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Merge branch 'master' of http://git.xwxgame.com/qianzhuqing/metaClient

# Conflicts:
#	Assets/GameMain/DataTables/CustomBody.bytes
#	Assets/GameMain/DataTables/CustomBody.txt
#	Assets/GameMain/Scripts/DataTable/DRAircraft.cs
#	Assets/GameMain/Scripts/DataTable/DRArmor.cs
#	Assets/GameMain/Scripts/DataTable/DRAsteroid.cs
#	Assets/GameMain/Scripts/DataTable/DRCustomBody.cs
#	Assets/GameMain/Scripts/DataTable/DREntity.cs
#	Assets/GameMain/Scripts/DataTable/DRMusic.cs
#	Assets/GameMain/Scripts/DataTable/DRScene.cs
#	Assets/GameMain/Scripts/DataTable/DRSound.cs
#	Assets/GameMain/Scripts/DataTable/DRThruster.cs
#	Assets/GameMain/Scripts/DataTable/DRUIForm.cs
#	Assets/GameMain/Scripts/DataTable/DRUISound.cs
#	Assets/GameMain/Scripts/DataTable/DRWeapon.cs
#	Assets/GameMain/UI/UIForms/CustomRole.prefab
qianzhuqing 3 년 전
부모
커밋
90797f9a87
100개의 변경된 파일5290개의 추가작업 그리고 579개의 파일을 삭제
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BIN
Assets/GameMain/DataTables/CustomFace.bytes


+ 2 - 3
Assets/GameMain/UI/UISprites/FinchFace/发型首页.meta

@@ -1,7 +1,6 @@
 fileFormatVersion: 2
-guid: 5c33eabb17900f54c9051373252144f3
-folderAsset: yes
-DefaultImporter:
+guid: 5ad106f18f2a33145b09a4ec29335a76
+TextScriptImporter:
   externalObjects: {}
   userData: 
   assetBundleName: 

BIN
Assets/GameMain/DataTables/CustomFace.txt


+ 7 - 0
Assets/GameMain/DataTables/CustomFace.txt.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 81bcc4589f3cf7540a02ef4f0ab4c285
+TextScriptImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 228 - 0
Assets/GameMain/Scripts/DataTable/DRCustomFace.cs

@@ -0,0 +1,228 @@
+//------------------------------------------------------------
+// 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:2022-01-22 20:02:20.373
+//------------------------------------------------------------
+
+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 DRCustomFace : 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;
+        }
+
+        /// <summary>
+        /// 获取骨骼名称。
+        /// </summary>
+        public string BoneName
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取对应的图片类别。
+        /// </summary>
+        public int ParentStyple
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否使用变形器。
+        /// </summary>
+        public bool IsBlend
+        {
+            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++]);
+            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++]);
+            ScaleRangeMin = float.Parse(columnStrings[index++]);
+            ScaleRangeMax = float.Parse(columnStrings[index++]);
+            ModifyType = int.Parse(columnStrings[index++]);
+            BoneName = columnStrings[index++];
+            ParentStyple = int.Parse(columnStrings[index++]);
+            IsBlend = bool.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();
+                    IsActive = binaryReader.Read7BitEncodedInt32();
+                    Icon = binaryReader.ReadString();
+                    ButtonStyple = binaryReader.Read7BitEncodedInt32();
+                    IsSendContent = binaryReader.Read7BitEncodedInt32();
+                    SendContent = binaryReader.Read7BitEncodedInt32();
+                    Receive = binaryReader.Read7BitEncodedInt32();
+                    ScaleRangeMin = binaryReader.ReadSingle();
+                    ScaleRangeMax = binaryReader.ReadSingle();
+                    ModifyType = binaryReader.Read7BitEncodedInt32();
+                    BoneName = binaryReader.ReadString();
+                    ParentStyple = binaryReader.Read7BitEncodedInt32();
+                    IsBlend = binaryReader.ReadBoolean();
+                }
+            }
+
+            GeneratePropertyArray();
+            return true;
+        }
+
+        private void GeneratePropertyArray()
+        {
+
+        }
+    }
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 98b4ac17c1b65a449baaa21c7ab1c913
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

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

@@ -31,6 +31,7 @@ namespace MetaClient
             "UISound",
             "Weapon",
             "CustomBody",
+            "CustomFace"
         };
 
         private Dictionary<string, bool> m_LoadedFlag = new Dictionary<string, bool>();

+ 133 - 0
Assets/GameMain/Scripts/UI/ColorPick.cs

@@ -0,0 +1,133 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+namespace MetaClient
+{
+    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;
+        public UICustom uICustom;
+        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 + "";
+            uICustom.ColorChange(new Vector3(color.r, color.g, color.b));
+        }
+        
+
+
+
+
+
+
+        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;
+        }
+    }
+}
+
+

Assets/GameMain/Scripts/UIColorMix/ColorPick.cs.meta → Assets/GameMain/Scripts/UI/ColorPick.cs.meta


+ 37 - 0
Assets/GameMain/Scripts/UI/ColorPickClick.cs

@@ -0,0 +1,37 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+using System;
+using UnityEngine.UI;
+namespace MetaClient
+{
+    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()
+        {
+
+        }
+    }
+}

Assets/GameMain/Scripts/UIColorMix/ColorPickClick.cs.meta → Assets/GameMain/Scripts/UI/ColorPickClick.cs.meta


+ 17 - 0
Assets/GameMain/Scripts/UI/UIColorData.cs

@@ -0,0 +1,17 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace MetaClient
+{
+    public class UIColorData {
+        public ECustomStyple eCustomStyple;
+        public int id;
+        public Vector3 v3;
+        public UIColorData(ECustomStyple _eCustomStyple,int _id,Vector3 _v3) {
+            this.eCustomStyple = _eCustomStyple;
+            this.id = _id;
+            this.v3 = _v3;
+        }
+    }
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f32dea0d0084e814c9738df99cc412da
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 254 - 56
Assets/GameMain/Scripts/UI/UICustom.cs

@@ -66,20 +66,20 @@ namespace MetaClient
         [Header("颜色演示预制体")]
         public GameObject colItem;
 
-
+        public bool hasColorChoose = false;
         public float tween_leftMax = 0;
         public float tween_leftMin = -250;
 
         public float tween_rightMin = 0;
         public float tween_rightMax = 223;
 
-        private float tween_saveBtnMax = 119;
-        private float tween_saveBtnMin = -108;
+        //private float tween_saveBtnMax = 119;
+        //private float tween_saveBtnMin = -108;
 
         private float tweenTime = 0.5f;
         //private float tweenTime = 10;
         //private float tweenLeastTime = 0;
-
+        private GameObject nowChooseColorObj;
         public bool isTween = false;
         [Header("选择界面分支")]
         [SerializeField]
@@ -96,25 +96,73 @@ namespace MetaClient
         private GameObject nowPickOnImg=null;
 
 
+
+
+        private Vector3 colorV3 = new Vector3(0, 0, 0);
         //[Header("接受到的数据")]
         //[SerializeField]
         private IDataTable<DRCustomBody> _bodydata;
+        private IDataTable<DRCustomFace> _facedata;
         protected override void OnOpen(object userData)
         {
 
             base.OnOpen(userData);
             IDataTable<DRCustomBody> _data = GameEntry.DataTable.GetDataTable<DRCustomBody>();
             _bodydata = GameEntry.DataTable.GetDataTable<DRCustomBody>();
-            
+            _facedata = GameEntry.DataTable.GetDataTable<DRCustomFace>();
+
+        }
+        public void ColorChange(Vector3 _v3) {
+            colorV3 = _v3;
+        }
+        public void SaveColorChange()
+        {
+            var a = new UIColorData(eCustomStyple,id,colorV3);
+           String str = JsonUtility.ToJson(a);
+            // var obj = JsonUtility.FromJson<PartData>(str);
+
+            SaveColorAdd(3);
+            SaveColorAdd(2);
+
+
+            GameEntry.Setting.SetString("savecolor"+eCustomStyple+"/"+id+"/"+1, str);
+            GameEntry.Setting.Save();
+            ChooseColorChange();
+            //GameEntry.Setting.HasSetting("savecolor");
+            //GameEntry.Setting.GetString("");
+        }
+        public void SaveColorAdd(int _Index)
+        {
+            if (GameEntry.Setting.HasSetting("savecolor" + eCustomStyple + "/" + id + "/"+_Index))
+            {
+                String _saveStr=GameEntry.Setting.GetString("savecolor" + eCustomStyple + "/" + id + "/" + (_Index-1));
+                GameEntry.Setting.SetString("savecolor" + eCustomStyple + "/" + id + "/" +_Index, _saveStr);
+            }
+        }
+        public void ColorHuaDong(Vector3 _v3)
+        {
+            colorV3 = _v3;
+        }
+        public void ChooseColorChange()
+        {
+            Debug.Log(nowChooseColorObj.transform.parent.name);
+            if (nowChooseColorObj!=null)
+            {
+                Image _img=nowChooseColorObj.transform.GetComponent<Image>();
+                _img.color = new Color(colorV3.x,colorV3.y,colorV3.z);
+            }
         }
 
+
+
+
         protected override void OnClose(bool isShutdown, object userData)
         {
             base.OnClose(isShutdown, userData);
         }
 
 
-        public void ClickBotton(ECustomStyple eCustomStyple,int id,bool ziDingYi)
+        public void ClickBotton(ECustomStyple eCustomStyple,int id,bool ziDingYi,bool isColor)
         {
             if (isTween)
             {
@@ -124,7 +172,7 @@ namespace MetaClient
             leftView.transform.DOLocalMoveX(tween_leftMin, tweenTime).SetEase(Ease.InOutBack).OnComplete(()=> {
                 //whitebg.SetActive(bg);
                
-                 ClickBtnFun(eCustomStyple,id,ziDingYi);
+                 ClickBtnFun(eCustomStyple,id,ziDingYi,isColor);
                 leftView.transform.DOLocalMoveX(0, tweenTime).SetEase(Ease.InOutBack).OnComplete(() => {
                     isTween = false;
                     Debug.Log("222");
@@ -138,27 +186,69 @@ namespace MetaClient
 
         }
 
-
+        /// <summary>
+        /// 调色界面打开
+        /// </summary>
         public void TiaoSeViewOpenFun() {
+            HistoryAdd("Color");
             rightView.SetActive(false);
             colorView.SetActive(true);
 
         }
+        /// <summary>
+        /// 调色板的调色板打开或关闭
+        /// </summary>
         public void TiaoSeBanOpenStyple(bool _bo)
         {
-            colorView.SetActive(_bo);
-            tiaoSeBanView.SetActive(!_bo);
+            colorView.SetActive(!_bo);
+            tiaoSeBanView.SetActive(_bo);
             
         }
 
-        //private void 
-
-
-
+        /// <summary>
+        /// 调色板确认按钮
+        /// </summary>
+        public void TiaoSeSure()
+        {
+            SaveColorChange();
+            TiaoSeBanOpenStyple(false);
+        }
+        /// <summary>
+        /// 调色板取消按钮
+        /// </summary>
+        public void TiaoSeBanCloseFun() {
+        
+        }
 
+        /// <summary>
+        /// 自定义调色板
+        /// </summary>
+        public void TiaoSeBanCustom() {
 
+        }
+        public void TiaoSeViewRefesh() {
+            GameObject _obj = tiaoSeBanView.transform.GetChild(0).GetChild(0).gameObject;
+            RemoveAllChildren(_obj, 1);
+        }
+        public void TiaoSeAddItem(GameObject _par) {
 
 
+            if (GameEntry.Setting.HasSetting("savecolor" + eCustomStyple + "/" + id + "/" + 3))
+            {
+            }
+            GameObject _clone = GameObject.Instantiate(colItem);
+            _clone.transform.SetParent(_par.transform);
+            
+        }
+        public bool HasCustomColor(int _index)
+        {
+            bool _has = GameEntry.Setting.HasSetting("savecolor" + eCustomStyple + "/" + id + "/" + _index+"");
+            return _has;
+        }
+        //public UIColorData GetUIColorData(int _index) {
+        //    String _str= GameEntry.Setting.GetString("savecolor" + eCustomStyple + "/" + id + "/" + _index+"");
+        //    return        
+        //}
 
         /// <summary>
         /// 设置是否已在缓动
@@ -184,10 +274,22 @@ namespace MetaClient
         public void ScrollValueChange()
         {
             //Debug.Log(scrollbar.value);
-            GameEntry.Event.Fire(this, CustomRoleBodyEventArgs.Create(part, new Vector3(scrollbar.value, 0, 0)));
+            switch (eCustomStyple)
+            {
+                case ECustomStyple.None:
+                    break;
+                case ECustomStyple.Body:
+                    GameEntry.Event.Fire(this, CustomRoleBodyEventArgs.Create(part, new Vector3(scrollbar.value, 0, 0)));
+                    break;
+                case ECustomStyple.NieLian:
+                    break;
+                case ECustomStyple.Cloth:
+                    break;
+            }
+           // GameEntry.Event.Fire(this, CustomRoleBodyEventArgs.Create(part, new Vector3(scrollbar.value, 0, 0)));
         }
 
-        public void BackBtnFun()
+        public void BackBtn_Fun()
         {
             if (histroyextra)
             {
@@ -207,6 +309,7 @@ namespace MetaClient
                     break;
                 case 2:
                     Debug.Log("进入选择界面");
+                    scrollbar.gameObject.SetActive(false);
                     histroy.RemoveAt(histroy.Count - 1);
                     Back_TwoFun(true);
                     break;
@@ -219,6 +322,42 @@ namespace MetaClient
 
             }
         }
+
+        public void BackBtnFun()
+        {
+            if (isTween)
+            {
+                return;
+            }
+            isTween = true;
+            leftView.transform.DOLocalMoveX(tween_leftMin, tweenTime).SetEase(Ease.InOutBack).OnComplete(() => {
+                //whitebg.SetActive(bg);
+
+                BackBtn_Fun();
+                leftView.transform.DOLocalMoveX(0, tweenTime).SetEase(Ease.InOutBack).OnComplete(() => {
+                    isTween = false;
+                    Debug.Log("222");
+                });
+            });
+            Debug.Log("333");
+            rightView.transform.DOLocalMoveX(tween_rightMax, tweenTime).SetEase(Ease.InOutBack).OnComplete(() => {
+                rightView.transform.DOLocalMoveX(0, tweenTime).SetEase(Ease.InOutBack).OnComplete(() => {
+                });
+            });
+
+        }
+
+
+
+
+
+
+
+
+
+        /// <summary>
+        /// 返回的方法一
+        /// </summary>
         void Back_OneFun() {
             ViewSetFalse();
             toolView.SetActive(true);
@@ -227,12 +366,17 @@ namespace MetaClient
             //nieLianView.SetActive(false);
             //clothView.SetActive(false);
         }
-
+        /// <summary>
+        /// 返回的方法extra
+        /// </summary>
         void BackExtraFun()
         {
             rightView.SetActive(true);
             scrollbar.gameObject.SetActive(false);
         }
+        /// <summary>
+        /// 面板全部隐藏
+        /// </summary>
         void ViewSetFalse()
         {
             toolView.SetActive(false);
@@ -253,10 +397,14 @@ namespace MetaClient
             _obj.transform.GetChild(0).gameObject.SetActive(_bo);
             _obj.transform.GetChild(2).gameObject.SetActive(!_bo);
         }
+        /// <summary>
+        /// 返回的方法二
+        /// </summary>
         void Back_TwoFun(bool _bo)
         {
-           // int _choose = int.Parse(histroy[1]);
-           // switch ((ECustomStyple)_choose)
+            // int _choose = int.Parse(histroy[1]);
+            // switch ((ECustomStyple)_choose)
+            whitebg.SetActive(false);
            switch(eCustomStyple)
             {
                 case ECustomStyple.Body:
@@ -276,6 +424,9 @@ namespace MetaClient
             //nieLianView.SetActive(false);
             //clothView.SetActive(false);
         }
+        /// <summary>
+        /// 返回的方法三
+        /// </summary>
         void Back_ThreeFun()
         {
             string[] _strArrary = histroy[histroy.Count - 1].Split(',');
@@ -286,8 +437,10 @@ namespace MetaClient
             }
             else if (_strArrary[0] == "ziDingyi")
             {
-                int _chooseId = int.Parse(_strArrary[1]);
-                ClickBtnFun(eCustomStyple, _chooseId, false);
+                scrollbar.gameObject.SetActive(false);
+                int _chooseId = int.Parse(_strArrary[2]);
+                hasColorChoose = int.Parse(_strArrary[1]) == 1 ? true : false;
+                ClickBtnFun(eCustomStyple, _chooseId, true,hasColorChoose);
             }
             else
             {
@@ -311,13 +464,15 @@ namespace MetaClient
             {
               
                 nowPickOnImg = _nowPickOnImg;
+                id = _id;
                 nowPickOnImg.SetActive(true);
             }
             else
             {
-                nowPickOnImg.SetActive(false);
+               
                 if (_id != id)
                 {
+                    nowPickOnImg.SetActive(false);
                     id = _id;
                     nowPickOnImg = _nowPickOnImg;
                     _nowPickOnImg.SetActive(true);
@@ -349,15 +504,25 @@ namespace MetaClient
         {
             return scrollbar.value;
         }
+        /// <summary>
+        /// 修改颜色
+        /// </summary>
+        public void SetColor(int _part, ECustomStyple eCustomStyple)
+        {
 
+            //scrollbar.value = _value;
+            part = _part;
+           
+        }
         /// <summary>
         /// 按钮点击事件
         /// </summary>
-        public void ClickBtnFun(ECustomStyple eCustomStyple,int id,bool zidingyi) {
+        public void ClickBtnFun(ECustomStyple eCustomStyple,int id,bool zidingyi,bool isColor) {
             //if (isTween)
             //{
             //    return;
             //}
+            hasColorChoose = isColor;
             whitebg.SetActive(true);
             scrollbar.gameObject.SetActive(false);
             this.eCustomStyple = eCustomStyple;
@@ -378,7 +543,7 @@ namespace MetaClient
                     //    ZiDingYiNeiLian(eCustomStyple, id, _nieLianXX.transform.GetChild(0).gameObject);
                     //    return;
                     //}
-                    CreateNieLianImg(id, zidingyi);
+                    CreateNieLianImg(id, zidingyi,isColor);
                     break;
                 case ECustomStyple.Body:
                     GameObject _bodyList = bodyView.transform.GetChild(0).gameObject;
@@ -390,7 +555,7 @@ namespace MetaClient
                     //    ZiDingYiBody(eCustomStyple, id, _bodyListXX.transform.GetChild(0).gameObject);
                     //    return;
                     //}
-                    CreateBodyImg(id, zidingyi);
+                    CreateBodyImg(id, zidingyi,isColor);
                     break;
                 case ECustomStyple.Cloth:
                     GameObject _clothList = clothView.transform.GetChild(0).gameObject;
@@ -402,7 +567,7 @@ namespace MetaClient
                     //    ZiDingYiCloth(eCustomStyple, id, _clothListXX.transform.GetChild(0).gameObject);
                     //    return;
                     //}
-                    CreateClothImg(id, zidingyi);
+                    CreateClothImg(id, zidingyi,isColor);
                     break;
             }
         }
@@ -411,10 +576,10 @@ namespace MetaClient
         //    return null;
         //}
 
-        private void RemoveAllChildren(GameObject parent)
+        private void RemoveAllChildren(GameObject parent,int _index=0)
         {
             Transform transform;
-            for (int i = 0; i < parent.transform.childCount; i++)
+            for (int i = _index; i < parent.transform.childCount; i++)
             {
                 transform = parent.transform.GetChild(i);
                 GameObject.Destroy(transform.gameObject);
@@ -457,22 +622,22 @@ namespace MetaClient
         //}
 
 
-        public void CreateNieLianImg(int parentid, bool ziDingYi)
+        public void CreateNieLianImg(int parentid, bool ziDingYi, bool isColor)
         {
 
 
 
 
-            GameObject _objPar = bodyView.transform.GetChild(2).GetChild(0).gameObject;
+            GameObject _objPar = nieLianView.transform.GetChild(2).GetChild(0).gameObject;
             RemoveAllChildren(_objPar);
             //等有捏脸表时改为捏脸
-            IDataTable<DRCustomBody> _data = GameEntry.DataTable.GetDataTable<DRCustomBody>();
-            _bodydata = GameEntry.DataTable.GetDataTable<DRCustomBody>();
-            int cengji = ziDingYi ?1:0;
-            if (!ziDingYi)
+            IDataTable<DRCustomFace> _data = GameEntry.DataTable.GetDataTable<DRCustomFace>();
+            _facedata = GameEntry.DataTable.GetDataTable<DRCustomFace>();
+            int cengji = ziDingYi ? 0 : 1;
+            if (ziDingYi)
             {
 
-                CreateZDYFun(parentid, _objPar);
+                CreateZDYFun(parentid, _objPar,ziDingYiBtn);
 
                 //GameObject _obj = GameObject.Instantiate(ziDingYiBtn);
                 //_obj.transform.SetParent(_objPar.transform);
@@ -484,32 +649,35 @@ namespace MetaClient
                 //_uICustomBtn.eCustomStyple = eCustomStyple;
                 //_obj.SetActive(true);
             }
-
-            DRCustomBody[] dRCustomBodies = _bodydata.GetAllDataRows();
+            if (isColor)
+            {
+                CreateColFun(parentid, _objPar,colItem);
+            }
+            DRCustomFace[] dRCustomBodies = _facedata.GetAllDataRows();
             for (int i = 0; i < dRCustomBodies.Length; i++)
             {
                 Debug.Log(dRCustomBodies[i].Id);
                 if (dRCustomBodies[i].ParentStyple == parentid&&dRCustomBodies[i].Cengji==cengji)
                 {
-                    CreateButtonFun(dRCustomBodies[i].Icon, dRCustomBodies[i].Part, dRCustomBodies[i].Name, _objPar, dRCustomBodies[i].Id, dRCustomBodies[i].ButtonStyple, ECustomStyple.Body);
+                    CreateButtonFun(dRCustomBodies[i].Icon, dRCustomBodies[i].Name, _objPar, dRCustomBodies[i].Id, dRCustomBodies[i].ButtonStyple, ECustomStyple.Body, dRCustomBodies[i].IsActive);
                 }
             }
           
              ChangeListBotton(_objPar);
         }
-        public void CreateClothImg(int parentid,bool ziDingYi)
+        public void CreateClothImg(int parentid,bool ziDingYi, bool isColor)
         {
 
-            GameObject _objPar = bodyView.transform.GetChild(2).GetChild(0).gameObject;
+            GameObject _objPar = clothView.transform.GetChild(2).GetChild(0).gameObject;
             RemoveAllChildren(_objPar);
             //等有服装时改为服装
             IDataTable<DRCustomBody> _data = GameEntry.DataTable.GetDataTable<DRCustomBody>();
             _bodydata = GameEntry.DataTable.GetDataTable<DRCustomBody>();
-            int cengji = ziDingYi ?1:0;
-            if (!ziDingYi)
+            int cengji = ziDingYi ? 0 : 1;
+            if (ziDingYi)
             {
 
-                CreateZDYFun(parentid, _objPar);
+                CreateZDYFun(parentid, _objPar,ziDingYiBtn);
 
                 //GameObject _obj = GameObject.Instantiate(ziDingYiBtn);
                 //_obj.transform.SetParent(_objPar.transform);
@@ -522,26 +690,45 @@ namespace MetaClient
                 //_obj.SetActive(true);
 
             }
+            if (isColor)
+            {
+                CreateColFun(parentid, _objPar, colItem);
+           
+            }
             DRCustomBody[] dRCustomBodies = _bodydata.GetAllDataRows();
             for (int i = 0; i < dRCustomBodies.Length; i++)
             {
                 Debug.Log(dRCustomBodies[i].Id);
                 if (dRCustomBodies[i].ParentStyple == parentid && dRCustomBodies[i].Cengji == cengji)
                 {
-                    CreateButtonFun(dRCustomBodies[i].Icon, dRCustomBodies[i].Part, dRCustomBodies[i].Name, _objPar, dRCustomBodies[i].Id, dRCustomBodies[i].ButtonStyple, ECustomStyple.Body);
+                    CreateButtonFun(dRCustomBodies[i].Icon, dRCustomBodies[i].Name, _objPar, dRCustomBodies[i].Id, dRCustomBodies[i].ButtonStyple, ECustomStyple.Body, dRCustomBodies[i].IsActive);
                 }
             }
             ChangeListBotton(_objPar);
         }
 
-        private void CreateZDYFun(int parentid,GameObject _objPar)
+        private void CreateZDYFun(int parentid,GameObject _objPar,GameObject _clone)
         {
-            GameObject _obj = GameObject.Instantiate(ziDingYiBtn);
+            GameObject _obj = GameObject.Instantiate(_clone);
             _obj.transform.SetParent(_objPar.transform);
             UICustomBtn _uICustomBtn = _obj.GetComponent<UICustomBtn>();
             ChangeUICustom(_uICustomBtn, parentid, eCustomStyple);
         }
-
+        private void CreateColFun(int parentid, GameObject _objPar, GameObject _clone)
+        {
+            GameObject _obj = GameObject.Instantiate(_clone);
+            _obj.transform.SetParent(_objPar.transform);
+            UICustomBtn _uICustomBtn = _obj.GetComponent<UICustomBtn>();
+            ChangeUICustom(_uICustomBtn, parentid, eCustomStyple);
+            nowChooseColorObj = _obj;
+        }
+        //private void CreateColorFun(int parentid, GameObject _objPar, GameObject _clone)
+        //{
+        //    GameObject _obj = GameObject.Instantiate(_clone);
+        //    _obj.transform.SetParent(_objPar.transform);
+        //    UICustomBtn _uICustomBtn = _obj.GetComponent<UICustomBtn>();
+        //    ChangeUICustom(_uICustomBtn, parentid, eCustomStyple);
+        //}
         public void ChangeUICustom(UICustomBtn uICustomBtn,int id, ECustomStyple eCustomStyple) 
         {
             uICustomBtn.id = id;
@@ -556,16 +743,16 @@ namespace MetaClient
 
 
 
-        public void CreateBodyImg(int parentid,bool ziDingYi) {
+        public void CreateBodyImg(int parentid,bool ziDingYi, bool isColor) {
             GameObject _objPar = bodyView.transform.GetChild(2).GetChild(0).gameObject;
             RemoveAllChildren(_objPar);
             IDataTable<DRCustomBody> _data = GameEntry.DataTable.GetDataTable<DRCustomBody>();
             _bodydata = GameEntry.DataTable.GetDataTable<DRCustomBody>();
-            int cengji = ziDingYi ?1:0;
-            if (!ziDingYi)
+            int cengji = ziDingYi ?0:1;
+            if (ziDingYi)
             {
 
-                CreateZDYFun(parentid, _objPar);
+                CreateZDYFun(parentid, _objPar,ziDingYiBtn);
 
 
                 //GameObject _obj = GameObject.Instantiate(ziDingYiBtn);
@@ -579,13 +766,17 @@ namespace MetaClient
                 //_obj.SetActive(true);
 
             }
+            if (isColor)
+            {
+                CreateColFun(parentid, _objPar, colItem);
+            }
             DRCustomBody[] dRCustomBodies = _bodydata.GetAllDataRows();
             for (int i = 0; i < dRCustomBodies.Length; i++)
             {
                 Debug.Log(dRCustomBodies[i].Id);
                 if (dRCustomBodies[i].ParentStyple == parentid && dRCustomBodies[i].Cengji == cengji)
                 {
-                    CreateButtonFun(dRCustomBodies[i].Icon, dRCustomBodies[i].Part, dRCustomBodies[i].Name, _objPar, dRCustomBodies[i].Id, dRCustomBodies[i].ButtonStyple, ECustomStyple.Body);
+                    CreateButtonFun(dRCustomBodies[i].Icon, dRCustomBodies[i].Name, _objPar, dRCustomBodies[i].Id, dRCustomBodies[i].ButtonStyple, ECustomStyple.Body, dRCustomBodies[i].IsActive);
                 }
             }
              ChangeListBotton(_objPar);
@@ -671,10 +862,11 @@ namespace MetaClient
 
 
 
-        private void CreateButtonFun(string path,int _part,string _name, GameObject _parent,int _id,int buttonstyple,ECustomStyple eCustomStyple) {
+        private void CreateButtonFun(string path,string _name, GameObject _parent,int _id,int buttonstyple,ECustomStyple eCustomStyple,int _isactive) {
             //Debug.Log(path);
            // Debug.Log(_parent);
             path = "CustomRole/" + path;
+            Debug.Log("图片名称" + _name);
             GameEntry.Resource.LoadAsset(AssetUtility.GetUISpriteAsset(path), new LoadAssetCallbacks(
                 (assetName, asset, duration, userData) =>
                 {
@@ -687,14 +879,19 @@ namespace MetaClient
                     Image _objImg = _obj.transform.GetComponent<Image>();
                     _obj.SetActive(true);
                     _objImg.sprite = sprite;
-                    _obj.name = part+"";
+                    _obj.name = _name+"";
                     _obj.transform.SetParent(_parent.transform);
+                    if (_isactive != 1)
+                    {
+                        _obj.SetActive(false);
+                    }
+
                     UICustomBtn uICustomBtn = _obj.GetComponent<UICustomBtn>();
                     uICustomBtn.id = _id;
                     uICustomBtn.eButtonStyple = (EButtonStyple)buttonstyple;
                     uICustomBtn.eCustomStyple = eCustomStyple;
                     uICustomBtn.isCreate = false;
-                    uICustomBtn.part = _part;
+                    //uICustomBtn.part = _part;
 
                     //GameObject 
                     //img.sprite = sprite;
@@ -762,7 +959,8 @@ namespace MetaClient
     ViewOpen,
     Close,
     Sure,
-    Open
+    Open,
+    Button
 
     }
 

+ 22 - 6
Assets/GameMain/Scripts/UI/UICustomBtn.cs

@@ -14,8 +14,8 @@ namespace MetaClient
         [Header("功能分类")]
         public EButtonStyple eButtonStyple = EButtonStyple.Button;
 
-        [Header("对应部位part")]
-        public int part=0;
+        //[Header("对应部位part")]
+        //public int part=0;
 
         [Header("对应调色")]
         public ETSStyple eTSStyple = ETSStyple.None;
@@ -26,7 +26,8 @@ namespace MetaClient
 
         public bool isZDYPart = false;
 
-        public GameObject tiaoSeObj;
+        public bool isColor = false;
+        //public GameObject tiaoSeObj;
         private float value = 0;
         // Start is called before the first frame update
         void Awake()
@@ -85,12 +86,19 @@ namespace MetaClient
                     break;
                 case ETSStyple.Close:
                    uICustom.TiaoSeBanOpenStyple(false);
+                   uICustom.TiaoSeBanCloseFun();
                     break;
                 case ETSStyple.Sure:
+                    uICustom.TiaoSeSure();
+
                     //uICustom.
                     break;
                 case ETSStyple.Open:
-                   // uICustom.TiaoSeBanOpenStyple(true);
+                    uICustom.TiaoSeBanOpenStyple(true);
+                    // uICustom.TiaoSeBanOpenStyple(true);
+                    break;
+                case ETSStyple.Button:
+                    uICustom.SetColor(id, eCustomStyple);
                     break;
             }
         }
@@ -114,10 +122,18 @@ namespace MetaClient
             }
             else
             {
-                uICustom.HistoryAdd("ziDingyi" + "," + id + "");
+                //var a = new PartData();
+                //var str =JsonUtility.ToJson(a);
+                //var obj = JsonUtility.FromJson<PartData>(str);
+                //GameEntry.Setting.SetString("savecolor",str);
+                //GameEntry.Setting.Save();
+                //GameEntry.Setting.HasSetting("savecolor");
+                //GameEntry.Setting.GetString("");
+                int ishasColor = uICustom.hasColorChoose ? 1 : 0;
+                uICustom.HistoryAdd("ziDingyi" + ","+ishasColor+"," + id + "");
                  //object[] _objects = new object[]{ eCustomStyple, id };
                 // uICustom.ClickBotton(_objects);
-                uICustom.ClickBotton(eCustomStyple, id,isZDYPart);
+                uICustom.ClickBotton(eCustomStyple, id,isZDYPart,isColor);
                 int _numIsZDYPart = isZDYPart ? 1 : 0;
                 //uICustom.HistoryAdd(eCustomStyple + "," + isZDYPart + "");
             }

+ 2 - 2
Assets/GameMain/Scripts/UI/UIFormId.cs

@@ -42,8 +42,8 @@ namespace MetaClient
         /// <summary>
         /// 自定义角色。
         /// </summary>
-        FinchFace = 103,
+        FinchFace = 104,
 
-        CustomRole=104,
+        CustomRole=105,
     }
 }

+ 1 - 1
Assets/GameMain/UI/UISprites/FinchFace.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 1f0351424ed9cb144a0c29083e8f5f4e
+guid: 2af13c2022bc5ed4f875c3e9226da9dc
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

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

@@ -1,122 +0,0 @@
-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;
-    }
-}
-
-

+ 0 - 34
Assets/GameMain/Scripts/UIColorMix/ColorPickClick.cs

@@ -1,34 +0,0 @@
-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()
-    {
-        
-    }
-}

파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 951 - 343
Assets/GameMain/UI/UIForms/CustomRole.prefab


파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 1533 - 0
Assets/GameMain/UI/UIForms/GameMenuForm.prefab


+ 8 - 0
Assets/GameMain/UI/UIForms/GameMenuForm.prefab.meta

@@ -0,0 +1,8 @@
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+guid: da4ca077811a277459824c0c81e0dbcb
+timeCreated: 1528026169
+licenseType: Pro
+NativeFormatImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

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Assets/GameMain/UI/UISprites/CustomRole/bijiangaodu.png


+ 1 - 1
Assets/GameMain/UI/UISprites/FinchFace/主界面/baidi.png.meta

@@ -1,5 +1,5 @@
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 TextureImporter:
   internalIDToNameTable: []
   externalObjects: {}

BIN
Assets/GameMain/UI/UISprites/CustomRole/bijiankuandu.png


+ 1 - 1
Assets/GameMain/UI/UISprites/FinchFace/主界面/ditu.png.meta

@@ -1,5 +1,5 @@
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   externalObjects: {}

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Assets/GameMain/UI/UISprites/CustomRole/biliangshangxia.png


+ 1 - 1
Assets/GameMain/UI/UISprites/FinchFace/主界面/dongtai.png.meta

@@ -1,5 +1,5 @@
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Assets/GameMain/UI/UISprites/CustomRole/datuishangthick.png


BIN
Assets/GameMain/UI/UISprites/CustomRole/datuishangwide.png


BIN
Assets/GameMain/UI/UISprites/CustomRole/datuixiathick.png


BIN
Assets/GameMain/UI/UISprites/CustomRole/datuixiawide.png


BIN
Assets/GameMain/UI/UISprites/CustomRole/eguqianhou.png


+ 1 - 1
Assets/GameMain/UI/UISprites/FinchFace/主界面/dongtai1.png.meta

@@ -1,5 +1,5 @@
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+guid: 3de0f53f7de34274eb07c51f856cde9d
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   externalObjects: {}

BIN
Assets/GameMain/UI/UISprites/CustomRole/etoudaxiao.png


+ 92 - 0
Assets/GameMain/UI/UISprites/CustomRole/etoudaxiao.png.meta

@@ -0,0 +1,92 @@
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+  spriteMeshType: 1
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+  spritePivot: {x: 0.5, y: 0.5}
+  spritePixelsToUnits: 100
+  spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  spriteSheet:
+    serializedVersion: 2
+    sprites: []
+    outline: []
+    physicsShape: []
+    bones: []
+    spriteID: 
+    internalID: 0
+    vertices: []
+    indices: 
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+    weights: []
+    secondaryTextures: []
+  spritePackingTag: 
+  pSDRemoveMatte: 0
+  pSDShowRemoveMatteOption: 0
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BIN
Assets/GameMain/UI/UISprites/CustomRole/fububig.png


BIN
Assets/GameMain/UI/UISprites/CustomRole/fubuup.png


BIN
Assets/GameMain/UI/UISprites/CustomRole/jiaobubig.png


BIN
Assets/GameMain/UI/UISprites/CustomRole/jiaowanthick.png


BIN
Assets/GameMain/UI/UISprites/CustomRole/jiaowanwide.png


+ 44 - 8
Assets/GameMain/UI/UISprites/CustomRole/lantiaoz.png.meta

@@ -6,7 +6,7 @@ TextureImporter:
   serializedVersion: 11
   mipmaps:
     mipMapMode: 0
-    enableMipMap: 1
+    enableMipMap: 0
     sRGBTexture: 1
     linearTexture: 0
     fadeOut: 0
@@ -34,13 +34,13 @@ TextureImporter:
     filterMode: 1
     aniso: 1
     mipBias: 0
-    wrapU: 0
-    wrapV: 0
+    wrapU: 1
+    wrapV: 1
     wrapW: 0
-  nPOTScale: 1
+  nPOTScale: 0
   lightmap: 0
   compressionQuality: 50
-  spriteMode: 0
+  spriteMode: 1
   spriteExtrude: 1
   spriteMeshType: 1
   alignment: 0
@@ -49,9 +49,9 @@ TextureImporter:
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   spriteGenerateFallbackPhysicsShape: 1
   alphaUsage: 1
-  alphaIsTransparency: 0
+  alphaIsTransparency: 1
   spriteTessellationDetail: -1
-  textureType: 0
+  textureType: 8
   textureShape: 1
   singleChannelComponent: 0
   maxTextureSizeSet: 0
@@ -71,13 +71,49 @@ TextureImporter:
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     androidETC2FallbackOverride: 0
     forceMaximumCompressionQuality_BC6H_BC7: 0
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+    buildTarget: Standalone
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+    overridden: 0
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+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: iPhone
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
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+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
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+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: Android
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
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+    forceMaximumCompressionQuality_BC6H_BC7: 0
   spriteSheet:
     serializedVersion: 2
     sprites: []
     outline: []
     physicsShape: []
     bones: []
-    spriteID: 
+    spriteID: 5e97eb03825dee720800000000000000
     internalID: 0
     vertices: []
     indices: 

BIN
Assets/GameMain/UI/UISprites/CustomRole/lianjiagaodu.png


+ 92 - 0
Assets/GameMain/UI/UISprites/CustomRole/lianjiagaodu.png.meta

@@ -0,0 +1,92 @@
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+ 92 - 0
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이 변경점에서 너무 많은 파일들이 변경되어 몇몇 파일들은 표시되지 않았습니다.