コード例 #1
0
        void Init(GameObject target)
        {
            TargetObject = target;
            TargetTrans  = target.transform;
            var pos = TargetTrans.position;

            TargetObjOldPosX = pos.x;
            TargetObjOldPosY = pos.y;
            var scale = TargetTrans.localScale;

            TargetObjOldScaleX = scale.x;
            TargetObjOldScaleY = scale.y;

            Bounds = UGUIMath.CalculateAbsoluteBounds(TargetTrans.GetComponent <RectTransform>());
        }
コード例 #2
0
ファイル: UGUIMath.cs プロジェクト: zwluoqi/RoundRpg
    /// <summary>
    /// Determine the distance from the mouse position to the screen space rectangle specified by the 4 points.
    /// </summary>

    static public float DistanceToRectangle(Vector2[] screenPoints, Vector2 mousePos)
    {
        bool oddNodes = false;
        int  j        = 4;

        for (int i = 0; i < 5; i++)
        {
            Vector3 v0 = screenPoints[UGUIMath.RepeatIndex(i, 4)];
            Vector3 v1 = screenPoints[UGUIMath.RepeatIndex(j, 4)];

            if ((v0.y > mousePos.y) != (v1.y > mousePos.y))
            {
                if (mousePos.x < (v1.x - v0.x) * (mousePos.y - v0.y) / (v1.y - v0.y) + v0.x)
                {
                    oddNodes = !oddNodes;
                }
            }
            j = i;
        }

        if (!oddNodes)
        {
            float dist, closestDist = -1f;

            for (int i = 0; i < 4; i++)
            {
                Vector3 v0 = screenPoints[i];
                Vector3 v1 = screenPoints[UGUIMath.RepeatIndex(i + 1, 4)];

                dist = DistancePointToLineSegment(mousePos, v0, v1);

                if (dist < closestDist || closestDist < 0f)
                {
                    closestDist = dist;
                }
            }
            return(closestDist);
        }
        else
        {
            return(0f);
        }
    }
コード例 #3
0
        /// <summary>
        /// Target的位置发生变化时,更新引导的箭头
        /// </summary>
        private void CheckTargetObjPosChange()
        {
            var new_pos   = TargetTrans.position;
            var new_scale = TargetTrans.localScale;

            if (Mathf.Abs(new_pos.x - TargetObjOldPosX) < MIN_DIFF && Mathf.Abs(new_pos.y - TargetObjOldPosY) <= MIN_DIFF &&
                Mathf.Abs(new_scale.x - TargetObjOldScaleX) < MIN_DIFF && Mathf.Abs(new_scale.y - TargetObjOldScaleY) <= MIN_DIFF)
            {
                return;
            }

            Bounds           = UGUIMath.CalculateAbsoluteBounds(TargetTrans.GetComponent <RectTransform>());
            TargetObjOldPosX = new_pos.x;
            TargetObjOldPosY = new_pos.y;

            TargetObjOldScaleX = new_scale.x;
            TargetObjOldScaleY = new_scale.y;

            if (CopyObj != null)
            {
                // 可能traget_trans的父亲节点有缩放
                var rect_corner = new Vector3[4];
                CopyTrans.GetComponent <RectTransform>().GetWorldCorners(rect_corner);
                float copy_rect_size_x = rect_corner[2].x - rect_corner[0].x;

                TargetTrans.GetComponent <RectTransform>().GetWorldCorners(rect_corner);
                float target_size_x = rect_corner[2].x - rect_corner[0].x;

                float scale = 1;
                if (copy_rect_size_x != 0)
                {
                    scale = target_size_x / copy_rect_size_x;
                }
                Vector3 ori_scale = CopyTrans.localScale;
                CopyTrans.localScale = new Vector3(ori_scale.x * scale, ori_scale.y * scale, ori_scale.z * scale);
            }

            Wnd.ResetArrowTips();
        }
コード例 #4
0
        /// <summary>
        /// 拷贝指引的目标控件
        /// </summary>
        public void CopyTargetObj()
        {
            if (TargetObject == null)
            {
                return;
            }

            CopyObj = UnityEngine.GameObject.Instantiate(TargetObject) as GameObject;


            var toggle = CopyObj.GetComponent <Toggle>();

            if (toggle != null)
            {
                toggle.group = null;
            }

            CopyTrans = CopyObj.transform;

            // 需要特殊处理的MonoBehaviour
            var spec_list = SGameEngine.Pool <MonoBehaviour> .List.New();

            // 把非UI控件的MonoBehaviour销毁掉
            var remove_list = SGameEngine.Pool <MonoBehaviour> .List.New();

            var db_guide_copy_behavior = DBManager.Instance.GetDB <DBGuideCopyBehavior>();

            foreach (var com in CopyObj.GetComponentsInChildren <MonoBehaviour>(true))
            {
                // 处理特殊的组件
                TargetModelInfo target_model_info = com as TargetModelInfo;
                if (target_model_info != null)
                {
                    spec_list.Add(target_model_info);
                    continue;
                }

                // 因为UIItemNewSlot采用了延迟加载图标,直接拷贝会图标丢失,需要把UIItemNewSlot也拷贝进来并进行加载工作
                UIItemNewSlot slot = com as UIItemNewSlot;
                if (slot != null)
                {
                    UIItemNewSlot source_slot = TargetObject.GetComponentInChildren <UIItemNewSlot>();

                    if (source_slot != null)
                    {
                        slot.ItemInfo = source_slot.ItemInfo;
                        slot.SetUI();
                        if (slot.ItemInfo != null && GoodsHelper.GetGoodsType(slot.ItemInfo.type_idx) == GameConst.GIVE_TYPE_SOUL)
                        {
                            slot.CanShowCircleBkg = true;
                            slot.SetColor(false);
                            slot.SetBgImageVisiable(false);
                            slot.SetEffectRootVisiable(false);
                        }
                    }

                    continue;
                }

                // ui控件的基类
                if (com == null || com is ICanvasElement || com is Selectable)
                {
                    continue;
                }

                // 其他需要添加的组件
                string class_name = com.GetType().Name;
                if (db_guide_copy_behavior.ContainType(class_name))
                {
                    continue;
                }

                //有Alpha渐变时直接设为不透明
                TweenAlpha tween = com as TweenAlpha;
                if (tween != null)
                {
                    tween.value = 1;
                }

                // 剩余的组件添加到remove_list
                remove_list.Add(com);
            }

            for (int i = remove_list.Count - 1; i >= 0; i--)
            {
                //包含序列帧特效的GameObject直接删掉,因为有特效重叠不同步的问题,物品除外
                if (remove_list[i] is UGUIFrameAnimation)
                {
                    if (remove_list[i].transform.parent != null && remove_list[i].transform.parent.parent != null)
                    {
                        if (remove_list[i].transform.parent.parent.GetComponent <UIItemNewSlot>() == null)
                        {
                            UnityEngine.Object.DestroyImmediate(remove_list[i].gameObject);
                        }
                    }
                }
                else
                {
                    UnityEngine.Object.DestroyImmediate(remove_list[i]);
                }
            }
            SGameEngine.Pool <MonoBehaviour> .List.Free(remove_list);

            var canvas = CopyObj.GetComponent <Canvas>();

            if (canvas != null)
            {
                UnityEngine.Object.DestroyImmediate(canvas);
            }

            CopyObj.SetActive(false);
            CopyTrans.SetParent(Wnd.TargetTmpRoot);

            var local_pos = CopyTrans.localPosition;

            local_pos.z             = 0f;
            CopyTrans.localPosition = local_pos;
            RectTransform copy_trans   = CopyTrans.GetComponent <RectTransform>();
            RectTransform traget_trans = TargetObject.GetComponent <RectTransform>();

            UGUIMath.SetWidgetSize(copy_trans, traget_trans);
            CopyObj.SetActive(true);

            // 可能traget_trans的父亲节点有缩放
            var rect_corner = new Vector3[4];

            copy_trans.GetWorldCorners(rect_corner);
            float copy_rect_size_x = rect_corner[2].x - rect_corner[0].x;

            traget_trans.GetWorldCorners(rect_corner);
            float target_size_x = rect_corner[2].x - rect_corner[0].x;

            float scale = 1;

            if (copy_rect_size_x != 0)
            {
                scale = target_size_x / copy_rect_size_x;
            }
            Vector3 ori_scale = CopyTrans.localScale;

            CopyTrans.localScale = new Vector3(ori_scale.x * scale, ori_scale.y * scale, ori_scale.z * scale);

            for (int i = spec_list.Count - 1; i >= 0; i--)
            {
                var com = spec_list[i];

                //StartLoadModel 函数中播放模型动作在object隐藏时会不生效,需延后调用
                TargetModelInfo target_model_info = com as TargetModelInfo;
                if (target_model_info != null)
                {
                    target_model_info.StartLoadModel();
                }
            }

            SGameEngine.Pool <MonoBehaviour> .List.Free(spec_list);
        }
コード例 #5
0
        private void CheckTargetObjVisibility()
        {
            var visible = true;

            if (TargetCanbeHit)
            {
                var current_camera = UIMainCtrl.MainCam;
                if (current_camera == null)
                {
                    visible = false;
                }

                var screen_pos = current_camera.WorldToScreenPoint(Bounds.center);

                if (pointerData == null)
                {
                    pointerData = new PointerEventData(EventSystem.current);
                }

                var hit_obj = UGUIMath.GetRaycastObj(screen_pos, pointerData);
                if (hit_obj == Wnd.EventMask)
                {
                    visible = false;
                }
                else if (hit_obj == null)
                {
                    visible = false;
                }
                else
                {
                    if (CopyObj != null)
                    {
                        if (!UGUIMath.ContainWidget(CopyObj, hit_obj))
                        {
                            visible = false;
                        }
                    }
                    else if (TargetObject != null)
                    {
                        if (!UGUIMath.ContainWidget(TargetObject, hit_obj))
                        {
                            visible = false;
                        }
                    }
                }
            }
            else
            {
                visible = TargetObject.activeInHierarchy;
            }

            if (!visible)// 因为UGUI的Layout有可能并不是在当前帧完成排版,因此对于强制指引,不可见时需要等待一会儿再重置
            {
                if (m_StartInvisible == false)
                {
                    m_InvisibleTime  = Time.time;
                    m_StartInvisible = true;
                }

                if (CopyObj == null || Time.time - m_InvisibleTime > m_CloseDelayTime)
                {
                    Wnd.ResetGuideStep();
                    Wnd.Close();
                }
            }
        }
コード例 #6
0
ファイル: UIGuideWindow.cs プロジェクト: wuhuolong/MaxBooks
        public void ResetArrowTips()
        {
            if (m_GuideStep == null)
            {
                return;
            }

            ShowSkipButton(m_GuideStep.IsCanSkip);

            if (m_GuideStep.DisplayType == Guide.EDisplayType.Arrow || m_GuideStep.DisplayType == Guide.EDisplayType.Model)// 箭头引导类型/模型引导类型
            {
                if (m_GuideArrow == null)
                {
                    GameDebug.LogError("UIGuideWindow:ResetArrowTips m_GuideArrow is null");
                    return;
                }

                if (m_GuideObject != null)
                {
                    // 计算目标物体的Bounds
                    var guide_gameobject = m_GuideObject as GuideGameObject;
                    m_GuideObject.Bounds = UGUIMath.CalculateAbsoluteBounds(guide_gameobject.TargetObject.GetComponent <RectTransform>());
                    var bounds = m_GuideObject.Bounds;

                    // 设置debug min max点的位置
                    m_RectMin.SetActive(true);
                    m_RectMax.SetActive(true);
                    m_RectMin.transform.position = bounds.min;
                    Vector3 local_pos = m_RectMin.transform.localPosition;
                    m_RectMin.transform.localPosition = new Vector3(local_pos.x, local_pos.y, 0);
                    m_RectMax.transform.position      = bounds.max;
                    local_pos = m_RectMax.transform.localPosition;
                    m_RectMax.transform.localPosition = new Vector3(local_pos.x, local_pos.y, 0);

                    // 显示箭头
                    m_GuideArrow.SetActive(true);
                    m_GuideArrow.transform.localRotation = Quaternion.identity;

                    // 获取箭头在世界坐标下的Bounds
                    if (m_ArrowWorldWidth < 0)
                    {
                        Bounds arrow_bound = UGUIMath.CalculateAbsoluteBounds(m_GuideArrow.GetComponent <RectTransform>());
                        m_ArrowWorldWidth  = arrow_bound.size.x;
                        m_ArrowWorldHeight = arrow_bound.size.y;
                    }

                    float neighbour_width  = 0;
                    float neighbour_height = 0;
                    float model_x_offset   = m_GuideStep.Offset_X; // 模型预览组件在x方向的偏移

                    // 引导箭头的控件
                    if (m_GuideStep.DisplayType == Guide.EDisplayType.Arrow)
                    {
                        m_GuideDesc.gameObject.SetActive(true);
                        m_GuideDescObject.gameObject.SetActive(true);

                        // 设置引导文本的显示
                        m_GuideDesc.text = m_GuideStep.IconDesc;
                        neighbour_width  = m_GuideDesc.rectTransform.sizeDelta.x;
                        neighbour_height = m_GuideDesc.preferredHeight;
                    }
                    else// 引导模型的控件
                    {
                        m_PreviewCamera.SetActive(true);
                        m_GuideModel.gameObject.SetActive(true);
                        m_GuideModelDesc.text = m_GuideStep.IconDesc;
                        neighbour_width       = m_GuideModel.rectTransform.sizeDelta.x;
                        neighbour_height      = m_GuideModel.rectTransform.sizeDelta.y;
                    }

                    Vector3 center_local_pos = (m_RectMaxTrans.localPosition + m_RectMinTrans.localPosition) * 0.5f;
                    Vector3 neighbour_pos    = Vector3.zero;
                    Vector3 arrow_rot        = Vector3.zero;
                    switch (m_GuideStep.IconDir)
                    {
                    case Guide.EGuideIconDir.Bottom:
                    {
                        m_GuideArrow.transform.position = new Vector3(bounds.min.x + bounds.size.x * 0.5f, bounds.max.y + m_ArrowWorldWidth * 0.5f, bounds.center.z);
                        neighbour_pos   = m_GuideArrow.transform.TransformPoint(0, ImageWidth(m_GuideArrow) * 0.5f + neighbour_height, 0f);
                        model_x_offset += m_GuideModel.rectTransform.sizeDelta.x * 0.5f;
                        if (center_local_pos.x > 0)        // 如果指引中心点在右边,则模型显示在左边
                        {
                            model_x_offset = -model_x_offset;
                        }

                        arrow_rot = new Vector3(0f, 0f, 90f);
                        break;
                    }

                    case Guide.EGuideIconDir.Top:
                    {
                        m_GuideArrow.transform.position = new Vector3(bounds.min.x + bounds.size.x * 0.5f, bounds.min.y - m_ArrowWorldWidth * 0.5f, bounds.center.z);
                        neighbour_pos   = m_GuideArrow.transform.TransformPoint(0, -ImageWidth(m_GuideArrow) * 0.5f - neighbour_height, 0f);
                        model_x_offset += m_GuideModel.rectTransform.sizeDelta.x * 0.5f;
                        if (center_local_pos.x > 0)        // 如果指引中心点在右边,则模型显示在左边
                        {
                            model_x_offset = -model_x_offset;
                        }

                        arrow_rot = new Vector3(0f, 0f, -90f);
                        break;
                    }

                    case Guide.EGuideIconDir.Left:
                    {
                        m_GuideArrow.transform.position = new Vector3(bounds.max.x + m_ArrowWorldWidth * 0.5f, bounds.min.y + bounds.size.y * 0.5f, bounds.center.z);
                        neighbour_pos = m_GuideArrow.transform.TransformPoint(ImageWidth(m_GuideArrow) * 0.5f + neighbour_width * 0.5f, 0f, 0f);

                        arrow_rot = Vector3.zero;
                        break;
                    }

                    case Guide.EGuideIconDir.Right:
                    {
                        m_GuideArrow.transform.position = new Vector3(bounds.min.x - m_ArrowWorldWidth * 0.5f, bounds.min.y + bounds.size.y * 0.5f, bounds.center.z);
                        neighbour_pos = m_GuideArrow.transform.TransformPoint(-ImageWidth(m_GuideArrow) * 0.5f - neighbour_width * 0.5f, 0f, 0f);

                        arrow_rot = new Vector3(0f, 0f, 180f);
                        break;
                    }
                    }

                    if (m_GuideStep.DisplayType == Guide.EDisplayType.Arrow)
                    {
                        m_GuideDesc.transform.position = neighbour_pos;
                        local_pos = m_GuideDesc.transform.localPosition;
                        m_GuideDesc.transform.localPosition = new Vector3(local_pos.x, local_pos.y, 0);
                    }
                    else
                    {
                        m_GuideModel.transform.position = neighbour_pos;
                        local_pos = m_GuideModel.transform.localPosition;
                        m_GuideModel.transform.localPosition = new Vector3(local_pos.x + model_x_offset, m_GuideModel.rectTransform.sizeDelta.y * 0.5f, 0);
                    }

                    m_GuideArrow.transform.Rotate(arrow_rot, Space.Self);
                    local_pos = m_GuideArrow.transform.localPosition;
                    m_GuideArrow.transform.localPosition = new Vector3(local_pos.x, local_pos.y, 0f);
                }
            }
            else if (m_GuideStep.DisplayType == Guide.EDisplayType.Picture)
            {
                m_GuidePicture.SetActive(true);

                // 暂时屏蔽,引导图片改成RawImage了
                //m_GuidePicture.GetComponent<Image>().sprite = LoadSprite(m_GuideStep.PicName);
            }
            else if (m_GuideStep.DisplayType == Guide.EDisplayType.Text)// 居中显示模型和文本
            {
                m_PreviewCamera.SetActive(true);
                m_GuideModelDesc.text = m_GuideStep.IconDesc;
                m_GuideModel.transform.localPosition = new Vector3(m_GuideStep.Offset_X, m_GuideModel.rectTransform.sizeDelta.y * 0.5f, 0);
                m_GuideModel.gameObject.SetActive(true);
            }
            else if (m_GuideStep.DisplayType == Guide.EDisplayType.Region)// 高亮一块区域并居中显示模型和文本
            {
                // 显示模型
                m_PreviewCamera.SetActive(true);
                m_GuideModelDesc.text = m_GuideStep.IconDesc;
                m_GuideModel.transform.localPosition = new Vector3(m_GuideStep.Offset_X, m_GuideModel.rectTransform.sizeDelta.y * 0.5f, 0);
                m_GuideModel.gameObject.SetActive(true);


                if (m_GuideObject != null)
                {
                    // 计算目标物体的Bounds
                    var guide_gameobject = m_GuideObject as GuideGameObject;
                    m_GuideObject.Bounds = UGUIMath.CalculateAbsoluteBounds(guide_gameobject.TargetObject.GetComponent <RectTransform>());

                    // 显示高亮区域
                    mHollowRegion.SetActive(true);

                    var bounds = m_GuideObject.Bounds;

                    // 设置 min max点的位置
                    mHollowRectMin.position = bounds.min;
                    Vector3 local_pos = mHollowRectMin.localPosition;
                    mHollowRectMin.localPosition = new Vector3(local_pos.x, local_pos.y, 0);

                    mHollowRectMax.position = bounds.max;
                    local_pos = mHollowRectMax.localPosition;
                    mHollowRectMax.localPosition = new Vector3(local_pos.x, local_pos.y, 0);
                }
            }
        }