||||
public int startIndex;
|
||||
|
||||
public int endIndex;
|
||||
|
||||
public string name;
|
||||
|
||||
public readonly List<Rect> boxes = new List<Rect>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 解析完最终的文本
|
||||
/// </summary>
|
||||
private string m_OutputText;
|
||||
|
||||
/// <summary>
|
||||
/// 超链接信息列表
|
||||
/// </summary>
|
||||
private readonly List<HyperlinkInfo> m_HrefInfos = new List<HyperlinkInfo>();
|
||||
|
||||
/// <summary>
|
||||
/// 文本构造器
|
||||
/// </summary>
|
||||
protected static readonly StringBuilder s_TextBuilder = new StringBuilder();
|
||||
|
||||
[Serializable]
|
||||
public class HrefClickEvent : UnityEvent<string> { }
|
||||
|
||||
[SerializeField]
|
||||
private HrefClickEvent m_OnHrefClick = new HrefClickEvent();
|
||||
|
||||
/// <summary>
|
||||
/// 超链接点击事件
|
||||
/// </summary>
|
||||
public HrefClickEvent onHrefClick
|
||||
{
|
||||
get { return m_OnHrefClick; }
|
||||
set { m_OnHrefClick = value; }
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 超链接正则
|
||||
/// </summary>
|
||||
private static readonly Regex s_HrefRegex = new Regex(@"<a href=([^>\n\s]+)>(.*?)(</a>)", RegexOptions.Singleline);
|
||||
|
||||
private HyperlinkText mHyperlinkText;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
mHyperlinkText = GetComponent<HyperlinkText>();
|
||||
}
|
||||
protected override void OnEnable()
|
||||
{
|
||||
base.OnEnable();
|
||||
mHyperlinkText.onHrefClick.AddListener(OnHyperlinkTextInfo);
|
||||
}
|
||||
|
||||
protected override void OnDisable()
|
||||
{
|
||||
base.OnDisable();
|
||||
mHyperlinkText.onHrefClick.RemoveListener(OnHyperlinkTextInfo);
|
||||
}
|
||||
|
||||
|
||||
public override void SetVerticesDirty()
|
||||
{
|
||||
base.SetVerticesDirty();
|
||||
#if UNITY_EDITOR
|
||||
if (UnityEditor.PrefabUtility.GetPrefabType(this) == UnityEditor.PrefabType.Prefab)
|
||||
{
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
m_OutputText = GetOutputText(text);
|
||||
|
||||
}
|
||||
|
||||
|
||||
protected override void OnPopulateMesh(VertexHelper toFill)
|
||||
{
|
||||
var orignText = m_Text;
|
||||
m_Text = m_OutputText;
|
||||
base.OnPopulateMesh(toFill);
|
||||
m_Text = orignText;
|
||||
UIVertex vert = new UIVertex();
|
||||
|
||||
// 处理超链接包围框
|
||||
foreach (var hrefInfo in m_HrefInfos)
|
||||
{
|
||||
hrefInfo.boxes.Clear();
|
||||
if (hrefInfo.startIndex >= toFill.currentVertCount)
|
||||
{
|
||||
//continue;
|
||||
}
|
||||
|
||||
// 将超链接里面的文本顶点索引坐标加入到包围框
|
||||
toFill.PopulateUIVertex(ref vert, hrefInfo.startIndex);
|
||||
var pos = vert.position;
|
||||
var bounds = new Bounds(pos, Vector3.zero);
|
||||
for (int i = hrefInfo.startIndex, m = hrefInfo.endIndex; i < m; i++)
|
||||
{
|
||||
if (i >= toFill.currentVertCount)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
toFill.PopulateUIVertex(ref vert, i);
|
||||
pos = vert.position;
|
||||
if (pos.x < bounds.min.x) // 换行重新添加包围框
|
||||
{
|
||||
hrefInfo.boxes.Add(new Rect(bounds.min, bounds.size));
|
||||
bounds = new Bounds(pos, Vector3.zero);
|
||||
}
|
||||
else
|
||||
{
|
||||
bounds.Encapsulate(pos); // 扩展包围框
|
||||
}
|
||||
}
|
||||
|
||||
hrefInfo.boxes.Add(new Rect(bounds.min, bounds.size));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取超链接解析后的最后输出文本
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected virtual string GetOutputText(string outputText)
|
||||
{
|
||||
s_TextBuilder.Length = 0;
|
||||
m_HrefInfos.Clear();
|
||||
var indexText = 0;
|
||||
foreach (Match match in s_HrefRegex.Matches(outputText))
|
||||
{
|
||||
s_TextBuilder.Append(outputText.Substring(indexText, match.Index - indexText));
|
||||
|
||||
string str = s_TextBuilder.ToString();
|
||||
char[] array = str.ToCharArray(); //把字符串转化成字符数组
|
||||
IEnumerator enumerator = array.GetEnumerator(); //得到枚举器
|
||||
StringBuilder stringBuilder = new StringBuilder();
|
||||
while (enumerator.MoveNext()) //开始枚举
|
||||
{
|
||||
if ((char)enumerator.Current != ' ') //向StringBuilder类对象添加非空格字符
|
||||
stringBuilder.Append(enumerator.Current.ToString());
|
||||
}
|
||||
|
||||
var group = match.Groups[1];
|
||||
var hrefInfo = new HyperlinkInfo
|
||||
{
|
||||
startIndex = stringBuilder.Length * 4, // 超链接里的文本起始顶点索引
|
||||
endIndex = (stringBuilder.Length + match.Groups[2].Length - 1) * 4 + 3,
|
||||
name = group.Value
|
||||
};
|
||||
m_HrefInfos.Add(hrefInfo);
|
||||
s_TextBuilder.Append("<color=blue>"); // 超链接颜色
|
||||
s_TextBuilder.Append(match.Groups[2].Value);
|
||||
s_TextBuilder.Append("</color>");
|
||||
indexText = match.Index + match.Length;
|
||||
}
|
||||
s_TextBuilder.Append(outputText.Substring(indexText, outputText.Length - indexText));
|
||||
return s_TextBuilder.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 点击事件检测是否点击到超链接文本
|
||||
/// </summary>
|
||||
/// <param name="eventData"></param>
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
Vector2 lp = Vector2.zero;
|
||||
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, eventData.position, eventData.pressEventCamera, out lp);
|
||||
|
||||
foreach (var hrefInfo in m_HrefInfos)
|
||||
{
|
||||
var boxes = hrefInfo.boxes;
|
||||
for (var i = 0; i < boxes.Count; ++i)
|
||||
{
|
||||
if (boxes[i].Contains(lp))
|
||||
{
|
||||
m_OnHrefClick.Invoke(hrefInfo.name);
|
||||
Debug.Log("sssssssssssssssssssss");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 当前点击超链接回调
|
||||
/// </summary>
|
||||
/// <param name="info">回调信息</param>
|
||||
private void OnHyperlinkTextInfo(string info)
|
||||
{
|
||||
Debug.Log("超链接信息:" + info);
|
||||
Application.OpenURL(info);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: f6b87a2f8641da74f955d4c1a88f3da1
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,445 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_OcclusionCullingData: {fileID: 0}
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m_FlareFadeSpeed: 3
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m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0}
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Reference in New Issue