protected override void Awake()
 {
     base.Awake();
     _instance = this;
 }
示例#2
0
 protected override void Awake()
 {
     base.Awake();
     singleton = this;
 }
示例#3
0
    void Update()
    {
        if (chip2Mouse != null)
        {
            Vector3 temp = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            chip2Mouse.transform.position = new Vector3(temp.x, temp.y, 10);
        }

        if (!EventSystem.current.IsPointerOverGameObject())
        {
            return;
        }

        //點到範圍外
        if (Input.GetMouseButtonDown(0))
        {
            if (chip2Mouse.sprite != null && ExtendedStandaloneInputModule.GetPointerEventData().pointerCurrentRaycast.gameObject.tag != "putFrag" && ExtendedStandaloneInputModule.GetPointerEventData().pointerCurrentRaycast.gameObject.tag != "slot")
            {
                currentFragmentID = -1;
                //碎片未用,放回原位------------------------------------------------------------------------
                if (f_m == null)
                {
                    return;
                }
                if (f_m.putFrag != null)
                {
                    f_m.GetComponent <Image>().color = new Color(1, 1, 1, 1);
                    chip2Mouse.gameObject.SetActive(false);
                }
                for (int i = 0; i < coverStarsID.Count; i++)
                {
                    AllStar.Instance.stars[coverStarsID[i]].ExitColor();
                }
            }
            //先拿掉視窗顯示,改用Debug.Log

            /*else if (windowsAppear)
             * {
             *  windowsAppear = false;
             *  appearTriggerCount.text = "";
             *  textImage.color = new Color(0, 0, 0, 0);
             *  return;
             * }*/
        }

        if (ExtendedStandaloneInputModule.GetPointerEventData().pointerCurrentRaycast.gameObject.tag != "slot")
        {
            //全部碎片反亮
            for (int i = 0; i < AllFragment.Instance.fragments.Count; i++)//其他的碎片就暗下來
            {
                Chip.Instance.LightUpStar(AllFragment.Instance.fragments[i]);
            }
            return;
        }

        if (currentFragmentID == -1)            //手中沒有碎片
        {
            //滑鼠滑到天賦盤上
            star getTemp = ExtendedStandaloneInputModule.GetPointerEventData().pointerCurrentRaycast.gameObject.GetComponent <star>();

            if (overFragID != getTemp.fragID)   //此刻 和 上一刻 不在同一個碎片上
            {
                overFragID = getTemp.fragID;

                //沒有在碎片上,顏色改變後,之後事情都不用做
                if (getTemp.fragID == -1)
                {
                    for (int i = 0; i < AllFragment.Instance.fragments.Count; i++)//其他的碎片就暗下來
                    {
                        Chip.Instance.LightUpStar(AllFragment.Instance.fragments[i]);
                        FragInfoControl.Instance.fragInfoBackground.SetActive(false);
                    }
                    return;
                }

                //有在碎片上,顏色重新計算
                for (int i = 0; i < AllFragment.Instance.fragments.Count; i++)//其他的碎片就暗下來
                {
                    if (i == overFragID)
                    {
                        Fragment targetFrag = AllFragment.Instance.fragments[i];
                        FragInfoControl.Instance.ShowFragInfo(targetFrag.m_Data.fragIndexImage, targetFrag.m_Data.GetFragAllAffixsInfo());
                        Chip.Instance.LightUpStar(targetFrag);
                        continue;
                    }
                    Chip.Instance.DarkDownStar(AllFragment.Instance.fragments[i]);
                }

                //顯示當前碎片的原始圖案
                //AllFragment.Instance.fragments[overFragID].m_Data.ShowOriginPicture();
            }



            /*if (Input.GetMouseButtonDown(1))    //滑鼠右鍵,查看觸發多少條邊
             * {
             *  if (AllFragment.Instance.fragments.Count == 0)
             *      return;
             *  star getTemp = ExtendedStandaloneInputModule.GetPointerEventData().pointerCurrentRaycast.gameObject.GetComponent<star>();
             *  if (overFragID == -1) return;
             *
             *  Debug.Log( AllFragment.Instance.fragments[overFragID].m_Data.PrintAndExeAffixs());
             *
             *  return;
             * }*/
            if (Input.GetMouseButtonDown(0))    //拿起來
            {
                //star getTemp = ExtendedStandaloneInputModule.GetPointerEventData().pointerCurrentRaycast.gameObject.GetComponent<star>();
                if (getTemp.isLocked)
                {
                    currentFragmentID = overFragID;
                    //Debug.Log("拿起來currentFragmentID:" + currentFragmentID);
                    //Debug.Log("拿起來fragmentID:" + overFragID);
                    Chip.Instance.PullUp(AllFragment.Instance.fragments[currentFragmentID]);
                    chip2Mouse.gameObject.SetActive(true);
                    chip2Mouse.sprite = AllFragment.Instance.fragments[currentFragmentID].m_Data.fragImage;
                    //Debug.LogWarning("overFragID---" + currentFragmentID);
                }
                return;
            }
        }
        else
        {                                                      //手中有碎片
            ///////////////////////////////////////////////////////////////////////////////////////////////////////////////確認好位置要放下了
            if (Input.GetMouseButtonDown(0) && !positionError) //放下
            {
                Fragment fragment = AllFragment.Instance.fragments[currentFragmentID];
                if (f_m.putFrag != null)
                {
                    fragment.m_Data.fName          = f_m.putFrag.m_Data.fName;
                    fragment.m_Data.fragIndexImage = f_m.putFrag.m_Data.fragIndexImage;
                }
                fragment.m_Data.centerAbsPos = currentPos;
                Chip.Instance.PutOn(fragment, coverStarsID);

                if (chip2Mouse != null)
                {
                    chip2Mouse.gameObject.SetActive(false);
                    //原本位置(左右上下)的資料清空-------------------------------------------------------
                    f_m.Clean();
                    f_m.gameObject.SetActive(false);
                }

                //Debug.Log("放下currentFragmentID:" + currentFragmentID);
                //Debug.Log("放下ChipID:" + AllFragment.Instance.fragments[currentFragmentID].m_Data.fragmentID);
                coverStarsID.Clear();
                currentFragmentID = -1;
                lastStarID        = -1;

                CallAllTriggeredAffixs.Instance._CallAllTriggeredAffixs();

                return;
            }

            currentStarID = ExtendedStandaloneInputModule.GetPointerEventData().pointerCurrentRaycast.gameObject.GetComponent <star>().allStar_ID;
            if (lastStarID == currentStarID)
            {
                return;
            }
            lastStarID = currentStarID;

            //先將舊的刷白
            for (int i = 0; i < coverStarsID.Count; i++)
            {
                AllStar.Instance.stars[coverStarsID[i]].ExitColor();
            }
            coverStarsID.Clear();

            List <Vector2> temp_FragStars;

            //計算新的CoverStars
            temp_FragStars = AllFragment.Instance.fragments[currentFragmentID].m_Data.touchPos_v2;
            currentPos     = AllStar.Instance.stars[currentStarID].pos;

            if ((currentPos.x + currentPos.y) % 2 != 0)
            {
                currentPos.x -= 1;
            }


            positionError = false;
            for (int i = 0; i < temp_FragStars.Count; i++)
            {
                Vector2 tempVec = new Vector2(temp_FragStars[i].x + currentPos.x, temp_FragStars[i].y + currentPos.y);
                int     id      = AllStar.Instance.stars.FindIndex(x => x.pos == tempVec);
                if (id != -1)//有此位置
                {
                    if (AllStar.Instance.stars[id].isLocked)
                    {
                        positionError = true;
                        continue;
                    }
                    coverStarsID.Add(id);
                }
                else            //無此位置>>碎片超出天賦盤範圍
                {
                    positionError = true;
                    break;
                }
            }
            //將新的上色
            if (positionError)
            {
                for (int i = 0; i < coverStarsID.Count; i++)
                {
                    AllStar.Instance.stars[coverStarsID[i]].ErrorColor();
                }
            }
            else
            {
                for (int i = 0; i < coverStarsID.Count; i++)
                {
                    AllStar.Instance.stars[coverStarsID[i]].EnterColor();
                }
            }
        }
    }
    private void NavigationInputsActivations()
    {
        if ((Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0))
        {
            if (eventSystem.firstSelectedGameObject == null)
            {
                if (currentPanel.firstToSelect != null)
                {
                    eventSystem.firstSelectedGameObject = currentPanel.firstToSelect;
                }
                else
                {
                    eventSystem.firstSelectedGameObject = FindObjectOfType <Selectable>().gameObject;
                }
                eventSystem.SetSelectedGameObject(eventSystem.firstSelectedGameObject);
                lastSelectedGameObject = eventSystem.firstSelectedGameObject;
            }
            else if (eventSystem.currentSelectedGameObject == null)
            {
                eventSystem.SetSelectedGameObject(lastSelectedGameObject);

                AxisEventData axisData = new AxisEventData(eventSystem);

                if (Input.GetAxisRaw("Horizontal") > 0)
                {
                    axisData.moveDir = MoveDirection.Right;
                }
                else
                {
                    axisData.moveDir = MoveDirection.Left;
                }

                if (Input.GetAxisRaw("Vertical") > 0)
                {
                    axisData.moveDir = MoveDirection.Up;
                }
                else
                {
                    axisData.moveDir = MoveDirection.Down;
                }

                ExecuteEvents.Execute(lastSelectedGameObject, axisData, ExecuteEvents.moveHandler);
            }
            else if (eventSystem.currentSelectedGameObject != lastSelectedGameObject)
            {
                lastSelectedGameObject = eventSystem.currentSelectedGameObject;
            }
        }

        if ((Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0))
        {
            if (eventSystem.IsPointerOverGameObject())
            {
                foreach (GameObject o in ExtendedStandaloneInputModule.GetPointerEventData().hovered)
                {
                    if (o == eventSystem.currentSelectedGameObject)
                    {
                        break;
                    }
                    Button button = o.GetComponent(typeof(Button)) as Button;
                    //&& button.navigation.mode != Navigation.Mode.None
                    if (button != null)
                    {
                        Animator anim = button.GetComponent <Animator>();
                        if (eventSystem.currentSelectedGameObject != null)
                        {
                            if (anim == null)
                            {
                                break;
                            }
                            anim.ResetTrigger("Highlighted");
                            anim.SetTrigger("Normal");
                        }
                    }
                }
            }
        }

        if ((Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0))
        {
            if (eventSystem.currentSelectedGameObject != null && (eventSystem.currentSelectedGameObject.GetComponent(typeof(TMPro.TMP_InputField)) as TMPro.TMP_InputField == null))
            {
                eventSystem.SetSelectedGameObject(null);
            }

            if (eventSystem.IsPointerOverGameObject())
            {
                foreach (GameObject o in ExtendedStandaloneInputModule.GetPointerEventData().hovered)
                {
                    if (o == eventSystem.currentSelectedGameObject)
                    {
                        break;
                    }
                    Button button = o.GetComponent(typeof(Button)) as Button;
                    if (button != null)
                    {
                        Animator anim = button.GetComponent <Animator>();
                        if (anim == null)
                        {
                            break;
                        }
                        anim.ResetTrigger("Normal");
                        anim.SetTrigger("Highlighted");
                    }
                }
            }
        }
    }