| System/Vip/VipInvest/RotatePointer.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Vip/VipInvest/UIEffectFly.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Vip/VipInvest/UIEffectFly.cs.meta | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Vip/VipInvest/WheelOfFortuneWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Welfare/WelfareWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/Vip/VipInvest/RotatePointer.cs
@@ -13,7 +13,7 @@ public class RotatePointer : MonoBehaviour { public bool _isRotate = false;//是否旋转 public float Speed = 2000;//旋转速度 private float Speed = 2000;//旋转速度 public float Angle = 0; // 这个是设置停止的角度 private float Acceleration = 0;//加速度 private float _time; System/Vip/VipInvest/UIEffectFly.cs
New file @@ -0,0 +1,98 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [ Date ]: Tuesday, October 09, 2018 //-------------------------------------------------------- using UnityEngine; using System.Collections; using UnityEngine.UI; namespace Snxxz.UI { public class UIEffectFly:MonoBehaviour { [SerializeField] Transform m_tran1; [SerializeField] Transform m_tran2; [SerializeField] Transform m_tran3; [SerializeField] Transform m_tran4; [SerializeField] Transform m_tran5; [SerializeField] Transform m_tran6; [SerializeField] Transform m_tran7; [SerializeField] Transform m_tran8; [SerializeField] Transform m_tran9; [SerializeField] Transform m_endTran; [Header("需要生成的个数")] public int NUMBER = 5; [Header("移动的时间")] public float SPEED = 2f; [Header("需要进行延迟的时间")] public float LOADTIME = 0.1f; public void StartFly(int Inedx) { switch (Inedx) { case 1: GetVector3Pos(m_tran1.position, m_endTran.position); break; case 2: GetVector3Pos(m_tran2.position, m_endTran.position); break; case 3: GetVector3Pos(m_tran3.position, m_endTran.position); break; case 4: GetVector3Pos(m_tran4.position, m_endTran.position); break; case 5: GetVector3Pos(m_tran5.position, m_endTran.position); break; case 6: GetVector3Pos(m_tran6.position, m_endTran.position); break; case 7: GetVector3Pos(m_tran7.position, m_endTran.position); break; case 8: GetVector3Pos(m_tran8.position, m_endTran.position); break; case 9: GetVector3Pos(m_tran9.position, m_endTran.position); break; } } private void GetVector3Pos(Vector3 StartVec,Vector3 endVec) { var direction = Vector3.Normalize(StartVec - endVec); var normal = new Vector3(-direction.y, direction.x, 0); var distance = Vector3.Distance(StartVec, endVec); int Type = 0; int Type1 = 0; for (int i = 0; i < NUMBER; i++) { var pivot = StartVec + normal * UnityEngine.Random.Range(-distance, distance) * 0.7f + direction * distance * 0.4f; var effect = EffectMgr.Instance.PlayUIEffect(5134,2500, this.transform, true); effect.transform.position = StartVec; var bezierMove = effect.AddMissingComponent<BezierMove>(); bezierMove.duration = (SPEED - i * LOADTIME); Type += 1; bezierMove.Begin(StartVec, pivot, endVec, () => { Type1 += 1; effect.Stop(); DestroyObject(bezierMove); if (Type == Type1) { // OnComplet(); } }); } } } } System/Vip/VipInvest/UIEffectFly.cs.meta
New file @@ -0,0 +1,12 @@ fileFormatVersion: 2 guid: cd341680a37e9b14d92099dbcb899a44 timeCreated: 1539072327 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: System/Vip/VipInvest/WheelOfFortuneWin.cs
@@ -16,6 +16,7 @@ public class WheelOfFortuneWin : Window { [SerializeField] Button m_LotteryBtn; [SerializeField] ImageEx m_LotteryImage; [SerializeField] RotatePointer m_RotatePointer; [SerializeField] Toggle m_Toggle; [SerializeField] CheckDisplay m_CheckDisplay; @@ -24,6 +25,9 @@ [SerializeField] Text m_Text_remainingTimes; [SerializeField] Button m_PromotionBtn; [SerializeField] RotationTween m_RotationTween; [SerializeField] GameObject m_RequiredConsumption; [SerializeField] Text m_NeedMoney_Text; [SerializeField] UIEffectFly m_UIEffectFly; [Header("滚动时间")] public float RollingTime = 1f; VipModel m_Vipmodel; @@ -48,8 +52,11 @@ FairyJade = (int)UIHelper.GetMoneyCnt(2); Money1_Text.text = FairyJade.ToString(); Money2_Text.text = UIHelper.GetMoneyCnt(1).ToString(); m_NeedMoney_Text.text = wheelOfFortuneModel.NeedJade.ToString(); m_RotatePointer.Init(); m_LotteryBtn.interactable = true; m_RequiredConsumption.SetActive(true); m_LotteryImage.gray = false; RemainingTimes();//剩余次数 } protected override void OnActived() @@ -86,16 +93,23 @@ { RemainingTimes();//剩余次数 } if (obj == PlayerDataRefresh.Gold) { Money2_Text.text = UIHelper.GetMoneyCnt(1).ToString(); } } private void EndOfFlashing() { TiedJadeChange(); m_UIEffectFly.StartFly(wheelOfFortuneModel.Lattice); } private void WheelOfFortuneUpdate(float Angel) { m_LotteryBtn.interactable = false; m_RequiredConsumption.SetActive(false); m_LotteryImage.gray = true; m_RotatePointer.SetTime(m_Toggle.isOn); RemainingTimes();//剩余次数 } @@ -120,6 +134,8 @@ else if (LotteryNumber > wheelOfFortuneModel.Number && (int)UIHelper.GetMoneyCnt(1) >= wheelOfFortuneModel.NeedJade) { m_CheckDisplay.CloseAll(); FairyJade = (int)UIHelper.GetMoneyCnt(2); Money1_Text.text = FairyJade.ToString(); wheelOfFortuneModel.StartTheDraw();//开始抽奖 } } @@ -141,6 +157,8 @@ private void IsButtonShow(bool _bool)//是否可点击旋转 { m_LotteryBtn.interactable = _bool; m_RequiredConsumption.SetActive(_bool); m_LotteryImage.gray = !_bool; } private Sequence mScoreSequence; private void TiedJadeChange()//绑玉变化 System/Welfare/WelfareWin.cs
@@ -138,6 +138,14 @@ { Btn_InSeven.gameObject.SetActive(true); } if (FuncOpen.Instance.IsFuncOpen(144)) { m_TurntableBtn.gameObject.SetActive(true); } else { m_TurntableBtn.gameObject.SetActive(false); } CheckOperationOpen();