| | |
| | | m_Scale: {x: 1, y: 1} |
| | | m_Offset: {x: 0, y: 0} |
| | | - _MainTex: |
| | | m_Texture: {fileID: 2800000, guid: 93f40a01d57fbff418fc0b54b6ab7d9f, type: 3} |
| | | m_Texture: {fileID: 2800000, guid: 8c9a3d26120e78f40aa4ef9ed23d573c, type: 3} |
| | | m_Scale: {x: 1, y: 1} |
| | | m_Offset: {x: 0, y: 0} |
| | | - _MetallicGlossMap: |
| | |
| | | rank_icon_0: {fileID: 21300000, guid: 8a601bd3e6cea2648bda74cc5d41890e, type: 3} |
| | | rank_icon_1: {fileID: 21300000, guid: 84dda34663c79e645897598a6ab9f925, type: 3} |
| | | rank_icon_2: {fileID: 21300000, guid: 8728e3959d828724c83a5c407bb53443, type: 3} |
| | | endlessGameScene: Endless |
| | | loadingScene: LoadingScene |
| | | --- !u!1 &2453499008035776559 |
| | | GameObject: |
| | | m_ObjectHideFlags: 0 |
| | |
| | | m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
| | | m_AnchorMin: {x: 0.5, y: 0.5} |
| | | m_AnchorMax: {x: 0.5, y: 0.5} |
| | | m_AnchoredPosition: {x: -4.4, y: 461} |
| | | m_AnchoredPosition: {x: -4.4, y: 599.66} |
| | | m_SizeDelta: {x: 572.84656, y: 146.90869} |
| | | m_Pivot: {x: 0.5, y: 0.5} |
| | | --- !u!222 &8224162413350209359 |
| | |
| | | m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
| | | m_AnchorMin: {x: 1, y: 1} |
| | | m_AnchorMax: {x: 1, y: 1} |
| | | m_AnchoredPosition: {x: -118.400024, y: -20.699951} |
| | | m_AnchoredPosition: {x: -118.40015, y: -20.699707} |
| | | m_SizeDelta: {x: 220.91876, y: 30} |
| | | m_Pivot: {x: 0.5, y: 0.5} |
| | | --- !u!114 &63699121 |
| | |
| | | m_Father: {fileID: 2142699187} |
| | | m_RootOrder: 0 |
| | | m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
| | | m_AnchorMin: {x: 0, y: 0} |
| | | m_AnchorMax: {x: 1, y: 1} |
| | | m_AnchorMin: {x: 0.5, y: 0.5} |
| | | m_AnchorMax: {x: 0.5, y: 0.5} |
| | | m_AnchoredPosition: {x: 0, y: 0} |
| | | m_SizeDelta: {x: 0, y: 0} |
| | | m_SizeDelta: {x: 1080, y: 1920} |
| | | m_Pivot: {x: 0.5, y: 0.5} |
| | | --- !u!114 &494017139 |
| | | MonoBehaviour: |
| | |
| | | m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
| | | m_AnchorMin: {x: 0.5, y: 0} |
| | | m_AnchorMax: {x: 0.5, y: 0} |
| | | m_AnchoredPosition: {x: 0, y: 96.01} |
| | | m_AnchoredPosition: {x: 0, y: 96.009766} |
| | | m_SizeDelta: {x: 325, y: 81} |
| | | m_Pivot: {x: 0.5, y: 0.5} |
| | | --- !u!114 &1592474034 |
| | |
| | | m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
| | | m_AnchorMin: {x: 0, y: 1} |
| | | m_AnchorMax: {x: 0, y: 1} |
| | | m_AnchoredPosition: {x: 162.57, y: -20.699951} |
| | | m_AnchoredPosition: {x: 162.57007, y: -20.699707} |
| | | m_SizeDelta: {x: 286.04895, y: 30} |
| | | m_Pivot: {x: 0.5, y: 0.5} |
| | | --- !u!114 &2019698822 |
| | |
| | | m_Father: {fileID: 501810474} |
| | | m_RootOrder: 0 |
| | | m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
| | | m_AnchorMin: {x: 0, y: 0} |
| | | m_AnchorMax: {x: 1, y: 1} |
| | | m_AnchorMin: {x: 0.5, y: 0.5} |
| | | m_AnchorMax: {x: 0.5, y: 0.5} |
| | | m_AnchoredPosition: {x: 0, y: 0} |
| | | m_SizeDelta: {x: 0, y: 0} |
| | | m_SizeDelta: {x: 1080, y: 1920} |
| | | m_Pivot: {x: 0.5, y: 0.5} |
| | | --- !u!114 &2142699188 |
| | | MonoBehaviour: |
| | |
| | | } |
| | | } |
| | | } |
| | | float currentTimeScale = 1.0f; |
| | | |
| | | /// <summary> |
| | | /// Called on input release, for flicks |
| | | /// </summary> |
| | | protected override void OnRelease(PointerActionInfo pointer) |
| | | { |
| | | // // EndDrag 只能放置相关的GhostTower. |
| | | // if (this.isInDragState) |
| | | // m_GameUI.onEndTowerDrag(pointer); |
| | | // //m_GameUI.TryPlaceTower(pointer); |
| | | |
| | | // this.isInDragState = false; |
| | | // return; |
| | | |
| | | //按照鼠标键盘的修改 |
| | | // EndDrag 只能放置相关的GhostTower. |
| | | if (this.isInDragState) |
| | | m_GameUI.onEndTowerDrag(pointer); |
| | | //m_GameUI.TryPlaceTower(pointer); |
| | | { |
| | | EndlessUIStart.instance.SetDarkGround(false); |
| | | |
| | | this.isInDragState = false; |
| | | return; |
| | | AudioSourceManager.Ins.Play(AudioEnum.PutTower); |
| | | m_GameUI.CloseCanPlaceRenderer();//关闭所有宝石示意 |
| | | m_GameUI.onEndTowerDrag(pointer); |
| | | |
| | | this.isInDragState = false; |
| | | |
| | | Time.timeScale = currentTimeScale; |
| | | } |
| | | |
| | | } |
| | | |
| | |
| | | /// <param name="pointer"></param> |
| | | protected virtual void OnStartDrag(PointerActionInfo pointer) |
| | | { |
| | | //Debug.Log("TouchInput StartDraged."); |
| | | // //Debug.Log("TouchInput StartDraged."); |
| | | // // select towers |
| | | // m_GameUI.TrySelectTower(pointer); |
| | | // // River: 为了开始拖动后可以直接显示GhostTower |
| | | // m_GameUI.TryMoveGhost(pointer, false); |
| | | |
| | | // this.isInDragState = true; |
| | | |
| | | //按照鼠标键盘的修改 |
| | | // select towers |
| | | m_GameUI.TrySelectTower(pointer); |
| | | // River: 为了开始拖动后可以直接显示GhostTower |
| | | m_GameUI.TryMoveGhost(pointer, false); |
| | | |
| | | this.isInDragState = true; |
| | | Debug.LogError("OnStartDrag"); |
| | | if (m_GameUI.HasTower) |
| | | { |
| | | Debug.LogError("m_GameUI.HasTower:" + m_GameUI.HasTower); |
| | | |
| | | EndlessUIStart.instance.SetDarkGround(true); |
| | | |
| | | 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 |
| | | |
| | | currentTimeScale = Time.timeScale; |
| | | Time.timeScale = 0.5f; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// </summary> |
| | | protected override void OnDrag(PointerActionInfo pointer) |
| | | { |
| | | // if ((pointer != null) && (m_GameUI.isBuilding)) |
| | | // { |
| | | // m_GameUI.TryMoveGhost(pointer, false); |
| | | // } |
| | | |
| | | // return; |
| | | |
| | | //按照鼠标键盘的修改 |
| | | if ((pointer != null) && (m_GameUI.isBuilding)) |
| | | { |
| | | m_GameUI.TryMoveGhost(pointer, false); |
| | | } |
| | | |
| | | return; |
| | | m_GameUI.CheckTowerPlace(pointer); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | { |
| | | // shaderPropertyName = ShaderUtil.GetPropertyName(towerVSMat.shader, 0); |
| | | shaderPropertyName = "_MainTex"; |
| | | Debug.Log("获取到了Shader的名字" + shaderPropertyName); |
| | | //Debug.Log("获取到了Shader的名字" + shaderPropertyName); |
| | | towerVSRenderer.enabled = false; |
| | | } |
| | | |