提交UI旋转

This commit is contained in:
康地林 2023-09-15 15:23:45 +08:00
parent 4fbaa34c48
commit 518100b338
23 changed files with 23161 additions and 103 deletions

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@ -6,83 +6,79 @@ using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[AddComponentMenu ("Camera Filter Pack/Blur/GaussianBlur")]
public class CameraFilterPack_Blur_GaussianBlur : MonoBehaviour {
#region Variables
public Shader SCShader;
private float TimeX = 1.0f;
[Range(1, 16)] public float Size = 10;
private Material SCMaterial;
[AddComponentMenu("Camera Filter Pack/Blur/GaussianBlur")]
public class CameraFilterPack_Blur_GaussianBlur : MonoBehaviour
{
#region Variables
public Shader SCShader;
private float TimeX = 1.0f;
[Range(1, 16)] public float Size = 10;
#endregion
private Material SCMaterial;
#region Properties
Material material
{
get
{
if(SCMaterial == null)
{
SCMaterial = new Material(SCShader);
SCMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return SCMaterial;
}
}
#endregion
void Start ()
{
#endregion
SCShader = Shader.Find("CameraFilterPack/Blur_GaussianBlur");
#region Properties
Material material
{
get
{
if (SCMaterial == null)
{
SCMaterial = new Material(SCShader);
SCMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return SCMaterial;
}
}
#endregion
void Start()
{
if(!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
}
SCShader = Shader.Find("CameraFilterPack/Blur_GaussianBlur");
void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)
{
if(SCShader != null)
{
TimeX+=Time.deltaTime;
if (TimeX>100) TimeX=0;
material.SetFloat("_TimeX", TimeX);
material.SetFloat("_Distortion", Size);
material.SetVector("_ScreenResolution",new Vector2(Screen.width,Screen.height));
Graphics.Blit(sourceTexture, destTexture, material);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
if (!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
}
void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture)
{
if (SCShader != null)
{
TimeX += Time.deltaTime;
if (TimeX > 100) TimeX = 0;
material.SetFloat("_TimeX", TimeX);
material.SetFloat("_Distortion", Size);
material.SetVector("_ScreenResolution", new Vector2(Screen.width, Screen.height));
Graphics.Blit(sourceTexture, destTexture, material);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
}
void Update ()
{
}
void Update()
{
#if UNITY_EDITOR
if (Application.isPlaying!=true)
{
SCShader = Shader.Find("CameraFilterPack/Blur_GaussianBlur");
if (Application.isPlaying != true)
{
SCShader = Shader.Find("CameraFilterPack/Blur_GaussianBlur");
}
}
#endif
}
void OnDisable ()
{
if(SCMaterial)
{
DestroyImmediate(SCMaterial);
}
}
}
void OnDisable()
{
if (SCMaterial)
{
DestroyImmediate(SCMaterial);
}
}
}

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View File

@ -24,6 +24,8 @@ public class GameManager : MonoBehaviour
[SerializeField] List<GameObject> Inverter;
[SerializeField] Transform trans;
public GameObject temp;
[SerializeField] List<GameObject> interactive;
public Interactive interactiveEnum = Interactive.none;
public void Awake()
{
if (ins != null)
@ -73,15 +75,40 @@ public class GameManager : MonoBehaviour
{
ToolsShow(YanDianBi);
}
switch (interactiveEnum)
{
case Interactive.none:
for (int i = 0; i < interactive.Count; i++)
{
interactive[i].transform.GetComponent<door_control>(). = true;
}
break;
case Interactive.YanDian:
for (int i = 0; i < interactive.Count; i++)
{
interactive[i].transform.GetComponent<door_control>(). = false;
}
break;
case Interactive.QianXing:
for (int i = 0; i < interactive.Count; i++)
{
interactive[i].transform.GetComponent<door_control>(). = true;
}
break;
default:
break;
}
}
/// <summary>
/// 工具生成方法
/// </summary>
public void ToolsShow(GameObject tools)
{
if (temp != null)
{
Destroy(temp.gameObject);
}
temp = Instantiate(tools, Player.transform);
temp.transform.localPosition = new Vector3(0.319f, -0.471f, 0.87f);
temp.transform.localRotation = Quaternion.Euler(new Vector3(90, 180, 0));
string name = Filter(temp.name, TempChar);
Debug.Log(name);
switch (name)
@ -89,16 +116,19 @@ public class GameManager : MonoBehaviour
case "万用表":
break;
case "钳形电流表":
interactiveEnum = Interactive.QianXing;
temp.transform.localRotation = Quaternion.Euler(new Vector3(90, 180, 0));
temp.transform.localPosition = new Vector3(0.312f, 0.316f, 0.618f);
break;
case "验电笔":
interactiveEnum = Interactive.YanDian;
temp.transform.localPosition = new Vector3(0.307f, 0.504f, 0.654f);
temp.AddComponent<TestPenInteractive>();
break;
default:
break;
}
}
public string Filter(string str, char[] charsToRemove)
{
return String.Concat(str.Split(charsToRemove.ToArray()));
@ -121,3 +151,9 @@ public class data2s
public string jxfs;
public string zhbl;
}
public enum Interactive
{
none,
YanDian,
QianXing
}

View File

@ -22,7 +22,7 @@ public class ClampAmmetersInteractive : MonoBehaviour
}
private void OnMouseDown()
{
Debug.Log("ok");
//Debug.Log("ok");
if (GameManager.ins.temp.transform!=null)
{
GameManager.ins.temp.transform.parent = g1.transform;

View File

@ -0,0 +1,81 @@
using DG.Tweening;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using ZenFulcrum.EmbeddedBrowser;
public class StopValve : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
{
//滑动点
private Vector3 end;
private Vector3 start = new Vector3(0, 0, -80);
//滑动点到阀门图片中点的向量
private Vector3 v1;
private Vector3 v2;
private float al;
[SerializeField] private Image stopValveImage; //截止阀
Vector2 tempPos;
private float valveOpen; //阀门开度
public int index; //阀门旋转多少圈可以开到100
int sum = 80;
void OnEnable()
{
//UIManager.ins.ButtonToUI_but(true, confirm, popup);
//AudioManager.ins.PlayAudio(7);
//StartCoroutine(Deng());
}
/// <summary>
/// 开始拖拽
/// </summary>
/// <param name="eventData"></param>
public Vector2 currentPos = new Vector2();
public void OnBeginDrag(PointerEventData eventData)
{
v1 = start - stopValveImage.transform.position;
currentPos = eventData.position;
}
public float timeCount = 0;
public float limitTime = 0;
/// <summary>
/// 拖拽中
/// </summary>
/// <param name="eventData"></param>
public void OnDrag(PointerEventData eventData)
{
timeCount += Time.deltaTime;
if (timeCount > limitTime)
{
Debug.Log(currentPos.x-eventData.position.x);
if (currentPos.x - eventData.position.x > 0)
{
sum = 10;
}
if (currentPos.x - eventData.position.x < 0)
{
sum = -10;
}
Debug.Log("旋转的方法");
Deng(sum);
timeCount = 0;
}
}
void Deng(float angle)
{
float Temp = Math.Clamp(angle,-80,80);
stopValveImage.transform.Rotate(new Vector3(0,0, Temp));
}
/// <summary>
/// 拖拽结束
/// </summary>
/// <param name="eventData"></param>
public void OnEndDrag(PointerEventData eventData)
{
timeCount = 0;
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -28,12 +28,10 @@ public class CameraManager : MonoBehaviour
if (x)
{
OverLook();
text.text = "屎械篇夕";
}
else
{
ReturnLook();
text.text = "県遨夕";
}
});
tempPos = transform.position;