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[Toggle]_NormalToggleSwitch("是否添加细节贴图", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } + Cull Back + CGPROGRAM + #include "UnityStandardUtils.cginc" + #pragma target 3.0 + #pragma surface surf Standard keepalpha addshadow fullforwardshadows + struct Input + { + float2 uv_texcoord; + }; + + uniform float _NormalToggleSwitch; + uniform sampler2D _NormalTex; + uniform float4 _NormalTex_ST; + uniform float _NormalInt; + uniform sampler2D _DetailTex; + uniform float4 _DetailTex_ST; + uniform sampler2D _DiffuseTex; + uniform float4 _DiffuseTex_ST; + uniform float4 _DiffuseCol; + uniform sampler2D _MaskTex; + uniform float4 _MaskTex_ST; + uniform float _MetalInt; + uniform float _SmoothnessInt; + uniform float _AmbientOcclusionInt; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_NormalTex = i.uv_texcoord * _NormalTex_ST.xy + _NormalTex_ST.zw; + float3 tex2DNode2 = UnpackNormal( tex2D( _NormalTex, uv_NormalTex ) ); + float3 appendResult19 = (float3(( tex2DNode2.r * _NormalInt ) , ( tex2DNode2.g * _NormalInt ) , tex2DNode2.b)); + float2 uv_DetailTex = i.uv_texcoord * _DetailTex_ST.xy + _DetailTex_ST.zw; + float4 tex2DNode20 = tex2D( _DetailTex, uv_DetailTex ); + float2 appendResult32 = (float2(tex2DNode20.a , tex2DNode20.g)); + float2 temp_output_1_0_g1 = appendResult32; + float dotResult4_g1 = dot( temp_output_1_0_g1 , temp_output_1_0_g1 ); + float3 appendResult10_g1 = (float3((temp_output_1_0_g1).x , (temp_output_1_0_g1).y , sqrt( ( 1.0 - saturate( dotResult4_g1 ) ) ))); + float3 normalizeResult12_g1 = normalize( appendResult10_g1 ); + o.Normal = (( _NormalToggleSwitch )?( BlendNormals( appendResult19 , normalizeResult12_g1 ) ):( appendResult19 )); + float2 uv_DiffuseTex = i.uv_texcoord * _DiffuseTex_ST.xy + _DiffuseTex_ST.zw; + o.Albedo = ( ( tex2D( _DiffuseTex, uv_DiffuseTex ) * _DiffuseCol ) * 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a/Assets/Temp/Scripts/Login_panl.cs +++ b/Assets/Temp/Scripts/Login_panl.cs @@ -23,7 +23,7 @@ public class Login_panl : MonoBehaviour { login_btn.onClick.AddListener(Login); TZ(); - + AdamSync.SyncCreateRoom.registRequset += OnRegist; } private void TZ() @@ -91,6 +91,8 @@ public class Login_panl : MonoBehaviour PlayerPrefs.SetString("user_id", user.user_id); login_panl.gameObject.SetActive(false); main_panl.gameObject.SetActive(true); + string userName = "regist " + user.user_id; + _ = AdamSync.SyncCreateRoom.SendMessageAsync(userName); } else { @@ -101,6 +103,12 @@ public class Login_panl : MonoBehaviour })); } } + + public void OnRegist(string msg) + { + Debug.Log("OnRegist====" + msg); + } + private void Clearaway() { tips_txt.text = null; diff --git a/Assets/Temp/Scripts/View_Panel2.cs b/Assets/Temp/Scripts/View_Panel2.cs index ac5d24cb..a536a7e3 100644 --- a/Assets/Temp/Scripts/View_Panel2.cs +++ b/Assets/Temp/Scripts/View_Panel2.cs @@ -7,6 +7,7 @@ using UnityEngine.UI; using XFrame.Core.UI; using RDate; using UnityEngine.Networking; +using System.Threading; [Serializable] public class ReturnRoomID @@ -35,7 +36,7 @@ public class View_Panel2 : XUIPanel public Text tips_txt;//提示文本 public Image distribution_panl;//席位分配面板 public Button off_btn;//席位分配叉掉页面 - public Button submit_btn;//席位分配提交按钮 + public Button seatSubmit_btn;//席位分配提交按钮 public Image selector_panl;//选择人员页面 public Button off3_btn;//选择人员页面叉掉按钮 @@ -144,7 +145,7 @@ public class View_Panel2 : XUIPanel greenSubjectInfoItem.SetActive(false); currentRoomSubjectItem = currentRoomSubjectItemConnect.GetChild(0).gameObject; currentRoomSubjectItem.SetActive(false); - submit_btn = distribution_panl.transform.Find("submit_btn").GetComponent