1
|
Before Width: | Height: | Size: 360 KiB |
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9682be993a47b1044b7d14f8d424e414
|
||||
timeCreated: 1767546052
|
||||
licenseType: Free
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName: assets_bundles_by_common_base_bundles_fonts_font_goldnumberlabel_default_ugui_low.bundle
|
||||
assetBundleVariant:
|
||||
@@ -1,154 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class AtlasAutoSplitter : EditorWindow
|
||||
{
|
||||
Texture2D sourceTexture;
|
||||
Color32[] pixels;
|
||||
int width, height;
|
||||
bool[,] visited;
|
||||
|
||||
[MenuItem("Tools/Atlas Auto Splitter")]
|
||||
static void Open()
|
||||
{
|
||||
GetWindow<AtlasAutoSplitter>("Atlas Splitter");
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
sourceTexture = (Texture2D)EditorGUILayout.ObjectField("图集 Texture2D", sourceTexture, typeof(Texture2D), false);
|
||||
|
||||
if (sourceTexture == null)
|
||||
return;
|
||||
|
||||
if (GUILayout.Button("开始自动分割"))
|
||||
{
|
||||
SplitAtlas();
|
||||
}
|
||||
}
|
||||
|
||||
void SplitAtlas()
|
||||
{
|
||||
string path = AssetDatabase.GetAssetPath(sourceTexture);
|
||||
TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;
|
||||
|
||||
if (importer == null)
|
||||
{
|
||||
Debug.LogError("无法获取 TextureImporter");
|
||||
return;
|
||||
}
|
||||
|
||||
// 强制读取像素
|
||||
importer.isReadable = true;
|
||||
|
||||
// 如果不是 Multiple,自动改
|
||||
if (importer.spriteImportMode != SpriteImportMode.Multiple)
|
||||
{
|
||||
importer.spriteImportMode = SpriteImportMode.Multiple;
|
||||
}
|
||||
|
||||
// 应用修改并重新加载
|
||||
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
|
||||
sourceTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
|
||||
|
||||
width = sourceTexture.width;
|
||||
height = sourceTexture.height;
|
||||
pixels = sourceTexture.GetPixels32();
|
||||
visited = new bool[width, height];
|
||||
|
||||
List<SpriteMetaData> metas = new List<SpriteMetaData>();
|
||||
|
||||
for (int y = height - 1; y >= 0; y--)
|
||||
{
|
||||
for (int x = 0; x < width; x++)
|
||||
{
|
||||
if (visited[x, y])
|
||||
continue;
|
||||
|
||||
if (!IsSolidPixel(x, y))
|
||||
{
|
||||
visited[x, y] = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
// 找到一个区域,开始 FloodFill
|
||||
Rect rect = FloodFill(x, y);
|
||||
|
||||
SpriteMetaData meta = new SpriteMetaData();
|
||||
meta.name = $"sprite_{metas.Count}";
|
||||
// 修正坐标系:Unity 的 rect 原点在左下角
|
||||
meta.rect = new Rect(rect.x, height - rect.y - rect.height, rect.width, rect.height);
|
||||
meta.pivot = new Vector2(0.5f, 0.5f);
|
||||
meta.alignment = (int)SpriteAlignment.Center; // 必须设置
|
||||
metas.Add(meta);
|
||||
}
|
||||
}
|
||||
|
||||
importer.spritesheet = metas.ToArray();
|
||||
|
||||
// 确保写入并刷新
|
||||
EditorUtility.SetDirty(importer);
|
||||
AssetDatabase.WriteImportSettingsIfDirty(path);
|
||||
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
Debug.Log($"分割完成,共生成 {metas.Count} 个 Sprite");
|
||||
}
|
||||
|
||||
|
||||
bool IsSolidPixel(int x, int y)
|
||||
{
|
||||
Color32 c = pixels[y * width + x];
|
||||
return c.a > 10; // 透明度阈值
|
||||
}
|
||||
|
||||
Rect FloodFill(int startX, int startY)
|
||||
{
|
||||
Queue<Vector2Int> q = new Queue<Vector2Int>();
|
||||
q.Enqueue(new Vector2Int(startX, startY));
|
||||
|
||||
int minX = startX, maxX = startX;
|
||||
int minY = startY, maxY = startY;
|
||||
|
||||
visited[startX, startY] = true;
|
||||
|
||||
while (q.Count > 0)
|
||||
{
|
||||
Vector2Int p = q.Dequeue();
|
||||
int x = p.x;
|
||||
int y = p.y;
|
||||
|
||||
// 更新边界
|
||||
if (x < minX) minX = x;
|
||||
if (x > maxX) maxX = x;
|
||||
if (y < minY) minY = y;
|
||||
if (y > maxY) maxY = y;
|
||||
|
||||
// 四方向扩散
|
||||
TryAdd(x + 1, y, q);
|
||||
TryAdd(x - 1, y, q);
|
||||
TryAdd(x, y + 1, q);
|
||||
TryAdd(x, y - 1, q);
|
||||
}
|
||||
|
||||
// 注意 Unity 的 rect 是左下角为原点
|
||||
return new Rect(minX, minY, maxX - minX + 1, maxY - minY + 1);
|
||||
}
|
||||
|
||||
void TryAdd(int x, int y, Queue<Vector2Int> q)
|
||||
{
|
||||
if (x < 0 || x >= width || y < 0 || y >= height)
|
||||
return;
|
||||
|
||||
if (visited[x, y])
|
||||
return;
|
||||
|
||||
visited[x, y] = true;
|
||||
|
||||
if (!IsSolidPixel(x, y))
|
||||
return;
|
||||
|
||||
q.Enqueue(new Vector2Int(x, y));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,872 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using System.Text.RegularExpressions;
|
||||
using System.Collections.Generic;
|
||||
|
||||
/// <summary>
|
||||
/// FntSpriteSplitter Editor 窗口
|
||||
///
|
||||
/// 功能:将 BMFont .fnt 文件中的字符定义分割为对应 PNG 的多个 Sprite,
|
||||
/// 写入 PNG.meta 的 spriteSheet.sprites 中。
|
||||
/// 使用方法:
|
||||
/// 1. 把 .fnt 文件拖到「FNT 文件」槽位(或点击选择)
|
||||
/// 2. 自动识别 .fnt 中 page file 引用的 PNG;可在「目标 PNG」槽位手动覆盖
|
||||
/// 3. 点击「写入 Meta」即可生成分割 Sprite
|
||||
///
|
||||
/// 说明:
|
||||
/// - BMFont 坐标原点在左上(y 向下递增),Unity Sprite rect 原点在左下(y 向上递增),
|
||||
/// 写入时会自动翻转 y:y_unity = textureHeight - y_fnt - height
|
||||
/// - 命名规则可选「按索引」(PNG名_0, PNG名_1...) 或「按字符含义」(0,1,...,plus,comma,dot...)
|
||||
///
|
||||
/// 作者:AI Assistant
|
||||
/// </summary>
|
||||
public class FntSpriteSplitter : EditorWindow
|
||||
{
|
||||
#region 字段
|
||||
|
||||
/// <summary>选中的 .fnt 文件路径(Assets/... 形式)</summary>
|
||||
private string fntAssetPath = "";
|
||||
|
||||
/// <summary>目标 PNG 纹理</summary>
|
||||
private Texture2D targetTexture;
|
||||
|
||||
/// <summary>.fnt 中声明的贴图尺寸(scaleW / scaleH)</summary>
|
||||
private int fntTextureW = 0;
|
||||
private int fntTextureH = 0;
|
||||
|
||||
/// <summary>解析出的字符列表</summary>
|
||||
private List<FntCharInfo> charList = new List<FntCharInfo>();
|
||||
|
||||
/// <summary>字符列表滚动位置</summary>
|
||||
private Vector2 scrollPos;
|
||||
|
||||
/// <summary>处理结果日志</summary>
|
||||
private string logText = "";
|
||||
private Vector2 logScrollPos;
|
||||
private bool showLog = false;
|
||||
|
||||
/// <summary>命名方式:true=按索引,false=按字符含义</summary>
|
||||
private bool nameByIndex = true;
|
||||
|
||||
/// <summary>写入前是否清空原有 sprites</summary>
|
||||
private bool clearBeforeWrite = true;
|
||||
|
||||
/// <summary>命名前缀(默认使用 PNG 文件名,可手动修改)</summary>
|
||||
private string namePrefix = "";
|
||||
|
||||
#endregion
|
||||
|
||||
#region 数据结构
|
||||
|
||||
/// <summary>单个 BMFont 字符的解析信息</summary>
|
||||
private class FntCharInfo
|
||||
{
|
||||
public int id; // 字符 unicode id
|
||||
public int x; // fnt 中 x(左上原点)
|
||||
public int y; // fnt 中 y(左上原点)
|
||||
public int width;
|
||||
public int height;
|
||||
public int xoffset;
|
||||
public int yoffset;
|
||||
public int xadvance;
|
||||
|
||||
/// <summary>Unity 坐标系下的 rect(已翻转 y)</summary>
|
||||
public Rect unityRect;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 菜单入口
|
||||
|
||||
[MenuItem("Tools/FNT Sprite Splitter")]
|
||||
private static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<FntSpriteSplitter>("FNT Sprite Splitter");
|
||||
window.minSize = new Vector2(440, 540);
|
||||
window.Show();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region GUI 绘制
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
DrawHeader();
|
||||
DrawFntSlot();
|
||||
DrawPngSlot();
|
||||
DrawCharList();
|
||||
DrawOptions();
|
||||
DrawActionBar();
|
||||
DrawLogArea();
|
||||
}
|
||||
|
||||
/// <summary>顶部标题说明</summary>
|
||||
private void DrawHeader()
|
||||
{
|
||||
EditorGUILayout.Space(8);
|
||||
EditorGUILayout.HelpBox(
|
||||
"将 BMFont .fnt 文件中的字符定义分割为 PNG 的多个 Sprite。\n" +
|
||||
"1. 拖入 .fnt 文件(自动识别对应 PNG)\n" +
|
||||
"2. 点击「写入 Meta」生成分割 Sprite\n" +
|
||||
"(y 坐标会自动从 BMFont 左上原点翻转为 Unity 左下原点)",
|
||||
MessageType.Info
|
||||
);
|
||||
EditorGUILayout.Space(4);
|
||||
}
|
||||
|
||||
/// <summary>.fnt 文件拖拽槽位</summary>
|
||||
private void DrawFntSlot()
|
||||
{
|
||||
EditorGUILayout.LabelField("FNT 文件", EditorStyles.boldLabel);
|
||||
|
||||
Rect dropRect = EditorGUILayout.GetControlRect(GUILayout.Height(48));
|
||||
GUI.Box(dropRect, "", GUI.skin.box);
|
||||
|
||||
var centeredStyle = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
alignment = TextAnchor.MiddleCenter,
|
||||
fontSize = 12
|
||||
};
|
||||
|
||||
if (!string.IsNullOrEmpty(fntAssetPath))
|
||||
{
|
||||
string fileName = Path.GetFileName(fntAssetPath);
|
||||
int charCount = charList.Count;
|
||||
string texInfo = (fntTextureW > 0 && fntTextureH > 0)
|
||||
? $" 贴图 {fntTextureW}x{fntTextureH} 字符 {charCount} 个"
|
||||
: $" 字符 {charCount} 个";
|
||||
GUI.Label(dropRect, $"{fileName}\n{texInfo}", centeredStyle);
|
||||
}
|
||||
else
|
||||
{
|
||||
GUI.Label(dropRect, "拖入 .fnt 文件 或 点击选择", centeredStyle);
|
||||
}
|
||||
|
||||
// 拖拽事件
|
||||
if (Event.current.type == EventType.DragUpdated && dropRect.Contains(Event.current.mousePosition))
|
||||
{
|
||||
bool valid = false;
|
||||
foreach (var p in DragAndDrop.paths)
|
||||
{
|
||||
if (p.EndsWith(".fnt", System.StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
valid = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
DragAndDrop.visualMode = valid ? DragAndDropVisualMode.Copy : DragAndDropVisualMode.Rejected;
|
||||
Event.current.Use();
|
||||
}
|
||||
else if (Event.current.type == EventType.DragPerform && dropRect.Contains(Event.current.mousePosition))
|
||||
{
|
||||
DragAndDrop.AcceptDrag();
|
||||
foreach (var p in DragAndDrop.paths)
|
||||
{
|
||||
if (p.EndsWith(".fnt", System.StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
LoadFntFile(p);
|
||||
break;
|
||||
}
|
||||
}
|
||||
Event.current.Use();
|
||||
}
|
||||
|
||||
// 点击选择按钮
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("选择 .fnt 文件", GUILayout.Height(24)))
|
||||
{
|
||||
string startDir = string.IsNullOrEmpty(fntAssetPath)
|
||||
? Application.dataPath
|
||||
: Path.GetDirectoryName(Path.GetFullPath(fntAssetPath));
|
||||
string picked = EditorUtility.OpenFilePanelWithFilters(
|
||||
"选择 FNT 文件", startDir, new[] { "FNT", "fnt", "All files", "*" });
|
||||
if (!string.IsNullOrEmpty(picked))
|
||||
{
|
||||
string assetPath = "Assets" + picked.Substring(Application.dataPath.Length).Replace('\\', '/');
|
||||
LoadFntFile(assetPath);
|
||||
}
|
||||
}
|
||||
|
||||
if (GUILayout.Button("清空", GUILayout.Height(24), GUILayout.Width(60)))
|
||||
{
|
||||
ClearAll();
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(6);
|
||||
}
|
||||
|
||||
/// <summary>目标 PNG 显示槽位(可手动覆盖)</summary>
|
||||
private void DrawPngSlot()
|
||||
{
|
||||
EditorGUILayout.LabelField("目标 PNG", EditorStyles.boldLabel);
|
||||
|
||||
Rect dropRect = EditorGUILayout.GetControlRect(GUILayout.Height(48));
|
||||
GUI.Box(dropRect, "", GUI.skin.box);
|
||||
|
||||
var centeredStyle = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
alignment = TextAnchor.MiddleCenter,
|
||||
fontSize = 12
|
||||
};
|
||||
|
||||
if (targetTexture != null)
|
||||
{
|
||||
string pngPath = AssetDatabase.GetAssetPath(targetTexture);
|
||||
int texW = targetTexture.width;
|
||||
int texH = targetTexture.height;
|
||||
|
||||
// 检查 PNG 实际尺寸与 .fnt 声明是否一致
|
||||
string warning = "";
|
||||
if (fntTextureW > 0 && (texW != fntTextureW || texH != fntTextureH))
|
||||
{
|
||||
warning = $"\n<color=red>⚠ 尺寸不匹配!FNT 声明 {fntTextureW}x{fntTextureH}</color>";
|
||||
}
|
||||
|
||||
var richStyle = new GUIStyle(centeredStyle) { richText = true };
|
||||
GUI.Label(dropRect, $"{Path.GetFileName(pngPath)}\n{texW} x {texH} px{warning}", richStyle);
|
||||
}
|
||||
else
|
||||
{
|
||||
GUI.Label(dropRect, "拖入 PNG 或 点击选择(留空则自动从 .fnt 识别)", centeredStyle);
|
||||
}
|
||||
|
||||
// 拖拽事件
|
||||
if (Event.current.type == EventType.DragUpdated && dropRect.Contains(Event.current.mousePosition))
|
||||
{
|
||||
bool valid = false;
|
||||
foreach (var p in DragAndDrop.paths)
|
||||
{
|
||||
if (p.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
valid = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
DragAndDrop.visualMode = valid ? DragAndDropVisualMode.Copy : DragAndDropVisualMode.Rejected;
|
||||
Event.current.Use();
|
||||
}
|
||||
else if (Event.current.type == EventType.DragPerform && dropRect.Contains(Event.current.mousePosition))
|
||||
{
|
||||
DragAndDrop.AcceptDrag();
|
||||
foreach (var p in DragAndDrop.paths)
|
||||
{
|
||||
if (p.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(p);
|
||||
if (tex != null)
|
||||
{
|
||||
targetTexture = tex;
|
||||
namePrefix = Path.GetFileNameWithoutExtension(p);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
Event.current.Use();
|
||||
}
|
||||
|
||||
// 点击选择
|
||||
targetTexture = (Texture2D)EditorGUI.ObjectField(
|
||||
new Rect(dropRect.x, dropRect.y, dropRect.width, dropRect.height),
|
||||
targetTexture, typeof(Texture2D), false);
|
||||
|
||||
if (targetTexture != null)
|
||||
{
|
||||
string p = AssetDatabase.GetAssetPath(targetTexture);
|
||||
if (!p.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
targetTexture = null;
|
||||
}
|
||||
else if (string.IsNullOrEmpty(namePrefix))
|
||||
{
|
||||
namePrefix = Path.GetFileNameWithoutExtension(p);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(6);
|
||||
}
|
||||
|
||||
/// <summary>字符列表</summary>
|
||||
private void DrawCharList()
|
||||
{
|
||||
EditorGUILayout.LabelField($"字符列表 ({charList.Count} 个)", EditorStyles.boldLabel);
|
||||
|
||||
Rect listRect = EditorGUILayout.GetControlRect(false, GUILayout.Height(180));
|
||||
GUI.Box(listRect, "");
|
||||
|
||||
if (charList.Count == 0)
|
||||
{
|
||||
var hintStyle = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
alignment = TextAnchor.MiddleCenter,
|
||||
fontSize = 12,
|
||||
normal = { textColor = Color.gray }
|
||||
};
|
||||
GUI.Label(listRect, "拖入 .fnt 文件后会显示字符列表", hintStyle);
|
||||
}
|
||||
else
|
||||
{
|
||||
var innerRect = new Rect(listRect.x + 4, listRect.y + 4, listRect.width - 8, listRect.height - 8);
|
||||
// 表头高度
|
||||
float headerH = 20;
|
||||
float rowH = 20;
|
||||
float contentH = headerH + charList.Count * rowH;
|
||||
scrollPos = GUI.BeginScrollView(innerRect, scrollPos, new Rect(0, 0, innerRect.width - 16, contentH));
|
||||
|
||||
// 表头
|
||||
var headerStyle = new GUIStyle(EditorStyles.boldLabel) { fontSize = 10 };
|
||||
float col1 = innerRect.width * 0.12f; // index
|
||||
float col2 = innerRect.width * 0.20f; // char
|
||||
float col3 = innerRect.width * 0.30f; // rect (fnt)
|
||||
float col4 = innerRect.width * 0.30f; // rect (unity)
|
||||
// 余下用于 padding
|
||||
GUI.Label(new Rect(2, 0, col1, headerH), "#", headerStyle);
|
||||
GUI.Label(new Rect(col1, 0, col2, headerH), "char", headerStyle);
|
||||
GUI.Label(new Rect(col1 + col2, 0, col3, headerH), "fnt(x,y,w,h)", headerStyle);
|
||||
GUI.Label(new Rect(col1 + col2 + col3, 0, col4, headerH), "unity(x,y,w,h)", headerStyle);
|
||||
|
||||
for (int i = 0; i < charList.Count; i++)
|
||||
{
|
||||
var ch = charList[i];
|
||||
float y = headerH + i * rowH;
|
||||
|
||||
// 交替背景色
|
||||
if (i % 2 == 0)
|
||||
{
|
||||
var origColor = GUI.color;
|
||||
GUI.color = new Color(0.85f, 0.85f, 0.85f, 0.3f);
|
||||
GUI.DrawTexture(new Rect(0, y, innerRect.width, rowH), EditorGUIUtility.whiteTexture);
|
||||
GUI.color = origColor;
|
||||
}
|
||||
|
||||
var rowStyle = new GUIStyle(GUI.skin.label) { fontSize = 10 };
|
||||
GUI.Label(new Rect(2, y, col1, rowH), i.ToString(), rowStyle);
|
||||
GUI.Label(new Rect(col1, y, col2, rowH), CharToLabel(ch.id), rowStyle);
|
||||
GUI.Label(new Rect(col1 + col2, y, col3, rowH),
|
||||
$"({ch.x},{ch.y},{ch.width}x{ch.height})", rowStyle);
|
||||
GUI.Label(new Rect(col1 + col2 + col3, y, col4, rowH),
|
||||
$"({(int)ch.unityRect.x},{(int)ch.unityRect.y},{(int)ch.unityRect.width}x{(int)ch.unityRect.height})",
|
||||
rowStyle);
|
||||
}
|
||||
|
||||
GUI.EndScrollView();
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(6);
|
||||
}
|
||||
|
||||
/// <summary>选项区域</summary>
|
||||
private void DrawOptions()
|
||||
{
|
||||
EditorGUILayout.LabelField("选项", EditorStyles.boldLabel);
|
||||
|
||||
nameByIndex = EditorGUILayout.Toggle(
|
||||
new GUIContent("按索引命名",
|
||||
"勾选:PNG名_0, PNG名_1, ...\n不勾选:按字符含义命名(0,1,...,plus,comma,dot,a,b,...)"),
|
||||
nameByIndex);
|
||||
|
||||
clearBeforeWrite = EditorGUILayout.Toggle(
|
||||
new GUIContent("写入前清空原有 sprites",
|
||||
"勾选:先清空 meta 中已有的 sprites 列表再写入\n不勾选:追加到现有 sprites 末尾"),
|
||||
clearBeforeWrite);
|
||||
|
||||
namePrefix = EditorGUILayout.TextField(
|
||||
new GUIContent("命名前缀",
|
||||
"Sprite 名称前缀。按索引命名时为「前缀_索引」,按字符命名时为「前缀_字符」。留空则使用 PNG 文件名。"),
|
||||
namePrefix);
|
||||
|
||||
EditorGUILayout.Space(4);
|
||||
}
|
||||
|
||||
/// <summary>操作按钮区</summary>
|
||||
private void DrawActionBar()
|
||||
{
|
||||
bool canWrite = !string.IsNullOrEmpty(fntAssetPath) && targetTexture != null && charList.Count > 0;
|
||||
|
||||
GUI.enabled = canWrite;
|
||||
if (GUILayout.Button("写入 Meta", GUILayout.Height(32)))
|
||||
{
|
||||
WriteSpritesToMeta();
|
||||
}
|
||||
GUI.enabled = true;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
if (GUILayout.Button("清空 Meta 中所有 sprites", GUILayout.Height(24)))
|
||||
{
|
||||
if (targetTexture != null &&
|
||||
EditorUtility.DisplayDialog("确认清空",
|
||||
$"将清空 {targetTexture.name}.png.meta 中所有 sprite 条目,确认继续?",
|
||||
"确认", "取消"))
|
||||
{
|
||||
ClearSpritesInMeta();
|
||||
}
|
||||
}
|
||||
|
||||
if (GUILayout.Button("全部重置", GUILayout.Height(24)))
|
||||
{
|
||||
ClearAll();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(6);
|
||||
}
|
||||
|
||||
/// <summary>日志区域</summary>
|
||||
private void DrawLogArea()
|
||||
{
|
||||
if (string.IsNullOrEmpty(logText)) return;
|
||||
|
||||
showLog = EditorGUILayout.Foldout(showLog, "处理日志");
|
||||
if (showLog)
|
||||
{
|
||||
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||
logScrollPos = EditorGUILayout.BeginScrollView(logScrollPos, GUILayout.Height(140));
|
||||
EditorGUILayout.TextArea(logText, EditorStyles.wordWrappedLabel, GUILayout.ExpandHeight(true));
|
||||
EditorGUILayout.EndScrollView();
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region FNT 加载与解析
|
||||
|
||||
/// <summary>加载并解析 .fnt 文件</summary>
|
||||
private void LoadFntFile(string assetPath)
|
||||
{
|
||||
if (string.IsNullOrEmpty(assetPath) || !File.Exists(Path.GetFullPath(assetPath)))
|
||||
{
|
||||
EditorUtility.DisplayDialog("错误", $"找不到文件:\n{assetPath}", "确定");
|
||||
return;
|
||||
}
|
||||
|
||||
fntAssetPath = assetPath;
|
||||
charList.Clear();
|
||||
logText = "";
|
||||
|
||||
string text = File.ReadAllText(Path.GetFullPath(assetPath), Encoding.UTF8);
|
||||
|
||||
// 解析 common 行:scaleW 和 scaleH
|
||||
var commonMatch = Regex.Match(text, @"^common\s+.*?scaleW=(\d+)\s+scaleH=(\d+)",
|
||||
RegexOptions.Multiline);
|
||||
if (!commonMatch.Success)
|
||||
{
|
||||
EditorUtility.DisplayDialog("解析失败", "找不到 common 行或 scaleW/scaleH 字段", "确定");
|
||||
fntTextureW = 0;
|
||||
fntTextureH = 0;
|
||||
return;
|
||||
}
|
||||
fntTextureW = int.Parse(commonMatch.Groups[1].Value);
|
||||
fntTextureH = int.Parse(commonMatch.Groups[2].Value);
|
||||
|
||||
// 解析 page 行:file="xxx.png"
|
||||
var pageMatch = Regex.Match(text, @"^page\s+id=\d+\s+file=""([^""]+)""",
|
||||
RegexOptions.Multiline);
|
||||
string pageFileName = pageMatch.Success ? pageMatch.Groups[1].Value : "";
|
||||
|
||||
// 解析所有 char 行
|
||||
charList.Clear();
|
||||
foreach (Match m in Regex.Matches(text,
|
||||
@"^char\s+id=(-?\d+)\s+x=(-?\d+)\s+y=(-?\d+)\s+width=(\d+)\s+height=(\d+)" +
|
||||
@"\s+xoffset=(-?\d+)\s+yoffset=(-?\d+)\s+xadvance=(-?\d+)",
|
||||
RegexOptions.Multiline))
|
||||
{
|
||||
var info = new FntCharInfo
|
||||
{
|
||||
id = int.Parse(m.Groups[1].Value),
|
||||
x = int.Parse(m.Groups[2].Value),
|
||||
y = int.Parse(m.Groups[3].Value),
|
||||
width = int.Parse(m.Groups[4].Value),
|
||||
height = int.Parse(m.Groups[5].Value),
|
||||
xoffset = int.Parse(m.Groups[6].Value),
|
||||
yoffset = int.Parse(m.Groups[7].Value),
|
||||
xadvance = int.Parse(m.Groups[8].Value),
|
||||
};
|
||||
|
||||
// y 翻转:BMFont 左上原点 → Unity 左下原点
|
||||
int flipY = fntTextureH - info.y - info.height;
|
||||
info.unityRect = new Rect(info.x, flipY, info.width, info.height);
|
||||
|
||||
charList.Add(info);
|
||||
}
|
||||
|
||||
// 自动查找对应 PNG
|
||||
if (!string.IsNullOrEmpty(pageFileName))
|
||||
{
|
||||
// 优先从 .fnt 同目录查找
|
||||
string fntDir = Path.GetDirectoryName(assetPath).Replace('\\', '/');
|
||||
string candidatePath = fntDir + "/" + pageFileName;
|
||||
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(candidatePath);
|
||||
if (tex == null)
|
||||
{
|
||||
// 在整个项目中按文件名搜索
|
||||
string nameWithoutExt = Path.GetFileNameWithoutExtension(pageFileName);
|
||||
string[] guids = AssetDatabase.FindAssets(nameWithoutExt + " t:Texture2D");
|
||||
foreach (string g in guids)
|
||||
{
|
||||
string p = AssetDatabase.GUIDToAssetPath(g);
|
||||
if (p.EndsWith("/" + pageFileName, System.StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
tex = AssetDatabase.LoadAssetAtPath<Texture2D>(p);
|
||||
if (tex != null) break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (tex != null)
|
||||
{
|
||||
targetTexture = tex;
|
||||
namePrefix = Path.GetFileNameWithoutExtension(pageFileName);
|
||||
}
|
||||
}
|
||||
|
||||
Repaint();
|
||||
}
|
||||
|
||||
/// <summary>把字符 id 映射成可读的名称标签</summary>
|
||||
private string CharToLabel(int charId)
|
||||
{
|
||||
switch (charId)
|
||||
{
|
||||
case 43: return "+";
|
||||
case 44: return ",";
|
||||
case 45: return "-";
|
||||
case 46: return ".";
|
||||
case 47: return "/";
|
||||
case 58: return ":";
|
||||
case 33: return "!";
|
||||
case 63: return "?";
|
||||
case 40: return "(";
|
||||
case 41: return ")";
|
||||
case 91: return "[";
|
||||
case 93: return "]";
|
||||
case 123: return "{";
|
||||
case 125: return "}";
|
||||
}
|
||||
if (charId >= 48 && charId <= 57) return (charId - 48).ToString();
|
||||
if (charId >= 65 && charId <= 90) return ((char)charId).ToString();
|
||||
if (charId >= 97 && charId <= 122) return ((char)charId).ToString();
|
||||
return $"u{charId}";
|
||||
}
|
||||
|
||||
/// <summary>把字符 id 映射成可作为 sprite 名称的英文标识符</summary>
|
||||
private string CharToName(int charId)
|
||||
{
|
||||
switch (charId)
|
||||
{
|
||||
case 43: return "plus";
|
||||
case 44: return "comma";
|
||||
case 45: return "minus";
|
||||
case 46: return "dot";
|
||||
case 47: return "slash";
|
||||
case 58: return "colon";
|
||||
case 33: return "excl";
|
||||
case 63: return "quest";
|
||||
case 40: return "lparen";
|
||||
case 41: return "rparen";
|
||||
case 91: return "lbracket";
|
||||
case 93: return "rbracket";
|
||||
case 123: return "lbrace";
|
||||
case 125: return "rbrace";
|
||||
}
|
||||
if (charId >= 48 && charId <= 57) return (charId - 48).ToString();
|
||||
if (charId >= 65 && charId <= 90) return ((char)charId).ToString();
|
||||
if (charId >= 97 && charId <= 122) return ((char)charId).ToString();
|
||||
return $"u{charId}";
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Meta 写入
|
||||
|
||||
/// <summary>主入口:把字符列表写入 PNG.meta</summary>
|
||||
private void WriteSpritesToMeta()
|
||||
{
|
||||
if (targetTexture == null || charList.Count == 0)
|
||||
{
|
||||
EditorUtility.DisplayDialog("提示", "请先加载 .fnt 文件并选择目标 PNG", "确定");
|
||||
return;
|
||||
}
|
||||
|
||||
string pngPath = AssetDatabase.GetAssetPath(targetTexture);
|
||||
string metaPath = pngPath + ".meta";
|
||||
if (!File.Exists(metaPath))
|
||||
{
|
||||
EditorUtility.DisplayDialog("错误", $"找不到 meta 文件:\n{metaPath}", "确定");
|
||||
return;
|
||||
}
|
||||
|
||||
// 使用 PNG 实际尺寸做 Y 翻转(如果与 fnt 声明不同,按实际尺寸为准)
|
||||
int texW = targetTexture.width;
|
||||
int texH = targetTexture.height;
|
||||
if (texW != fntTextureW || texH != fntTextureH)
|
||||
{
|
||||
Debug.LogWarning($"[FntSpriteSplitter] PNG 实际尺寸 {texW}x{texH} 与 fnt 声明 {fntTextureW}x{fntTextureH} 不一致,按实际尺寸翻转 y");
|
||||
foreach (var ch in charList)
|
||||
{
|
||||
int flipY = texH - ch.y - ch.height;
|
||||
ch.unityRect = new Rect(ch.x, flipY, ch.width, ch.height);
|
||||
}
|
||||
}
|
||||
|
||||
string prefix = string.IsNullOrEmpty(namePrefix)
|
||||
? Path.GetFileNameWithoutExtension(pngPath)
|
||||
: namePrefix;
|
||||
|
||||
StringBuilder sb = new StringBuilder();
|
||||
StringBuilder spritesYaml = new StringBuilder();
|
||||
List<string> nameFileIdEntries = new List<string>();
|
||||
|
||||
for (int i = 0; i < charList.Count; i++)
|
||||
{
|
||||
var ch = charList[i];
|
||||
string spriteName = nameByIndex
|
||||
? $"{prefix}_{i}"
|
||||
: $"{prefix}_{CharToName(ch.id)}";
|
||||
|
||||
spritesYaml.AppendLine(" - serializedVersion: 2");
|
||||
spritesYaml.AppendLine($" name: {spriteName}");
|
||||
spritesYaml.AppendLine(" rect:");
|
||||
spritesYaml.AppendLine(" serializedVersion: 2");
|
||||
spritesYaml.AppendLine($" x: {(int)ch.unityRect.x}");
|
||||
spritesYaml.AppendLine($" y: {(int)ch.unityRect.y}");
|
||||
spritesYaml.AppendLine($" width: {(int)ch.unityRect.width}");
|
||||
spritesYaml.AppendLine($" height: {(int)ch.unityRect.height}");
|
||||
spritesYaml.AppendLine(" alignment: 0");
|
||||
spritesYaml.AppendLine(" pivot: {x: 0.5, y: 0.5}");
|
||||
spritesYaml.AppendLine(" border: {x: 0, y: 0, z: 0, w: 0}");
|
||||
spritesYaml.AppendLine(" outline: []");
|
||||
spritesYaml.AppendLine(" physicsShape: []");
|
||||
spritesYaml.AppendLine(" tessellationDetail: -1");
|
||||
spritesYaml.AppendLine(" bones: []");
|
||||
spritesYaml.AppendLine($" spriteID: {GenerateSpriteID(spriteName)}");
|
||||
spritesYaml.AppendLine(" internalID: 0");
|
||||
spritesYaml.AppendLine(" vertices: []");
|
||||
spritesYaml.AppendLine(" indices: ");
|
||||
spritesYaml.AppendLine(" edges: []");
|
||||
spritesYaml.AppendLine(" weights: []");
|
||||
|
||||
nameFileIdEntries.Add($" {spriteName}: 0");
|
||||
|
||||
sb.AppendLine($" [+] {spriteName} rect=({(int)ch.unityRect.x},{(int)ch.unityRect.y},{(int)ch.unityRect.width}x{(int)ch.unityRect.height})");
|
||||
}
|
||||
|
||||
string spritesContent = " sprites:\n" + spritesYaml.ToString().TrimEnd('\n', '\r') + "\n";
|
||||
string tableContent = " nameFileIdTable:\n" +
|
||||
string.Join("\n", nameFileIdEntries) + "\n";
|
||||
|
||||
// 读取 meta
|
||||
string metaText = File.ReadAllText(metaPath, Encoding.UTF8);
|
||||
string result = metaText;
|
||||
|
||||
// 替换 sprites 块
|
||||
if (clearBeforeWrite || metaText.Contains("sprites: []"))
|
||||
{
|
||||
if (metaText.Contains(" sprites: []"))
|
||||
{
|
||||
result = ReplaceFirst(result, " sprites: []", spritesContent);
|
||||
}
|
||||
else
|
||||
{
|
||||
int idx = result.IndexOf(" sprites:");
|
||||
if (idx >= 0)
|
||||
{
|
||||
int endIdx = FindBlockEnd(result, idx);
|
||||
result = result.Substring(0, idx) + spritesContent + result.Substring(endIdx);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 没有 sprites 字段,找 spriteSheet: 后插入
|
||||
int sheetIdx = result.IndexOf(" spriteSheet:");
|
||||
if (sheetIdx >= 0)
|
||||
{
|
||||
int lineEnd = result.IndexOf('\n', sheetIdx);
|
||||
result = result.Substring(0, lineEnd + 1) + spritesContent + result.Substring(lineEnd + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 追加模式:在现有 sprites 块末尾插入新条目
|
||||
int idx = result.IndexOf(" sprites:");
|
||||
if (idx >= 0)
|
||||
{
|
||||
int blockEnd = FindBlockEnd(result, idx);
|
||||
// blockEnd 指向下一个同级字段的起始位置
|
||||
// 在 blockEnd 前插入新内容(去掉 " sprites:\n" 前缀)
|
||||
string newEntries = spritesYaml.ToString();
|
||||
result = result.Substring(0, blockEnd) + newEntries + result.Substring(blockEnd);
|
||||
}
|
||||
else
|
||||
{
|
||||
result = ReplaceFirst(result, " sprites: []", spritesContent);
|
||||
}
|
||||
}
|
||||
|
||||
// 替换 nameFileIdTable 块
|
||||
int tblIdx = result.IndexOf(" nameFileIdTable:");
|
||||
if (tblIdx >= 0)
|
||||
{
|
||||
if (clearBeforeWrite || result.Contains(" nameFileIdTable: {}"))
|
||||
{
|
||||
int tblEndIdx = FindBlockEnd(result, tblIdx);
|
||||
result = result.Substring(0, tblIdx) + tableContent + result.Substring(tblEndIdx);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 追加:在 nameFileIdTable 块末尾插入新条目
|
||||
int tblEndIdx = FindBlockEnd(result, tblIdx);
|
||||
string extra = string.Join("\n", nameFileIdEntries) + "\n";
|
||||
result = result.Substring(0, tblEndIdx) + extra + result.Substring(tblEndIdx);
|
||||
}
|
||||
}
|
||||
|
||||
File.WriteAllText(metaPath, result, new UTF8Encoding(false));
|
||||
AssetDatabase.ImportAsset(pngPath, ImportAssetOptions.ForceUpdate);
|
||||
|
||||
sb.AppendLine($"\n[完成] 已写入 {charList.Count} 个 Sprite 到:");
|
||||
sb.AppendLine($" {metaPath}");
|
||||
sb.AppendLine("\n→ Unity 已自动 Reimport,请在 Inspector / Sprite Editor 中确认。");
|
||||
|
||||
logText = sb.ToString();
|
||||
showLog = true;
|
||||
Debug.Log("[FntSpriteSplitter]\n" + logText);
|
||||
}
|
||||
|
||||
/// <summary>清空 PNG.meta 中所有 sprites</summary>
|
||||
private void ClearSpritesInMeta()
|
||||
{
|
||||
if (targetTexture == null) return;
|
||||
|
||||
string pngPath = AssetDatabase.GetAssetPath(targetTexture);
|
||||
string metaPath = pngPath + ".meta";
|
||||
if (!File.Exists(metaPath)) return;
|
||||
|
||||
string metaText = File.ReadAllText(metaPath, Encoding.UTF8);
|
||||
|
||||
// sprites: ...
|
||||
string result = metaText;
|
||||
int idx = result.IndexOf(" sprites:");
|
||||
if (idx >= 0)
|
||||
{
|
||||
int endIdx = FindBlockEnd(result, idx);
|
||||
result = result.Substring(0, idx) + " sprites: []\n" + result.Substring(endIdx);
|
||||
}
|
||||
|
||||
// nameFileIdTable: ...
|
||||
int tblIdx = result.IndexOf(" nameFileIdTable:");
|
||||
if (tblIdx >= 0)
|
||||
{
|
||||
int tblEndIdx = FindBlockEnd(result, tblIdx);
|
||||
result = result.Substring(0, tblIdx) + " nameFileIdTable: {}\n" + result.Substring(tblEndIdx);
|
||||
}
|
||||
|
||||
File.WriteAllText(metaPath, result, new UTF8Encoding(false));
|
||||
AssetDatabase.ImportAsset(pngPath, ImportAssetOptions.ForceUpdate);
|
||||
|
||||
logText = $"[清空] 已清空 {Path.GetFileName(metaPath)} 中所有 sprites";
|
||||
showLog = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 工具方法
|
||||
|
||||
/// <summary>重置所有状态</summary>
|
||||
private void ClearAll()
|
||||
{
|
||||
fntAssetPath = "";
|
||||
targetTexture = null;
|
||||
charList.Clear();
|
||||
fntTextureW = 0;
|
||||
fntTextureH = 0;
|
||||
namePrefix = "";
|
||||
logText = "";
|
||||
Repaint();
|
||||
}
|
||||
|
||||
/// <summary>替换字符串中第一次出现的 oldText</summary>
|
||||
private string ReplaceFirst(string text, string oldText, string newText)
|
||||
{
|
||||
int idx = text.IndexOf(oldText);
|
||||
if (idx < 0) return text;
|
||||
return text.Substring(0, idx) + newText + text.Substring(idx + oldText.Length);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从 blockStartIndex 开始,找到当前 YAML 块的结束位置。
|
||||
/// 块以 " keyName:" 开头,后续行要么以 " - " 继续列表项,
|
||||
/// 要么以更多缩进(6+ 空格)作为子属性。
|
||||
/// 遇到同级缩进(4 空格 + 非 "-" 非空格)的行时结束。
|
||||
/// </summary>
|
||||
private int FindBlockEnd(string text, int blockStartIndex)
|
||||
{
|
||||
int i = blockStartIndex;
|
||||
// 跳过 " keyName:" 这一行
|
||||
int lineEnd = text.IndexOf('\n', i);
|
||||
if (lineEnd < 0) return text.Length;
|
||||
i = lineEnd + 1;
|
||||
|
||||
while (i < text.Length)
|
||||
{
|
||||
int nextNewline = text.IndexOf('\n', i);
|
||||
if (nextNewline < 0) nextNewline = text.Length;
|
||||
string line = text.Substring(i, nextNewline - i);
|
||||
|
||||
// 空行跳过
|
||||
if (line.Trim().Length == 0)
|
||||
{
|
||||
i = nextNewline + 1;
|
||||
continue;
|
||||
}
|
||||
|
||||
// " - " 开头 → 仍是列表项
|
||||
if (line.StartsWith(" - "))
|
||||
{
|
||||
i = nextNewline + 1;
|
||||
continue;
|
||||
}
|
||||
|
||||
// " "(6 空格)开头 → 子属性
|
||||
if (line.StartsWith(" "))
|
||||
{
|
||||
i = nextNewline + 1;
|
||||
continue;
|
||||
}
|
||||
|
||||
// " "(4 空格)开头但不是 "-" → 下一个同级字段,块结束
|
||||
if (line.StartsWith(" ") && !line.StartsWith(" - ") && !line.StartsWith(" "))
|
||||
{
|
||||
return i;
|
||||
}
|
||||
|
||||
// 其他情况(缩进更少),块结束
|
||||
return i;
|
||||
}
|
||||
|
||||
return text.Length;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 基于 sprite 名称生成稳定的 32 位 hex spriteID。
|
||||
/// 使用 MD5 保证同一名称每次生成结果一致,便于多次写入时保持稳定。
|
||||
/// </summary>
|
||||
private string GenerateSpriteID(string name)
|
||||
{
|
||||
using (var md5 = System.Security.Cryptography.MD5.Create())
|
||||
{
|
||||
byte[] bytes = md5.ComputeHash(Encoding.UTF8.GetBytes("fnt-sprite-" + name));
|
||||
var sb = new StringBuilder();
|
||||
foreach (byte b in bytes) sb.Append(b.ToString("x2"));
|
||||
return sb.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9e1311fb27279f549b1260dade1cab15
|
||||
guid: aa94987a764257c41a7a321857b6f340
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -254,7 +254,7 @@ namespace Assets.MyGame.Scripts.Net
|
||||
var ut = res.data as UserToken;
|
||||
if (ut != null) token = ut.token;
|
||||
#if UNITY_EDITOR
|
||||
Debug.Log("微信登录成功 Token" + token);
|
||||
Debug.Log("登录成功 Token" + token);
|
||||
|
||||
#endif
|
||||
|
||||
@@ -310,7 +310,17 @@ namespace Assets.MyGame.Scripts.Net
|
||||
Debug.Log("url----" + url + "--" + "Json-" + json + "res--" + JsonConvert.SerializeObject(res));
|
||||
|
||||
#endif
|
||||
// 自动保存 token
|
||||
if (typeof(T) == typeof(UserToken))
|
||||
{
|
||||
var ut = res.data as UserToken;
|
||||
if (ut != null) token = ut.token;
|
||||
#if UNITY_EDITOR
|
||||
Debug.Log("微信登录成功 Token" + token);
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
if (res.code == 0)
|
||||
{
|
||||
action?.Invoke(res.data);
|
||||
|
||||
@@ -217,25 +217,25 @@ namespace Assets.MyGame.Scripts.Net
|
||||
UIManager.Instance.ShowBoardError($"[WebSocket] {type} 未连接,无法发送消息");
|
||||
|
||||
#endif
|
||||
switch (type)
|
||||
{
|
||||
case SocketType.login:
|
||||
break;
|
||||
case SocketType.room:
|
||||
break;
|
||||
case SocketType.game:
|
||||
//switch (type)
|
||||
//{
|
||||
// case SocketType.login:
|
||||
// break;
|
||||
// case SocketType.room:
|
||||
// break;
|
||||
// case SocketType.game:
|
||||
|
||||
//等待界面添加
|
||||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, GameManager.Instance.gameData.currGameType);
|
||||
UIManager.Instance.ShowBoardGongGao("网络异常,请重新进入房间");
|
||||
break;
|
||||
case SocketType.chess:
|
||||
break;
|
||||
case SocketType.customer:
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
// //等待界面添加
|
||||
// UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, GameManager.Instance.gameData.currGameType);
|
||||
// //UIManager.Instance.ShowBoardGongGao("网络异常,请重新进入房间");
|
||||
// break;
|
||||
// case SocketType.chess:
|
||||
// break;
|
||||
// case SocketType.customer:
|
||||
// break;
|
||||
// default:
|
||||
// break;
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,15 +1,30 @@
|
||||
using DG.Tweening;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class ScoreNumEvent : MonoBehaviour
|
||||
{
|
||||
CoinScript coinScript;
|
||||
|
||||
public TextMeshProUGUI tmp_CoinNum;
|
||||
public TMP_SpriteAsset tmp_goldSprite;
|
||||
public TMP_SpriteAsset tmp_SilverSprite;
|
||||
private void Awake()
|
||||
{
|
||||
coinScript =transform.parent. GetComponent<CoinScript>();
|
||||
|
||||
if (coinScript.isLocalCoin)
|
||||
{
|
||||
tmp_CoinNum.spriteAsset = tmp_goldSprite;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
tmp_CoinNum.spriteAsset = tmp_SilverSprite;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
public void eventShowCoin()
|
||||
{
|
||||
|
||||
@@ -1,10 +1,36 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class ScoreNumScrollEvent : MonoBehaviour
|
||||
{
|
||||
public void dieFen()
|
||||
public TextMeshProUGUI tmp_CoinNum;
|
||||
public TMP_SpriteAsset tmp_goldSprite;
|
||||
public TMP_SpriteAsset tmp_SilverSprite;
|
||||
|
||||
/// <summary>
|
||||
/// 切换分数 TMP 的 spriteAsset 样式。
|
||||
/// isGold=true → 金币样式
|
||||
/// isGold=false → 银币样式
|
||||
/// 需对应 sprite 已在 Inspector 赋值,否则跳过。
|
||||
/// </summary>
|
||||
public void SetScoreStyle(bool isGold)
|
||||
{
|
||||
if (tmp_CoinNum == null) return;
|
||||
var spriteAsset = isGold ? tmp_goldSprite : tmp_SilverSprite;
|
||||
if (spriteAsset != null)
|
||||
tmp_CoinNum.spriteAsset = spriteAsset;
|
||||
}
|
||||
|
||||
/// <summary>设置分数文本(便捷封装,避免外部直接访问 tmp_CoinNum)</summary>
|
||||
public void SetScoreText(string text)
|
||||
{
|
||||
if (tmp_CoinNum != null)
|
||||
tmp_CoinNum.text = text;
|
||||
}
|
||||
|
||||
public void dieFen()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
@@ -270,10 +270,13 @@ MonoBehaviour:
|
||||
silver: {fileID: 3594360202698095509}
|
||||
endPoint: {x: 0, y: 0, z: 0}
|
||||
isBoss: 0
|
||||
isLocalCoin: 0
|
||||
coinCount: 0
|
||||
userID:
|
||||
sitID: 0
|
||||
startPoint: {x: 0, y: 0, z: 0}
|
||||
goldSprite: {fileID: 11400000, guid: 1a4dc7630d04fd648b6c145e3f6f0323, type: 2}
|
||||
solverSprite: {fileID: 11400000, guid: aa8990c831ea83645802f2c34dd9db45, type: 2}
|
||||
--- !u!1 &8236831357060171625
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -628,6 +631,9 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: e68406c654e4a624bbfaf6191094ba67, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
tmp_CoinNum: {fileID: 5050591925468082569}
|
||||
tmp_goldSprite: {fileID: 11400000, guid: 1a4dc7630d04fd648b6c145e3f6f0323, type: 2}
|
||||
tmp_SilverSprite: {fileID: 11400000, guid: aa8990c831ea83645802f2c34dd9db45, type: 2}
|
||||
--- !u!114 &5050591925468082569 stripped
|
||||
MonoBehaviour:
|
||||
m_CorrespondingSourceObject: {fileID: 4564244244925188642, guid: 9ba3090b45c21ec46931e999ea1fe73f,
|
||||
|
||||
@@ -6,12 +6,33 @@ using UnityEngine;
|
||||
|
||||
public class CoinScript : BJBase
|
||||
{
|
||||
public TMP_SpriteAsset goldSprite;
|
||||
public TMP_SpriteAsset solverSprite;
|
||||
|
||||
public override void SetCoinCount()
|
||||
{
|
||||
tMP_CoinCount.text = NumAdd(coinCount.ToString());
|
||||
|
||||
// 自己爆奖显示金,别人显示银(由 Ws_DieFish 在创建时设置 isLocalCoin)
|
||||
if (gold != null) gold.SetActive(isLocalCoin);
|
||||
if (silver != null) silver.SetActive(!isLocalCoin);
|
||||
if (isLocalCoin)
|
||||
{
|
||||
tMP_CoinCount.spriteAsset = goldSprite;
|
||||
}
|
||||
else
|
||||
{
|
||||
tMP_CoinCount.spriteAsset = solverSprite;
|
||||
|
||||
}
|
||||
if (gold != null)
|
||||
{
|
||||
gold.SetActive(isLocalCoin);
|
||||
|
||||
}
|
||||
if (silver != null)
|
||||
{
|
||||
silver.SetActive(!isLocalCoin);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -206,3 +206,6 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: f5d48b147517e204ba576052ec645afe, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
tmp_CoinNum: {fileID: 2469232617152954995}
|
||||
tmp_goldSprite: {fileID: 11400000, guid: 1a4dc7630d04fd648b6c145e3f6f0323, type: 2}
|
||||
tmp_SilverSprite: {fileID: 11400000, guid: aa8990c831ea83645802f2c34dd9db45, type: 2}
|
||||
|
||||
@@ -8,6 +8,8 @@ public class BJEndUI : MonoBehaviour
|
||||
{
|
||||
public TextMeshProUGUI tMP_beishu;
|
||||
public TextMeshProUGUI tMP_score;
|
||||
public TMP_SpriteAsset goldSprite;
|
||||
public TMP_SpriteAsset SilverSprite;
|
||||
|
||||
public bool useScoreAnim = false; // 是否启用分数递增动画
|
||||
|
||||
@@ -16,8 +18,12 @@ public class BJEndUI : MonoBehaviour
|
||||
Destroy(gameObject, 5);
|
||||
}
|
||||
|
||||
public void Init(int beishu, int score)
|
||||
public void Init(int beishu, int score, bool isMine = false)
|
||||
{
|
||||
// 自己爆奖用金色精灵,别人用银色
|
||||
tMP_beishu.spriteAsset = isMine ? goldSprite : SilverSprite;
|
||||
tMP_score.spriteAsset = isMine ? goldSprite : SilverSprite;
|
||||
|
||||
tMP_beishu.text = "<sprite=6>"+ beishu.ToString();
|
||||
|
||||
if (useScoreAnim)
|
||||
|
||||
@@ -71,6 +71,7 @@ public class BJEventBase : MonoBehaviour
|
||||
private SitPosData _targetSit; // 目标座位引用
|
||||
private Coroutine _scoreCoroutine; // 加分协程
|
||||
private GameObject _scoreBoard; // 自动创建的分数版(用于移动)
|
||||
private BJImage _bjImage; // 分数版上的 BJImage 组件(可选,用于切换金币/银币样式)
|
||||
private int _activeCoinRoutines; // 正在运行的 CoinArrival 协程数量
|
||||
|
||||
public object obj;
|
||||
@@ -102,6 +103,9 @@ public class BJEventBase : MonoBehaviour
|
||||
// 是否是本地玩家自己打的
|
||||
isSelf = _targetSit != null && _targetSit.user == GameManager.Instance.user.id;
|
||||
|
||||
// 根据 isSelf 切换分数样式(自己=金币,他人=银币)
|
||||
ApplyScoreStyle();
|
||||
|
||||
action1?.Invoke();
|
||||
}
|
||||
private void Start()
|
||||
@@ -133,8 +137,33 @@ public class BJEventBase : MonoBehaviour
|
||||
var board = Instantiate(prefab, parent);
|
||||
_scoreBoard = board;
|
||||
|
||||
var tmp = board.GetComponentInChildren<TextMeshProUGUI>();
|
||||
if (tmp != null) tMP_Score = tmp;
|
||||
// 优先获取 BJImage 组件(新预制体),用其 tmp_CoinNum 作为分数 TMP
|
||||
_bjImage = board.GetComponentInChildren<BJImage>();
|
||||
if (_bjImage != null && _bjImage.tmp_CoinNum != null)
|
||||
{
|
||||
tMP_Score = _bjImage.tmp_CoinNum;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 回退:直接获取 TextMeshProUGUI
|
||||
var tmp = board.GetComponentInChildren<TextMeshProUGUI>();
|
||||
if (tmp != null) tMP_Score = tmp;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据 isSelf 切换分数 TMP 的 spriteAsset:
|
||||
/// 自己击杀 → goldSprite(金币样式)
|
||||
/// 他人击杀 → silverSprite(银币样式)
|
||||
/// 需要预制体上挂有 BJImage 组件且对应 sprite 已赋值;否则跳过不影响原有显示。
|
||||
/// </summary>
|
||||
protected virtual void ApplyScoreStyle()
|
||||
{
|
||||
if (_bjImage == null || tMP_Score == null) return;
|
||||
|
||||
var spriteAsset = isSelf ? _bjImage.goldSprite : _bjImage.silverSprite;
|
||||
if (spriteAsset != null)
|
||||
tMP_Score.spriteAsset = spriteAsset;
|
||||
}
|
||||
|
||||
// ==================== 特效相关 ====================
|
||||
@@ -268,7 +297,20 @@ public class BJEventBase : MonoBehaviour
|
||||
if (addScorePrefab != null)
|
||||
{
|
||||
var inst = Instantiate(addScorePrefab, parent.position + Vector3.up * 60, Quaternion.identity, parent);
|
||||
inst.transform.GetChild(0).GetComponent<TextMeshProUGUI>().text = CoinScript.NumAdd(r.Amount.ToString());
|
||||
// 优先用 ScoreNumScrollEvent 组件,按 isSelf 切换金/银币样式
|
||||
var scrollEvent = inst.GetComponent<ScoreNumScrollEvent>();
|
||||
if (scrollEvent != null)
|
||||
{
|
||||
scrollEvent.SetScoreStyle(isSelf);
|
||||
scrollEvent.SetScoreText(CoinScript.NumAdd(r.Amount.ToString()));
|
||||
}
|
||||
else
|
||||
{
|
||||
// 回退:直接取第一个子物体的 TMP
|
||||
var tmp = inst.transform.GetChild(0).GetComponent<TextMeshProUGUI>();
|
||||
if (tmp != null)
|
||||
tmp.text = CoinScript.NumAdd(r.Amount.ToString());
|
||||
}
|
||||
}
|
||||
//AudioManager.Instance.PlayerFX(62022);
|
||||
|
||||
@@ -388,7 +430,7 @@ public class BJEventBase : MonoBehaviour
|
||||
}
|
||||
|
||||
var endUI = Instantiate(bjEndUI, uiPos, Quaternion.identity, CreateFishManager.Instance.bjEffectRoot);
|
||||
endUI.Init(bJbeishu, maxScore);
|
||||
endUI.Init(bJbeishu, maxScore, isSelf);
|
||||
}
|
||||
|
||||
// 删除分数面板
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class BJImage : MonoBehaviour
|
||||
{
|
||||
public TextMeshProUGUI tmp_CoinNum;
|
||||
public TMP_SpriteAsset goldSprite;
|
||||
public TMP_SpriteAsset silverSprite;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7af97c1c3c67315429108cfd527e33c1
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MonoImporter:
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externalObjects: {}
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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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@@ -281,11 +281,48 @@ PrefabInstance:
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type: 3}
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addedObject: {fileID: 3832223424831496137}
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type: 3}
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m_Name:
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m_EditorClassIdentifier:
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tmp_CoinNum: {fileID: 3080829888871638985}
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goldSprite: {fileID: 11400000, guid: b5a3b539bfcb41e46ad594b9b14d7732, type: 2}
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silverSprite: {fileID: 11400000, guid: e034cf5e78470b44f8a1c4d42d5039d6, type: 2}
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@@ -238,11 +238,36 @@ PrefabInstance:
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m_AddedComponents:
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m_PrefabAsset: {fileID: 0}
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--- !u!114 &7781089853711520346
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m_ObjectHideFlags: 0
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m_Name:
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m_EditorClassIdentifier:
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tmp_CoinNum: {fileID: 5903505483906214589}
|
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goldSprite: {fileID: 11400000, guid: b5a3b539bfcb41e46ad594b9b14d7732, type: 2}
|
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silverSprite: {fileID: 11400000, guid: e034cf5e78470b44f8a1c4d42d5039d6, type: 2}
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--- !u!224 &4403424793818601894 stripped
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RectTransform:
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m_CorrespondingSourceObject: {fileID: 5956033389255288805, guid: 04421d7f76935c445ac76dbda935f9d2,
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@@ -267,3 +292,15 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 8b7c9316b41c1b44280e100cb4f11bfe, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!114 &5903505483906214589 stripped
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 4492755964584596734, guid: 04421d7f76935c445ac76dbda935f9d2,
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type: 3}
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m_PrefabInstance: {fileID: 8049075247243722307}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5206590904372190311}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: f4688fdb7df04437aeb418b961361dc5, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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@@ -64,6 +64,9 @@ public class JinLongEvent : BJEventBase
|
||||
// paoBei = paobei;
|
||||
// goldAddCount = paobei * 100;
|
||||
//}
|
||||
public TextMeshProUGUI tmp_CoinNum;
|
||||
public TMP_SpriteAsset tmp_goldSprite;
|
||||
public TMP_SpriteAsset tmp_SilverSprite;
|
||||
public override void Init(int goldCount, int posID, int paobei, int fishScore, int beishu, Action<int> action, Action action1 = null)
|
||||
{
|
||||
base.Init(goldCount, posID, paobei, fishScore, beishu, action, action1);
|
||||
@@ -128,4 +131,5 @@ public class JinLongEvent : BJEventBase
|
||||
var v = layeredPool.BossGlodCoinRandrom(tMP_Score.transform.position, min, max);
|
||||
return v;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -43,7 +43,9 @@ public class LeiLongEvent : BJEventBase
|
||||
state.SetAnimation(0, first, false);
|
||||
state.AddAnimation(0, next, true, 0f);
|
||||
}
|
||||
|
||||
public TextMeshProUGUI tmp_CoinNum;
|
||||
public TMP_SpriteAsset tmp_goldSprite;
|
||||
public TMP_SpriteAsset tmp_SilverSprite;
|
||||
public override void Init(int goldCount,int posID,int paobei,int fishScore,int beishu,Action<int> action,Action action1=null)
|
||||
{
|
||||
JiaFen =()=>{
|
||||
|
||||
@@ -196,8 +196,8 @@
|
||||
曲线196;-1238.0082,122.68551;-1104.1694,157.73851;-897.0381,154.55188;-718.58636,148.1786;-568.81445,148.1786;-377.61627,151.36523;-234.21764,151.36523;-65.3259,157.73851;58.952927,151.36523;215.09813,148.1786;336.1903,154.55188;463.65576,154.55188;597.4945,151.36523;756.8263,157.73851;916.1581,154.55188;1078.6766,144.99196;1295.3679,122.68551;1397.3402,116.31223
|
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曲线197;1362.2872,97.19241;1142.4093,106.75233;970.33093,119.49887;833.30554,129.05878;734.51984,132.24542;501.8954,154.55188;313.88385,157.73851;138.61885,144.99196;-90.81899,141.80533;-291.5771,141.80533;-457.2822,132.24542;-616.614,116.31223;-782.31915,113.125595;-957.58417,106.75233;-1107.3561,100.37905;-1288.9944,94.005775
|
||||
曲线198;1327.2343,-231.03114;1151.9692,-227.84451;951.2112,-199.16478;833.30554,-205.53806;680.34705,-202.35143;511.45532,-186.41824;419.04285,-189.60487;243.77785,-186.41824;49.39302,-189.60487;-151.36508,-180.04497;-342.5633,-192.7915;-517.8283,-195.97815;-769.5726,-202.35143;-874.7316,-202.35143;-1104.1694,-218.2846;-1209.3284,-218.2846;-1327.234,-224.65788
|
||||
曲线199;1.5934601,-760.0128;-74.88582,-613.42755;-195.978,-470.0289;-275.64392,-361.68326;-348.93655,-259.71088;-415.85593,-170.48506;-479.58862,-68.51269;-536.9481,27.08641;-575.18774,119.49887;-575.18774,231.03114;-546.508,326.63025;-482.77527,434.9759;-396.73608,514.6418;-301.13702,587.93445;-170.48491,683.53357;-65.3259,779.1326
|
||||
曲线200;173.67183,-772.75934;317.0705,-635.734;431.78937,-463.6556;508.26868,-352.12335;556.06824,-250.15097;575.18805,-87.63251;556.06824,65.32605;498.70874,186.41824;431.78937,275.64407;333.00366,361.68326;221.47139,460.469;100.379196,546.5082;-1.5931702,616.6142;-119.498726,709.0266;-237.40428,791.8792
|
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曲线199;-1259.0399,-18.641823;-1104.1694,-7.1699305;-983.7146,-12.905875;-877.5996,-7.1699305;-748.54083,-7.1699305;-625.218,-4.301958;-501.89517,-4.301958;-338.42072,7.1699333;-232.30574,7.1699333;-54.491425,7.1699333;63.09546,7.1699333;235.1738,1.4339876;395.7803,18.641825;590.8025,7.1699333;777.2207,1.4339876;923.4873,-7.1699305;1064.018,-10.037904;1244.7002,-10.037904;1356.5511,-12.905875
|
||||
曲线200;1353.6832,-53.057495;1190.2087,-53.057495;1107.0376,-53.057495;977.97876,-53.057495;860.39185,-53.057495;739.937,-47.32155;599.4064,-41.5856;476.08353,-41.5856;324.08096,-38.71763;220.83395,-47.32155;34.41574,-47.32155;-117.58682,-53.057495;-249.51358,-55.92547;-398.64816,-55.92547;-527.7069,-64.52938;-688.3134,-70.26533;-794.4284,-78.86925;-926.3551,-90.34114;-1086.9617,-101.81303;-1270.5118,-113.28492;-1347.9471,-119.02086
|
||||
曲线201;-890.6648,718.58655;-826.93207,584.7478;-756.82605,489.1487;-689.9067,352.12335;-632.5472,240.59106;-597.4942,135.43205;-549.69464,14.339865;-492.3352,-81.25923;-431.78912,-148.1786;-323.44345,-208.7247;-211.91118,-240.59106;-109.93881,-266.08414;4.7801056,-278.8307;113.12575,-285.20398;211.91148,-288.3906;333.00366,-275.64407;438.16266,-234.21779;546.5083,-167.29842;661.22723,-52.579502;753.63965,55.76614;820.5591,119.49887;963.95764,221.47124;1062.7434,243.7777;1206.1421,269.27078;1285.808,278.8307;1422.8334,282.01733
|
||||
曲线202;715.4,826.9322;673.97375,664.4137;632.5475,556.06805;600.6811,473.2155;565.6281,368.05652;536.94836,294.7639;495.5221,192.7915;450.90918,103.56569;396.7364,14.339865;342.56354,-65.32605;304.3239,-113.125595;240.5912,-164.11179;160.92528,-205.53806;74.88609,-227.84451;-4.7798004,-250.15097;-132.24527,-262.89752;-275.64392,-269.27078;-463.65546,-246.96432;-575.18774,-186.41824;-629.3606,-97.19241;-680.34674,20.713137;-728.1463,119.49887;-798.2523,160.92514;-884.2915,202.35143;-1011.75696,246.96432;-1097.7961,269.27078;-1247.5681,297.95053
|
||||
曲线203;-1355.9137,-11.153228;-1231.6349,-14.339865;-1075.4896,-30.273046;-897.0381,-65.32605;-775.94586,-106.75233;-549.69464,-189.60487;-412.66928,-227.84451;-282.01718,-240.59106;-119.498726,-250.15097;-55.76599,-253.3376;100.379196,-237.40442;195.97829,-224.65788;323.44373,-208.7247;438.16266,-195.97815;584.7479,-160.92514;734.51984,-148.1786;865.172,-148.1786;999.01074,-164.11179;1113.7296,-183.2316;1241.1951,-218.2846;1375.0338,-250.15097;1457.8864,-288.3906
|
||||
|
||||
@@ -323,6 +323,9 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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||||
tMP_beishu: {fileID: 4340237964197962142}
|
||||
tMP_score: {fileID: 8500458599698691596}
|
||||
goldSprite: {fileID: 11400000, guid: b5a3b539bfcb41e46ad594b9b14d7732, type: 2}
|
||||
SilverSprite: {fileID: 11400000, guid: e034cf5e78470b44f8a1c4d42d5039d6, type: 2}
|
||||
useScoreAnim: 0
|
||||
--- !u!114 &4340237964197962142 stripped
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||||
MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 2499807387639965376, guid: 016cca90246ec334390dabcc5bdb6207,
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m_RaycastTarget: 0
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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@@ -110,7 +110,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0.5}
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m_AnchorMax: {x: 0, y: 0.5}
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m_AnchoredPosition: {x: 750, y: 0}
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m_AnchoredPosition: {x: 429, y: 0}
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m_SizeDelta: {x: 0, y: 100}
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m_Pivot: {x: 0, y: 0.5}
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--- !u!222 &4069715543161013403
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@@ -259,10 +259,10 @@ RectTransform:
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--- !u!222 &670689317359163242
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m_Maskable: 1
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m_OnCullStateChanged:
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@@ -351,8 +351,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 1}
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchoredPosition: {x: 0, y: -106}
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m_SizeDelta: {x: 965, y: 68}
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m_AnchoredPosition: {x: -5.9392, y: -94.737915}
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m_SizeDelta: {x: 561.2, y: 45.4758}
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--- !u!222 &4157826458431261933
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m_Maskable: 1
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m_OnCullStateChanged:
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@@ -177,6 +177,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
private Dictionary<int, BotSkillRuntime> botSkills = new Dictionary<int, BotSkillRuntime>();
|
||||
// bot 目标记忆
|
||||
private Dictionary<int, string> botTargetGuid = new Dictionary<int, string>();
|
||||
// bot 锁定同步节流:记录上次广播的锁定目标 guid(null 表示未锁定),只有目标变化才广播
|
||||
private Dictionary<int, string> botLastSyncLockGuid = new Dictionary<int, string>();
|
||||
// bot 状态计时:开火后持续 Attack 动画,空闲 0.3s 切回 Idle
|
||||
private Dictionary<int, float> botIdleTimer = new Dictionary<int, float>();
|
||||
// bot 最近的 FrameData_FireBullet(给其他客户端还原技能状态)
|
||||
@@ -1153,8 +1155,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
{
|
||||
CreateBullet(sit, startPos, angle, isDouble, isLock, bullitIDs[0]);
|
||||
}
|
||||
if (sit.posID==currSitData.posID)
|
||||
{
|
||||
AudioManager.Instance.PlayFX(bulletClip);
|
||||
|
||||
AudioManager.Instance.PlayFX(bulletClip);
|
||||
}
|
||||
}
|
||||
|
||||
private bool isLaser = false;
|
||||
@@ -2241,20 +2246,20 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
{
|
||||
if (sit.monCotl_Lock != target)
|
||||
{
|
||||
sit.isLock = true;
|
||||
sit.monCotl_Lock = target;
|
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// ⭐ 统一用 ResolveLockTransform:colliderList 第一个活跃 → lockPoint → transform
|
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sit.monCotl_Lock_Position = ResolveLockTransform(target);
|
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if (sit.lockFX != null) sit.lockFX.SetActive(true);
|
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// ⭐ 统一用 SetLockTarget:内部会设置 isLock / monCotl_Lock / monCotl_Lock_Position / lockFX.SetActive
|
||||
sit.SetLockTarget(target, ResolveLockTransform(target));
|
||||
// ⭐ 广播锁定状态给其他客户端(节流:目标 guid 变化才广播)
|
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SyncBotLock(sit, target.guid);
|
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}
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}
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else
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{
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if (sit.isLock)
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{
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sit.isLock = false;
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sit.monCotl_Lock = null;
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if (sit.lockFX != null) sit.lockFX.SetActive(false);
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// ⭐ 统一用 ClearLock:内部会清空 isLock / monCotl_Lock / lockFX.SetActive(false)
|
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sit.ClearLock();
|
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// ⭐ 广播取消锁定给其他客户端
|
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SyncBotLock(sit, null);
|
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}
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}
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@@ -2484,13 +2489,16 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
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WebSocketSendList.LeaveRoom(roomId, sit.user);
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}
|
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// 清理锁定
|
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sit.isLock = false;
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sit.monCotl_Lock = null;
|
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if (sit.lockFX != null) sit.lockFX.SetActive(false);
|
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// 清理锁定(统一用 ClearLock,并广播取消锁定给其他客户端)
|
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if (sit.isLock)
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{
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sit.ClearLock();
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SyncBotLock(sit, null);
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}
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// 清理记忆
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botTargetGuid.Remove(sit.posID);
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botLastSyncLockGuid.Remove(sit.posID);
|
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botFireTimer.Remove(sit.posID);
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botIdleTimer.Remove(sit.posID);
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botSkills.Remove(sit.posID);
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@@ -2837,6 +2845,39 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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WebSocketSendList.SyncGameData(sgd);
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}
|
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/// <summary>
|
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/// 机器人锁定状态广播(房主代发,复用 changeAutoTarget 帧类型)。
|
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/// 用 bot 自己的 sitPos,接收端 SyncGameData_ChangeTargetMonster 会根据 sitPos
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/// 调用 SetLockTarget/ClearLock 更新对应 bot 座位,从而激活 lockFX 特效和锁定字段。
|
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/// 内置节流:只有目标 guid 变化(包括锁定→取消锁定)才真正广播。
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/// </summary>
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/// <param name="botSit">bot 座位</param>
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/// <param name="targetGuid">锁定目标 guid,null 表示取消锁定</param>
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private void SyncBotLock(SitPosData botSit, string targetGuid)
|
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{
|
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// ⭐ 节流:目标 guid 未变化不广播(避免每帧都发)
|
||||
botLastSyncLockGuid.TryGetValue(botSit.posID, out string lastSynced);
|
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if (lastSynced == targetGuid) return;
|
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botLastSyncLockGuid[botSit.posID] = targetGuid;
|
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List<string> guidList = null;
|
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if (!string.IsNullOrEmpty(targetGuid))
|
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guidList = new List<string> { targetGuid };
|
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|
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SyncGameData sgd = new SyncGameData
|
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{
|
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sitPos = botSit.posID,
|
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frameType = FrameDataType.changeAutoTarget,
|
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time = BeijingTimeManager.Instance.CurrentTimestampMs,
|
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frameData = new FrameData_ChangeAutoTarget
|
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{
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targetGuid = guidList,
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colliderIndex = -1
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}
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};
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WebSocketSendList.SyncGameData(sgd);
|
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}
|
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|
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/// <summary>人机开火同步(房主代发)</summary>
|
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private void SyncFire_ForBot(SitPosData botSit, float angle, long gold,
|
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bool isSanShe, bool isDouble, bool isLock, List<string> monsterIDs)
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CanvasRenderer:
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--- !u!224 &8735857306252785424
|
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RectTransform:
|
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m_ObjectHideFlags: 0
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|
||||
@@ -56,47 +56,47 @@ public class UIHome_BY_ShopPanel : SubUIBase
|
||||
Destroy(tra_PrefabParent.GetChild(i).gameObject);
|
||||
}
|
||||
|
||||
// ==================== 金币商城 ====================
|
||||
APIRequestList.GetGoldShopList(goldList =>
|
||||
{
|
||||
foreach (var item in goldList)
|
||||
{
|
||||
var obj = Instantiate(obj_ItemPrefab, tra_PrefabParent).transform;
|
||||
//// ==================== 金币商城 ====================
|
||||
//APIRequestList.GetGoldShopList(goldList =>
|
||||
//{
|
||||
// foreach (var item in goldList)
|
||||
// {
|
||||
// var obj = Instantiate(obj_ItemPrefab, tra_PrefabParent).transform;
|
||||
|
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if (item.sprite_Icon == null)
|
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{
|
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WebTool.DownImage(APIManager.baseURL + item.icon, (texture) =>
|
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{
|
||||
item.sprite_Icon = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
|
||||
obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
|
||||
});
|
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}
|
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else
|
||||
{
|
||||
obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
|
||||
}
|
||||
obj.name = item.number;
|
||||
dic_GoldItems[item.number] = item;
|
||||
obj.GetChild(2).GetComponent<Button>().onClick.AddListener(() =>
|
||||
{
|
||||
UIManager.Instance.ShowTiShi($"确定要花费{item.diamond}钻石购买{item.gold}金币吗?", () =>
|
||||
{
|
||||
APIRequestList.BuyGold(new BuyGoldParam { number = item.number, count = 1 }, (response) =>
|
||||
{
|
||||
UIManager.Instance.ShowBoardError("购买成功");
|
||||
APIRequestList.GetUser(GameManager.Instance.user.id, (a) =>
|
||||
{
|
||||
GameManager.Instance.UpdataUserData(a);
|
||||
RefreshUI();
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
// if (item.sprite_Icon == null)
|
||||
// {
|
||||
// WebTool.DownImage(APIManager.baseURL + item.icon, (texture) =>
|
||||
// {
|
||||
// item.sprite_Icon = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
|
||||
// obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
|
||||
// });
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
|
||||
// }
|
||||
// obj.name = item.number;
|
||||
// dic_GoldItems[item.number] = item;
|
||||
// obj.GetChild(2).GetComponent<Button>().onClick.AddListener(() =>
|
||||
// {
|
||||
// UIManager.Instance.ShowTiShi($"确定要花费{item.diamond}钻石购买{item.gold}金币吗?", () =>
|
||||
// {
|
||||
// APIRequestList.BuyGold(new BuyGoldParam { number = item.number, count = 1 }, (response) =>
|
||||
// {
|
||||
// UIManager.Instance.ShowBoardError("购买成功");
|
||||
// APIRequestList.GetUser(GameManager.Instance.user.id, (a) =>
|
||||
// {
|
||||
// GameManager.Instance.UpdataUserData(a);
|
||||
// RefreshUI();
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
|
||||
obj.GetChild(2).GetChild(0).GetComponent<TextMeshProUGUI>().text = "<sprite name=\"钻石\">" + item.diamond;
|
||||
obj.GetChild(3).GetComponent<TextMeshProUGUI>().text = item.gold.ToString();
|
||||
}
|
||||
});
|
||||
// obj.GetChild(2).GetChild(0).GetComponent<TextMeshProUGUI>().text = "<sprite name=\"钻石\">" + item.diamond;
|
||||
// obj.GetChild(3).GetComponent<TextMeshProUGUI>().text = item.gold.ToString();
|
||||
// }
|
||||
//});
|
||||
|
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btn_GlodCoins.onValueChanged.AddListener((a) =>
|
||||
{
|
||||
@@ -350,6 +350,7 @@ public class UIHome_BY_ShopPanel : SubUIBase
|
||||
RefreshUI();
|
||||
|
||||
// 根据参数切换 Tab(默认金币)
|
||||
|
||||
var tab = ShopTab.Gold;
|
||||
if (args is ShopTab st) tab = st;
|
||||
else if (args is int i) tab = (ShopTab)i;
|
||||
|
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@@ -20,6 +20,7 @@ public class UIHomeMain : UIBase
|
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[Header("user")]
|
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public TextMeshProUGUI userName;
|
||||
public TextMeshProUGUI userID;
|
||||
public TextMeshProUGUI levelNum;
|
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public Image sprite_Avatar;
|
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public Image sprite_AvatarFrame;
|
||||
public Image img_VIP;
|
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@@ -220,6 +221,7 @@ public class UIHomeMain : UIBase
|
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|
||||
userName.text = GameManager.Instance.user.BaseInfo.userName;
|
||||
userID.text = GameManager.Instance.user.BaseInfo.number;
|
||||
levelNum.text = GameManager.Instance.user.assets.level.ToString();
|
||||
|
||||
// VIP 图标越界保护:vipLevel 超出列表范围时用最后一个,避免异常中断刷新
|
||||
int vipLevel = GameManager.Instance.user.assets.vipLevel;
|
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|
||||
@@ -31,7 +31,7 @@ public class UILoginPanel : UIBase
|
||||
#else
|
||||
phoneLogin1.SetActive(false);
|
||||
#endif
|
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|
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APIManager.token = null;
|
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}
|
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private void Start()
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{
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@@ -25,7 +25,7 @@ Material:
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