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// using UnityEngine;
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using UnityEngine;
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// using UnityEngine.EventSystems;
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using UnityEngine.EventSystems;
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//
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// namespace AlicizaX.UI.Extension
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namespace AlicizaX.UI.Extension
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// {
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{
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// public class UI3DDisplayTouch : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
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public class UI3DDisplayTouch : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
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// {
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{
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// private GameObject m_dragObject;
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private GameObject m_dragObject;
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// private bool m_CanDrag = true;
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private bool m_CanDrag = true;
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// private float m_DragSpeed = 20.0f;
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private float m_DragSpeed = 20.0f;
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// private float m_DragRotation;
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private float m_DragRotation;
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// private Vector3 m_ShowRotation = Vector3.zero;
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private Vector3 m_ShowRotation = Vector3.zero;
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// private Transform view;
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private Transform view;
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//
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// public void SetObject(GameObject obj)
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public void SetObject(GameObject obj)
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// {
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{
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// m_dragObject = obj;
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m_dragObject = obj;
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// m_ShowRotation = obj.transform.eulerAngles;
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m_ShowRotation = obj.transform.eulerAngles;
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// view = obj.GetComponent<Transform>();
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view = obj.GetComponent<Transform>();
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// }
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}
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//
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// public void Disopose()
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public void Disopose()
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// {
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{
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// m_dragObject = null;
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m_dragObject = null;
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// view = null;
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view = null;
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// }
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}
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//
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// //拖拽
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//拖拽
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// public void OnDrag(PointerEventData eventData)
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public void OnDrag(PointerEventData eventData)
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// {
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{
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// if (!m_CanDrag) return;
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if (!m_CanDrag) return;
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// if (!view) return;
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if (!view) return;
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// if (!m_dragObject || !(m_DragSpeed > 0.0f)) return;
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if (!m_dragObject || !(m_DragSpeed > 0.0f)) return;
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//
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// var delta = eventData.delta.x;
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var delta = eventData.delta.x;
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// var deltaRot = -m_DragSpeed * delta * Time.deltaTime;
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var deltaRot = -m_DragSpeed * delta * Time.deltaTime;
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//
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// m_DragRotation += deltaRot;
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m_DragRotation += deltaRot;
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// var showRotation = Quaternion.Euler(m_ShowRotation);
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var showRotation = Quaternion.Euler(m_ShowRotation);
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// var showUp = showRotation * Vector3.up;
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var showUp = showRotation * Vector3.up;
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// showRotation *= Quaternion.AngleAxis(m_DragRotation, showUp);
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showRotation *= Quaternion.AngleAxis(m_DragRotation, showUp);
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// view.rotation = showRotation;
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view.rotation = showRotation;
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// }
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}
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//
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// //按下
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//按下
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// public void OnPointerDown(PointerEventData eventData)
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public void OnPointerDown(PointerEventData eventData)
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// {
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{
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// }
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}
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//
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// //抬起
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//抬起
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// public void OnPointerUp(PointerEventData eventData)
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public void OnPointerUp(PointerEventData eventData)
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// {
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{
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// }
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}
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// }
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}
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// }
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}
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@ -1,109 +1,108 @@
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// using System;
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using System;
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// using Sirenix.OdinInspector;
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using Sirenix.OdinInspector;
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// using UnityEngine;
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using UnityEngine;
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// using UnityEngine.UI;
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using UnityEngine.UI;
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//
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// namespace AlicizaX.UI.Extension
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namespace AlicizaX.UI.Extension
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// {
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{
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// [RequireComponent(typeof(RawImage))]
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[RequireComponent(typeof(RawImage))]
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// public class UI3DDisplay : MonoBehaviour
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public class UI3DDisplay : MonoBehaviour
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// {
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{
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// private Camera m_Camera;
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private Camera m_Camera;
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// private GameObject m_ShowObject;
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private GameObject m_ShowObject;
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// private RenderTexture m_ShowTexure;
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private RenderTexture m_ShowTexure;
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// private UI3DDisplayTouch m_UI3DDisplayTouch;
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private UI3DDisplayTouch m_UI3DDisplayTouch;
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//
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// private RawImage m_ShowImage;
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private RawImage m_ShowImage;
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//
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// [ReadOnly]
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[ReadOnly]
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// [SerializeField]
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[SerializeField]
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// private int m_ResolutionX = 512;
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private int m_ResolutionX = 512;
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//
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// [SerializeField]
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[SerializeField]
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// [ReadOnly]
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[ReadOnly]
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// private int m_ResolutionY = 512;
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private int m_ResolutionY = 512;
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//
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// private readonly int m_RenderTextureDepthBuffer = 16;
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private readonly int m_RenderTextureDepthBuffer = 16;
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//
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// void Awake()
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void Awake()
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// {
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{
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// UI3DDisplayHelper.UI3DDisplayHandler = this;
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m_ShowImage = GetComponent<RawImage>();
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// m_ShowImage = GetComponent<RawImage>();
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m_UI3DDisplayTouch = GetComponentInChildren<UI3DDisplayTouch>();
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// m_UI3DDisplayTouch = GetComponentInChildren<UI3DDisplayTouch>();
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}
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// }
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//
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//
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#if UNITY_EDITOR
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// #if UNITY_EDITOR
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//
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//
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[SerializeField] [Header("分辨率")] [OnValueChanged("OnEditResolutionChanged")]
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// [SerializeField] [Header("分辨率")] [OnValueChanged("OnEditResolutionChanged")]
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private int EditResolution = 512;
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// private int EditResolution = 512;
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//
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private void OnEditResolutionChanged()
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// private void OnEditResolutionChanged()
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{
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// {
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if (!getPlayingState) return;
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// if (!getPlayingState) return;
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m_ResolutionX = EditResolution;
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// m_ResolutionX = EditResolution;
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m_ResolutionY = EditResolution;
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// m_ResolutionY = EditResolution;
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var rect = transform.GetComponent<RectTransform>();
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// var rect = transform.GetComponent<RectTransform>();
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if (Math.Abs(rect.sizeDelta.x - m_ResolutionX) > 0.01f ||
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// if (Math.Abs(rect.sizeDelta.x - m_ResolutionX) > 0.01f ||
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Math.Abs(rect.sizeDelta.y - m_ResolutionY) > 0.01f)
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// Math.Abs(rect.sizeDelta.y - m_ResolutionY) > 0.01f)
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rect.sizeDelta = new Vector2(m_ResolutionX, m_ResolutionY);
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// rect.sizeDelta = new Vector2(m_ResolutionX, m_ResolutionY);
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}
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// }
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//
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//
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[ShowIf("getPlayingState")] [SerializeField]
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// [ShowIf("getPlayingState")] [SerializeField]
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GameObject previewPrefab;
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// GameObject previewPrefab;
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//
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[ShowIf("getPlayingState")] [SerializeField]
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// [ShowIf("getPlayingState")] [SerializeField]
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Camera previewCamera;
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// Camera previewCamera;
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//
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bool getPlayingState => !Application.isPlaying;
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// bool getPlayingState => !Application.isPlaying;
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//
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[Sirenix.OdinInspector.Button("预览")]
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// [Sirenix.OdinInspector.Button("预览")]
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private void Preview()
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// private void Preview()
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{
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// {
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if (m_ShowObject != null)
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// if (m_ShowObject != null)
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{
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// {
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UnityEngine.Object.DestroyImmediate(m_ShowObject);
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// UnityEngine.Object.DestroyImmediate(m_ShowObject);
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}
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// }
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//
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m_ShowObject = UnityEngine.Object.Instantiate(previewPrefab);
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// m_ShowObject = UnityEngine.Object.Instantiate(previewPrefab);
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m_Camera = previewCamera;
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// m_Camera = previewCamera;
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if (m_ShowTexure != null)
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// if (m_ShowTexure != null)
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{
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// {
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RenderTexture.ReleaseTemporary(m_ShowTexure);
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// RenderTexture.ReleaseTemporary(m_ShowTexure);
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}
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// }
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//
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m_ShowTexure = RenderTexture.GetTemporary(m_ResolutionX, m_ResolutionY, m_RenderTextureDepthBuffer);
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// m_ShowTexure = RenderTexture.GetTemporary(m_ResolutionX, m_ResolutionY, m_RenderTextureDepthBuffer);
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// m_ShowObject.SetLayerRecursively(LayerDefine.UI3DObject);
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// m_ShowObject.SetLayerRecursively(LayerDefine.UI3DObject);
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m_Camera.targetTexture = m_ShowTexure;
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// m_Camera.targetTexture = m_ShowTexure;
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GetComponent<RawImage>().texture = m_ShowTexure;
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// GetComponent<RawImage>().texture = m_ShowTexure;
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}
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// }
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#endif
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// #endif
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//
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public void SetUp(GameObject obj)
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// public void SetUp(GameObject obj)
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{
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// {
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m_ShowObject = obj;
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// m_ShowObject = obj;
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// m_Camera = CameraManaer.Instance.UI3DRenderCamera;
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// m_Camera = CameraManaer.Instance.UI3DRenderCamera;
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if (m_ShowTexure != null)
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// if (m_ShowTexure != null)
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{
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// {
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RenderTexture.ReleaseTemporary(m_ShowTexure);
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// RenderTexture.ReleaseTemporary(m_ShowTexure);
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}
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// }
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//
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m_ShowTexure = RenderTexture.GetTemporary(m_ResolutionX, m_ResolutionY, m_RenderTextureDepthBuffer);
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// m_ShowTexure = RenderTexture.GetTemporary(m_ResolutionX, m_ResolutionY, m_RenderTextureDepthBuffer);
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// m_ShowObject.SetLayerRecursively(LayerDefine.UI3DObject);
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// m_ShowObject.SetLayerRecursively(LayerDefine.UI3DObject);
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m_Camera.targetTexture = m_ShowTexure;
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// m_Camera.targetTexture = m_ShowTexure;
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m_ShowImage.texture = m_ShowTexure;
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// m_ShowImage.texture = m_ShowTexure;
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m_UI3DDisplayTouch.SetObject(m_ShowObject);
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// m_UI3DDisplayTouch.SetObject(m_ShowObject);
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}
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// }
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//
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void OnDestroy()
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// void OnDestroy()
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{
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// {
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m_UI3DDisplayTouch.Disopose();
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// m_UI3DDisplayTouch.Disopose();
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if (m_ShowTexure != null)
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// if (m_ShowTexure != null)
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{
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// {
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RenderTexture.ReleaseTemporary(m_ShowTexure);
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// RenderTexture.ReleaseTemporary(m_ShowTexure);
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}
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// }
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}
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// }
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}
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// }
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}
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// }
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