Jidongchen 3 years ago
parent
commit
7045a33500
100 changed files with 6045 additions and 819 deletions
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      Assets/DOTween/Editor/Imgs/Footer.png.meta
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      Assets/DOTween/Editor/Imgs/Header.jpg.meta
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      Assets/GameMain/DataTables/UIForm.txt
  9. 1 1
      Assets/GameMain/Scripts/DataTable/DRAircraft.cs
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      Assets/GameMain/Scripts/DataTable/DRArmor.cs
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      Assets/GameMain/Scripts/DataTable/DRAsteroid.cs
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      Assets/GameMain/Scripts/DataTable/DRCustomBody.cs
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      Assets/GameMain/Scripts/DataTable/DRCustomBody.cs.meta
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      Assets/GameMain/Scripts/DataTable/DRCustomFaceStyple.cs
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      Assets/GameMain/Scripts/DataTable/DRCustomHairStyple.cs
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      Assets/GameMain/Scripts/DataTable/DREntity.cs
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      Assets/GameMain/Scripts/DataTable/DRMusic.cs
  18. 1 1
      Assets/GameMain/Scripts/DataTable/DRScene.cs
  19. 1 1
      Assets/GameMain/Scripts/DataTable/DRSound.cs
  20. 1 1
      Assets/GameMain/Scripts/DataTable/DRThruster.cs
  21. 1 1
      Assets/GameMain/Scripts/DataTable/DRUIForm.cs
  22. 1 1
      Assets/GameMain/Scripts/DataTable/DRUISound.cs
  23. 1 1
      Assets/GameMain/Scripts/DataTable/DRWeapon.cs
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      Assets/GameMain/Scripts/Procedure/ProcedureCustomRole.cs
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      Assets/GameMain/Scripts/Procedure/ProcedurePreload.cs
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      Assets/GameMain/Scripts/UI/UICustom.cs
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      Assets/GameMain/Scripts/UI/UICustomBtn.cs
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      Assets/GameMain/Scripts/UI/UICustomBtn.cs.meta
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      Assets/GameMain/Scripts/UI/UICustomNor.cs
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      Assets/GameMain/Scripts/UI/UICustomNor.cs.meta
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      Assets/GameMain/Scripts/UI/UIFormId.cs
  32. 2 1
      Assets/uitry.unity.meta
  33. 122 0
      Assets/GameMain/Scripts/UIColorMix/ColorPick.cs
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      Assets/GameMain/Scripts/UIColorMix/ColorPick.cs.meta
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      Assets/GameMain/Scripts/UIColorMix/ColorPickClick.cs
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      Assets/GameMain/Scripts/UIColorMix/ColorPickClick.cs.meta
  37. 3 2
      Assets/GameMain/Scripts/Utility/AssetUtility.cs
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      Assets/GameMain/UI/UIForms/CustomRole.prefab
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+ 8 - 8
Assets/DOTween/Editor/Imgs/Footer.png.meta

@@ -6,7 +6,7 @@ TextureImporter:
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@@ -34,10 +34,10 @@ TextureImporter:
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@@ -49,9 +49,9 @@ TextureImporter:
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@@ -61,7 +61,7 @@ TextureImporter:
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+ 8 - 8
Assets/DOTween/Editor/Imgs/Header.jpg.meta

@@ -6,7 +6,7 @@ TextureImporter:
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@@ -34,10 +34,10 @@ TextureImporter:
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@@ -49,9 +49,9 @@ TextureImporter:
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@@ -61,7 +61,7 @@ TextureImporter:
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BIN
Assets/GameMain/DataTables/CustomBody.bytes


+ 7 - 0
Assets/GameMain/DataTables/CustomBody.bytes.meta

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+ 54 - 0
Assets/GameMain/DataTables/CustomBody.txt

@@ -0,0 +1,54 @@
+#	自定义身体															
+#	Id	Name	Cengji	ParentStyple	IsActive	Icon	ButtonStyple	IsSendContent	SendContent	Receive	Part	IsKeepChildrenScale	IsMirror	ScaleRangeMin	ScaleRangeMax	ModifyType
+#	int	string	int	int	int	string	int	int	int	int	int	bool	bool	float	float	int
+#	id	名称	层级	对应的图片类别	是否显示	图片Icon	按钮类型	是否传输内容	传输对应类型	接收到的对应数据	对应身体部位	是否保持子物体缩放	是否左右一样	缩放最小值	缩放最大值	缩放类型
+	1	身高	1	1	1	height	0	0	0	0	6	TRUE	TRUE	0	1	0
+	2	全身缩放	1	1	1	bodysize	1	0	0	0	6	TRUE	TRUE	4	5	3
+	3	头身比	1	1	1	headbody	1	0	0	0	19	TRUE	TRUE	5	6	3
+	4	皮肤	1	1	1	skin	1	0	0	0	6	TRUE	TRUE	6	7	0
+	5	颈部长度	1	1	1	jingbulong	1	0	0	0	7	TRUE	TRUE	7	8	0
+	6	上臂长度	1	1	1	shangbilong	1	0	0	0	0	TRUE	TRUE	0	1	1
+	7	前壁长度	1	1	1	qianbilong	1	0	0	0	1	TRUE	TRUE	0	1	1
+	8	大腿长度	1	1	1	datuilong	1	0	0	0	3	TRUE	TRUE	0	1	1
+	9	小腿长度	1	1	1	xiaotuilong	1	0	0	0	4	TRUE	TRUE	0	1	1
+	10	锁骨高度	1	1	1	suoguhigh	1	0	0	0	8	TRUE	TRUE	0	1	0
+	11	脖子宽度	1	1	1	boziwide	1	0	0	0	7	TRUE	TRUE	0	1	1
+	12	脖子厚度	1	1	1	bozithick	1	0	0	0	7	TRUE	TRUE	0	1	2
+	13	肩峰宽度	1	1	1	jianfengwide	1	0	0	0	20	TRUE	TRUE	0	1	1
+	14	肩膀宽度	1	1	1	jianbangwide	1	0	0	0	9	TRUE	TRUE	0	1	1
+	15	肩膀厚度	1	1	1	jianbangthick	1	0	0	0	9	TRUE	TRUE	0	1	2
+	16	胸部尺寸	1	1	1	xiongbusize	1	0	0	0	10	TRUE	TRUE	0	1	3
+	17	胸部形状	1	1	1	xiongbushape	1	0	0	0	10	TRUE	TRUE	0	1	0
+	18	胸部开合	1	1	1	xiongbuopen	1	0	0	0	10	TRUE	TRUE	0	1	0
+	19	胸部角度	1	1	1	xiongbuangle	1	0	0	0	10	TRUE	TRUE	0	1	4
+	20	胸部上下	1	1	1	xiongbuup	1	0	0	0	10	TRUE	TRUE	0	1	5
+	21	胸部宽度	1	1	1	xiongbuwide	1	0	0	0	10	TRUE	TRUE	0	1	1
+	22	胸部厚度	1	1	1	xiongbuthcik	1	0	0	0	10	TRUE	TRUE	0	1	2
+	23	胸腔下部宽度	1	1	1	xiongxiawide	1	0	0	0	11	TRUE	TRUE	0	1	1
+	24	胸腔下部厚度	1	1	1	xiongxiathick	1	0	0	0	11	TRUE	TRUE	0	1	2
+	25	腹部上下	1	1	1	fubuup	1	0	0	0	12	TRUE	TRUE	0	1	5
+	26	腹部大小	1	1	1	fububig	1	0	0	0	12	TRUE	TRUE	0	1	3
+	27	腰部宽度	1	1	1	yaobuwide	1	0	0	0	21	TRUE	TRUE	0	1	1
+	28	腰部厚度	1	1	1	yaobuthick	1	0	0	0	21	TRUE	TRUE	0	1	2
+	29	上臂上部宽度	1	1	1	shangbishangwide	1	0	0	0	13	TRUE	TRUE	0	1	1
+	30	上臂上部厚度	1	1	1	shangbishangthick	1	0	0	0	13	TRUE	TRUE	0	1	2
+	31	上臂下部宽度	1	1	1	shangbixiawide	1	0	0	0	14	TRUE	TRUE	0	1	1
+	32	上臂下部厚度	1	1	1	shangbixiathick	1	0	0	0	14	TRUE	TRUE	0	1	2
+	33	前臂宽度	1	1	1	qianbiwide	1	0	0	0	1	TRUE	TRUE	0	1	1
+	34	前臂厚度	1	1	1	qianbithick	1	0	0	0	1	TRUE	TRUE	0	1	2
+	35	手腕粗细	1	1	1	handthick	1	0	0	0	22	TRUE	TRUE	0	1	3
+	36	手掌大小	1	1	1	handbig	1	0	0	0	2	TRUE	TRUE	0	1	3
+	37	胯部宽度	1	1	1	kuabuwide	1	0	0	0	23	TRUE	TRUE	0	1	1
+	38	胯部厚度	1	1	1	kuabuthick	1	0	0	0	23	TRUE	TRUE	0	1	2
+	39	臀部尺寸	1	1	1	tunbusize	1	0	0	0	24	TRUE	TRUE	0	1	3
+	40	臀部角度	1	1	1	tunbuangle	1	0	0	0	24	TRUE	TRUE	0	1	4
+	41	大腿上部宽度	1	1	1	datuishangwide	1	0	0	0	15	TRUE	TRUE	0	1	1
+	42	大腿上部厚度	1	1	1	datuishangthick	1	0	0	0	15	TRUE	TRUE	0	1	2
+	43	大腿下部宽度	1	1	1	datuixiawide	1	0	0	0	16	TRUE	TRUE	0	1	1
+	44	大腿下部厚度	1	1	1	datuixiathick	1	0	0	0	16	TRUE	TRUE	0	1	2
+	45	膝盖宽度	1	1	1	xigaiwide	1	0	0	0	25	TRUE	TRUE	0	1	1
+	46	膝盖厚度	1	1	1	xigaithick	1	0	0	0	25	TRUE	TRUE	0	1	2
+	47	小腿粗细	1	1	1	xiaotuiwide	1	0	0	0	4	TRUE	TRUE	0	1	3
+	48	脚腕宽度	1	1	1	jiaowanwide	1	0	0	0	26	TRUE	TRUE	0	1	1
+	49	脚腕厚度	1	1	1	jiaowanthick	1	0	0	0	5	TRUE	TRUE	0	1	2
+	50	脚部大小	1	1	1	jiaobubig	1	0	0	0	5	TRUE	TRUE	0	1	0

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Assets/GameMain/DataTables/CustomBody.txt.meta

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BIN
Assets/GameMain/DataTables/UIForm.bytes


BIN
Assets/GameMain/DataTables/UIForm.txt


+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRAircraft.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.697
+// 生成时间:2022-01-20 14:28:57.274
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRArmor.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.708
+// 生成时间:2022-01-20 14:28:57.285
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRAsteroid.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.712
+// 生成时间:2022-01-20 14:28:57.288
 //------------------------------------------------------------
 
 using GameFramework;

+ 239 - 0
Assets/GameMain/Scripts/DataTable/DRCustomBody.cs

@@ -0,0 +1,239 @@
+//------------------------------------------------------------
+// Game Framework
+// Copyright © 2013-2021 Jiang Yin. All rights reserved.
+// Homepage: https://gameframework.cn/
+// Feedback: mailto:ellan@gameframework.cn
+//------------------------------------------------------------
+// 此文件由工具自动生成,请勿直接修改。
+// 生成时间:2022-01-20 14:28:57.322
+//------------------------------------------------------------
+
+using GameFramework;
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Text;
+using UnityEngine;
+using UnityGameFramework.Runtime;
+
+namespace MetaClient
+{
+    /// <summary>
+    /// 自定义身体。
+    /// </summary>
+    public class DRCustomBody : DataRowBase
+    {
+        private int m_Id = 0;
+
+        /// <summary>
+        /// 获取id。
+        /// </summary>
+        public override int Id
+        {
+            get
+            {
+                return m_Id;
+            }
+        }
+
+        /// <summary>
+        /// 获取名称。
+        /// </summary>
+        public string Name
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取层级。
+        /// </summary>
+        public int Cengji
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取对应的图片类别。
+        /// </summary>
+        public int ParentStyple
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否显示。
+        /// </summary>
+        public int IsActive
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取图片Icon。
+        /// </summary>
+        public string Icon
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取按钮类型。
+        /// </summary>
+        public int ButtonStyple
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否传输内容。
+        /// </summary>
+        public int IsSendContent
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取传输对应类型。
+        /// </summary>
+        public int SendContent
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取接收到的对应数据。
+        /// </summary>
+        public int Receive
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取对应身体部位。
+        /// </summary>
+        public int Part
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否保持子物体缩放。
+        /// </summary>
+        public bool IsKeepChildrenScale
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否左右一样。
+        /// </summary>
+        public bool IsMirror
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取缩放最小值。
+        /// </summary>
+        public float ScaleRangeMin
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取缩放最大值。
+        /// </summary>
+        public float ScaleRangeMax
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取缩放类型。
+        /// </summary>
+        public int ModifyType
+        {
+            get;
+            private set;
+        }
+
+        public override bool ParseDataRow(string dataRowString, object userData)
+        {
+            string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
+            for (int i = 0; i < columnStrings.Length; i++)
+            {
+                columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
+            }
+
+            int index = 0;
+            index++;
+            m_Id = int.Parse(columnStrings[index++]);
+            Name = columnStrings[index++];
+            Cengji = int.Parse(columnStrings[index++]);
+            ParentStyple = int.Parse(columnStrings[index++]);
+            IsActive = int.Parse(columnStrings[index++]);
+            Icon = columnStrings[index++];
+            ButtonStyple = int.Parse(columnStrings[index++]);
+            IsSendContent = int.Parse(columnStrings[index++]);
+            SendContent = int.Parse(columnStrings[index++]);
+            Receive = int.Parse(columnStrings[index++]);
+            Part = int.Parse(columnStrings[index++]);
+            IsKeepChildrenScale = bool.Parse(columnStrings[index++]);
+            IsMirror = bool.Parse(columnStrings[index++]);
+            ScaleRangeMin = float.Parse(columnStrings[index++]);
+            ScaleRangeMax = float.Parse(columnStrings[index++]);
+            ModifyType = int.Parse(columnStrings[index++]);
+
+            GeneratePropertyArray();
+            return true;
+        }
+
+        public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
+        {
+            using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
+            {
+                using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
+                {
+                    m_Id = binaryReader.Read7BitEncodedInt32();
+                    Name = binaryReader.ReadString();
+                    Cengji = binaryReader.Read7BitEncodedInt32();
+                    ParentStyple = binaryReader.Read7BitEncodedInt32();
+                    IsActive = binaryReader.Read7BitEncodedInt32();
+                    Icon = binaryReader.ReadString();
+                    ButtonStyple = binaryReader.Read7BitEncodedInt32();
+                    IsSendContent = binaryReader.Read7BitEncodedInt32();
+                    SendContent = binaryReader.Read7BitEncodedInt32();
+                    Receive = binaryReader.Read7BitEncodedInt32();
+                    Part = binaryReader.Read7BitEncodedInt32();
+                    IsKeepChildrenScale = binaryReader.ReadBoolean();
+                    IsMirror = binaryReader.ReadBoolean();
+                    ScaleRangeMin = binaryReader.ReadSingle();
+                    ScaleRangeMax = binaryReader.ReadSingle();
+                    ModifyType = binaryReader.Read7BitEncodedInt32();
+                }
+            }
+
+            GeneratePropertyArray();
+            return true;
+        }
+
+        private void GeneratePropertyArray()
+        {
+
+        }
+    }
+}

+ 11 - 0
Assets/GameMain/Scripts/DataTable/DRCustomBody.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 78c0bbb4f00135f478d9f9414d26a70f
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRCustomFaceStyple.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.745
+// 生成时间:2022-01-20 14:28:57.318
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRCustomHairStyple.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.741
+// 生成时间:2022-01-20 14:28:57.315
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DREntity.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.717
+// 生成时间:2022-01-20 14:28:57.298
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRMusic.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.719
+// 生成时间:2022-01-20 14:28:57.300
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRScene.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.722
+// 生成时间:2022-01-20 14:28:57.302
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRSound.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.724
+// 生成时间:2022-01-20 14:28:57.304
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRThruster.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.727
+// 生成时间:2022-01-20 14:28:57.306
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRUIForm.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.729
+// 生成时间:2022-01-20 14:28:57.309
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRUISound.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.731
+// 生成时间:2022-01-20 14:28:57.311
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRWeapon.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2022-01-18 21:33:45.739
+// 生成时间:2022-01-20 14:28:57.313
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/Procedure/ProcedureCustomRole.cs

@@ -44,7 +44,7 @@ namespace MetaClient
             CustomManager.Instance.Init();
 
             GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OnOpenUIFormSuccess);
-            GameEntry.UI.OpenUIForm(UIFormId.CustomRoleForm, this);
+            GameEntry.UI.OpenUIForm(UIFormId.CustomRole, this);
         }
 
         protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)

+ 1 - 0
Assets/GameMain/Scripts/Procedure/ProcedurePreload.cs

@@ -32,6 +32,7 @@ namespace MetaClient
             "Weapon",
             "CustomHairStyple",
             "CustomFaceStyple",
+            "CustomBody"
         };
 
         private Dictionary<string, bool> m_LoadedFlag = new Dictionary<string, bool>();

+ 178 - 36
Assets/GameMain/Scripts/UI/UICustom.cs

@@ -11,6 +11,7 @@ using GameFramework.FileSystem;
 using GameFramework.ObjectPool;
 using GameFramework.Resource;
 using System;
+using DG.Tweening;
 namespace MetaClient
 {
 
@@ -36,22 +37,31 @@ namespace MetaClient
         [Header("衣服界面")]
         public GameObject clothView;
 
+        [Header("左边界面")]
+        public GameObject leftView;
+
+        [Header("右边界面")]
+        public GameObject rightView;
+
         //[Header("点击后生成的按钮列表")]
         //public GameObject buttonList;
 
         [Header("按钮预制体")]
         public GameObject buttonItem;
 
+        [Header("滑块")]
+        public Scrollbar scrollbar;
+
 
         [Header("颜色演示预制体")]
         public GameObject colItem;
 
 
-        private float tween_leftMax = -100;
-        private float tween_leftMix = 73.3f;
+        public float tween_leftMax = 0;
+        public float tween_leftMin = -250;
 
-        private float tween_rightMin = 375f;
-        private float tween_rightMax = 536f;
+        public float tween_rightMin = 0;
+        public float tween_rightMax = 223;
 
         private float tween_saveBtnMax = 119;
         private float tween_saveBtnMin = -108;
@@ -60,31 +70,97 @@ namespace MetaClient
         //private float tweenTime = 10;
         //private float tweenLeastTime = 0;
 
-        private bool isTween = false;
+        public bool isTween = false;
         [Header("选择界面分支")]
         [SerializeField]
         private ECustomStyple eCustomStyple = ECustomStyple.None;
         [Header("历史记录用于回退")]
         [SerializeField]
         private List<string> histroy;
+       
+        private int part = 0;
+
+
 
 
+        //[Header("接受到的数据")]
+        //[SerializeField]
+        private IDataTable<DRCustomBody> _bodydata;
         protected override void OnOpen(object userData)
         {
 
             base.OnOpen(userData);
-            //IDataTable<DRCustomRole> _data = GameEntry.DataTable.GetDataTable<DRCustomRole>();
+            IDataTable<DRCustomBody> _data = GameEntry.DataTable.GetDataTable<DRCustomBody>();
+            _bodydata = GameEntry.DataTable.GetDataTable<DRCustomBody>();
+            
         }
         protected override void OnClose(bool isShutdown, object userData)
         {
             base.OnClose(isShutdown, userData);
         }
-        public void ClickBtnFun(object[] _objects) {
+
+
+        public void ClickBotton(ECustomStyple eCustomStyple,int id)
+        {
             if (isTween)
             {
                 return;
             }
-            ECustomStyple _eCustomStyple = (ECustomStyple)int.Parse(_objects[0].ToString());
+            isTween = true;
+            leftView.transform.DOLocalMoveX(tween_leftMin, 2f).SetEase(Ease.InOutBack).OnComplete(()=> {
+                 ClickBtnFun(eCustomStyple,id);
+                leftView.transform.DOLocalMoveX(0, 2f).SetEase(Ease.InOutBack).OnComplete(() => {
+                    isTween = false;
+                    Debug.Log("222");
+                });
+            });
+            Debug.Log("333");
+            rightView.transform.DOLocalMoveX(tween_rightMax, 2f).SetEase(Ease.InOutBack).OnComplete(() => {
+                rightView.transform.DOLocalMoveX(0, 2f).SetEase(Ease.InOutBack).OnComplete(() => {
+                });
+            });
+
+        }
+        /// <summary>
+        /// 滑块改变
+        /// </summary>
+        public void ScrollValueChange()
+        {
+            Debug.Log(scrollbar.value);
+        }
+
+        /// <summary>
+        /// 修改滑块
+        /// </summary>
+
+        public void SetValue(int _part,ECustomStyple eCustomStyple)
+        {
+
+            //scrollbar.value = _value;
+            part = _part;
+        }
+        /// <summary>
+        /// 获得滑块值
+        /// </summary>
+        public float GetValue()
+        {
+            return scrollbar.value;
+        }
+
+        /// <summary>
+        /// 按钮点击事件
+        /// </summary>
+        public void ClickBtnFun(ECustomStyple eCustomStyple,int id) {
+            //if (isTween)
+            //{
+            //    return;
+            //}
+
+
+
+
+
+        //ECustomStyple _eCustomStyple = (ECustomStyple)int.Parse(_objects[0].ToString());
             switch (eCustomStyple)
             {
                 case ECustomStyple.None:
@@ -93,14 +169,65 @@ namespace MetaClient
                     GameObject _nieLianList = nieLianView.transform.GetChild(0).gameObject;
                     _nieLianList.SetActive(false);
                     GameObject _nieLianXX = nieLianView.transform.GetChild(2).gameObject;
+                    _nieLianXX.SetActive(true);
+                    CreateBodyImg(id);
                     break;
                 case ECustomStyple.Body:
+                    GameObject _bodyList = bodyView.transform.GetChild(0).gameObject;
+                    _bodyList.SetActive(false);
+                    GameObject _bodyListXX =bodyView.transform.GetChild(2).gameObject;
+                    _bodyListXX.SetActive(true);
+                     CreateBodyImg(id);
                     break;
                 case ECustomStyple.Cloth:
+                    GameObject _clothList = clothView.transform.GetChild(0).gameObject;
+                    _clothList.SetActive(false);
+                    GameObject _clothListXX = clothView.transform.GetChild(2).gameObject;
+                    _clothListXX.SetActive(true);
+                    CreateBodyImg(id);
                     break;
             }
         }
-        
+        //public Action ActionFun() {
+
+        //    return null;
+        //}
+
+        private void RemoveAllChildren(GameObject parent)
+        {
+            Transform transform;
+            for (int i = 0; i < parent.transform.childCount; i++)
+            {
+                transform = parent.transform.GetChild(i);
+                GameObject.Destroy(transform.gameObject);
+            }
+        }
+
+        public void CreateBodyImg(int parentid) {
+            RemoveAllChildren(bodyView.transform.GetChild(2).GetChild(0).gameObject);
+            IDataTable<DRCustomBody> _data = GameEntry.DataTable.GetDataTable<DRCustomBody>();
+            _bodydata = GameEntry.DataTable.GetDataTable<DRCustomBody>();
+
+            DRCustomBody[] dRCustomBodies = _bodydata.GetAllDataRows();
+            for (int i = 0; i < dRCustomBodies.Length; i++)
+            {
+                Debug.Log(dRCustomBodies[i].Id);
+                if (dRCustomBodies[i].ParentStyple == parentid)
+                {
+                    CreateButtonFun(dRCustomBodies[i].Icon, dRCustomBodies[i].Part, dRCustomBodies[i].Name, bodyView.transform.GetChild(2).GetChild(0).gameObject, dRCustomBodies[i].Id, dRCustomBodies[i].ButtonStyple, ECustomStyple.Body);
+                }
+            }
+        } 
+
+
+
+
+
+
+
+
+
+
         //private IEnumerator Tween(Action _action) {
         //    for (int i = 0; i < 100; i++)
         //    {
@@ -128,48 +255,62 @@ namespace MetaClient
             base.OnUpdate(elapseSeconds, realElapseSeconds);
         }
 
-        private void CreateNieLianFun(object[] _objects) {
-            ENieLianStyple _eNieLianStyple = (ENieLianStyple)int.Parse(_objects[1].ToString());
-            switch (_eNieLianStyple)
-            {
-                case ENieLianStyple.faxing:
-                    break;
-                case ENieLianStyple.lianxing:
-                    break;
-                case ENieLianStyple.yankuang:
-                    break;
-                case ENieLianStyple.tongkong:
-                    break;
-                case ENieLianStyple.meimao:
-                    break;
-                case ENieLianStyple.bizi:
-                    break;
-                case ENieLianStyple.erduo:
-                    break;
-                case ENieLianStyple.zuiba:
-                    break;
-                case ENieLianStyple.fuse:
-                    break;
-            }
-            //switch()
-        }
+        //private void CreateNieLianFun(object[] _objects) {
+        //    ENieLianStyple _eNieLianStyple = (ENieLianStyple)int.Parse(_objects[1].ToString());
+        //    switch (_eNieLianStyple)
+        //    {
+        //        case ENieLianStyple.faxing:
+        //            break;
+        //        case ENieLianStyple.lianxing:
+        //            break;
+        //        case ENieLianStyple.yankuang:
+        //            break;
+        //        case ENieLianStyple.tongkong:
+        //            break;
+        //        case ENieLianStyple.meimao:
+        //            break;
+        //        case ENieLianStyple.bizi:
+        //            break;
+        //        case ENieLianStyple.erduo:
+        //            break;
+        //        case ENieLianStyple.zuiba:
+        //            break;
+        //        case ENieLianStyple.fuse:
+        //            break;
+        //    }
+        //    //switch()
+        //}
 
 
 
 
 
 
-        private void CreateButtonFun(string path,GameObject _parent,Action action) {
+        private void CreateButtonFun(string path,int _part,string _name, GameObject _parent,int _id,int buttonstyple,ECustomStyple eCustomStyple) {
+            //Debug.Log(path);
+           // Debug.Log(_parent);
+            path = "CustomRole/" + path;
             GameEntry.Resource.LoadAsset(AssetUtility.GetUISpriteAsset(path), new LoadAssetCallbacks(
                 (assetName, asset, duration, userData) =>
                 {
+                   // Debug.Log(path);
+                   // Debug.Log(_parent);
+
                     Texture2D tex = (Texture2D)asset;
                     var sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);
                     GameObject _obj = GameObject.Instantiate(buttonItem);
                     Image _objImg = _obj.transform.GetComponent<Image>();
+                    _obj.SetActive(true);
                     _objImg.sprite = sprite;
+                    _obj.name = part+"";
                     _obj.transform.SetParent(_parent.transform);
-
+                    UICustomBtn uICustomBtn = _obj.GetComponent<UICustomBtn>();
+                    uICustomBtn.id = _id;
+                    uICustomBtn.eButtonStyple = (EButtonStyple)buttonstyple;
+                    uICustomBtn.eCustomStyple = eCustomStyple;
+                    uICustomBtn.isCreate = false;
+                    uICustomBtn.part = _part;
+                    
                     //GameObject 
                     //img.sprite = sprite;
                     //if (nativeSize)
@@ -205,6 +346,7 @@ namespace MetaClient
         NorButton,
     }
     public enum ENieLianStyple {
+        None,
         faxing,
         lianxing,
         yankuang,

+ 91 - 0
Assets/GameMain/Scripts/UI/UICustomBtn.cs

@@ -0,0 +1,91 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+namespace MetaClient
+{
+    public class UICustomBtn : MonoBehaviour
+    {
+        public UICustom uICustom;
+        [Header("选择界面分支")]
+        public ECustomStyple eCustomStyple = ECustomStyple.None;
+        [Header("按钮id")]
+        public int id;
+        [Header("功能分类")]
+        public EButtonStyple eButtonStyple = EButtonStyple.Button;
+
+        [Header("对应部位part")]
+        public int part=0;
+
+
+        //[Header("点击分支")]
+        //public ENieLianStyple eNieLianStyple = ENieLianStyple.None;
+        [Header("是否重新生成列表")]
+        public bool isCreate = false;
+
+        private float value = 0;
+        // Start is called before the first frame update
+        void Awake()
+        {
+            //Debug.Log("111");
+            Button btn = this.GetComponent<Button>();
+            btn.onClick.AddListener(CustomBtnFun);
+        }
+        void CustomBtnFun() {
+            //Debug.Log("111");
+            //return;
+            switch (this.eButtonStyple)
+            {
+                case EButtonStyple.Button:
+                    if (!isCreate)
+                    {
+
+                    }
+                    else
+                    {
+                        CreatImgListFun();
+                    }
+                    break;
+                case EButtonStyple.Scroll:
+                    if (!uICustom.scrollbar.gameObject.activeSelf)
+                    {
+                        uICustom.scrollbar.gameObject.SetActive(true);
+                    }
+                    // uICustom.scrollbar.value = GetValue();
+                    uICustom.SetValue(part, eCustomStyple);
+                    
+                    break;
+                case EButtonStyple.TiaoSe:
+                    break;
+                case EButtonStyple.NorButton:
+                    CreatImgListFun();
+                    break;
+            }
+
+
+
+        }
+
+        //float GetVale()
+        //{
+        //    return 1;
+        //}
+        void CreatImgListFun() {
+            if (uICustom.isTween)
+            {
+                return;
+            }
+            else
+            {
+                 //object[] _objects = new object[]{ eCustomStyple, id };
+                // uICustom.ClickBotton(_objects);
+                uICustom.ClickBotton(eCustomStyple, id);
+            }
+        }
+        // Update is called once per frame
+        void Update()
+        {
+
+        }
+    }
+}

+ 11 - 0
Assets/GameMain/Scripts/UI/UICustomBtn.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 92ed2ccb4917d65479290cf63dbc1d3f
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 63 - 0
Assets/GameMain/Scripts/UI/UICustomNor.cs

@@ -0,0 +1,63 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using DG.Tweening;
+namespace MetaClient
+{
+    public class UICustomNor : MonoBehaviour
+    {
+        //[Header("左边界面")]
+        //public GameObject leftView;
+
+        //[Header("右边界面")]
+        //public GameObject rightView;
+
+        public UICustom uICustom;
+        [Header("出现对象")]
+        public List<GameObject> objAppear;
+        [Header("消失对象")]
+        public List<GameObject> objDisAppear;
+        // Start is called before the first frame update
+        void Start()
+        {
+            Button btn =gameObject.GetComponent<Button>();
+            btn.onClick.AddListener(ClickBotton);
+        }
+        public void ClickBotton()
+        {
+            if (uICustom.isTween)
+            {
+                return;
+            }
+            uICustom.isTween = true;
+            uICustom.leftView.transform.DOLocalMoveX(uICustom.tween_leftMin, 2f).SetEase(Ease.InOutBack).OnComplete(() => {
+                //  ClickBtnFun(_objects);
+                objDisAppear.ForEach(i => i.SetActive(false));
+                objAppear.ForEach(i => i.SetActive(true));
+                uICustom.leftView.transform.DOLocalMoveX(0, 2f).SetEase(Ease.InOutBack).OnComplete(() => {
+                    uICustom.isTween = false;
+                  
+                    Debug.Log("222");
+                });
+            });
+            Debug.Log("333");
+            uICustom.rightView.transform.DOLocalMoveX(uICustom.tween_rightMax, 2f).SetEase(Ease.InOutBack).OnComplete(() => {
+                uICustom.rightView.transform.DOLocalMoveX(0, 2f).SetEase(Ease.InOutBack).OnComplete(() => {
+                });
+            });
+
+        }
+
+        void CustomBtnFun() {
+
+        }
+
+
+        // Update is called once per frame
+        void Update()
+        {
+
+        }
+    }
+}

+ 11 - 0
Assets/GameMain/Scripts/UI/UICustomNor.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7e4ee1c3464dfe443a23300b9cbbc60a
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
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+ 2 - 0
Assets/GameMain/Scripts/UI/UIFormId.cs

@@ -43,5 +43,7 @@ namespace MetaClient
         /// 自定义角色。
         /// </summary>
         FinchFace = 103,
+
+        CustomRole=104,
     }
 }

+ 2 - 1
Assets/uitry.unity.meta

@@ -1,5 +1,6 @@
 fileFormatVersion: 2
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+guid: 90a2659ba8cb2444292868a41f75ccb9
+folderAsset: yes
 DefaultImporter:
   externalObjects: {}
   userData: 

+ 122 - 0
Assets/GameMain/Scripts/UIColorMix/ColorPick.cs

@@ -0,0 +1,122 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+public class ColorPick : MonoBehaviour
+{
+
+ public Image Saturation;
+public Image Hue;
+public Image Paint;
+ public RectTransform Point_Stauration;
+public RectTransform Point_Hue;
+private Sprite Saturation_Sprite;
+private Sprite Hue_Sprite;
+ private Color32 currentHue = Color.red;
+    public Text colorText;
+private void Awake()
+    {
+ }
+    private void Start()
+    {
+        UpdateStauration();
+        UpdateHue();
+    }
+    float sWidth = 200, sHeight = 200;
+    //更新饱和度
+    private void UpdateStauration()
+    {
+        Saturation_Sprite = Sprite.Create(new Texture2D((int)sWidth, (int)sHeight), new Rect(0, 0, sWidth, sHeight), new Vector2(0, 0));
+        for (int y = 0; y <= sHeight; y++)
+        {
+        for (int x = 0; x < sWidth; x++)
+         {
+                var pixColor = GetSaturation(currentHue, x / sWidth, y / sHeight);
+                Saturation_Sprite.texture.SetPixel(x, ((int)sHeight - y), pixColor);
+            }
+        }
+        Saturation_Sprite.texture.Apply();
+        Saturation.sprite = Saturation_Sprite;
+    }
+    //更新色泽度
+   private void UpdateHue()
+    {
+        float w = 50, h = 50;
+        Hue_Sprite = Sprite.Create(new Texture2D((int)w, (int)h), new Rect(0, 0, w, h), new Vector2(0, 0));
+        for (int y = 0; y <= h; y++)
+         {
+            for (int x = 0; x < w; x++)
+            {
+                var pixColor = GetHue(y / h);
+                Hue_Sprite.texture.SetPixel(x, ((int)h - y), pixColor);
+            }
+        }
+        Hue_Sprite.texture.Apply();
+        Hue.sprite = Hue_Sprite;
+    }
+    private Vector2 clickPoint = Vector2.zero;
+    public void OnStaurationClick(ColorPickClick sender)
+    {
+        var size2 = Saturation.rectTransform.sizeDelta / 2;
+        var pos = Vector2.zero;
+        pos.x = Mathf.Clamp(sender.ClickPoint.x, -size2.x, size2.x);
+        pos.y = Mathf.Clamp(sender.ClickPoint.y, -size2.y, size2.y);
+        Point_Stauration.anchoredPosition = clickPoint = pos;
+
+UpdateColor();
+    }
+    public void UpdateColor()
+    {
+        var size2 = Saturation.rectTransform.sizeDelta / 2;
+        var pos = clickPoint;
+        pos += size2;
+        var color = GetSaturation(currentHue, pos.x / Saturation.rectTransform.sizeDelta.x, 1 - pos.y / Saturation.rectTransform.sizeDelta.y);
+        Paint.color = color;
+        int r = Mathf.RoundToInt(color.r * 255.0f);
+        int g = Mathf.RoundToInt(color.g * 255.0f);
+        int b = Mathf.RoundToInt(color.b * 255.0f);
+        int a = Mathf.RoundToInt(color.a * 255.0f);
+        string theHexColor = string.Format("{0:X2}{1:X2}{2:X2}{3:X2}",r, g,b,a);
+        colorText.text = theHexColor + "";
+    }
+
+    public void OnHueClick(ColorPickClick sender)
+    {
+        var h = Hue.rectTransform.sizeDelta.y / 2.0f;
+        var y = Mathf.Clamp(sender.ClickPoint.y, -h, h);
+        Point_Hue.anchoredPosition = new Vector2(0, y);
+        y += h;
+        currentHue = GetHue(1 - y / Hue.rectTransform.sizeDelta.y);
+        UpdateStauration();
+        UpdateColor();
+    }
+    private static Color GetSaturation(Color color, float x, float y)
+    {
+        Color newColor = Color.white;
+        for (int i = 0; i < 3; i++)
+        {
+            if (color[i] != 1)
+            {
+                newColor[i] = (1 - color[i]) * (1 - x) + color[i];
+            }
+        }
+        newColor *= (1 - y);
+        newColor.a = 1;
+        return newColor;
+    }
+    //B,r,G,b,R,g //大写是升,小写是降
+    private readonly static int[] hues = new int[] { 2, 0, 1, 2, 0, 1 };
+    private readonly static Color[] colors = new Color[] { Color.red, Color.blue, Color.blue, Color.green, Color.green, Color.red };
+    private readonly static float c = 1.0f / hues.Length;
+    private static Color GetHue(float y)
+    {
+        y = Mathf.Clamp01(y);
+        var index = (int)(y / c);
+        var h = hues[index];
+        var newColor = colors[index];
+        float less = (y - index * c) / c;
+        newColor[h] = index % 2 == 0 ? less : 1 - less;
+        return newColor;
+    }
+}
+
+

+ 11 - 0
Assets/GameMain/Scripts/UIColorMix/ColorPick.cs.meta

@@ -0,0 +1,11 @@
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+ 34 - 0
Assets/GameMain/Scripts/UIColorMix/ColorPickClick.cs

@@ -0,0 +1,34 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+using System;
+using UnityEngine.UI;
+public class ColorPickClick : MonoBehaviour,IPointerDownHandler,IDragHandler
+{
+    // Start is called before the first frame update
+    void Start()
+    {
+        
+    }
+    public Button.ButtonClickedEvent Click;
+
+    public Vector3 ClickPoint { get; set; }
+    public void OnPointerDown(PointerEventData eventData)
+    {
+        var rect = transform as RectTransform;
+        ClickPoint = rect.InverseTransformPoint(eventData.position);
+        Click.Invoke();
+    }
+    public void OnDrag(PointerEventData eventData)
+    {
+        var rect = transform as RectTransform;
+        ClickPoint = rect.InverseTransformPoint(eventData.position);
+        Click.Invoke();
+    }
+    // Update is called once per frame
+    void Update()
+    {
+        
+    }
+}

+ 11 - 0
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+ 3 - 2
Assets/GameMain/Scripts/Utility/AssetUtility.cs

@@ -6,7 +6,7 @@
 //------------------------------------------------------------
 
 using GameFramework;
-
+using UnityEngine;
 namespace MetaClient
 {
     public static class AssetUtility
@@ -62,7 +62,8 @@ namespace MetaClient
         }
         public static string GetUISpriteAsset(string assetName)
         {
-            return Utility.Text.Format("Assets/GameMain/UI/UISounds/{0}.png", assetName);
+            Debug.Log("Assets/GameMain/UI/UISprites/"+assetName+".png");
+            return Utility.Text.Format("Assets/GameMain/UI/UISprites/{0}.png", assetName);
         }
     }
 }

File diff suppressed because it is too large
+ 2029 - 750
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