| | |
| | | /// 事件渗透组件 |
| | | /// </summary> |
| | | private GuidanceEventPenetrate eventPenetrate; |
| | | |
| | | Canvas canvas; |
| | | private void Awake() |
| | | { |
| | | instance = this; |
| | | canvas = GameObject.Find("MainUI").GetComponent<Canvas>(); |
| | | |
| | | } |
| | | public void Init(Image target) |
| | | { |
| | |
| | | { |
| | | eventPenetrate.SetTargetImage(target); |
| | | } |
| | | Canvas canvas = GameObject.Find("MainUI").GetComponent<Canvas>(); |
| | | //获取高亮区域的四个顶点的世界坐标 |
| | | target.rectTransform.GetWorldCorners(corners); |
| | | //计算高亮显示区域在画布中的范围 |
| | |
| | | private float shrinkVelocityY = 0f; |
| | | //private void Update() |
| | | //{ |
| | | //从当前偏移量到目标偏移量差值显示收缩动画 |
| | | // float valueX = Mathf.SmoothDamp(currentOffsetX, targetOffsetX, ref shrinkVelocityX, shrinkTime); |
| | | // float valueY = Mathf.SmoothDamp(currentOffsetY, targetOffsetY, ref shrinkVelocityY, shrinkTime); |
| | | // if (!Mathf.Approximately(valueX, currentOffsetX)) |
| | | // { |
| | | // currentOffsetX = valueX; |
| | | // material.SetFloat("_SliderX", currentOffsetX); |
| | | // } |
| | | // if (!Mathf.Approximately(valueY, currentOffsetY)) |
| | | // { |
| | | // currentOffsetY = valueY; |
| | | // material.SetFloat("_SliderY", currentOffsetY); |
| | | // } |
| | | //从当前偏移量到目标偏移量差值显示收缩动画 |
| | | // float valueX = Mathf.SmoothDamp(currentOffsetX, targetOffsetX, ref shrinkVelocityX, shrinkTime); |
| | | // float valueY = Mathf.SmoothDamp(currentOffsetY, targetOffsetY, ref shrinkVelocityY, shrinkTime); |
| | | // if (!Mathf.Approximately(valueX, currentOffsetX)) |
| | | // { |
| | | // currentOffsetX = valueX; |
| | | // material.SetFloat("_SliderX", currentOffsetX); |
| | | // } |
| | | // if (!Mathf.Approximately(valueY, currentOffsetY)) |
| | | // { |
| | | // currentOffsetY = valueY; |
| | | // material.SetFloat("_SliderY", currentOffsetY); |
| | | // } |
| | | //} |
| | | |
| | | //立刻显示阴影区域 |