加入商店基础配置功能,完成60%

master
lz 6 years ago
parent 532a8f16ad
commit c47c286c26

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@ -272,11 +272,11 @@ namespace DisComputer
string tipStr = "";
if (GameConfig.state == GameState.Load)
{
tipStr = string.Format("{0}<color=red>组装</color>\n请打开背包选择零件放置正确安装位置进行操作鼠标滚轮缩放鼠标右键旋转", spareName);
tipStr = string.Format("<size=35>{0}组装</size>\n请打开背包选择零件放置正确安装位置进行操作鼠标滚轮缩放鼠标右键旋转", spareName);
}
else
{
tipStr = string.Format("{0}<color=red>拆装</color>\n请在左侧选择正确工具进行操作鼠标滚轮缩放鼠标右键旋转", spareName);
tipStr = string.Format("<size=35>{0}拆装</size>\n请在左侧选择正确工具进行操作鼠标滚轮缩放鼠标右键旋转", spareName);
}
MessageContainer.SendMessage(tipStr, this, MsgName.TipViewShowOperation);

@ -50,12 +50,8 @@ namespace DisComputer
MessageContainer.SendMessage("quit", this, MsgName.ModelControlShowDesktop);
MessageContainer.SendMessage("",this,MsgName.MainViewClearBar);
MainControl.Instance.DelaySetLoad(0.3f,0);
}
else//安装完成
{

@ -14,7 +14,9 @@ namespace DisComputer
public override void Awake(GameObject go)
{
GameObject storeBtnGo = this.transform.Find("store_btn").gameObject;
Button button = storeBtnGo.GetComponent<Button>();
button.onClick.AddListener(OnClickStore);
}
public override void Active()
@ -29,7 +31,7 @@ namespace DisComputer
{
modeName = "拆装模式";
}
string tipStr = string.Format("<color=red><size=30>{0}</size></color>\n 鼠标左键点击电脑即可开始课程", modeName);
string tipStr = string.Format("<size=35>{0}</size>\n 鼠标左键点击电脑即可开始课程", modeName);
MessageContainer.SendMessage(tipStr, this, MsgName.TipViewShowOperation, 0.1f);
}
@ -44,6 +46,15 @@ namespace DisComputer
}
/// <summary>
/// 点击商店按钮
/// </summary>
private void OnClickStore()
{
TTUIPage.ShowPage<StoreView>();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace DisComputer
{
/*
* @func
* @author lz
* @data 2020/06/29
*/
public class ListSpareItem : MonoBehaviour
{
public Text name_txt;
public RawImage sp_rawImage;
// Start is called before the first frame update
void Start()
{
}
/// <summary>
/// 设置标签信息
/// </summary>
/// <param name="name"></param>
/// <param name="texture2D"></param>
public void SetItemInfo(string name,Texture2D tex)
{
name_txt.text = name;
sp_rawImage.texture = tex;
}
/// <summary>
/// 设置标签
/// </summary>
/// <param name="name"></param>
public void SetItemInfo(string name)
{
name_txt.text = name;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
namespace DisComputer
{
/*
* @func
* @author lz
* @data 2020/06/29
*/
public class ShowInfo : MonoBehaviour
{
//遮罩根节点
[SerializeField]
private Transform maskRoot;
[SerializeField]
private GameObject listItemGo;
private List<GameObject> exitsListItemGos;
// Start is called before the first frame update
void Start()
{
exitsListItemGos = new List<GameObject>();
Init(11);
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
MoveLeft();
}
if (Input.GetKeyDown(KeyCode.RightArrow))
{
MoveRight();
}
}
/// <summary>
/// 初始化
/// </summary>
public void Init(int num)
{
/* i = 0 0
* i = 1 200
* i = 2 -200
* i = 3 400
* i = 4 -400
* i = 5 600
* i = 6 -600
*/
int offset = 200;
for (int i = 0; i < num; i++)
{
GameObject itemTempGo = Instantiate(listItemGo);
itemTempGo.transform.SetParent(maskRoot,false);
if(i == 0)
{
itemTempGo.transform.localPosition = Vector3.zero;
}
else
{
if(i % 2 == 0)//取负
{
offset = offset * -1;
}
else//取正
{
if (i == 1)
{
offset = 200;
}else
{
if (offset < 0)
offset = offset * -1;
offset = 200 + offset;
}
}
itemTempGo.transform.localPosition = new Vector3(offset,0,0);
itemTempGo.transform.localScale = new Vector3(0.75f,0.75f,0.75f);
}
itemTempGo.name = i.ToString() + "_item";
itemTempGo.GetComponent<ListSpareItem>().SetItemInfo(i.ToString()+"号");
itemTempGo.SetActive(true);
exitsListItemGos.Add(itemTempGo);
}
}
/// <summary>
/// 左移动
/// </summary>
void MoveLeft()
{
if (isOverMove(-1))
return;
for (int i = 0;i< exitsListItemGos.Count; i++)
{
float x_offset = exitsListItemGos[i].transform.localPosition.x;
if(x_offset == 0)
{
exitsListItemGos[i].transform.DOScale(new Vector3(0.75f, 0.75f, 0.75f),0.15f).SetEase(Ease.Linear);
}
if(x_offset - 200 == 0)
{
exitsListItemGos[i].transform.DOScale(new Vector3(1, 1, 1), 0.15f).SetEase(Ease.Linear);
}
exitsListItemGos[i].transform.DOLocalMoveX(x_offset-200,0.15f).SetEase(Ease.Linear);
}
}
/// <summary>
/// 右移动
/// </summary>
void MoveRight()
{
if (isOverMove(1))
return;
for (int i = 0; i < exitsListItemGos.Count; i++)
{
float x_offset = exitsListItemGos[i].transform.localPosition.x;
if (x_offset == 0)
{
exitsListItemGos[i].transform.DOScale(new Vector3(0.75f, 0.75f, 0.75f), 0.15f).SetEase(Ease.Linear);
}
if (x_offset + 200 == 0)
{
exitsListItemGos[i].transform.DOScale(new Vector3(1, 1, 1), 0.15f).SetEase(Ease.Linear);
}
exitsListItemGos[i].transform.DOLocalMoveX(x_offset + 200, 0.15f).SetEase(Ease.Linear);
}
}
/// <summary>
/// 是否可移动
/// </summary>
/// <returns></returns>
bool isOverMove(int dir)
{
if (exitsListItemGos.Count <= 0)
return true;
int _last_index = exitsListItemGos.Count - 1;
int _front_index = exitsListItemGos.Count - 2;
float lastPosX = exitsListItemGos[_last_index].transform.localPosition.x;
float frontPosX = exitsListItemGos[_front_index].transform.localPosition.x;
//Debug.LogFormat("index {0} lastPosX {1} frontPosX {2}", _last_index, lastPosX, frontPosX);
if (lastPosX == 0)
{
if(dir == 1)//right
{
if (lastPosX < frontPosX)
return true;
}else//left
{
if (lastPosX > frontPosX)
return true;
}
}
if(frontPosX == 0)
{
if (dir == 1)//right
{
if (lastPosX > frontPosX)
return true;
}
else//left
{
if (lastPosX < frontPosX)
return true;
}
}
return false;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace DisComputer
{
/*
* @func
* @author lz
* @data 2020/06/29
*/
public class SpareItem : MonoBehaviour
{
//零件类型
public SpareType type;
//零件名称
public Text name_txt;
//按钮
public Button click_btn;
[SerializeField]
private Color selectColor;
[SerializeField]
private Color rewindColor;
private StoreView view;
private bool isSelected = false;
// Start is called before the first frame update
void Start()
{
click_btn.onClick.AddListener(OnClickItem);
}
public void SetItem(SpareType type,StoreView view)
{
this.view = view;
this.type = type;
this.gameObject.name = "item_" + CommonTool.GetSpareName(type);
name_txt.text = CommonTool.GetSpareName(type);
}
public void BeSelect()
{
name_txt.color = selectColor;
isSelected = true;
}
public void Rewind()
{
name_txt.color = rewindColor;
isSelected = false;
}
private void OnClickItem()
{
if (isSelected)
return;
view.OnRecItemClick(type);
}
}
}

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@ -0,0 +1,92 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using LzFramework.UI;
namespace DisComputer
{
/*
* @func
* @author lz
* @data 2020/06/29
*/
public class StoreView : TTUIPage
{
private List<SpareItem> spareItems;
private GameObject spareItemGo;
public StoreView() : base(UIType.PopUp, UIMode.DoNothing, UICollider.None)
{
uiPath = "UIPrefabs/StoreView";
}
public override void Awake(GameObject go)
{
spareItems = new List<SpareItem>();
spareItemGo = this.transform.Find("Item_").gameObject;
Init();
}
public override void Active()
{
}
public override void Hide()
{
}
public override void Refresh()
{
}
/// <summary>
/// 初始化
/// </summary>
private void Init()
{
SpareType[] types = GameConfig.GetItemInfos;
for(int i = 0; i < 8; i++)
{
GameObject tempGo = GameObject.Instantiate(spareItemGo);
tempGo.transform.SetParent(this.transform,false);
tempGo.transform.localPosition = new Vector3(spareItemGo.transform.localPosition.x,
spareItemGo.transform.localPosition.y + (-72 * i), 0);
tempGo.SetActive(true);
SpareItem item = tempGo.GetComponent<SpareItem>();
item.SetItem(types[i],this);
spareItems.Add(item);
}
}
/// <summary>
/// 响应点击
/// </summary>
/// <param name="type"></param>
public void OnRecItemClick(SpareType type)
{
if (spareItems == null || spareItems.Count <= 0)
return;
for(int i = 0;i< spareItems.Count; i++)
{
if(spareItems[i].type == type)
{
spareItems[i].BeSelect();
}
else
{
spareItems[i].Rewind();
}
}
}
}
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Build from DESKTOP-Q4UN19A at 2020/6/23 15:06:31
Build from DESKTOP-Q4UN19A at 2020/6/29 18:51:00

@ -1 +1 @@
Build from DESKTOP-Q4UN19A at 2020/6/23 15:06:31
Build from DESKTOP-Q4UN19A at 2020/6/23 16:17:36

@ -106,7 +106,7 @@
<div id="loadingBlock">
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<span class="subtitle"> <br>
一个互联网技术教育实训网站,提供工程实训,以实现工程化专业教学的自动化和智能化。高校和企业人员可以在此开展计算机实践性教学活动,将传统的知识传授和时兴的工程实战一体化。.
一个互联网技术教育实训网站,提供工程实训,以实现工程化专业教学的自动化和智能化。
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一个互联网技术教育实训网站,提供工程实训,以实现工程化专业教学的自动化和智能化。高校和企业人员可以在此开展计算机实践性教学活动,将传统的知识传授和时兴的工程实战一体化。
一个互联网技术教育实训网站,提供工程实训,以实现工程化专业教学的自动化和智能化。
</span>
<div id="errorContent">

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