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a/Assets/MyGame/Scripts/Net/APIResponses/GameConfig_SubClass/ReliefConfig.cs b/Assets/MyGame/Scripts/Net/APIResponses/GameConfig_SubClass/ReliefConfig.cs index 5e785e303..001f15550 100644 --- a/Assets/MyGame/Scripts/Net/APIResponses/GameConfig_SubClass/ReliefConfig.cs +++ b/Assets/MyGame/Scripts/Net/APIResponses/GameConfig_SubClass/ReliefConfig.cs @@ -16,7 +16,7 @@ namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass /// /// 金币数量 /// - public int gold; + public long gold; /// /// 每天可领取次数 diff --git a/Assets/MyGame/aa/Game/FLZY/BOSS/JL/fish_136.prefab b/Assets/MyGame/aa/Game/FLZY/BOSS/JL/fish_136.prefab index bc427d02d..7bf3e234b 100644 --- a/Assets/MyGame/aa/Game/FLZY/BOSS/JL/fish_136.prefab +++ b/Assets/MyGame/aa/Game/FLZY/BOSS/JL/fish_136.prefab @@ -930,7 +930,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 1361653457580592, guid: 055ba0a273a3d0c48a43f4fb3f92dc4d, type: 3} propertyPath: m_IsActive - value: 1 + value: 0 objectReference: {fileID: 0} - 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file mode 100644 index 000000000..b4bbfbea9 --- /dev/null +++ b/Assets/MyGame/aa/UI/DefaultPanel/GuaGuaLe/GuaGuaLeGPU.cs @@ -0,0 +1,313 @@ +using TMPro; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +/// +/// GPU 刮刮乐(三层架构版) +/// +/// 层级结构: +/// RawImage (prizeImage) ← 最下层:奖品图 +/// Text (tmp_AwardName) ← 中间层:奖品文字 +/// RawImage (scratchImage) ← 最上层:涂层遮罩(挂本脚本) +/// +/// 原理: +/// 涂层遮罩用 ScratchMask.shader,遮罩 RT 全白 = 不透明(未刮), +/// 全黑 = 透明(已刮)。刮擦通过 Graphics.Blit + ScratchErase.shader +/// 在 GPU 内完成,零 CPU 像素操作。 +/// +public class GuaGuaLeGPU : SubUIBase, IPointerDownHandler, IDragHandler +{ + [Header("UI 引用(必填)")] + public RawImage scratchImage; // 最上层:涂层遮罩(挂此脚本) + public TextMeshProUGUI tmp_AwardName; // 中间层:奖品文字 + + [Header("材质(模板)")] + public Material maskMat; // 使用 ScratchMask.shader(涂层遮罩) + public Material eraseMat; // 使用 ScratchErase.shader(擦除) + + [Header("涂层颜色")] + public Color coatColor = new Color(0.7f, 0.7f, 0.7f, 1f); + + [Header("笔刷")] + [Range(0.01f, 0.3f)] public float brushSize = 0.06f; + + [Header("自动揭示")] + [Range(0f, 1f)] public float revealThreshold = 0.6f; + public bool autoReveal = true; + + [Header("奖品配置")] + public string[] awards = { "谢谢参与", "一等奖", "二等奖", "三等奖", "再来一次" }; + public float[] awardWeights = { 0.50f, 0.05f, 0.10f, 0.15f, 0.20f }; + + [Header("事件")] + public UnityEngine.Events.UnityEvent onRevealed; + + // ---- 运行时 ---- + private RenderTexture maskRT; + private Material instanceMaskMat; // 涂层遮罩材质实例 + private Material instanceEraseMat; // 擦除材质实例 + private int rtWidth = 512; + private int rtHeight = 512; + + private string currentAward; + private bool isRevealed; + private bool isScratching; + + private Vector2 lastUV; + private bool hasLastUV; + + private Texture2D progressReadTex; + private int dragCount; + + private void Start() + { + if (scratchImage == null) { Debug.LogError("[GPU] scratchImage 为空!"); return; } + if (maskMat == null) { Debug.LogError("[GPU] maskMat 为空!"); return; } + if (eraseMat == null) { Debug.LogError("[GPU] eraseMat 为空!"); return; } + + if (awardWeights == null || awardWeights.Length != awards.Length) + { + awardWeights = new float[awards.Length]; + float w = 1f / Mathf.Max(1, awards.Length); + for (int i = 0; i < awardWeights.Length; i++) awardWeights[i] = w; + } + + InitCard(); + } + + private void InitCard() + { + // 1. 遮罩 RT(全白 = 未刮,不透明) + maskRT = new RenderTexture(rtWidth, rtHeight, 0, RenderTextureFormat.ARGB32) + { + filterMode = FilterMode.Bilinear + }; + maskRT.Create(); + ClearRT(maskRT, Color.white); + + + + // 3. 最上层:涂层遮罩材质(实例化,避免 UGUI 材质共享问题) + instanceMaskMat = new Material(maskMat); + instanceMaskMat.SetTexture("_MaskTex", maskRT); + instanceMaskMat.SetColor("_CoatColor", coatColor); + + scratchImage.material = instanceMaskMat; + scratchImage.texture = null; + + // 4. 擦除材质实例 + instanceEraseMat = new Material(eraseMat); + instanceEraseMat.SetFloat("_BrushSize", brushSize); + + // 5. 摇奖 + currentAward = RollAward(); + if (tmp_AwardName != null) + tmp_AwardName.text = currentAward; + + // 6. 进度读取用纹理 + progressReadTex = new Texture2D(rtWidth, rtHeight, TextureFormat.ARGB32, false); + + ResetState(); + Debug.Log($"[GPU] 初始化完成 {rtWidth}x{rtHeight}"); + } + + private void ResetState() + { + isRevealed = false; + isScratching = false; + hasLastUV = false; + dragCount = 0; + } + + // ================================================================ + // 公开方法 + // ================================================================ + + public void ResetCard() + { + if (maskRT == null) return; + + ClearRT(maskRT, Color.white); + ResetState(); + + currentAward = RollAward(); + if (tmp_AwardName != null) + tmp_AwardName.text = currentAward; + + if (instanceMaskMat != null) + instanceMaskMat.SetColor("_CoatColor", coatColor); + } + + public void RevealAll() + { + if (maskRT == null || isRevealed) return; + isRevealed = true; + + ClearRT(maskRT, Color.black); + + if (tmp_AwardName != null) + tmp_AwardName.text = currentAward; + onRevealed?.Invoke(); + } + + // ================================================================ + // 输入处理 + // ================================================================ + + public void OnPointerDown(PointerEventData e) + { + if (isRevealed) return; + isScratching = true; + + if (UVFromPointer(e, out var uv)) + { + ScratchAt(uv); + lastUV = uv; + hasLastUV = true; + } + TryAutoReveal(); + } + + public void OnDrag(PointerEventData e) + { + if (isRevealed || !isScratching) return; + if (!UVFromPointer(e, out var uv)) return; + + if (hasLastUV) + { + float dist = Vector2.Distance(uv, lastUV); + int steps = Mathf.Max(1, Mathf.CeilToInt(dist / (brushSize * 0.4f))); + for (int i = 1; i <= steps; i++) + { + float t = (float)i / steps; + var p = Vector2.Lerp(lastUV, uv, t); + ScratchAt(p); + } + } + else + { + ScratchAt(uv); + } + + lastUV = uv; + hasLastUV = true; + + if (++dragCount % 10 == 0) + TryAutoReveal(); + } + + private void OnDisable() + { + isScratching = false; + hasLastUV = false; + } + + // ================================================================ + // 核心擦除(GPU) + // ================================================================ + + private void ScratchAt(Vector2 uv) + { + instanceEraseMat.SetVector("_BrushPos", new Vector4(uv.x, uv.y, 0, 0)); + + var temp = RenderTexture.GetTemporary(rtWidth, rtHeight, 0, RenderTextureFormat.ARGB32); + Graphics.Blit(maskRT, temp, instanceEraseMat); + Graphics.Blit(temp, maskRT); + RenderTexture.ReleaseTemporary(temp); + } + + // ================================================================ + // 进度检测 + // ================================================================ + + private void TryAutoReveal() + { + if (isRevealed || !autoReveal || revealThreshold <= 0f) return; + if (CalcRevealProgress() >= revealThreshold) + RevealAll(); + } + + public float CalcRevealProgress() + { + if (maskRT == null || progressReadTex == null) return 0f; + + RenderTexture prev = RenderTexture.active; + RenderTexture.active = maskRT; + progressReadTex.ReadPixels(new Rect(0, 0, rtWidth, rtHeight), 0, 0, false); + progressReadTex.Apply(); + RenderTexture.active = prev; + + Color32[] pixels = progressReadTex.GetPixels32(); + int total = 0, cleared = 0; + int step = Mathf.Max(1, pixels.Length / 2048); + + for (int i = 0; i < pixels.Length; i += step) + { + total++; + if (pixels[i].r < 50) cleared++; + } + return total == 0 ? 0f : (float)cleared / total; + } + + // ================================================================ + // 工具 + // ================================================================ + + private static void ClearRT(RenderTexture rt, Color color) + { + RenderTexture prev = RenderTexture.active; + RenderTexture.active = rt; + GL.Clear(false, true, color); + RenderTexture.active = prev; + } + + private bool UVFromPointer(PointerEventData e, out Vector2 uv) + { + uv = Vector2.zero; + var rt = scratchImage.rectTransform; + if (!RectTransformUtility.ScreenPointToLocalPointInRectangle( + rt, e.position, e.pressEventCamera, out var localPos)) + return false; + + var rect = rt.rect; + if (rect.width <= 0f || rect.height <= 0f) return false; + + uv = new Vector2( + (localPos.x - rect.x) / rect.width, + (localPos.y - rect.y) / rect.height + ); + return uv.x >= 0f && uv.x <= 1f && uv.y >= 0f && uv.y <= 1f; + } + + private string RollAward() + { + if (awards == null || awards.Length == 0) return "谢谢参与"; + int n = Mathf.Min(awards.Length, awardWeights == null ? 0 : awardWeights.Length); + if (n <= 0) return awards[0]; + + float sum = 0f; + for (int i = 0; i < n; i++) sum += Mathf.Max(0f, awardWeights[i]); + if (sum <= 0f) return awards[0]; + + float r = Random.value * sum; + float acc = 0f; + for (int i = 0; i < n; i++) + { + acc += Mathf.Max(0f, awardWeights[i]); + if (r <= acc) return awards[i]; + } + return awards[n - 1]; + } + + public string CurrentAward => currentAward; + public bool IsRevealed => isRevealed; 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frag(v2f i) : SV_Target + { + float dist = distance(i.uv, _BrushPos.xy); + + // 笔刷范围内 → 刮开(涂黑) + if (dist < _BrushSize) + return fixed4(0, 0, 0, 0); + + // 笔刷范围外 → 保持遮罩原有值 + fixed4 orig = tex2D(_MainTex, i.uv); + return orig; + } + ENDCG + } + } +} diff --git a/Assets/MyGame/aa/UI/DefaultPanel/GuaGuaLe/ScratchErase.shader.meta b/Assets/MyGame/aa/UI/DefaultPanel/GuaGuaLe/ScratchErase.shader.meta new file mode 100644 index 000000000..06f233b49 --- /dev/null +++ b/Assets/MyGame/aa/UI/DefaultPanel/GuaGuaLe/ScratchErase.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cd801917d70e7c04a8327c075aad35b1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MyGame/aa/UI/DefaultPanel/GuaGuaLe/ScratchMask.shader b/Assets/MyGame/aa/UI/DefaultPanel/GuaGuaLe/ScratchMask.shader new file mode 100644 index 000000000..f8966dce3 --- /dev/null +++ b/Assets/MyGame/aa/UI/DefaultPanel/GuaGuaLe/ScratchMask.shader @@ -0,0 +1,57 @@ +Shader "UI/ScratchMask" +{ + Properties + { + _MaskTex ("Mask Texture", 2D) = "white" {} + _CoatColor ("Coat Color", Color) = (0.7, 0.7, 0.7, 1) + } + + SubShader + { + Tags { "Queue"="Transparent" "RenderType"="Transparent" } + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + sampler2D _MaskTex; + fixed4 _CoatColor; + + struct appdata { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + v2f vert(appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = v.uv; + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + fixed4 mask = tex2D(_MaskTex, i.uv); + + // mask.r = 0 → 已刮 → alpha = 0,完全透明(露出下面的奖品和文字) + // mask.r = 1 → 未刮 → alpha = 1,显示涂层色(盖住奖品和文字) + fixed4 color = _CoatColor; + color.a = mask.r; + + return 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UIHome_BY_JJJPanel : SubUIBase { public Button btn_Receive; - public Image img_DisReceive; public TextMeshProUGUI txt_coinsNum; public TextMeshProUGUI txt_TimeNum; + + private ReliefConfig reliefCfg; + public override void Awake() { base.Awake(); - - //添加金币 btn_Receive.onClick.AddListener(() => { - APIRequestList.GetRelief((callvack)=> + APIRequestList.GetRelief((callback) => { - UIManager.Instance.ShowBoardGongGao("救济金领取成功"); - //这里弹窗领取成功 + UIManager.Instance.ShowBoardError("救济金领取成功"); + // 领取后刷新面板 + RefreshPanel(); }); }); - } + protected override void OnShow(object args = null) { base.OnShow(args); + RefreshPanel(); + } + private void RefreshPanel() + { APIRequestList.GetReliefConfig(jjjData => { + reliefCfg = jjjData; + var user = GameManager.Instance.user; + long userGold = user.assets.gold; + txt_coinsNum.text = "金币" + jjjData.gold.ToString(); - if (GameManager.Instance.user.assets.gold < jjjData.limit && GameManager.Instance.user.@static.reliefGoldCount > 0) - img_DisReceive.gameObject.SetActive(false); - else - img_DisReceive.gameObject.SetActive(true); + txt_TimeNum.text = "剩余次数:" + user.@static.reliefGoldCount; + + // 判断是否可领取: + // ① 救济金已开启 + // ② 今天还有次数 (reliefGoldCount > 0) + // ③ 金币低于救济线 (gold < limit) + bool canReceive = jjjData.isOpen + && user.@static.reliefGoldCount > 0 + && userGold < jjjData.limit; + + img_DisReceive.gameObject.SetActive(!canReceive); + btn_Receive.interactable = canReceive; }); - } - + } } diff --git a/Assets/MyGame/aa/UI/Login/SubPanel/ReSetPassword.cs b/Assets/MyGame/aa/UI/Login/SubPanel/ReSetPassword.cs index 47b812297..0b5e9dac2 100644 --- a/Assets/MyGame/aa/UI/Login/SubPanel/ReSetPassword.cs +++ b/Assets/MyGame/aa/UI/Login/SubPanel/ReSetPassword.cs @@ -1,4 +1,4 @@ -using Assets.MyGame.Scripts.Net; +using Assets.MyGame.Scripts.Net; using Assets.MyGame.Scripts.Net.APIRequest.Params; using System.Collections; using System.Collections.Generic; @@ -9,7 +9,6 @@ using UnityEngine.UI; public class ReSetPassword : SubUIBase { public TMP_InputField tMPInput_UserName; - public TMP_InputField tMPInput_SFZName; public TMP_InputField tMPInput_SFZID; public TMP_InputField tMPInput_Password; @@ -19,10 +18,30 @@ public class ReSetPassword : SubUIBase public TextMeshProUGUI tMP_YZMDJS; public Button btn_YZM; public Button btn_ReSetPassWord; - // Start is called before the first frame update + + private string _realPassword = ""; + private string _realQueRenPassword = ""; + private Coroutine _maskCoroutine, _maskCoroutine2; + public override void Awake() { base.Awake(); + + // 手机号限制 11 位数字 + tMPInput_PhoneNumber.characterLimit = 11; + tMPInput_PhoneNumber.contentType = TMP_InputField.ContentType.IntegerNumber; + tMPInput_UserName.characterLimit = 11; + tMPInput_UserName.contentType = TMP_InputField.ContentType.IntegerNumber; + + // 身份证限制 18 位 + tMPInput_SFZID.characterLimit = 18; + + // 密码:Standard 模式 + 延迟遮罩 + tMPInput_Password.contentType = TMP_InputField.ContentType.Standard; + tMPInput_Password.onValueChanged.AddListener(v => OnPwdChanged(v, tMPInput_Password, ref _realPassword, ref _maskCoroutine)); + tMPInput_QueRenPassword.contentType = TMP_InputField.ContentType.Standard; + tMPInput_QueRenPassword.onValueChanged.AddListener(v => OnPwdChanged(v, tMPInput_QueRenPassword, ref _realQueRenPassword, ref _maskCoroutine2)); + btn_YZM.onClick.AddListener(() => { APIRequestList.YZM(new YZMParam @@ -30,24 +49,65 @@ public class ReSetPassword : SubUIBase mobile = tMPInput_PhoneNumber.text }, (a) => { - - UIManager.Instance.ShowBoardError(a); - + UIManager.Instance.ShowBoardError(a); }); }); + btn_ReSetPassWord.onClick.AddListener(() => { APIRequestList.ResetPassword(new ReSetPassWordParam { code = tMPInput_YZM.text, mobile = tMPInput_UserName.text, - password = tMPInput_Password.text + password = _realPassword }, (a) => { - - UIManager.Instance.ShowBoardError(a); + UIManager.Instance.ShowBoardError(a); uIManager.Close(UIPanel.ResetPasswordPanel); }); }); } + + private void OnPwdChanged(string display, TMP_InputField input, ref string real, ref Coroutine cr) + { + bool isAdd = real.Length < display.Length; + + if (isAdd) + { + for (int i = real.Length; i < display.Length; i++) + real += display[i]; + } + else if (real.Length > display.Length) + { + real = real.Substring(0, display.Length); + } + + int len = real.Length; + if (isAdd && len > 0) + { + string masked = new string('*', len - 1) + real[len - 1]; + input.SetTextWithoutNotify(masked); + input.caretPosition = len; + MaskAfterDelay(input, real, ref cr); + } + else + { + input.SetTextWithoutNotify(new string('*', len)); + input.caretPosition = len; + } + } + + private void MaskAfterDelay(TMP_InputField input, string real, ref Coroutine cr) + { + if (cr != null) StopCoroutine(cr); + cr = StartCoroutine(MaskRoutine(input, real)); + } + + private IEnumerator MaskRoutine(TMP_InputField input, string real) + { + yield return new WaitForSeconds(0.5f); + if (string.IsNullOrEmpty(real)) yield break; + input.SetTextWithoutNotify(new string('*', real.Length)); + input.caretPosition = real.Length; + } } diff --git a/Assets/MyGame/aa/UI/Login/SubPanel/RegisterPanel.cs b/Assets/MyGame/aa/UI/Login/SubPanel/RegisterPanel.cs index dd1e38cd6..e8332498c 100644 --- a/Assets/MyGame/aa/UI/Login/SubPanel/RegisterPanel.cs +++ b/Assets/MyGame/aa/UI/Login/SubPanel/RegisterPanel.cs @@ -1,4 +1,4 @@ -using Assets.MyGame.Scripts.Net; +using Assets.MyGame.Scripts.Net; using System.Collections; using System.Collections.Generic; using TMPro; @@ -16,34 +16,85 @@ public class RegisterPanel : SubUIBase public Image img_YZM; public Button btn_Register; + private string _realPassword = ""; + private string _realQueRenPassword = ""; + private Coroutine _maskCoroutine, _maskCoroutine2; + public override void Awake() { base.Awake(); + + // 手机号限制 11 位数字 + tMPInput_UserName.characterLimit = 11; + tMPInput_UserName.contentType = TMP_InputField.ContentType.IntegerNumber; + + // 身份证限制 18 位 + tMPInput_SFZID.characterLimit = 18; + + // 密码:Standard 模式 + 延迟遮罩 + tMPInput_Password.contentType = TMP_InputField.ContentType.Standard; + tMPInput_Password.onValueChanged.AddListener(v => OnPwdChanged(v, tMPInput_Password, ref _realPassword, ref _maskCoroutine)); + tMPInput_QueRenPassword.contentType = TMP_InputField.ContentType.Standard; + tMPInput_QueRenPassword.onValueChanged.AddListener(v => OnPwdChanged(v, tMPInput_QueRenPassword, ref _realQueRenPassword, ref _maskCoroutine2)); + btn_Register.onClick.AddListener(() => { APIRequestList.Register(new Assets.MyGame.Scripts.Net.APIRequest.Objs.RegisterObj { mobile = tMPInput_UserName.text, - passWord = tMPInput_Password.text, + passWord = _realPassword, realName = tMPInput_SFZName.text, iDCard = tMPInput_SFZID.text }, usertoke => { + WebSocketManager.Instance.Connect(SocketType.login); (uIManager.parentUIBase as UILoginPanel)?.Succeed(); + }); }); - - } - // Start is called before the first frame update - void Start() - { - } - // Update is called once per frame - void Update() + private void OnPwdChanged(string display, TMP_InputField input, ref string real, ref Coroutine cr) { - + bool isAdd = real.Length < display.Length; + + if (isAdd) + { + for (int i = real.Length; i < display.Length; i++) + real += display[i]; + } + else if (real.Length > display.Length) + { + real = real.Substring(0, display.Length); + } + + int len = real.Length; + if (isAdd && len > 0) + { + string masked = new string('*', len - 1) + real[len - 1]; + input.SetTextWithoutNotify(masked); + input.caretPosition = len; + MaskAfterDelay(input, real, ref cr); + } + else + { + input.SetTextWithoutNotify(new string('*', len)); + input.caretPosition = len; + } + } + + private void MaskAfterDelay(TMP_InputField input, string real, ref Coroutine cr) + { + if (cr != null) StopCoroutine(cr); + cr = StartCoroutine(MaskRoutine(input, real)); + } + + private IEnumerator MaskRoutine(TMP_InputField input, string real) + { + yield return new WaitForSeconds(0.5f); + if (string.IsNullOrEmpty(real)) yield break; + input.SetTextWithoutNotify(new string('*', real.Length)); + input.caretPosition = real.Length; } } diff --git a/Assets/UIResources/刮刮卡.meta b/Assets/UIResources/刮刮卡.meta new file mode 100644 index 000000000..72bf81922 --- /dev/null +++ b/Assets/UIResources/刮刮卡.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b9f4d55aed98763408f8c9ddb11eaf52 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/UIResources/刮刮卡.psb b/Assets/UIResources/刮刮卡.psb new file mode 100644 index 000000000..80afa4892 Binary files /dev/null and b/Assets/UIResources/刮刮卡.psb differ diff --git a/Assets/UIResources/刮刮卡.psb.meta b/Assets/UIResources/刮刮卡.psb.meta new file mode 100644 index 000000000..ccb5a7f2a --- /dev/null +++ b/Assets/UIResources/刮刮卡.psb.meta @@ -0,0 +1,391 @@ +fileFormatVersion: 2 +guid: 899a316e94c356149b2b265f7e36e43d +ScriptedImporter: + 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