From 439510ca0d2da7fa0af0496d4a05096841f01f8f Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Mon, 26 Oct 2020 14:20:42 +0800
Subject: [PATCH] 新手引导2.0

---
 Assets/Scripts/Guide/Mask/RectGuidance.cs |   31 ++++++++++++++++---------------
 1 files changed, 16 insertions(+), 15 deletions(-)

diff --git a/Assets/Scripts/Guide/Mask/RectGuidance.cs b/Assets/Scripts/Guide/Mask/RectGuidance.cs
index c7f8117..a202905 100644
--- a/Assets/Scripts/Guide/Mask/RectGuidance.cs
+++ b/Assets/Scripts/Guide/Mask/RectGuidance.cs
@@ -49,10 +49,12 @@
     /// 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)
     {
@@ -62,7 +64,6 @@
         {
             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
@@ -107,19 +108,19 @@
     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

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