完善图片展示
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- target: {fileID: -8679921383154817045, guid: 78c2b2b49b884f043b6c0b996b77d5b6,
|
||||
type: 3}
|
||||
@ -1395,11 +1395,7 @@ PrefabInstance:
|
||||
m_RemovedComponents: []
|
||||
m_RemovedGameObjects: []
|
||||
m_AddedGameObjects: []
|
||||
m_AddedComponents:
|
||||
- targetCorrespondingSourceObject: {fileID: 919132149155446097, guid: 78c2b2b49b884f043b6c0b996b77d5b6,
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||||
type: 3}
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||||
insertIndex: -1
|
||||
addedObject: {fileID: 125355142}
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||||
m_AddedComponents: []
|
||||
m_SourcePrefab: {fileID: 100100000, guid: 78c2b2b49b884f043b6c0b996b77d5b6, type: 3}
|
||||
--- !u!4 &125355140 stripped
|
||||
Transform:
|
||||
@ -1407,33 +1403,6 @@ Transform:
|
||||
type: 3}
|
||||
m_PrefabInstance: {fileID: 125355139}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
--- !u!1 &125355141 stripped
|
||||
GameObject:
|
||||
m_CorrespondingSourceObject: {fileID: 919132149155446097, guid: 78c2b2b49b884f043b6c0b996b77d5b6,
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||||
type: 3}
|
||||
m_PrefabInstance: {fileID: 125355139}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
--- !u!65 &125355142
|
||||
BoxCollider:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 125355141}
|
||||
m_Material: {fileID: 0}
|
||||
m_IncludeLayers:
|
||||
serializedVersion: 2
|
||||
m_Bits: 0
|
||||
m_ExcludeLayers:
|
||||
serializedVersion: 2
|
||||
m_Bits: 0
|
||||
m_LayerOverridePriority: 0
|
||||
m_IsTrigger: 0
|
||||
m_ProvidesContacts: 0
|
||||
m_Enabled: 1
|
||||
serializedVersion: 3
|
||||
m_Size: {x: 0.28454584, y: 0.38290668, z: 0.35319412}
|
||||
m_Center: {x: 4.107828, y: 0.30854666, z: -0.084741876}
|
||||
--- !u!1 &125610143
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -27820,7 +27789,6 @@ Transform:
|
||||
- {fileID: 257918267}
|
||||
- {fileID: 7429977781645438454}
|
||||
- {fileID: 7736194001022832405}
|
||||
- {fileID: 125355140}
|
||||
- {fileID: 9159408861369391249}
|
||||
- {fileID: 4781100666954374221}
|
||||
- {fileID: 155867903}
|
||||
@ -45644,6 +45612,7 @@ Transform:
|
||||
- {fileID: 4479446711078365677}
|
||||
- {fileID: 8161482440847583424}
|
||||
- {fileID: 1608547272}
|
||||
- {fileID: 125355140}
|
||||
- {fileID: 985674199115698890}
|
||||
m_Father: {fileID: 4017249381020678738}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 90, z: 0}
|
||||
|
||||
@ -124,7 +124,6 @@ namespace ZXK.LouDiXvMuNiu
|
||||
{
|
||||
base.OnDestroy();
|
||||
GameManager.Instance._DataNiuHandler.CurNiuHandler.OnValueChanged -= OnValueChanged;
|
||||
WDebug.Log("½â°ó");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -521,20 +520,8 @@ namespace ZXK.LouDiXvMuNiu
|
||||
UI_Manage.Instance.ClosePanel("ShowToastUIPrefab");
|
||||
_introduceGeo.SetActive(false);
|
||||
imgIntroduceGeo.SetActive(true);
|
||||
_trainExplainTxt.text = obj.ProcessDescription;
|
||||
if (!string.IsNullOrEmpty(obj.SoundPath))
|
||||
{
|
||||
string audioPath = Application.streamingAssetsPath + "/Audios/NiuTips/" + obj.SoundPath + ".mp3";
|
||||
CG.UTility.UtilitiesMng.LoadAudio(audioPath, (AudioClip clip) =>
|
||||
{
|
||||
if (clip)
|
||||
{
|
||||
_trainExplainTxt.GetComponent<AudioSource>().clip = clip;
|
||||
_trainExplainTxt.GetComponent<AudioSource>().Play();
|
||||
}
|
||||
});
|
||||
}
|
||||
_nextBtn.GetComponent<RectTransform>().anchoredPosition = new Vector2(1.3f, 388.3f);
|
||||
|
||||
_nextBtn.GetComponent<RectTransform>().anchoredPosition = new Vector2(1.3f, 309.0f);
|
||||
}
|
||||
else if (obj.TaskType.Equals(ConstCtrl.TASKTYPE_ShowGeo))
|
||||
{
|
||||
|
||||
205
Assets/_Scripts/Framework/Utilities/BorderRadius.cs
Normal file
205
Assets/_Scripts/Framework/Utilities/BorderRadius.cs
Normal file
@ -0,0 +1,205 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Sprites;
|
||||
using UnityEngine.UI;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
using UnityEditor.UI;
|
||||
#endif
|
||||
|
||||
/*
|
||||
* @author 渡鸦
|
||||
* @description 自定义顶点数据实现圆角矩形
|
||||
* @公众号文档 https://mp.weixin.qq.com/s/FUO4xDmWmllryt2x7kVqig
|
||||
*/
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[CustomEditor(typeof(BorderRadius), true)]
|
||||
public class BorderRadiusEditor : ImageEditor
|
||||
{
|
||||
SerializedProperty _sprite;
|
||||
SerializedProperty _cornerRadius;
|
||||
SerializedProperty _cornerSegments;
|
||||
|
||||
protected override void OnEnable()
|
||||
{
|
||||
base.OnEnable();
|
||||
|
||||
this._sprite = this.serializedObject.FindProperty("m_Sprite");
|
||||
this._cornerRadius = this.serializedObject.FindProperty("cornerRadius");
|
||||
this._cornerSegments = this.serializedObject.FindProperty("cornerSegments");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
this.serializedObject.Update();
|
||||
|
||||
this.SpriteGUI();
|
||||
this.AppearanceControlsGUI();
|
||||
this.RaycastControlsGUI();
|
||||
bool showNativeSize = this._sprite.objectReferenceValue != null;
|
||||
this.m_ShowNativeSize.target = showNativeSize;
|
||||
this.MaskableControlsGUI();
|
||||
this.NativeSizeButtonGUI();
|
||||
EditorGUILayout.PropertyField(this._cornerRadius);
|
||||
EditorGUILayout.PropertyField(this._cornerSegments);
|
||||
EditorGUILayout.PropertyField(this.serializedObject.FindProperty("leftTop"));
|
||||
EditorGUILayout.PropertyField(this.serializedObject.FindProperty("rightTop"));
|
||||
EditorGUILayout.PropertyField(this.serializedObject.FindProperty("leftBottom"));
|
||||
EditorGUILayout.PropertyField(this.serializedObject.FindProperty("rightBottom"));
|
||||
this.serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
public class BorderRadius : Image
|
||||
{
|
||||
public float cornerRadius = 8;
|
||||
|
||||
// 每个角最大的三角形数
|
||||
[Range(1, 22)] public int cornerSegments = 8;
|
||||
|
||||
public bool leftTop = true;
|
||||
public bool rightTop = true;
|
||||
public bool leftBottom = true;
|
||||
public bool rightBottom = true;
|
||||
|
||||
protected override void OnPopulateMesh(VertexHelper vh)
|
||||
{
|
||||
Rect rect = this.rectTransform.rect;
|
||||
float left = rect.xMin;
|
||||
float right = rect.xMax;
|
||||
float top = rect.yMax;
|
||||
float bottom = rect.yMin;
|
||||
|
||||
Vector4 outerUV = this.overrideSprite != null ? DataUtility.GetOuterUV(this.overrideSprite) : Vector4.zero;
|
||||
var color32 = color;
|
||||
float r = this.cornerRadius;
|
||||
|
||||
// 计算uv中对应的半径值坐标轴的半径
|
||||
float uvRadiusX = r / (right - left) * (outerUV.z - outerUV.x);
|
||||
float uvRadiusY = r / (top - bottom) * (outerUV.w - outerUV.y);
|
||||
|
||||
vh.Clear();
|
||||
|
||||
// 从左往右
|
||||
// 0 1 2 3
|
||||
vh.AddVert(new Vector3(left, top), color32, new Vector2(outerUV.x, outerUV.w));
|
||||
vh.AddVert(new Vector3(left, top - r), color32, new Vector2(outerUV.x, outerUV.w - uvRadiusY));
|
||||
vh.AddVert(new Vector3(left, bottom + r), color32, new Vector2(outerUV.x, outerUV.y + uvRadiusY));
|
||||
vh.AddVert(new Vector3(left, bottom), color32, new Vector2(outerUV.x, outerUV.y));
|
||||
|
||||
// 4 5 6 7
|
||||
vh.AddVert(new Vector3(left + r, top), color32, new Vector2(outerUV.x + uvRadiusX, outerUV.w));
|
||||
vh.AddVert(new Vector3(left + r, top - r), color32,
|
||||
new Vector2(outerUV.x + uvRadiusX, outerUV.w - uvRadiusY));
|
||||
vh.AddVert(new Vector3(left + r, bottom + r), color32,
|
||||
new Vector2(outerUV.x + uvRadiusX, outerUV.y + uvRadiusY));
|
||||
vh.AddVert(new Vector3(left + r, bottom), color32, new Vector2(outerUV.x + uvRadiusX, outerUV.y));
|
||||
|
||||
// 8 9 10 11
|
||||
vh.AddVert(new Vector3(right - r, top), color32, new Vector2(outerUV.z - uvRadiusX, outerUV.w));
|
||||
vh.AddVert(new Vector3(right - r, top - r), color32,
|
||||
new Vector2(outerUV.z - uvRadiusX, outerUV.w - uvRadiusY));
|
||||
vh.AddVert(new Vector3(right - r, bottom + r), color32,
|
||||
new Vector2(outerUV.z - uvRadiusX, outerUV.y + uvRadiusY));
|
||||
vh.AddVert(new Vector3(right - r, bottom), color32, new Vector2(outerUV.z - uvRadiusX, outerUV.y));
|
||||
|
||||
// 12 13 14 15
|
||||
vh.AddVert(new Vector3(right, top), color32, new Vector2(outerUV.z, outerUV.w));
|
||||
vh.AddVert(new Vector3(right, top - r), color32, new Vector2(outerUV.z, outerUV.w - uvRadiusY));
|
||||
vh.AddVert(new Vector3(right, bottom + r), color32, new Vector2(outerUV.z, outerUV.y + uvRadiusY));
|
||||
vh.AddVert(new Vector3(right, bottom), color32, new Vector2(outerUV.z, outerUV.y));
|
||||
|
||||
// 左边矩形
|
||||
vh.AddTriangle(2, 5, 1);
|
||||
vh.AddTriangle(2, 5, 6);
|
||||
// 中间矩形
|
||||
vh.AddTriangle(7, 8, 4);
|
||||
vh.AddTriangle(7, 8, 11);
|
||||
// 右边矩形
|
||||
vh.AddTriangle(10, 13, 9);
|
||||
vh.AddTriangle(10, 13, 14);
|
||||
|
||||
List<Vector2> positionList = new List<Vector2>();
|
||||
List<Vector2> uvList = new List<Vector2>();
|
||||
List<int> vertexList = new List<int>();
|
||||
|
||||
// 右上角圆心
|
||||
positionList.Add(new Vector2(right - r, top - r));
|
||||
uvList.Add(new Vector2(outerUV.z - uvRadiusX, outerUV.w - uvRadiusY));
|
||||
vertexList.Add(9);
|
||||
|
||||
// 左上角圆心
|
||||
positionList.Add(new Vector2(left + r, top - r));
|
||||
uvList.Add(new Vector2(outerUV.x + uvRadiusX, outerUV.w - uvRadiusY));
|
||||
vertexList.Add(5);
|
||||
|
||||
// 左下角圆心
|
||||
positionList.Add(new Vector2(left + r, bottom + r));
|
||||
uvList.Add(new Vector2(outerUV.x + uvRadiusX, outerUV.y + uvRadiusY));
|
||||
vertexList.Add(6);
|
||||
|
||||
// 右下角圆心
|
||||
positionList.Add(new Vector2(right - r, bottom + r));
|
||||
uvList.Add(new Vector2(outerUV.z - uvRadiusX, outerUV.y + uvRadiusY));
|
||||
vertexList.Add(10);
|
||||
|
||||
// 每个三角形角度
|
||||
float degreeDelta = Mathf.PI / 2 / this.cornerSegments;
|
||||
|
||||
// 当前角度
|
||||
float degree = 0;
|
||||
for (int i = 0; i < vertexList.Count; i++)
|
||||
{
|
||||
int currVertCount = vh.currentVertCount;
|
||||
for (int j = 0; j <= this.cornerSegments; j++)
|
||||
{
|
||||
float cos = Mathf.Cos(degree);
|
||||
float sin = Mathf.Sin(degree);
|
||||
Vector3 position = new Vector3(positionList[i].x + cos * r, positionList[i].y + sin * r);
|
||||
Vector3 uv0 = new Vector2(uvList[i].x + cos * uvRadiusX,
|
||||
uvList[i].y + sin * uvRadiusY);
|
||||
vh.AddVert(position, color32, uv0);
|
||||
degree += degreeDelta;
|
||||
}
|
||||
|
||||
degree -= degreeDelta;
|
||||
|
||||
if (i == 0 && !this.rightTop)
|
||||
{
|
||||
vh.AddTriangle(vertexList[i], 8, 12);
|
||||
vh.AddTriangle(vertexList[i], 12, 13);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (i == 1 && !this.leftTop)
|
||||
{
|
||||
vh.AddTriangle(vertexList[i], 0, 4);
|
||||
vh.AddTriangle(vertexList[i], 0, 1);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (i == 2 && !this.leftBottom)
|
||||
{
|
||||
vh.AddTriangle(vertexList[i], 3, 2);
|
||||
vh.AddTriangle(vertexList[i], 3, 7);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (i == 3 && !this.rightBottom)
|
||||
{
|
||||
vh.AddTriangle(vertexList[i], 15, 14);
|
||||
vh.AddTriangle(vertexList[i], 15, 11);
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int j = 0; j <= this.cornerSegments - 1; j++)
|
||||
{
|
||||
vh.AddTriangle(vertexList[i], currVertCount + j + 1, currVertCount + j);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Scripts/Framework/Utilities/BorderRadius.cs.meta
Normal file
11
Assets/_Scripts/Framework/Utilities/BorderRadius.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 714b1cb81b7982348a1428f1179cf7b7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
x
Reference in New Issue
Block a user