0312 新shader文字描边 和 图片流光shader; 武将部分代码
| | |
| | | |
| | | public class OutlineColor : Outline |
| | | { |
| | | |
| | | [Header("扩展Outline增加颜色选择")] |
| | | [SerializeField][HideInInspector] |
| | | QualityTextColType m_ColorType = QualityTextColType.None; |
| | | public QualityTextColType colorType |
New file |
| | |
| | | using UnityEngine; |
| | | using UnityEngine.UI; |
| | | using System.Collections.Generic; |
| | | |
| | | |
| | | /// <summary> |
| | | /// UGUI描边 |
| | | /// </summary> |
| | | public class OutlineEx : BaseMeshEffect |
| | | { |
| | | [Header("新shader描边")] |
| | | public Color OutlineColor = Color.white; |
| | | |
| | | QualityTextColType m_ColorType = QualityTextColType.None; |
| | | public QualityTextColType colorType |
| | | { |
| | | get { return m_ColorType; } |
| | | set |
| | | { |
| | | if (m_ColorType != value) |
| | | { |
| | | m_ColorType = value; |
| | | OutlineColor = UIHelper.GetUIOutlineColor(value); |
| | | this._Refresh(); |
| | | } |
| | | } |
| | | } |
| | | |
| | | |
| | | [Range(0, 15)] |
| | | public int OutlineWidth = 0; |
| | | |
| | | private static List<UIVertex> m_VetexList = new List<UIVertex>(); |
| | | // 材质池:Key为"颜色_宽度"格式的字符串,Value为对应的材质; 减少合批问题,又能保持不同的描边;共用材质会同时改变参数 |
| | | private static Dictionary<string, Material> m_MaterialPool = new Dictionary<string, Material>(); |
| | | private static Shader m_Shader; |
| | | |
| | | protected override void Start() |
| | | { |
| | | base.Start(); |
| | | if (m_Shader == null) |
| | | { |
| | | m_Shader = Shader.Find("TSF Shaders/UI/OutlineEx"); |
| | | } |
| | | |
| | | // 使用材质池获取或创建材质 |
| | | string key = GetMaterialKey(OutlineColor, OutlineWidth); |
| | | if (!m_MaterialPool.TryGetValue(key, out Material material)) |
| | | { |
| | | material = new Material(m_Shader); |
| | | material.SetColor("_OutlineColor", this.OutlineColor); |
| | | material.SetInt("_OutlineWidth", this.OutlineWidth); |
| | | m_MaterialPool[key] = material; |
| | | } |
| | | base.graphic.material = material; |
| | | |
| | | var v1 = base.graphic.canvas.additionalShaderChannels; |
| | | var v2 = AdditionalCanvasShaderChannels.TexCoord1; |
| | | if ((v1 & v2) != v2) |
| | | { |
| | | base.graphic.canvas.additionalShaderChannels |= v2; |
| | | } |
| | | v2 = AdditionalCanvasShaderChannels.TexCoord2; |
| | | if ((v1 & v2) != v2) |
| | | { |
| | | base.graphic.canvas.additionalShaderChannels |= v2; |
| | | } |
| | | |
| | | this._Refresh(); |
| | | } |
| | | |
| | | |
| | | #if UNITY_EDITOR |
| | | protected override void OnValidate() |
| | | { |
| | | base.OnValidate(); |
| | | |
| | | if (base.graphic.material != null) |
| | | { |
| | | this._Refresh(); |
| | | } |
| | | } |
| | | #endif |
| | | |
| | | |
| | | private void _Refresh() |
| | | { |
| | | // 检查当前材质是否与所需属性匹配,如果不匹配则从池中获取或创建新材质 |
| | | string key = GetMaterialKey(OutlineColor, OutlineWidth); |
| | | Material material; |
| | | if (!m_MaterialPool.TryGetValue(key, out material)) |
| | | { |
| | | // 如果池中没有对应的材质,创建新材质 |
| | | var shader = Shader.Find("TSF Shaders/UI/OutlineEx"); |
| | | material = new Material(shader); |
| | | m_MaterialPool[key] = material; |
| | | } |
| | | |
| | | material.SetColor("_OutlineColor", this.OutlineColor); |
| | | material.SetInt("_OutlineWidth", this.OutlineWidth); |
| | | |
| | | // 更新图形材质 |
| | | base.graphic.material = material; |
| | | base.graphic.SetVerticesDirty(); |
| | | } |
| | | |
| | | |
| | | public override void ModifyMesh(VertexHelper vh) |
| | | { |
| | | vh.GetUIVertexStream(m_VetexList); |
| | | |
| | | this._ProcessVertices(); |
| | | |
| | | vh.Clear(); |
| | | vh.AddUIVertexTriangleStream(m_VetexList); |
| | | } |
| | | |
| | | |
| | | private void _ProcessVertices() |
| | | { |
| | | for (int i = 0, count = m_VetexList.Count - 3; i <= count; i += 3) |
| | | { |
| | | var v1 = m_VetexList[i]; |
| | | var v2 = m_VetexList[i + 1]; |
| | | var v3 = m_VetexList[i + 2]; |
| | | // 计算原顶点坐标中心点 |
| | | // |
| | | var minX = _Min(v1.position.x, v2.position.x, v3.position.x); |
| | | var minY = _Min(v1.position.y, v2.position.y, v3.position.y); |
| | | var maxX = _Max(v1.position.x, v2.position.x, v3.position.x); |
| | | var maxY = _Max(v1.position.y, v2.position.y, v3.position.y); |
| | | var posCenter = new Vector2(minX + maxX, minY + maxY) * 0.5f; |
| | | // 计算原始顶点坐标和UV的方向 |
| | | // |
| | | Vector2 triX, triY, uvX, uvY; |
| | | Vector2 pos1 = v1.position; |
| | | Vector2 pos2 = v2.position; |
| | | Vector2 pos3 = v3.position; |
| | | if (Mathf.Abs(Vector2.Dot((pos2 - pos1).normalized, Vector2.right)) |
| | | > Mathf.Abs(Vector2.Dot((pos3 - pos2).normalized, Vector2.right))) |
| | | { |
| | | triX = pos2 - pos1; |
| | | triY = pos3 - pos2; |
| | | uvX = v2.uv0 - v1.uv0; |
| | | uvY = v3.uv0 - v2.uv0; |
| | | } |
| | | else |
| | | { |
| | | triX = pos3 - pos2; |
| | | triY = pos2 - pos1; |
| | | uvX = v3.uv0 - v2.uv0; |
| | | uvY = v2.uv0 - v1.uv0; |
| | | } |
| | | // 计算原始UV框 |
| | | // |
| | | var uvMin = _Min(v1.uv0, v2.uv0, v3.uv0); |
| | | var uvMax = _Max(v1.uv0, v2.uv0, v3.uv0); |
| | | var uvOrigin = new Vector4(uvMin.x, uvMin.y, uvMax.x, uvMax.y); |
| | | // 为每个顶点设置新的Position和UV,并传入原始UV框 |
| | | // |
| | | v1 = _SetNewPosAndUV(v1, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvOrigin); |
| | | v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvOrigin); |
| | | v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvOrigin); |
| | | // 应用设置后的UIVertex |
| | | // |
| | | m_VetexList[i] = v1; |
| | | m_VetexList[i + 1] = v2; |
| | | m_VetexList[i + 2] = v3; |
| | | } |
| | | } |
| | | |
| | | |
| | | private static UIVertex _SetNewPosAndUV(UIVertex pVertex, int pOutLineWidth, |
| | | Vector2 pPosCenter, |
| | | Vector2 pTriangleX, Vector2 pTriangleY, |
| | | Vector2 pUVX, Vector2 pUVY, |
| | | Vector4 pUVOrigin) |
| | | { |
| | | // Position |
| | | var pos = pVertex.position; |
| | | var posXOffset = pos.x > pPosCenter.x ? pOutLineWidth : -pOutLineWidth; |
| | | var posYOffset = pos.y > pPosCenter.y ? pOutLineWidth : -pOutLineWidth; |
| | | pos.x += posXOffset; |
| | | pos.y += posYOffset; |
| | | pVertex.position = pos; |
| | | // UV |
| | | var uv = pVertex.uv0; |
| | | uv += new Vector4((pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1)).x, (pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1)).y, 0, 0); |
| | | uv += new Vector4((pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1)).x, (pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1)).y, 0, 0); |
| | | pVertex.uv0 = uv; |
| | | // 原始UV框 |
| | | pVertex.uv1 = new Vector2(pUVOrigin.x, pUVOrigin.y); |
| | | pVertex.uv2 = new Vector2(pUVOrigin.z, pUVOrigin.w); |
| | | |
| | | return pVertex; |
| | | } |
| | | |
| | | |
| | | private static float _Min(float pA, float pB, float pC) |
| | | { |
| | | return Mathf.Min(Mathf.Min(pA, pB), pC); |
| | | } |
| | | |
| | | |
| | | private static float _Max(float pA, float pB, float pC) |
| | | { |
| | | return Mathf.Max(Mathf.Max(pA, pB), pC); |
| | | } |
| | | |
| | | |
| | | private static Vector2 _Min(Vector2 pA, Vector2 pB, Vector2 pC) |
| | | { |
| | | return new Vector2(_Min(pA.x, pB.x, pC.x), _Min(pA.y, pB.y, pC.y)); |
| | | } |
| | | |
| | | |
| | | private static Vector2 _Max(Vector2 pA, Vector2 pB, Vector2 pC) |
| | | { |
| | | return new Vector2(_Max(pA.x, pB.x, pC.x), _Max(pA.y, pB.y, pC.y)); |
| | | } |
| | | |
| | | |
| | | // 生成材质池的键 |
| | | private string GetMaterialKey(Color color, int width) |
| | | { |
| | | // 使用颜色的RGBA值和宽度生成唯一键 |
| | | return string.Format("{0}_{1}_{2}_{3}_{4}", |
| | | color.r, color.g, color.b, color.a, width); |
| | | } |
| | | } |
New file |
| | |
| | | fileFormatVersion: 2 |
| | | guid: 0952a679e87c6c743874501bacc08eb9 |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
| | | defaultReferences: [] |
| | | executionOrder: 0 |
| | | icon: {instanceID: 0} |
| | | userData: |
| | | assetBundleName: |
| | | assetBundleVariant: |
| | |
| | | //--------------------------------------------------------
|
| | | // [Author]: YYL
|
| | | // [ Date ]: Tuesday, July 15, 2025
|
| | | // [ Date ]: Wednesday, July 16, 2025
|
| | | //--------------------------------------------------------
|
| | |
|
| | | using System.Collections.Generic;
|
| | |
| | | {
|
| | |
|
| | | public int HeroID;
|
| | | public string Name;
|
| | | public int Country;
|
| | | public int Quality;
|
| | | public int Class;
|
| | |
| | | public int HPInheritPer;
|
| | | public string BatAttrDict;
|
| | | public int[] FetterIDList;
|
| | | public float UIScale;
|
| | |
|
| | | public override int LoadKey(string _key)
|
| | | {
|
| | |
| | | string[] tables = input.Split('\t');
|
| | | int.TryParse(tables[0],out HeroID);
|
| | |
|
| | | int.TryParse(tables[1],out Country); |
| | | Name = tables[1];
|
| | |
|
| | | int.TryParse(tables[2],out Quality); |
| | | int.TryParse(tables[2],out Country); |
| | |
|
| | | int.TryParse(tables[3],out Class); |
| | | int.TryParse(tables[3],out Quality); |
| | |
|
| | | if (tables[4].Contains("[")) |
| | | int.TryParse(tables[4],out Class); |
| | |
|
| | | if (tables[5].Contains("[")) |
| | | { |
| | | SkinIDList = JsonMapper.ToObject<int[]>(tables[4]); |
| | | SkinIDList = JsonMapper.ToObject<int[]>(tables[5]); |
| | | } |
| | | else |
| | | { |
| | | string[] SkinIDListStringArray = tables[4].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); |
| | | string[] SkinIDListStringArray = tables[5].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); |
| | | SkinIDList = new int[SkinIDListStringArray.Length]; |
| | | for (int i=0;i<SkinIDListStringArray.Length;i++) |
| | | { |
| | |
| | | } |
| | | }
|
| | |
|
| | | int.TryParse(tables[5],out AtkSkillID); |
| | | int.TryParse(tables[6],out AtkSkillID); |
| | |
|
| | | int.TryParse(tables[6],out AngerSkillID); |
| | | int.TryParse(tables[7],out AngerSkillID); |
| | |
|
| | | int.TryParse(tables[7],out AtkInheritPer); |
| | | int.TryParse(tables[8],out AtkInheritPer); |
| | |
|
| | | int.TryParse(tables[8],out DefInheritPer); |
| | | int.TryParse(tables[9],out DefInheritPer); |
| | |
|
| | | int.TryParse(tables[9],out HPInheritPer); |
| | | int.TryParse(tables[10],out HPInheritPer); |
| | |
|
| | | BatAttrDict = tables[10];
|
| | | BatAttrDict = tables[11];
|
| | |
|
| | | if (tables[11].Contains("[")) |
| | | if (tables[12].Contains("[")) |
| | | { |
| | | FetterIDList = JsonMapper.ToObject<int[]>(tables[11]); |
| | | FetterIDList = JsonMapper.ToObject<int[]>(tables[12]); |
| | | } |
| | | else |
| | | { |
| | | string[] FetterIDListStringArray = tables[11].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); |
| | | string[] FetterIDListStringArray = tables[12].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); |
| | | FetterIDList = new int[FetterIDListStringArray.Length]; |
| | | for (int i=0;i<FetterIDListStringArray.Length;i++) |
| | | { |
| | | int.TryParse(FetterIDListStringArray[i],out FetterIDList[i]); |
| | | } |
| | | }
|
| | |
|
| | | float.TryParse(tables[13],out UIScale); |
| | | }
|
| | | catch (Exception exception)
|
| | | {
|
| | |
| | | { |
| | | public static GameObject LoadWindow(string name) |
| | | { |
| | | return ResManager.Instance.LoadAsset<GameObject>("UI", name); |
| | | return ResManager.Instance.LoadAsset<GameObject>(ResourcesPath.UI_WINDOW_SUFFIX, name); |
| | | } |
| | | |
| | | public static GameObject LoadPrefab(string _name) |
| | | { |
| | | return ResManager.Instance.LoadAsset<GameObject>("UIComp", _name); |
| | | return ResManager.Instance.LoadAsset<GameObject>(ResourcesPath.UI_PREFAB_SUFFIX, _name); |
| | | } |
| | | |
| | | public static void UnLoadPrefab(string _assetName) |
| | | { |
| | | ResManager.Instance.UnloadAsset("UIComp", _assetName); |
| | | ResManager.Instance.UnloadAsset(ResourcesPath.UI_PREFAB_SUFFIX, _assetName); |
| | | } |
| | | |
| | | public static Sprite LoadSprite(string _iconKey) |
| | |
| | | |
| | | public static Sprite LoadSprite(string _folder, string _file) |
| | | { |
| | | return ResManager.Instance.LoadAsset<Sprite>("Sprite/" + _folder, _file); |
| | | return ResManager.Instance.LoadAsset<Sprite>(StringUtility.Contact(ResourcesPath.UI_SPRITE_SUFFIX, "/", _folder) , _file); |
| | | } |
| | | |
| | | public static void UnLoadSprite(string _iconKey) |
| | |
| | | var iconConfig = IconConfig.Get(_iconKey); |
| | | if (iconConfig != null) |
| | | { |
| | | var bundleName = StringUtility.Contact("Sprite/", iconConfig.folder); |
| | | var bundleName = StringUtility.Contact(ResourcesPath.UI_SPRITE_SUFFIX, "/", iconConfig.folder); |
| | | ResManager.Instance.UnloadAsset(bundleName, iconConfig.sprite); |
| | | } |
| | | } |
| | | |
| | | public static Font LoadFont(string _fontName) |
| | | { |
| | | return ResManager.Instance.LoadAsset<Font>("Font", _fontName); |
| | | return ResManager.Instance.LoadAsset<Font>(ResourcesPath.UI_FONT_SUFFIX, _fontName); |
| | | } |
| | | |
| | | public static void UnLoadFont(string _fontName) |
| | | { |
| | | ResManager.Instance.UnloadAsset("Font", _fontName); |
| | | ResManager.Instance.UnloadAsset(ResourcesPath.UI_FONT_SUFFIX, _fontName); |
| | | } |
| | | } |
| | |
| | | EventBroadcast.Instance.AddListener<BattleObject, List<int>>(EventName.BATTLE_DAMAGE_TAKEN, OnDamageTaken); |
| | | EventBroadcast.Instance.AddListener<BattleObject, SkillConfig>(EventName.BATTLE_BUFF_MOUNTED, OnBuffMounted); |
| | | EventBroadcast.Instance.AddListener<BattleObject, SkillConfig>(EventName.BATTLE_BUFF_DISAPEAR, OnBuffDisapear); |
| | | damagePrefabPool = GameObjectPoolManager.Instance.RequestPool(ResManager.Instance.LoadAsset<GameObject>("UIComp", "DamageContent")); |
| | | damagePrefabPool = GameObjectPoolManager.Instance.RequestPool(UILoader.LoadPrefab("DamageContent")); |
| | | // buffIconPrefabPool = GameObjectPoolManager.Instance.RequestPool(); |
| | | // buffLabelPrefabPool = GameObjectPoolManager.Instance.RequestPool(ResManager.Instance.LoadAsset<GameObject>("UIComp", "BuffContent")); |
| | | } |
| | |
| | | } |
| | | } |
| | | |
| | | // 优先功能提醒类型:1觉醒 2升级 3突破 4升星 |
| | | // 优先顺序: |
| | | public int funcState |
| | | { |
| | | get |
| | | { |
| | | return 0; |
| | | } |
| | | } |
| | | |
| | | |
| | | |
| | |
| | | //武将列表界面 |
| | | public List<string> heroSortList = new List<string>(); |
| | | |
| | | //武将红点 |
| | | //MainRedDot.HeroCardRedpoint * 1000 + hero.itemHero.gridIndex; |
| | | |
| | | public Action<HeroInfo> onNewHeroEvent; |
| | | |
| | | public Action<HeroInfo> onHeroChangeEvent; |
| | |
| | | using UnityEngine.EventSystems; |
| | | public class UIHeroController : MonoBehaviour |
| | | { |
| | | public void Create(int _skinID, Action _onComplete = null) |
| | | public void Create(int _skinID, float scale = 1f, Action _onComplete = null) |
| | | { |
| | | skinID = _skinID; |
| | | onComplete = _onComplete; |
| | | GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", "Hero_001"); |
| | | GameObject battleGO = UILoader.LoadPrefab("UIHero"); |
| | | GameObject instanceGO = null; |
| | | if (!transform.gameObject.activeSelf) |
| | | { |
| | |
| | | var skinConfig = HeroSkinConfig.Get(skinID); |
| | | skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinConfig.SpineRes + "_SkeletonData"); |
| | | skeletonGraphic.Initialize(true); |
| | | this.transform.localScale = Vector3.one * scale; |
| | | spineAnimationState = skeletonGraphic.AnimationState; |
| | | PlayAnimation(MotionName.idle, true); |
| | | |
| | |
| | | using UnityEngine; |
| | | using UnityEngine; |
| | | using UnityEngine.UI; |
| | | using UnityEngine.Events; |
| | | using System.Collections.Generic; |
| | | |
| | | public class HeroCardCell : MonoBehaviour |
| | | { |
| | | [SerializeField] Button heroCardBtn; |
| | | [SerializeField] Image heroCardBG; |
| | | [SerializeField] Material glowMaterial; // 流光效果材质 |
| | | [SerializeField] Text lvText; |
| | | [SerializeField] Image countryImg; |
| | | [SerializeField] Image jobImg; |
| | |
| | | this.gameObject.SetActive(false); |
| | | return; |
| | | } |
| | | |
| | | this.gameObject.SetActive(true); |
| | | lvText.text = hero.heroLevel.ToString(); |
| | | heroCardBG.SetSprite("herocardbg" + hero.Quality); |
| | | if (glowMaterial != null) |
| | | { |
| | | heroCardBG.material = glowMaterial; |
| | | } |
| | | lvText.text = Language.Get("L1094") + hero.heroLevel.ToString(); |
| | | var heroConfig = hero.heroConfig; |
| | | countryImg.SetSprite("herocountry" + hero.heroCountry); |
| | | countryImg.SetSprite("herocountry" + heroConfig.Country); |
| | | jobImg.SetSprite("herojob" + heroConfig.Class); |
| | | heroModel.Create(heroConfig.SkinIDList[hero.SkinIndex]); |
| | | heroModel.Create(heroConfig.SkinIDList[hero.SkinIndex], heroConfig.UIScale); |
| | | onStateImg.SetActive(hero.isInMainBattle); |
| | | |
| | | redpoint.redpointId = MainRedDot.HeroCardRedpoint * 1000 + hero.itemHero.gridIndex; |
| | | var funcState = hero.funcState; |
| | | if (funcState > 0) |
| | | { |
| | | trainStateImg.SetActive(true); |
| | | trainStateImg.SetSprite("herofuncstate" + hero.funcState); |
| | | } |
| | | else |
| | | { |
| | | trainStateImg.SetActive(false); |
| | | } |
| | | nameText.text = hero.breakLevel == 0 ? heroConfig.Name : Language.Get("herocardbreaklv" + heroConfig.Name + hero.breakLevel); |
| | | awakeImg.SetActive(hero.awakeLevel > 0); |
| | | awakeLVText.text = hero.awakeLevel.ToString(); |
| | | |
| | | for (int i = 0; i < starImgList.Count; i++) |
| | | { |
| | | if (hero.heroStar == 0 && i == 0) |
| | | { |
| | | // 无星级 特殊处理 |
| | | starImgList[i].SetActive(true); |
| | | starImgList[i].SetSprite("herostar" + hero.heroStar); |
| | | } |
| | | else if ((hero.heroStar - 1) % starImgList.Count >= i) |
| | | { |
| | | starImgList[i].SetActive(true); |
| | | starImgList[i].SetSprite("herostar" + (((hero.heroStar - 1)/starImgList.Count)+1)*starImgList.Count); |
| | | } |
| | | else |
| | | { |
| | | starImgList[i].SetActive(false); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | |
| | | if (i + index < HeroManager.Instance.heroSortList.Count) |
| | | { |
| | | cardList[i].SetActive(true); |
| | | cardList[i].Display(index); |
| | | cardList[i].Display(index + i); |
| | | } |
| | | else |
| | | { |
| | |
| | | { |
| | | heroListScroller.Refresh(); |
| | | for (int i = 0; i < HeroManager.Instance.heroSortList.Count; i++) |
| | | { |
| | | heroListScroller.AddCell(ScrollerDataType.Header, i); |
| | | { |
| | | if (i % 4 == 0) |
| | | { |
| | | heroListScroller.AddCell(ScrollerDataType.Header, i); |
| | | } |
| | | } |
| | | heroListScroller.Restart(); |
| | | } |
| | |
| | | public Redpoint redpointGuild = new Redpoint(MainGuildRedpoint);
|
| | |
|
| | |
|
| | | public const int RedPoint_key = 11;
|
| | | public const int FAIRY_REDPOINT_KEY1 = 107;
|
| | | public const int RedPoint_UpFuncBase = 12;
|
| | | //以下红点规则:功能基础红点3位数,子红点至少大于1000,
|
| | | //比如功能A红点100,子红点1001,以此类推,或者100*10000 +1类推,避免重复的可能性,如1010 就可能和功能B中的红点重复
|
| | | // 功能B红点101,子红点1011,以此类推,或者101*10000 +1类推,避免重复的可能性
|
| | |
|
| | | private Redpoint rightTopRedpint = new Redpoint(RedPoint_UpFuncBase);
|
| | | private Redpoint redPointStrePrentOne = new Redpoint(RedPoint_key);
|
| | | //武将卡
|
| | | public const int HeroCardRedpoint = 200;
|
| | | public Redpoint HeroCardRedpoint1 = new Redpoint(MainHerosRedpoint, HeroCardRedpoint);
|
| | |
|
| | |
|
| | | //public Redpoint jadeDynastyRedpoint = new Redpoint(1, 117);
|
| | |
|
| | | #region 邮件红点
|
| | | public const int RedPoint_MainMailKey = 24;
|
| | | public const int RedPoint_MainMailKey = 240;
|
| | | public const int RedPoint_MailFuncKey = 2401;
|
| | | public Redpoint redpointMainMail = new Redpoint(RedPoint_MainMailKey);
|
| | | public Redpoint redpointMailFunc = new Redpoint(RedPoint_MainMailKey, RedPoint_MailFuncKey);
|
| | | #endregion
|
| | |
|
| | | #region 好友红点
|
| | | public const int RedPoint_FriendQuestKey = 26;
|
| | | public const int RedPoint_FriendChatKey = 25; //好友
|
| | | public const int RedPoint_FriendQuestKey = 260;
|
| | | public const int RedPoint_FriendChatKey = 250; //好友
|
| | | public Redpoint redpointFriendQuest = new Redpoint(RedPoint_FriendQuestKey);
|
| | | public Redpoint redPointFriendChat = new Redpoint(RedPoint_FriendChatKey);
|
| | | #endregion
|
| | |
| | |
|
| | | #region 仙盟公用红点
|
| | | public const int FAIRY_REDPOINT_KEY2 = 10701;
|
| | | public Redpoint fairyLaunch = new Redpoint(RedPoint_key, FAIRY_REDPOINT_KEY1);
|
| | | public Redpoint fairyBaseFuncRedPoint = new Redpoint(FAIRY_REDPOINT_KEY1, FAIRY_REDPOINT_KEY2);
|
| | | #endregion
|
| | |
|
| | |
|
| | |
|
| | | #region 仙盟商店红点
|
| | | public const int FAIRYStore_REDPOINT_KEY3 = 1070106;
|
| | | public Redpoint fairyStoreRedPoint = new Redpoint(FAIRY_REDPOINT_KEY2, FAIRYStore_REDPOINT_KEY3);
|
| | | #endregion
|
| | |
|
| | |
|
| | |
| | | ScrollTipDetail tip = null; |
| | | if (pool == null) |
| | | { |
| | | var _prefab = ResManager.Instance.LoadAsset<GameObject>("UIComp", "Tip");// UILoader.LoadPrefab("Tip"); |
| | | var _prefab = UILoader.LoadPrefab("Tip"); |
| | | pool = GameObjectPoolManager.Instance.RequestPool(_prefab); |
| | | } |
| | | if (pool != null) |
| | |
| | | |
| | | public static GameObject CreateWidget(string _sourceName, string _name) |
| | | { |
| | | var prefab = ResManager.Instance.LoadAsset<GameObject>("UIComp", _sourceName); |
| | | var prefab = UILoader.LoadPrefab(_sourceName); |
| | | if (prefab == null) |
| | | { |
| | | return null; |