weixudong
2020-11-12 52fb8c663b1e74b2a36b79bc70a452ca73db6341
Merge branch 'master' of ssh://172.16.1.52:8091/GemBattle into master
148 files added
14 files modified
1077583 ■■■■■ changed files
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "EffectShader/AlphaBlendUvflow"
{
    Properties
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        [Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", Float) = 0
        _MianTex("MianTex", 2D) = "white" {}
        _X("X", Float) = 1
        _Y("Y", Float) = 0
        _MaskTex("MaskTex", 2D) = "white" {}
        _MaskX("MaskX", Float) = 1
        _MaskY("MaskY", Float) = 0
        [HDR]_Color0("Color 0", Color) = (1,1,1,1)
    }
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        Tags { "RenderType"="Transparent" "Queue"="Transparent" }
        LOD 100
        CGINCLUDE
        #pragma target 3.0
        ENDCG
        Blend SrcAlpha OneMinusSrcAlpha
        Cull [_CullMode]
        ColorMask RGBA
        ZWrite Off
        ZTest LEqual
        Pass
        {
            Name "Unlit"
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_instancing
            #include "UnityCG.cginc"
            #include "UnityShaderVariables.cginc"
            struct appdata
            {
                float4 vertex : POSITION;
                float4 color : COLOR;
                UNITY_VERTEX_INPUT_INSTANCE_ID
                float4 ase_texcoord : TEXCOORD0;
            };
            struct v2f
            {
                float4 vertex : SV_POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
                UNITY_VERTEX_OUTPUT_STEREO
                float4 ase_texcoord : TEXCOORD0;
                float4 ase_color : COLOR;
            };
            uniform float _CullMode;
            uniform sampler2D _MianTex;
            uniform half _X;
            uniform half _Y;
            uniform float4 _MianTex_ST;
            uniform sampler2D _MaskTex;
            uniform half _MaskX;
            uniform half _MaskY;
            uniform float4 _MaskTex_ST;
            uniform float4 _Color0;
            v2f vert ( appdata v )
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                UNITY_TRANSFER_INSTANCE_ID(v, o);
                o.ase_texcoord.xy = v.ase_texcoord.xy;
                o.ase_color = v.color;
                //setting value to unused interpolator channels and avoid initialization warnings
                o.ase_texcoord.zw = 0;
                float3 vertexValue =  float3(0,0,0) ;
                #if ASE_ABSOLUTE_VERTEX_POS
                v.vertex.xyz = vertexValue;
                #else
                v.vertex.xyz += vertexValue;
                #endif
                o.vertex = UnityObjectToClipPos(v.vertex);
                return o;
            }
            fixed4 frag (v2f i ) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(i);
                fixed4 finalColor;
                float2 appendResult11 = (float2(_X , _Y));
                float2 uv0_MianTex = i.ase_texcoord.xy * _MianTex_ST.xy + _MianTex_ST.zw;
                float2 panner19 = ( _Time.y * appendResult11 + uv0_MianTex);
                float4 tex2DNode2 = tex2D( _MianTex, panner19 );
                float2 appendResult25 = (float2(_MaskX , _MaskY));
                float2 uv0_MaskTex = i.ase_texcoord.xy * _MaskTex_ST.xy + _MaskTex_ST.zw;
                float2 panner26 = ( _Time.y * appendResult25 + uv0_MaskTex);
                float4 tex2DNode20 = tex2D( _MaskTex, panner26 );
                finalColor = ( ( tex2DNode2 * tex2DNode2.a * tex2DNode20.r * tex2DNode20.a ) * _Color0 * _Color0.a * i.ase_color * i.ase_color.a );
                return finalColor;
            }
            ENDCG
        }
    }
    CustomEditor "ASEMaterialInspector"
}
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Assets/Resources/UI/Final/FinalPanelItem.prefab
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Assets/Scenes/LoadingScene.unity
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Assets/Scripts/TowerDefense/Input/EndlessTowerDefenseKeyboardMouseInput.cs
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            {
                EndlessUIStart.instance.SetDarkGround(true);
                Debug.Log("什么时候拖拽的");
                this.isInDragState = true;
                AudioSourceManager.Ins.Play(AudioEnum.DragTower);
                m_GameUI.CheckAllCanPlace();//检查上阵宝石有么有可以合成的位置
Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs
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            GameObject go = Instantiate(Resources.Load<GameObject>("UI/Final/FinalPanel"), GameObject.Find("MainUI").transform);
            FinalPanel panelUI = go.GetComponent<FinalPanel>();
            panelUI.SetData($"成绩 {EndlessLevelManager.instance.CurrentLevel}关 {EndlessLevelManager.instance.WaveManager.CurrentWaveIndex}波", EndlessScoreData.CurrentSocre);
            panelUI.SetPlayEffectAC(PlayEffect);
            GameObject.Find("BottomUI").GetComponent<Canvas>().enabled = false;
            return;
@@ -99,7 +99,7 @@
                GameObject particleSystemObject = GameObject.Find("ParticleSystemObject");
                effectObj.transform.SetParent(particleSystemObject.transform, false);
                effectObj.transform.localPosition = new Vector3(0, 0, 36.6f);
                effectObj.transform.localScale = new Vector3(3, 3, 3);
                effectObj.transform.localScale = new Vector3(6, 6, 6);
            }
            ParticleSystem ps = effectObj.transform.GetChild(0).GetComponent<ParticleSystem>();
Assets/Scripts/UI/FinalPanel/FinalPanel.cs
@@ -1,10 +1,13 @@
using UnityEngine.UI;
using System.Collections;
using UnityEngine.UI;
using UnityEngine;
using EnhancedUI;
using EnhancedUI.EnhancedScroller;
using TMPro;
using UnityEngine.SceneManagement;
using KTGMGemClient;
using DG.Tweening;
using System;
public class FinalPanel : MonoBehaviour, IEnhancedScrollerDelegate
{
@@ -17,7 +20,6 @@
    private Sprite rank_di_0, rank_di_1, rank_di_2, rank_di_03;
    [SerializeField]
    private Sprite rank_icon_0, rank_icon_1, rank_icon_2;
    public string endlessGameScene = "Endless";
@@ -33,6 +35,24 @@
            SceneManager.LoadScene(loadingScene);
        });
    }
    Text waveText;
    GameObject image_HScore;
    Text scoreText;
    GameObject image_NewRecord;
    bool isNewH = false;
    int hScore;
    CanvasGroup scrollerCanvasGroup;
    Action playEffectAC = null;
    /// <summary>
    /// 设置播放胜利特效
    /// </summary>
    /// <param name="ac"></param>
    public void SetPlayEffectAC(Action ac)
    {
        playEffectAC = ac;
    }
    /// <summary>
    /// 入口函数
@@ -41,26 +61,108 @@
    /// <param name="myScore">789220</param>
    public void SetData(string waveInfo, int myScore)
    {
        transform.Find("Text_Wave").GetComponent<Text>().text = waveInfo;
        int hScore = PlayerPrefs.GetInt("GemBattleHScore");
        hScore = PlayerPrefs.GetInt("GemBattleHScore");
        scrollerCanvasGroup = transform.Find("Scroller").GetComponent<CanvasGroup>();
        if (myScore > hScore)
        {
            PlayerPrefs.SetInt("GemBattleHScore", myScore);
            hScore = myScore;
            isNewH = true;
        }
        transform.Find("Text_Score").GetComponent<Text>().text = myScore.ToString();
        transform.Find("Text_HScore").GetComponent<TextMeshProUGUI>().text = hScore.ToString();
        transform.Find("Image_HScore/Text_HScore").GetComponent<TextMeshProUGUI>().text = hScore.ToString();
        image_HScore = transform.Find("Image_HScore").gameObject;
        image_HScore.SetActive(false);
        scroller = transform.Find("Scroller").GetComponent<EnhancedScroller>();
        waveText = transform.Find("Text_Wave").GetComponent<Text>();
        scoreText = transform.Find("Text_Score").GetComponent<Text>();
        waveText.gameObject.SetActive(false);
        scoreText.gameObject.SetActive(false);
        scroller.Delegate = this;
        image_NewRecord = transform.Find("Image_NewRecord").gameObject;
        image_NewRecord.SetActive(false);
        LoadLargeData(hScore);
        Transform ts = transform.Find("Images");
        Sequence agentTweenSeq = DOTween.Sequence();
        agentTweenSeq.Append(ts.DOScale(Vector3.one, 0.2f));//变化图片大小
        agentTweenSeq.Append(ts.DOScale(new Vector3(1.7f, 1.7f, 1.7f), 0.2f));//变化图片大小
        agentTweenSeq.Append(ts.DOScale(Vector3.one, 0.2f));//变化图片大小
        agentTweenSeq.Append(ts.DOScale(new Vector3(1.2f, 1.2f, 1.2f), 0.2f));//变化图片大小
        agentTweenSeq.Append(ts.DOScale(Vector3.one, 0.2f));//变化图片大小
        agentTweenSeq.AppendCallback(StartLoadLargeData);
        agentTweenSeq.Append(DOTween.To(delegate (float value)
        {
            var temp = Math.Floor(value);
            scoreText.text = temp + "";
        }, 0, myScore, 3.0f));
        agentTweenSeq.AppendCallback(TextDoTweenFinish);
        agentTweenSeq.Append(waveText.DOText(waveInfo, 0.2f));
    }
    /// <summary>
    /// 开始展示排行榜
    /// </summary>
    protected void StartLoadLargeData()
    {
        scoreText.gameObject.SetActive(true);
        LoadLargeData(hScore);
        StartCoroutine(PlayerItemDoTween());
    }
    /// <summary>
    /// 播放排行榜动效
    /// </summary>
    /// <returns></returns>
    IEnumerator PlayerItemDoTween()
    {
        yield return 1f;
        FinalPanelItem[] allItems = transform.Find("Scroller/Container").GetComponentsInChildren<FinalPanelItem>();
        for (int i = 0; i < allItems.Length; i++)
        {
            allItems[i].SetPos();
        }
        yield return new WaitForEndOfFrame();
        scrollerCanvasGroup.alpha = 1;
        for (int i = 0; i < allItems.Length; i++)
        {
            allItems[i].PlayDoTween(0.1f);
            yield return new WaitForSeconds(0.1f);
        }
        image_HScore.SetActive(true);
        yield break;
    }
    /// <summary>
    /// 文字显示结束,显示波次和是否最高记录
    /// </summary>
    protected void TextDoTweenFinish()
    {
        waveText.gameObject.SetActive(true);
        if (isNewH)
        {
            image_NewRecord.SetActive(true);
        }
        if (playEffectAC != null)
        {
            playEffectAC();
        }
    }
    /// <summary>
    /// 生成假排行榜
    /// </summary>
    /// <param name="hScore">自身分数</param>
    private void LoadLargeData(int hScore)
    {
        scroller = transform.Find("Scroller").GetComponent<EnhancedScroller>();
        scroller.Delegate = this;
        _data = new SmallList<FinalPanelItemData>();
        FinalPanelItemData data;
        int score = 101;
Assets/Scripts/UI/FinalPanel/FinalPanelItem.cs
@@ -1,6 +1,7 @@
using UnityEngine.UI;
using EnhancedUI.EnhancedScroller;
using TMPro;
using DG.Tweening;
public class FinalPanelItem : EnhancedScrollerCellView
{
    public Text playerNameTxt;
@@ -28,4 +29,15 @@
        backGround.sprite = data.spriteBackGround;
    }
    public void SetPos()
    {
        backGround.rectTransform.anchoredPosition = new UnityEngine.Vector2(720, 0);
    }
    public void PlayDoTween(float duration)
    {
        Sequence agentTweenSeq = DOTween.Sequence();
        agentTweenSeq.Append(backGround.rectTransform.DOAnchorPosX(0, duration));
    }
}