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materialsOutsideMask: []
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7
box1/Assets/Prefab/yj4.prefab.meta
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7
box1/Assets/Prefab/yj4.prefab.meta
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@ -0,0 +1,7 @@
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
@ -12,6 +12,7 @@ public class GameManager : MonoBehaviour
|
|||||||
public List<ItemData> itemDatas;
|
public List<ItemData> itemDatas;
|
||||||
public List<ItemData> itemDatas1;
|
public List<ItemData> itemDatas1;
|
||||||
public List<ItemData> itemDatas2;
|
public List<ItemData> itemDatas2;
|
||||||
|
public List<RandomItemData> list;
|
||||||
|
|
||||||
public ItemObj seletObj
|
public ItemObj seletObj
|
||||||
{
|
{
|
||||||
@ -62,21 +63,22 @@ public class GameManager : MonoBehaviour
|
|||||||
start = true;
|
start = true;
|
||||||
index = 2;
|
index = 2;
|
||||||
var indexID = Random.Range(0, 4);
|
var indexID = Random.Range(0, 4);
|
||||||
switch (indexID)
|
// switch (indexID)
|
||||||
{
|
// {
|
||||||
case 0:
|
// case 0:
|
||||||
ItemSystem.ins.InitItem(itemDatas);
|
// ItemSystem.ins.InitItem(itemDatas);
|
||||||
break;
|
// break;
|
||||||
case 1:
|
// case 1:
|
||||||
ItemSystem.ins.InitItem(itemDatas1);
|
// ItemSystem.ins.InitItem(itemDatas1);
|
||||||
break;
|
// break;
|
||||||
case 2:
|
// case 2:
|
||||||
ItemSystem.ins.InitItem(itemDatas2);
|
// ItemSystem.ins.InitItem(itemDatas2);
|
||||||
break;
|
// break;
|
||||||
default:
|
// default:
|
||||||
ItemSystem.ins.InitItem(itemDatas);
|
// ItemSystem.ins.InitItem(itemDatas);
|
||||||
break;
|
// break;
|
||||||
}
|
// }
|
||||||
|
ItemSystem.ins.RandomItem(list);
|
||||||
MapManager.ins.PlayBoxOpen();
|
MapManager.ins.PlayBoxOpen();
|
||||||
MapManager.ins.ResetLockGrid();
|
MapManager.ins.ResetLockGrid();
|
||||||
ItemSystem.ins.ResetItemOrder();
|
ItemSystem.ins.ResetItemOrder();
|
||||||
@ -127,38 +129,64 @@ public class GameManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
if (Input.GetMouseButtonUp(0))
|
if (Input.GetMouseButtonUp(0))
|
||||||
{
|
{
|
||||||
if (seletObj==null)
|
if (seletUnlock!=null )
|
||||||
{
|
{
|
||||||
return;
|
if (stopGrid!=null&& MapManager.ins.UnLockOpen(stopGrid,seletUnlock.openData))
|
||||||
}
|
|
||||||
|
|
||||||
if (stopGrid.GetItemObj()!=null&& stopGrid.GetItemObj()!=seletObj)
|
|
||||||
{
|
|
||||||
ItemSystem.ins.ItemLevelUp(stopGrid.GetItemObj(), seletObj);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (MapManager.ins.openSave(stopGrid,seletObj))
|
|
||||||
{
|
{
|
||||||
foreach (var grid in seletObj._grids)
|
MapManager.ins.LockRayRest(stopGrid, seletUnlock.openData,out var bo);
|
||||||
{
|
MapManager.ins.ResetRayLockGrid();
|
||||||
grid.item = null;
|
seletUnlock.transform.position = MapManager.ins.lockParent.position;
|
||||||
}
|
seletUnlock = null;
|
||||||
|
|
||||||
seletObj.startGrid = stopGrid;
|
|
||||||
ItemSystem.ins.GetGridsRest(seletObj.startGrid, seletObj);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (seletObj!=null)
|
if (seletObj!=null)
|
||||||
{
|
{
|
||||||
ItemSystem.ins.SetPosition(seletObj, seletObj.startGrid);
|
if (stopGrid.GetItemObj()!=null&& stopGrid.GetItemObj()!=seletObj)
|
||||||
}
|
{
|
||||||
|
ItemSystem.ins.ItemLevelUp(stopGrid.GetItemObj(), seletObj);
|
||||||
|
foreach (var item in ItemSystem.ins.itemObjs)
|
||||||
|
{
|
||||||
|
item.Reset();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (MapManager.ins.openSave(stopGrid,seletObj))
|
||||||
|
{
|
||||||
|
foreach (var grid in seletObj._grids)
|
||||||
|
{
|
||||||
|
switch (grid.Type)
|
||||||
|
{
|
||||||
|
case GridType.box:
|
||||||
|
grid.item = null;
|
||||||
|
break;
|
||||||
|
case GridType.wait:
|
||||||
|
grid.Pop();
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
throw new ArgumentOutOfRangeException();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
ItemSystem.ins.ResetItemOrder();
|
seletObj.startGrid = stopGrid;
|
||||||
stopGrid = null;
|
ItemSystem.ins.GetGridsRest(seletObj.startGrid, seletObj);
|
||||||
seletObj = null;
|
}
|
||||||
MapManager.ins.ResetAnimation();
|
}
|
||||||
|
if (seletObj!=null)
|
||||||
|
{
|
||||||
|
ItemSystem.ins.SetPosition(seletObj, seletObj.startGrid);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
ItemSystem.ins.ResetItemOrder();
|
||||||
|
stopGrid = null;
|
||||||
|
seletObj = null;
|
||||||
|
MapManager.ins.ResetAnimation();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (seletObj!=null)
|
if (seletObj!=null)
|
||||||
@ -197,7 +225,7 @@ public class GameManager : MonoBehaviour
|
|||||||
if (stopGrid!=grid)
|
if (stopGrid!=grid)
|
||||||
{
|
{
|
||||||
stopGrid = grid;
|
stopGrid = grid;
|
||||||
MapManager.ins.LockRayRest(stopGrid, seletUnlock.openData,out var bo);
|
MapManager.ins.RayToutchGrid(stopGrid, seletUnlock.openData);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -212,5 +240,14 @@ public class GameManager : MonoBehaviour
|
|||||||
seletObj.transform.position = mousePos;
|
seletObj.transform.position = mousePos;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (Input.GetMouseButton(0) && seletUnlock!= null && start)
|
||||||
|
{
|
||||||
|
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
|
||||||
|
RaycastHit hit;
|
||||||
|
//射线检测,第三个参数可根据需求设置或不设置,具体看api;
|
||||||
|
Physics.Raycast(ray, out hit, 500000);
|
||||||
|
Vector3 mousePos = hit.point;
|
||||||
|
seletUnlock.transform.position = mousePos;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -14,13 +14,13 @@ public class ItemObj : MonoBehaviour
|
|||||||
[SerializeField] private int id = 0;
|
[SerializeField] private int id = 0;
|
||||||
[SerializeField] private int maxLevel = 4;
|
[SerializeField] private int maxLevel = 4;
|
||||||
[SerializeField] private string itemName;
|
[SerializeField] private string itemName;
|
||||||
public int Level => level;
|
public int Level => level;//等级
|
||||||
[SerializeField] private int level = 0;
|
[SerializeField] private int level = 0;
|
||||||
[SerializeField] private ItemSize size;
|
[SerializeField] private ItemSize size;//物体大小
|
||||||
|
|
||||||
[SerializeField] public List<Grid> _grids;
|
[SerializeField] public List<Grid> _grids;
|
||||||
[SerializeField] private SkeletonAnimation spine;
|
[SerializeField] private SkeletonAnimation spine;
|
||||||
public Grid startGrid;
|
public Grid startGrid;//开始坐标
|
||||||
public Vector3 dev;
|
public Vector3 dev;
|
||||||
public Vector3 mouseDev;
|
public Vector3 mouseDev;
|
||||||
|
|
||||||
@ -31,6 +31,10 @@ public class ItemObj : MonoBehaviour
|
|||||||
|
|
||||||
public bool LevelUp(ItemObj itemObj)
|
public bool LevelUp(ItemObj itemObj)
|
||||||
{
|
{
|
||||||
|
if (!CanSelected())
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
if (itemObj.ID!=ID)
|
if (itemObj.ID!=ID)
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
@ -58,6 +62,23 @@ public class ItemObj : MonoBehaviour
|
|||||||
spine.state.SetAnimation(0, "a_1", false);
|
spine.state.SetAnimation(0, "a_1", false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Reset()
|
||||||
|
{
|
||||||
|
if (CanSelected())
|
||||||
|
{
|
||||||
|
MaterialPropertyBlock mats = new MaterialPropertyBlock();
|
||||||
|
mats.SetColor("_VeColor",Color.white);
|
||||||
|
spine.GetComponent<MeshRenderer>().SetPropertyBlock(mats);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("1111");
|
||||||
|
MaterialPropertyBlock mats = new MaterialPropertyBlock();
|
||||||
|
mats.SetColor("_VeColor",Color.gray);
|
||||||
|
spine.GetComponent<MeshRenderer>().SetPropertyBlock(mats);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void ResetOrder()
|
public void ResetOrder()
|
||||||
{
|
{
|
||||||
if (_grids.Any(grid => grid.GetItemObj() != this))
|
if (_grids.Any(grid => grid.GetItemObj() != this))
|
||||||
@ -83,6 +104,7 @@ public class ItemObj : MonoBehaviour
|
|||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
|
@ -3,10 +3,13 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using DG.Tweening;
|
using DG.Tweening;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Random = System.Random;
|
||||||
|
|
||||||
public class ItemSystem : MonoBehaviour
|
public class ItemSystem : MonoBehaviour
|
||||||
{
|
{
|
||||||
public static ItemSystem ins;
|
public static ItemSystem ins;
|
||||||
|
public List<UnLockGrid> unLockGrids;
|
||||||
|
[SerializeField] public Transform unLockTrans;
|
||||||
public Transform packPosition;
|
public Transform packPosition;
|
||||||
public List<ItemObj> itemObjs=new List<ItemObj>();
|
public List<ItemObj> itemObjs=new List<ItemObj>();
|
||||||
|
|
||||||
@ -55,6 +58,141 @@ public class ItemSystem : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void RandomItem(List<RandomItemData> list)
|
||||||
|
{
|
||||||
|
List<ItemObj> objs = new List<ItemObj>();
|
||||||
|
foreach (var randomItem in list)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < randomItem.num; i++)
|
||||||
|
{
|
||||||
|
var obj = Instantiate(randomItem.item.gameObject, transform);
|
||||||
|
objs.Add(obj.GetComponent<ItemObj>());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var randomData = RandomSortList(objs);
|
||||||
|
ResetPool(randomData);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ResetPool(List<ItemObj> ListT)
|
||||||
|
{
|
||||||
|
List<List<StartGrid>> list = new List<List<StartGrid>>();
|
||||||
|
list.Add(new List<StartGrid>());
|
||||||
|
int x = 0;
|
||||||
|
int y = 0;
|
||||||
|
int index = 0;
|
||||||
|
List<ItemObj[,]> itemMatrix = new List<ItemObj[,]>();
|
||||||
|
itemMatrix.Add(new ItemObj[MapManager.ins.waitX, MapManager.ins.waitY]);
|
||||||
|
foreach (var item in ListT)
|
||||||
|
{
|
||||||
|
GetMatrixIndex(itemMatrix[index], item,list[index], out var bo);
|
||||||
|
if (!bo)
|
||||||
|
{
|
||||||
|
itemMatrix.Add(new ItemObj[MapManager.ins.waitX, MapManager.ins.waitY]);
|
||||||
|
list.Add(new List<StartGrid>());
|
||||||
|
index++;
|
||||||
|
GetMatrixIndex(itemMatrix[index], item,list[index], out var bos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (itemObjs.Count>0)
|
||||||
|
{
|
||||||
|
for (int i = itemObjs.Count-1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
RestGrid(itemObjs[i]._grids);
|
||||||
|
Destroy(itemObjs[i].gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
itemObjs = new List<ItemObj>();
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = list.Count-1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
var startData = list[i];
|
||||||
|
foreach (var start in startData)
|
||||||
|
{
|
||||||
|
start.item.startGrid = MapManager.ins.WaitGrids[start.x, start.y];
|
||||||
|
SetPosition(start.item,start.item.startGrid);
|
||||||
|
List<Grid> grids = new List<Grid>();
|
||||||
|
for (var k = start.x; k < start.x+start.item.itemSize.x; k++)
|
||||||
|
{
|
||||||
|
for (var f = start.y; f < start.y + start.item.itemSize.y; f++)
|
||||||
|
{
|
||||||
|
// MapManager.ins.WaitGrids[i, j].item = item;
|
||||||
|
MapManager.ins.WaitGrids[k, f].SaveItemObj(start.item);
|
||||||
|
grids.Add(MapManager.ins.WaitGrids[k, f]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
start.item.SetOccGrid(grids);
|
||||||
|
itemObjs.Add(start.item);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var item in itemObjs)
|
||||||
|
{
|
||||||
|
item.Reset();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void GetMatrixIndex(ItemObj[,] itemObjs,ItemObj item,List<StartGrid> grids,out bool bo)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < MapManager.ins.waitX; i++)
|
||||||
|
{
|
||||||
|
for (int j = 0; j < MapManager.ins.waitY; j++)
|
||||||
|
{
|
||||||
|
if (MatrixNull(itemObjs,item,i,j))
|
||||||
|
{
|
||||||
|
for (int k = i; k < i+item.itemSize.x; k++)
|
||||||
|
{
|
||||||
|
for (int l = 0; l < j+item.itemSize.y; l++)
|
||||||
|
{
|
||||||
|
itemObjs[k, l] = item;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var itemGrid = new StartGrid();
|
||||||
|
itemGrid.x = i;
|
||||||
|
itemGrid.y = j;
|
||||||
|
itemGrid.item = item;
|
||||||
|
grids.Add(itemGrid);
|
||||||
|
bo=true;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bo = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool MatrixNull(ItemObj[,] itemObjs,ItemObj item,int x, int y)
|
||||||
|
{
|
||||||
|
if (x+item.itemSize.x>MapManager.ins.waitX||y + item.itemSize.y>MapManager.ins.waitY)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
for (int i = x; i < x+item.itemSize.x; i++)
|
||||||
|
{
|
||||||
|
for (int j = y; j < y + item.itemSize.y; j++)
|
||||||
|
{
|
||||||
|
if (itemObjs[i,j]!=null)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public List<T> RandomSortList<T>(List<T> ListT)
|
||||||
|
{
|
||||||
|
Random random = new Random();
|
||||||
|
List<T> newList = new List<T>();
|
||||||
|
foreach (T item in ListT)
|
||||||
|
{
|
||||||
|
newList.Insert(random.Next(newList.Count + 1), item);
|
||||||
|
}
|
||||||
|
return newList;
|
||||||
|
}
|
||||||
public void RestGrid(List<Grid> grids)
|
public void RestGrid(List<Grid> grids)
|
||||||
{
|
{
|
||||||
foreach (var grid in grids)
|
foreach (var grid in grids)
|
||||||
@ -63,6 +201,11 @@ public class ItemSystem : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void InsUnLock()
|
||||||
|
{
|
||||||
|
// int index = Random.Range(0, unLockGrids.Count);
|
||||||
|
// var unLock = Instantiate(unLockGrids[index].gameObject,unLockTrans);
|
||||||
|
}
|
||||||
public void GetGridsRest(Grid grid,ItemObj item)
|
public void GetGridsRest(Grid grid,ItemObj item)
|
||||||
{
|
{
|
||||||
List<Grid> grids = new List<Grid>();
|
List<Grid> grids = new List<Grid>();
|
||||||
@ -87,13 +230,19 @@ public class ItemSystem : MonoBehaviour
|
|||||||
}
|
}
|
||||||
item.SetOccGrid(grids);
|
item.SetOccGrid(grids);
|
||||||
}
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// 设置道具位置
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="itemObj"></param>
|
||||||
|
/// <param name="grid"></param>
|
||||||
public void SetPosition(ItemObj itemObj, Grid grid)
|
public void SetPosition(ItemObj itemObj, Grid grid)
|
||||||
{
|
{
|
||||||
itemObj.transform.position = grid.transform.position + itemObj.dev;
|
itemObj.transform.position = grid.transform.position + itemObj.dev;
|
||||||
itemObj.type = grid.Type;
|
itemObj.type = grid.Type;
|
||||||
}
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// 刷新层级
|
||||||
|
/// </summary>
|
||||||
public void ResetItemOrder()
|
public void ResetItemOrder()
|
||||||
{
|
{
|
||||||
foreach (var item in itemObjs)
|
foreach (var item in itemObjs)
|
||||||
@ -101,7 +250,9 @@ public class ItemSystem : MonoBehaviour
|
|||||||
item.ResetOrder();
|
item.ResetOrder();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// 打包道具
|
||||||
|
/// </summary>
|
||||||
public void PackItem()
|
public void PackItem()
|
||||||
{
|
{
|
||||||
foreach (var item in itemObjs)
|
foreach (var item in itemObjs)
|
||||||
@ -125,6 +276,7 @@ public class ItemSystem : MonoBehaviour
|
|||||||
}
|
}
|
||||||
itemObjs.Remove(item1);
|
itemObjs.Remove(item1);
|
||||||
Destroy(item1.gameObject);
|
Destroy(item1.gameObject);
|
||||||
|
item0.Reset();
|
||||||
}
|
}
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
@ -144,4 +296,24 @@ public class ItemData
|
|||||||
public int x = 0;
|
public int x = 0;
|
||||||
public int y = 0;
|
public int y = 0;
|
||||||
public GameObject item;
|
public GameObject item;
|
||||||
|
}
|
||||||
|
[Serializable]
|
||||||
|
public class RandomItemData
|
||||||
|
{
|
||||||
|
public int num;
|
||||||
|
public ItemObj item;
|
||||||
|
}
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class StartGrid
|
||||||
|
{
|
||||||
|
public int x;
|
||||||
|
public int y;
|
||||||
|
public ItemObj item;
|
||||||
|
}
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class RandomData
|
||||||
|
{
|
||||||
|
public List<StartGrid> _list = new List<StartGrid>();
|
||||||
}
|
}
|
@ -21,6 +21,8 @@ public class Grid : MonoBehaviour
|
|||||||
[SerializeField] private bool gridLock = true;
|
[SerializeField] private bool gridLock = true;
|
||||||
public ItemObj item;
|
public ItemObj item;
|
||||||
public Stack<ItemObj> stackItem=new Stack<ItemObj>();
|
public Stack<ItemObj> stackItem=new Stack<ItemObj>();
|
||||||
|
[SerializeField] private GameObject back;
|
||||||
|
[SerializeField] private GameObject backGrid;
|
||||||
|
|
||||||
public void SetData(int lx,int ly)
|
public void SetData(int lx,int ly)
|
||||||
{
|
{
|
||||||
@ -31,6 +33,8 @@ public class Grid : MonoBehaviour
|
|||||||
public void SetLock(bool gLock)
|
public void SetLock(bool gLock)
|
||||||
{
|
{
|
||||||
gridLock = gLock;
|
gridLock = gLock;
|
||||||
|
back.SetActive(false);
|
||||||
|
backGrid.SetActive(false);
|
||||||
if (gLock)
|
if (gLock)
|
||||||
{
|
{
|
||||||
spine.gameObject.SetActive(true);
|
spine.gameObject.SetActive(true);
|
||||||
@ -84,6 +88,28 @@ public class Grid : MonoBehaviour
|
|||||||
spine.AnimationState.SetAnimation(0, "play_2", false);
|
spine.AnimationState.SetAnimation(0, "play_2", false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ResetBack(int index)
|
||||||
|
{
|
||||||
|
if (!gridLock)
|
||||||
|
{
|
||||||
|
switch (index)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
back.SetActive(true);
|
||||||
|
backGrid.SetActive(false);
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
back.SetActive(false);
|
||||||
|
backGrid.SetActive(true);
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
back.SetActive(false);
|
||||||
|
backGrid.SetActive(false);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private void OnMouseEnter()
|
private void OnMouseEnter()
|
||||||
{
|
{
|
||||||
|
@ -15,7 +15,9 @@ public class MapManager : MonoBehaviour
|
|||||||
[SerializeField] private GameObject gridObj;
|
[SerializeField] private GameObject gridObj;
|
||||||
[SerializeField] private Transform boxGridParent;
|
[SerializeField] private Transform boxGridParent;
|
||||||
[SerializeField] private List<Grid> _boxGridList;
|
[SerializeField] private List<Grid> _boxGridList;
|
||||||
|
public int waitX => wx;
|
||||||
[SerializeField] private int wx;
|
[SerializeField] private int wx;
|
||||||
|
public int waitY => wy;
|
||||||
[SerializeField] private int wy;
|
[SerializeField] private int wy;
|
||||||
[SerializeField] private Transform waitGridParent;
|
[SerializeField] private Transform waitGridParent;
|
||||||
[SerializeField] private List<Grid> _waitGridList;
|
[SerializeField] private List<Grid> _waitGridList;
|
||||||
@ -91,6 +93,29 @@ public class MapManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void RayToutchGrid(Grid grid,List<UnlockData> _list)
|
||||||
|
{
|
||||||
|
foreach (var box in _boxGridList)
|
||||||
|
{
|
||||||
|
box.ResetBack(0);
|
||||||
|
}
|
||||||
|
foreach (var data in _list)
|
||||||
|
{
|
||||||
|
if (grid.X + data.x<bx&&grid.Y + data.y<by)
|
||||||
|
{
|
||||||
|
boxGrid[grid.X + data.x, grid.Y + data.y].ResetBack(1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ResetRayLockGrid()
|
||||||
|
{
|
||||||
|
foreach (var box in _boxGridList)
|
||||||
|
{
|
||||||
|
box.ResetBack(2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public bool UnLockOpen(Grid grid,List<UnlockData> _list)
|
public bool UnLockOpen(Grid grid,List<UnlockData> _list)
|
||||||
{
|
{
|
||||||
foreach (var data in _list)
|
foreach (var data in _list)
|
||||||
@ -299,6 +324,14 @@ public class MapManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void UnLockBackRest(Grid start,List<UnlockData> unlockDatas)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// 行李箱动画
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="action"></param>
|
||||||
public void PlayBoxOpen(Action action=null)
|
public void PlayBoxOpen(Action action=null)
|
||||||
{
|
{
|
||||||
boxGridParent.gameObject.SetActive(false);
|
boxGridParent.gameObject.SetActive(false);
|
||||||
|
@ -1,118 +1,145 @@
|
|||||||
Shader "Spine/Skeleton" {
|
Shader "Spine/Skeleton"
|
||||||
Properties {
|
{
|
||||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
Properties
|
||||||
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
{
|
||||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
_VeColor("VeColor",Color) =(1,1,1,1)
|
||||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
||||||
|
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||||
|
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||||
|
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||||
|
|
||||||
// Outline properties are drawn via custom editor.
|
// Outline properties are drawn via custom editor.
|
||||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||||
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
|
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
|
||||||
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
|
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
|
||||||
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
|
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
|
||||||
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
|
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
|
||||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader {
|
SubShader
|
||||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
{
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane"
|
||||||
|
}
|
||||||
|
|
||||||
Fog { Mode Off }
|
Fog
|
||||||
Cull Off
|
{
|
||||||
ZWrite Off
|
Mode Off
|
||||||
Blend One OneMinusSrcAlpha
|
}
|
||||||
Lighting Off
|
Cull Off
|
||||||
|
ZWrite Off
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
Lighting Off
|
||||||
|
|
||||||
Stencil {
|
Stencil
|
||||||
Ref[_StencilRef]
|
{
|
||||||
Comp[_StencilComp]
|
Ref[_StencilRef]
|
||||||
Pass Keep
|
Comp[_StencilComp]
|
||||||
}
|
Pass Keep
|
||||||
|
}
|
||||||
|
|
||||||
Pass {
|
Pass
|
||||||
Name "Normal"
|
{
|
||||||
|
Name "Normal"
|
||||||
|
|
||||||
CGPROGRAM
|
CGPROGRAM
|
||||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||||
#pragma vertex vert
|
#pragma vertex vert
|
||||||
#pragma fragment frag
|
#pragma fragment frag
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
sampler2D _MainTex;
|
sampler2D _MainTex;
|
||||||
|
float4 _VeColor;
|
||||||
|
|
||||||
struct VertexInput {
|
struct VertexInput
|
||||||
float4 vertex : POSITION;
|
{
|
||||||
float2 uv : TEXCOORD0;
|
float4 vertex : POSITION;
|
||||||
float4 vertexColor : COLOR;
|
float2 uv : TEXCOORD0;
|
||||||
};
|
float4 vertexColor : COLOR;
|
||||||
|
};
|
||||||
|
|
||||||
struct VertexOutput {
|
struct VertexOutput
|
||||||
float4 pos : SV_POSITION;
|
{
|
||||||
float2 uv : TEXCOORD0;
|
float4 pos : SV_POSITION;
|
||||||
float4 vertexColor : COLOR;
|
float2 uv : TEXCOORD0;
|
||||||
};
|
float4 vertexColor : COLOR;
|
||||||
|
};
|
||||||
|
|
||||||
VertexOutput vert (VertexInput v) {
|
VertexOutput vert(VertexInput v)
|
||||||
VertexOutput o;
|
{
|
||||||
o.pos = UnityObjectToClipPos(v.vertex);
|
VertexOutput o;
|
||||||
o.uv = v.uv;
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
o.vertexColor = v.vertexColor;
|
o.uv = v.uv;
|
||||||
return o;
|
o.vertexColor = v.vertexColor;
|
||||||
}
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
float4 frag (VertexOutput i) : SV_Target {
|
float4 frag(VertexOutput i) : SV_Target
|
||||||
float4 texColor = tex2D(_MainTex, i.uv);
|
{
|
||||||
|
float4 texColor = tex2D(_MainTex, i.uv);
|
||||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
texColor = _VeColor * texColor;
|
||||||
|
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||||
texColor.rgb *= texColor.a;
|
texColor.rgb *= texColor.a;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return (texColor * i.vertexColor);
|
return (texColor * i.vertexColor);
|
||||||
}
|
}
|
||||||
ENDCG
|
ENDCG
|
||||||
}
|
}
|
||||||
|
|
||||||
Pass {
|
Pass
|
||||||
Name "Caster"
|
{
|
||||||
Tags { "LightMode"="ShadowCaster" }
|
Name "Caster"
|
||||||
Offset 1, 1
|
Tags
|
||||||
ZWrite On
|
{
|
||||||
ZTest LEqual
|
"LightMode"="ShadowCaster"
|
||||||
|
}
|
||||||
|
Offset 1, 1
|
||||||
|
ZWrite On
|
||||||
|
ZTest LEqual
|
||||||
|
|
||||||
Fog { Mode Off }
|
Fog
|
||||||
Cull Off
|
{
|
||||||
Lighting Off
|
Mode Off
|
||||||
|
}
|
||||||
|
Cull Off
|
||||||
|
Lighting Off
|
||||||
|
|
||||||
CGPROGRAM
|
CGPROGRAM
|
||||||
#pragma vertex vert
|
#pragma vertex vert
|
||||||
#pragma fragment frag
|
#pragma fragment frag
|
||||||
#pragma multi_compile_shadowcaster
|
#pragma multi_compile_shadowcaster
|
||||||
#pragma fragmentoption ARB_precision_hint_fastest
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
sampler2D _MainTex;
|
sampler2D _MainTex;
|
||||||
fixed _Cutoff;
|
fixed _Cutoff;
|
||||||
|
|
||||||
struct VertexOutput {
|
struct VertexOutput
|
||||||
V2F_SHADOW_CASTER;
|
{
|
||||||
float4 uvAndAlpha : TEXCOORD1;
|
V2F_SHADOW_CASTER;
|
||||||
};
|
float4 uvAndAlpha : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
|
VertexOutput vert(appdata_base v, float4 vertexColor : COLOR)
|
||||||
VertexOutput o;
|
{
|
||||||
o.uvAndAlpha = v.texcoord;
|
VertexOutput o;
|
||||||
o.uvAndAlpha.a = vertexColor.a;
|
o.uvAndAlpha = v.texcoord;
|
||||||
TRANSFER_SHADOW_CASTER(o)
|
o.uvAndAlpha.a = vertexColor.a;
|
||||||
return o;
|
TRANSFER_SHADOW_CASTER(o)
|
||||||
}
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
float4 frag (VertexOutput i) : SV_Target {
|
float4 frag(VertexOutput i) : SV_Target
|
||||||
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
|
{
|
||||||
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
|
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
|
||||||
SHADOW_CASTER_FRAGMENT(i)
|
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
|
||||||
}
|
SHADOW_CASTER_FRAGMENT(i)
|
||||||
ENDCG
|
}
|
||||||
}
|
ENDCG
|
||||||
}
|
}
|
||||||
CustomEditor "SpineShaderWithOutlineGUI"
|
}
|
||||||
}
|
CustomEditor "SpineShaderWithOutlineGUI"
|
||||||
|
}
|
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user